Brigid (Kelly MacLochlainn)
PL 6 (95 pp)

Abilities: Str 12, Dex 14, Con 14, Int 12, Wis 14, Cha 14 [20 pp]

Attack: Melee +4, Ranged +4 [8 pp]
Defense: +4 (+2 flat-footed) [8 pp]
Initiative: +2
Damage +0 hand to hand, +8 with Strike or Snare, +4 with area Trip
Saves: Toughness +2 (+8 with Force Field up, 2 Impervious), Fort +2, Ref +2, Will +4 [2 pp]

Skills: Bluff 2 (+4), Climb 0 (+1), Concentration 4 (+6), Craft (artistic) 2 (+3), Diplomacy 0 (+2), Disguise 0 (+2), Drive 1 (+3), Escape Artist 0 (+2), Gather Information 1 (+3), Handle Animal 2 (+4), Intimidate 1 (+3), Knowledge (art) 1 (+3), Knowledge (history) 1 (+2), Language (Irish-gaelic, native), Language (English), Notice 4 (+6), Perform (storytelling) 3 (+5), Search 0 (+1), Sense Motive 2 (+4), Stealth 0 (+2), Survival 0 (+2), Swim 0 (+1) [6 pp, 24 ranks in skills]

Feats: Diehard, Grappling Finesse, Improved Grab, Improved Grapple, Improved Pin,
[5 pp]

Powers:
Summon 2 (Summon Sunhawks, Extras: Fanatical, Horde, Power Feats: Absorption Healing, Mental Link, Progression 1 (can summon two sunhawks), [11]

The Sunhawk Nimbus (Container 7)
Flight 2 (25 MPH), [4]
Force Field 6 (Partial Extra: Impervious 2), [8]
Immunity 4 (hunger & thirst, environmental heat, cold and radiation, Flaw: Duration 1 (sustained)), [2]
Strike 8 (fiery ‘wings’ and ‘talons’, Power Feats: Extra Reach 1,
Alternate Power – Trip 4 (‘wing-buffet,’ Extras: Area (cone), Knockback, Flaw: Range 1 (touch)), [9]
Snare 8 (fiery talons), Flaw: Range 1 (touch), Power Feats: Extended Range 3 (+15 reach), Tether) [12]
[35]
[46 pp]

Abilities 20 + Combat 16 + Saves 2 + Skills 6 + Feats 5 + Powers 46 = 95 pp



Sunhawks
PL 3 / Minion rank 2 (30 pp)

Abilities: Str 10, Dex 16, Con 12, Int 6, Wis 14, Cha 10 [8 pp]

Attack: Melee +4, Ranged +2 [4 pp]
Defense: +4 (+2 flat-footed) [8 pp]
Initiative: +3
Damage +2 with fiery talons or beak, +1 with area Strikes
Saves: Toughness +2, Fort +1, Ref +3, Will +2 [0 pp]

Skills: Bluff 0 (+0), Climb 0 (+0), Concentration 0 (+2), Diplomacy 0 (+0), Disguise 0 (+0), Escape Artist 0 (+3), Gather Information 0 (+0), Handle Animal 0 (+0), Intimidate 0 (+0), Language (Irish-gaelic, Native, can understand but not speak), Notice 4 (+6), Search 0 (-2), Sense Motive 0 (+2), Stealth 0 (+3), Survival 0 (+2), Swim 0 (+0) [1 pp, 4 ranks in skills]

Feats: Attack Focus (melee) 2, Evasion 2, Move-by Action, Second Chance (damage saves vs. fire attacks)
[6 pp]

Powers:
Flight 2 (25 MPH), [4]
Strike 2 (fiery claws, Power Feats:
Alternate Power – Strike 1 (Extra: Area (trail)),
Alternate Power – Strike 1 (Extra: Area (explosion)), [4]
Protection 1, [1]
Super-Senses 2 (low-light vision, extended (vision) 1) [2]
[11 pp]

Drawbacks:
Disability - No hands -4
Disability - No speech -4

Abilities 8 + Combat 12 + Saves 0 + Skills 1 + Feats 6 + Powers 11 – Drawbacks 8 = 30 pp


Kelly lives in America now, but grew up in a traditional Irish cottage, raising sheep, part of the same of timeless lifestyle that most people only think exists in the movies. At night, her ma would take a brick out from under the wood-stove, wrap it in a towel, and place it under Kelly’s feet to keep her warm. They would leave a pot of lamb and potato stew slow-boiling throughout the day, and it would be their meal for the entire day, with a little more water added as the day went on, to keep it from getting too thick.

Spending six months in Boston before being inducted into the Claremont Academy, Kelly bristles at the ‘so-called’ Irish community in the States, with their Erin Go Braugh bumper stickers decorating their Japanese-made automobiles and their four-leaf clover mugs and Lucky Charms and thrice-cursed fake-dyed red hair…

Happily leaving her ‘Irish-American’ cousins far behind, she’s accepted that she had to get away from her home, as the manifestation of her ‘dreams of fire’ was endangering her family. Finding a school just for people with ‘special problems’ like her own was a godsend, and she considers herself blessed to have found a group of friends who have grown up in completely different worlds than she has known, and yet going through strikingly similar feelings of disorientation and alienation because of the manifestation of their own gifts.

Waste has discovered her rabid dislike of ‘fake Irish’ sentiments and bric-a-brac and has taken it upon himself to surprise her with St. Patrick’s Day cards, little wooden leprechauns, green ‘Erin Go Braugh’ sweatshirts, etc. She takes great delight in immolating such ‘gifts’ and recognizes that he does it just to get a rise out of her, taking a small amount of pleasure in reacting as he wishes, with a fiery display of ‘temper.’ She hasn’t quite figured out that this is flirting yet, and she’ll probably figure it out before he does, but long after everyone around them has figured it out, and gotten a bit sick of it… While Waste calls her ‘Kelly Green’ (she refuses to wear the color), she has taken to calling him ‘Bruce,’ apparently inspired by some Australian movie they watched together.

Raised on a diet of lore about the Tuatha de of old, Kelly has chosen the name Brigit, after the ‘goddess’ associated with fire and poetry. Her family has kept the memories of their past alive, and Kelly’s mother insists that her own grandmother also had superhuman powers, and was able to call fish to her husbands nets, and calm the storm-winds off the coast. Research into the nature of Kelly’s powers has proven contradictory, with both genetic markers of mutation, and yet also mystical signs and portents indicating a supernatural element at work as well.

Initially, Kelly could only call up her fiery eagles, and even then, only unconsciously. She has since learned to not only use this power consciously, but also to surround herself in a plasmic field of energy, in the form of a bird of fire. In this state, she can fly on fiery wings, reach out with great talons to strike at, or restrain, a foe, and is quite resistant to harm. By raising her wings and beating them forward powerfully, she can great a great wind that throws people in front of her to the ground, whereupon she will often attempt to pin one to the ground with a 'talon' of energy.