Champions – Lyeska, the Spirit Speaker

Some things were not supposed to happen at the Magic Kingdom. Child disappearances were one of them. A child disappearing from a ride ought to have been IMPOSSIBLE.

It wasn’t – although, to be fair… It wasn’t something that Disney could have anticipated or avoided.

Finnian MacBrádaigh was eight years old – and had found “Peter Pan’s Flight” entrancing. A magical flight over London, headed for Neverland!

And that sense of wonder brought a portion of his nascent talents into operation. For him, and for him alone… the darkness of the ride became a whirling gateway, a vortex that scooped him out of his seat in the ship-car of the ride to hurl him bodily into the astral depths of the Never-Never and the magical realm of Neverland – leaving behind an empty seat to panic his parents, trigger a shutdown, and launch a futile search by the mystified attendants.

No trace of Finnian would be found for a twelve years to come.


Finnian had been lucky. While the Never-Never was filled with fey, and myths, and terrible dangers, his accidental portal had been the tales of Peter Pan. Despite Captain Hook and his Pirates, Neverland was fairly benign – and there were potential friends and allies close at hand.

Despite the frantic efforts of his parents, of the Disney corporation, and the police… Finnian was a Lost Boy.

And the years passed, despite the timelessness and perpetual youth of Neverland. Finnian found that he had a knack for magic – picking up bits of lore from the Fey and from Kuimba Abakhawathe – the Shaman of the local “Indian” tribe, Singing Loon.

His talents grew – as did he as he explored the never-never beyond the timeless agelessness of Neverland,

Eventually Finnian became too old for Neverland – but Singing Loon had helped him craft a pouch of magic to aid him in crossing the Never-Never and he now possessed enough power to open a path back to Earth.

Naturally enough, there were complications – the first being a very public emergence in London with a couple of werewolf-things in close pursuit. While they – as night terrors – weren’t actually all that powerful on their own, in the material world, and in broad daylight – and so were fairly readily banished – there were plenty of cell phone videos of a deerskinr-clad youngster throwing lightning bolts at wolf- monsters up on youtube within just a few minutes.

Thanks to the wild variances in the flow of time in the Never-Never, Finnian was physically younger than he was supposed to be (if mentally older) – but his fingerprints, footprints, and a reasonably recent photo were all on file thanks to his conscientious parents – allowing the American Embassy to readily prove that he WAS the youngster who’d disappeared from The Magic Kingdom twelve years ago.

No matter how fantastical the story, the videos, fingerprints, and blatant magical powers were kind of difficult to ignore.

They sent him home for a reunion with his parents (who are still mystified, if overjoyed) – and for some fairly direct attempts at recruitment. The boy might be physically underage, but reasonably well-trained and publicly known mages were rare and valuable.

Finnian hasn’t yet made up his mind on that. Sure, it’s a good job – but it’s not like Neverland raises kids to be particularly responsible adults, even if they generally do turn out to be brave, loyal, and goodhearted.


Finnian is a living nexus between the Spirit Realms and the Physical World – an anchor that allows occasional spirits to make it through the barriers into reality. His powers are all based on Spirit Magic. At the most basic, his senses extend into the Spirit World and he can be attacked from it (in which case he’ll have to use Astral Projection to defend himself), he can channel the powers of various totem spirits, he can draw power from the spirit realms to bind into a modest selection of per-prepared spells, and his Medicine Pouch can be “stocked” with a modest number of additional spells and some raw magic to fuel them with – but even with the pouch, he runs out of steam quickly and requires a good deal of time to recharge his reserves.

Finnian usually prepares a few long-duration spells (a single charge with a one-day duration, +0). While this leaves him vulnerable if they’re dispelled, it’s better than having nothing to use for most of the day. For example, he could call upon Sun Wukong’s Iron Staff: (+10d6 Hand Attack (30 points), +15 PD/+10 ED Force Field (25 points), +5 Flash Defense (5 points), deactivates if forcibly disarmed and not reclaimed within the turn) and the Lion Totem – and he’ll have a weapon for the rest of the day (or until someone dispels or takes it away) and some decent combat boosts for an hour. Of course that will make him a hairy wild man-cat who bludgeons things with an iron staff instead of a disciplined mage, but Lost Boys are never much for social conventions.

Unfortunately, as a nexus and a Lost Boy, Finnian has obligations to help defend Neverland, is pursued by fantastical figures (ranging from the Green Witch and her desire to marry him and thus free herself to walk the physical world at will), through Captain Hook (and his flying pirate ship), and on to whatever insane creature of myth and legend has gotten loose today.

He’ll probably need to improve quickly.

