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===Sylphs=== +2 to Dexterity or Intelligence Resist lightning 16+ '''Racial Power''': Swift as the Wind Once per battle, you can pop free from a number of enemies equal to the escalation die, then move as a quick action. ''Champion Feat'': When you use ''swift as the wind,'' you gain flight until the end of your turn. Sylphs are touched by the element of air, and move and fight with the grace of wind and the fury of the storm. Of all the aetherborn, sylphs resemble humans the most, albeit ones that are generally taller and thinner than the norm. They are almost always pale and fair-skinned, sometimes with faint tinges of blue or grey in their lips and extremities. Their hair is wispy and grows quickly, most often light blonde, grey, or blue. Their irises come in washed-out tints of any human color, occasionally lacking any color at all and distinguishable only by a faint outline of grey. All sylphs are followed by a slight breeze which they must focus to suppress, and that grows stronger during extremes of emotion. Other quirks observed in sylphs are: -Birthmarks that mimic the scars inflicted by lightning strikes -The ability to perfectly predict the weather -A constant static charge that shocks anyone they touch -Hair the color of a storm cloud, with streaks of white and blue that suggest lightning -Walking on a centimeters thick cushion of air, never actually touching the ground -Whorls of color that pass across their eyes like clouds -A faint, but noticeably deeper echo to their voice While the outward personality of individual sylphs varies between the stately calm of a gentle breeze or the tempestuous passion of a hurricane, most sylphs share an inborn curiosity. In some, it manifests as an inclination to wander and discover, resulting in travelers and explorers unable to stay in one place for long. In others, it shows as a more cerebral streak, these sylphs being drawn to careers in scholarship and the arts. Their curiosity is such that sylphs have been known to willingly place themselves in danger just to figure out a piece of information or acquire a certain item that theyโve become fixated on. Many sylphs have a habit of eavesdropping, using their human-like appearance to go unnoticed. Socially, sylphs are regarded as the most aloof of the aetherborn, perhaps undeservedly. While it is true that many sylphs have trouble forming close bonds with people, this is more a symptom of their tendency to wander or be caught up in their own thoughts than a closed-off personality. Adventuring sylphs often fill intellectual roles such as wizards and commanders, while those more inclined towards physical grace than mental exercise become talented swordsmen and archers.
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