A changeling that recently embraced - or is very close to embracing - her sidhe nature but still does not aknowledge it; she prefers a life closer to her human contacts. Besides, the abandon of campus life is not that far from summer court. She works either as an NPC or as a character that started as changeling but has advanced since then. She occasionally takes part in athletic contests (toning down her skill, of course) using the prize money to support her lifestyle, and has taken up human martial arts as a hobby.
SKILLS
+6 Athletics, Lore
+5 Discipline, Craftmanship
+4 Endurance, Presence, Awareness
+3 Scholarship, Rapport, Fists
+2 Conviction, Might, Performance
+1 Driving, Empathy, Guns
POWERS AND STUNTS
[-4] Supernatural Speed
[-1] Supernatural Toughness - Catch is Faerie Weaknesses
[-2] Item of Power: Bonds of Summer
Bracers in the form of an elaborate pattern of vines that make the wearer's connection with Faerie stronger.
Gives Inhuman Strength and raises speed to Mythic.
Draws the attention of Summer forces more often than not.
[-2] Ritual: Summer Magic
[-2] Wardings: +2 to defense rolls vs magical attacks.
[-1] Watching the Watchers: you know when someone is watching you and you may make a perception roll vs stealth to locate him. This is a supernatural sense (using Lore)
[-1] Altered Time Sense: You have adapted to the demands and reactions of extreme speeds. Your conscious thought is now as fast as your reflexes, allowing you to focus on defending for several subjective seconds against attacks that appear lightning-fast. Use Athletics to defend against physical or mental attacks or maneuers.
[-1] Acrobatic Attack: You may use momentum and great speed to land your blows past opponents' defenses before they can react. If you use a supplemental action to move at least one zone as past of an unarmed attack, you may use your athletics instead of your fists for the brawling trapping.
[-1] Find the Gap: you can find the chink in most armor. Against your unarmed attacks, armor is treated as 2 lower.
[-1] Lethal Blows
[-1] Artisan: +1 craftmanship for all arts, +2 for fine gem and metalworking.