Lyeska, the Spirit Speaker

Value Characteristic Points
13 STR 3
17 DEX 21
23 CON 26
10 BODY 0
10 INT 0
14 EGO 8
15 PRE 5
13 COM 1
6 PD 3
6 ED 1
4 SPD 13
8 REC 0
40 END -3
29 STUN 0
Total 78


Points Powers END
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
3 Elemental Control: Shamanic Powers (6-pt reserve); Visible (Very obvious to any mage): -¼; Generic Limitation (Dimensional Vulnerability: User can be attacked from the Astral Plane without any special modifiers.): -½; Generic Limitation (User will attract spirits with problems and will be expected to undertake various missions for the great spirits): -½; Visible (Readily Detectable, -.25), (-.5).
a-2 Mental Defense (15 pts); Add to Total; Always On: -½
b-5 Astral Senses
(4) Astral Sight (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On: -½
(4) Astral Hearing (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On: -½
c-2 Power Defense (12 pts); Always On: -½; Generic Limitation (Only versus magical and spirit attacks): -½
d-13 6d6 Aid: Shamanic Magic (Fade/turn, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Trigger: Changeable, +½; Points fade instantly after power used: -½; Extra Time: 1 turn, -1; Generic Limitation (May only prepare and cast seven spells per day): -1; Increased END: ×2, -½ 10
e-2 Extra-Dimensional Movement; The Astral Plane; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Extra Time: 1 turn, -1; Generic Limitation (Leaves physical body behind): -1; Increased END: ×5, -2 10
f-8 2d6 Aid / Totem Powers (Spirit Channeling) (Fade/5 hours, Max. 20); Range: 0; Active Points: 63; Affects: All Powers of Special Effect, +2; Side Effects (Distinctive Features, Animal Instincts): 30/Half, -½; Trigger: Changeable, +½; Extra Time: 1 min., -1½; Generic Limitation (All points fade at once): -¼; Incantation: Instant Power, -¼; Generic Limitation (Only to invoke spirits, only to add abilities up to the appropriate limits for the spirits invoked.): -½; Increased END: ×2, -½; Generic Limitation (May not have more than five different triggers ready at once.): -½; Generic Limitation (No more than six aspects per spirit. ): -½ 8
91 Sample Spider Totem Summons
(13) Clinging (Clinging STR +10)
(20) 2d6 Entangle (DEF 2); Range: 100 2
(20) Swinging (+16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 48; Reduced END: Half, +¼ 2
(12) Chitin Armor (4 PD/4 ED)
(9) +3 DEX
(17) +17 STR 2
91 Sample Eagle Totem Summons
(19) +15 STR; Reduced END: Half, +¼ 1
(9) +3 DEX
(20) +2 SPD
(19) 7″ Flight (NC: 28″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 42 1
(9) Telescopic Sense (Sight, +6 to PER)
(15) 1d6 Killing Attack (HTH) (Total 1½d6); Range: 0 1
92 Sample Lion Totem Summons
(20) +20 STR 2
(18) +6 DEX
(9) Armor (4 PD/2 ED)
(20) 1d6+1 Killing Attack (HTH) (Total 2d6); Range: 0 2
(15) Running (+6″, 20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Reduced END: Half, +¼; Non-Combat (MPH): 18 1
(10) Tracking Scent
91 Sample Unicorn Totem Summons
(20) +10 REC
(15) +15 PRE
(15) 3d6 Healing Touch 1
(20) Running (+8″, 20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Reduced END: Half, +¼; Non-Combat (MPH): 24 1
!(15) 1d6 Aid (Immunities) (Fade/month, Max. 6); Range: 0; Affects: Single Power of Special Effect, +¼ 1
(6) Enhanced Perception (all) (+2 to PER)
92 Sample Serpent Totem Summons
(18) +6 DEX
(20) +2 SPD
(18) Armor (6 PD/6 ED)
(18) Hand-to-Hand Attack / Venom Touch (3d6, Total 4d6); Range: 0; No Normal Defense (Versus Hardened Physical Defenses): +1 2
(5) Infrared Vision
(13) Stealth 17-
41 Total Powers  


Points Skills, Talents, Perks Roll
30 +3 level w/Overall Level
2 Gaelic (Fluent Conv.); Literacy: Standard, 0
2 Area Knowledge: The Never-Never 11-
3 Scholar
2 Knowledge: Magic 12-
1 Knowledge: The Astral Realms 11-
1 Knowledge: Literature 11-
41 Total Skills, Talents, Perks  


Cost Equipment
22 Medicine Pouch; Focus: Obvious Accessible, -1; Gestures: Instant Power, -¼; Activation: 14-, -½; Side Effects (Drain 3d6 Stun): 30/Half, -½
(2) END Reserve (60 END, 2 REC/turn)
(19) Multipower (62-pt reserve)
u-1 2d6 Aid: Adding Multipower Slots (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼
8 Armor / Magically Toughened Leather Clothing (4 PD/4 ED) ; OIF (Leather Clothing): -½
30 Total Equipment


100+ Disadvantages
10 Dependent NPC: Younger Lost Boys (Normal, 8-); Skills: Normal, +0
10 Public Identity (Finnian MacBrádaigh)
10 Hunted: The Green Witch (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Mild, -5
15 Hunted: Captain Hook and Company (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Random Creatures of the Never-Never (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
15 Overconfidence (Very Common, Moderate)
20 Code Against Killing (Common, Total)
15 Prankster (Very Common, Moderate)
5 Reputation: Promising Young Mage (8-)
15 Phys. Lim: Occasionally gets “sucked into” various works of fiction and must find an exit from the plot to get out . For him, popular fictions are dangerous portals. (Infrequently, Fully)
10 Phys. Lim: Uncivilized. Was literally raised by savages, pirates, and other stray kids, and has no awareness of current idioms or culture beyond what an eight year old from more than a decade ago would know. (Frequently, Slightly)
150 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
78 + 82 = 160 250 = 150 + 100


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 5 15 10/4 10/4 3, 6, 9, 12


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