- Frailties: Chatterbox: As written,
sylphs are restless and cannot sit quietly for any length of time; even those
that manage not to speak will still fidget noisily. As a result, all sylphs
have the permanent Negative trait Obnoxious (and players should roleplay
this Frailty). -- Sylphs in Vaporous Form make a lot of noise as well, even
if it is not always meaningful to listeners.
- Immunity: Sylphs have no special Immunity beyond the protection
of Vaporous Form.
- Bans: Never spend a full day in solid form;
[and one of player
choice].
- Weakness: Cold Iron. -- Also, while in Vaporous Form,
the sylph suffers an extra level of damage from magical attacks involving damaging
winds or weather control, which can cause the sylph's vaporous body to lose
cohesion.
- Binding: Sylphs bound in Cold Iron cannot assume their Vaporous
Form or use spells or Disciplines.
- Regaining Mana: Harvesting, Ravaging, Mana Stealing.
- Preferred Disciplines: Celerity, Melpominee OR Thaumaturgy
(Lure of Flame [Damaging Wind version], Spirit Manipulation, Weather
Control), Thaumaturgy (Movement of the Mind [Wind version],
as Physical Discipline).
- Origin: Sylphs of Earthly origin probably rode the winds
rather than settle down amongst humans, but are likely to have Contacts of all sorts all over the world and perhaps developed Occult Influence
through travel and secret-collecting. Sancta and Nodes inaccessible
to non-fliers are also likely for sylphs of either origin (castles on clouds,
that sort of thing). Earthly sylphs may spend their free Secrets of the Air
Ability trait on an earthly Lore.
- Appearance:Sylphs in their natural form appear almost transparent
(although they are solid enough unless Vaporous), with wild hair and
flowing garments tossed about by the wind even on a still day. Without a Seeming,
a sylph is more likely to be mistaken for the ghost of a human than a living
mortal.
- Special: