Our Gm's campaign is that apparently the Summer Court has "come out" and is sending a emmissary <another PC> to act as ambassador to the humans.
Name:   Aramis Dupree                                                                               High Concept: Pixie Knight
Refresh/Fate:   7  6 = 1      Template: Changeling                                         Trouble: Sassy Sprite
Where did you come from? Abusive Alcoholic Mother                                        Aspect: How Not to Be Seen
What shaped you? At Age of 10 began to shrink, Abandoned as a Freak             Aspect: Vertically Challenged
What was your first adventure? Recovered the Relics of a Pixie Hero                  Aspect: Heros Heir 
Whose path have you crossed? Proved himself a Squire of Summer                  Aspect: Sworn to Summer
Who elses path have you crossed?   Assigned Protection of Emissary               Aspect: My Blood for Hers
Skills (25):
Great (4) x 1: Athletics
Good (3) x 3: Weapons, Presence, Intimidation
Fair (2) x 4 Stealth, Discipline, Lore, Alertness
Average (1) x 4: Investigation, Conviction, Burglary, Survival
Powers/Stunts (6):
Pixie Blood: (-2)
 Diminutive  1
            Effects: +4 Stealth, +2 Alertness, +2 Investigation, -4 Might, +1 Dodge, 
            Physical Stress reduced to 2, Max Damage reduced to 1
 Wings  1
   Effects: You can Fly!
 Glow  0
   Effects: Light an area like a torch at will.
Cold Iron Rapier of Rapidity (-2)
 Relic - 0
   Effect: Unbreakable, Weapon: 1
 Inhuman Speed  2
   Effects: +2 Run/Fly, +1 Dodge, +1 Athletics, +2 Stealth, +4 Initiative, Free Move
Mithril Chainmail of Shadows (-1)
 Relic +2
              Effects: Unbreakable, Armor: 2
 Cloak of Shadows 1
              Effects: +2 Stealth, No penalty for being in total darkness.
 Physical Immunity 8
              Effects: Take no Physical Stress from any source outside of Catch.
 Inhuman Recovery 2
   Effects: Reduce Healing Time 1 Level, Skills not capped by Endurance, 
              Once per Scene heal 1 Minor Consequence, Heal all wounds over time.
 The Catch: Cold Iron +4 
   Effects: Cold Iron Wounds pierce immunity and can not be healed/reduced with Recovery.
 Second Catch: Cats +4
   Effects: Wounds from Feline Sources pierce immunity.
Stunt: Infuriate  1
   Effect: Roll Intimidate +2 to do Social/Mental Damage to target.  
              Consequences from these rolls can force target to attack you.
Dice Pools:
Taunt: -------- 3+2=5                    Physical Stress: ( ) ( )
Stealth: ------ 2+4+2+2=10            Social Stress: ( ) ( ) ( ) ( )
Fly: ----------- 4+2=6                     Mental Stress: ( ) ( ) ( )
Athletics:   ---- 4+1=5                                                                 P    M    S
Dodge: -------4+1+1+(2)=8         Minor Consequences (-2):         ( )   ( )   ( )
Search: ------ 1+2=3                 Moderate Consequences (-4):     ( )   ( )   ( )
Spot:--------- 2+2=4                 Severe Consequences (-6):        ( )   ( )   ( )
Initiative:   ---- 2+2+4             Critical Consequences (-8):        ( )   ( )   ( )
Attack: ------ 3+(1)=4