Not quite a generic NPC, but it shouldn't be too hard to file off the serial numbers if you want a powerful summer sidhe for a different game.
Lady Austris, The South WindAustris is tall and thin, with nearly black skin, golden cat's eyes, and long black hair that shimmers and sparks like thick smoke drifting over a bed of coals. Her hands and feet are clawed and insectoid and segmented in black and gold and red, and spiny red-gold plates of chitin guard her forearms and shins. Massive dragonfly wings in similar colors sprout from her back. (Color scheme can be seen
here, though her wing patterns are more closely reminiscent of
this.)
For clothing she favors silk in red and gold, either skin-tight or artfully draped to accentuate her lithe form - concealing, and yet leaving little to the imagination. (See also her listed magic items - she rarely sets aside more than the comparatively bulky smoke-plated armor.)
High Concept: Sylph Sidhe Of The South Wind
(For reference, the generic sylph high concept is "razor-edged dragonfly girl", a description which does still apply to Lady Austris)
Other Aspects: Burning Passions, Bringer Of Storms, A Wondrous Pet, The Hidden Flame Of
Devil's Mountain, To Scorch The Heavens, (room for one more aspect that I haven't come up with)
Notes on aspects:
Burning Passions is, roughly, her trouble aspect; once known, it can be invoked to aid in attempts to inflame her emotions - for any reasonably fire-related emotion, like lust, greed, fury, envy, etc.; it can also be compelled to have her simply fail to defend against such attacks, or for her to go overboard in her reaction to, say, a seduction attempt (or whatever).
A Wondrous Pet refers to
Johann, whose skill and power catalyzed Austris' rise from a minor just-barely-sidhe to her current strength and position.
To Scorch The Heavens: Austris has her eyes set on becoming to the summer court as Leanansidhe is to winter; second in power after only the Queen. She's nowhere near that point yet, of course, being still well below such enties as the Lady of Summer, or the Eldest Gruff... but her relatively rapid rise from minor sidhe is starting to gain some attention. Compel or invoke this aspect for her to make grand gestures, grand plans, to overreach herself, or for attentions (both positive and negative) from those who watch the internal politics of Summer.
Powers:
-1 wings
-6 mythic speed
-2 inhuman toughness
-2 physical immunity to fire & fire byproducts (heat, smoke, obsidian blades, poisonous volcanic gasses, etc.)
-4 supernatural recovery
+3 catch (cold iron - and just cold iron; Austris burns hot enough that attacks with cold or ice have no special effectiveness against her - though unseelie magic does retain its normal reduction of toughness level.)
-0 human guise
-1 fae tongue (Speech is speech; it matters little to Austris if she's speaking modern German or ancient Sumerian or whatever other language is needed at the time.)
-1 claws
-1 natural blades (uses weapons skill for attacks with claws)
-2 where does she keep them all? (Austris can conjure mundane bladed weapons as a free action, though they dissolve into ectoplasm not long after leaving her hands; this is a re-flavored "breath weapon" power. Typically these weapons are obsidian, but she can also manage bronze, aluminum alloys, and a few other non-ferrous options.)
-1 lady of the searing edge (+2 weapon rating when making melee attacks against targets that aren't immune to fire.)
-1 paint the skies with blood (+1 weapons while flying)
Notes: Austris typically fights in a dual-wielding style with a burning scimitar and claws; this offers her no game-mechanics advantage, but looks cool.
Edit: looking over this again, I think she actually should get a dual-wield stunt. This would explicitly apply before "lady of the searing edge", though; the stunt would let her attack at weapon: 5. (Two base - for either claws or scimitar, +1 from dual-wield, +2 fire damage from her custom power.) The reason for this is simple: as I originally statted her, she's better off using greater glamours to conjure up a two handed weapon of some sort (spear, greatsword, whatever) and using that at weapon 5 (3 base for a two handed weapon, +2 fire damage from her custom power).
-4 greater glamours (Note that this can easily see use in preparing for social combat, with maneuvers like "distracting appearance" or "perfect business suit".)
-4 seelie magic
-3 refinement (for more item slots)
Skills:
+7: weapons, presence
+6: alertness, athletics
+5: performance, deceit, rapport
+4: intimidation, lore, discipline
+3: endurance, conviction, empathy, contacts
+2: investigation, resources, stealth, might
+1: driving, burglary, scholarship, survival
Magic Items:
Crown of Flames: +3 control for offensive fire magic
This is a thin golden circlet wreathed in tendrils of steady blue-white flame.
Obsidian-Edged Girdle: +3 power for offensive fire magic
A belt made from interlocking slivers of volcanic glass; daggerlike protrusions extend artfully both up and down. For a human, wearing such a belt against bare skin would inevitably end in a trip to a hospital; for Austris, the sharpened edges are merely a fashion statement.
Golden Silk Shawl: defensive enchanted item (one slot); functions as block 4 or armor 2 for one exchange
3x Potion Slot: most often used for social maneuvers (power 4), typically in the form of subtle mood-altering perfumes.
Smoke-Plated Armor: defensive enchanted item (four slots); functions to upgrade the shawl's defense to block 8 or armor 4. It also provides a full-time armor 2 just from its base construction; it's the fae equivalent of a bulletproof vest. Austris does not wear it unless she expects to be going into combat, though, unlike the rest of her items.
Rotes:
Fanning the Fires: A primarily social maneuver to place an aspect of "Burning Passions" on a single target - though this could also see use in physical combat to make a foe overreach themselves, or an ally fight with their full fury. Power 6, typically resisted by discipline, costs one mental stress to cast.
Gale Winds: A blast of hot, dry, air hits the target like a hammer blow; treat as a might result of 4 for attempting to move whatever the wind is directed at; in some unusual cases (such as if the target is in front of a cliff edge or other dangerous location) this may instead be treated as a simple weapon: 4 attack rote. Costs two mental stress.
The World In Flames: Sets fire to a wide area, applying a simple zone-wide aspect of "on fire"; this aspect is magically maintained for two exchanges, though it can last past that if there are flammable materials present. Costs one mental stress.
Searing Vortex: Calls up a miniature fiery tornado, burning and trapping one target. Casting this spell requires an invoke-for-effect on a pre-existing aspect indicating that either the target or the zone they are in is on fire (as per normal grapple rules - you can't initiate a grapple without a tag on an appropriate aspect). Power 6, lasts two exchanges, costs two mental stress.