Myrna, Horizon Walker

In all honesty, I haven't messed with my Spectrum Shock campaign in months. However, while digging through some old folders on the laptop this week, I stumbled upon a few NPC spotlights that were almost finished, so I finished them up. All of these were exercises in mixing and matching different D20 resources to come up with interesting characters for a post-apocalyptic campaign. This particular NPC, Myrna, uses material from D20 Modern, D&D 3.5, and a supplement from RPGObjects called Supers20.

At times one of Aron Illarion's travelling companions, Myrna is on the run from the DC military for entirely different reasons. She worked for DC emergency services for years before discovering that she had superhuman abilities. While on a seek and rescue mission, she found herself unable to reach her target... but after visualizing herself by his side, she found herself actually by his side without moving an inch... she had teleported! She immediately assumed that she had awakened some sort of latent psionic ability within herself, but testing proved her theory false. In fact, testing couldn't pinpoint the origin of her ability at all. Unable to define the source of the power, DC scientists began making subtle accusations that she might have been tainted by the supernatural. Myrna knew the eventual results of that line of thinking, so she gathered what she could carry and left as quietly as possible. Of course, the DC officials interpreted her fleeing as an admission of guilt, and added her to their list of wanted criminals.

Myrna now drifts around the wilderness, searching for someone knowledgeable enough to explain how she ended up with her special talent. In the meantime, she is immensely enjoying both the opportunity to see the world and the ability to pop up wherever she pleases. Still, a nagging feeling of uncertainty plagues her thoughts... what if the scientists were right? What if she has been corrupted somehow?

Myrna (Dedicated Hero 3 / Explorer 3 / Horizon Walker 2): CR 8; Medium humanoid (human); HD 3d6+6 plus 3d8+6 plus 2d8+4; hp 51; Mas 14; Init +2; Spd 6; Defense 16 (+4 class, +2 Dex, +0 natural armor), touch 16, flat-footed 14; BAB +6; Grap +6; Atk +6 melee (1d4, dagger) or +8 ranged (2d8, laser pistol); Full Atk +6/+1 melee (1d4, dagger) or +8/+3 ranged (2d8, laser pistol); SQ none; AL CG; Fort +9, Ref +5, Will +6; AP 4; Str 10, Dex 15, Con 14, Int 10, Wis 14, Cha 12
Occupation: Emergency Services (Search, Treat Injury)
Skills: Hide +8, Knowledge (earth/life sciences) +9, Knowledge (history) +9, Listen +11, Search +9, Spot +7, Survival +13, Treat Injury +15
Feats: Archaic Weapon Proficiency, Endurance, Guide, Personal Firearms Proficiency, Power Level x2, Simple Weapon Proficiency, Teleport (20' move action), Track
Talents (Dedicated Hero): Skill Emphasis (Treat Injury), Aware (+6 on listen/spot checks to avoid surprise)
Class Features (Explorer): Explorer Lore +5, Resolve (+1 vs fear/intimidate), Skilled Searcher (+1 to find secret doors/traps)
Class Features (Horizon Walker): Terrain Mastery (Forest, Hills)
Possessions (Wealth +4): In addition to her combat gear, Myrna carries a full backpack with her that is full of knickknacks and random items that she thinks she might need. Although she struggles to carry it long distances in the conventional fashion, she generally doesn't travel very far conventionally. She has far too much fun traveling by "hopping" short distances with her teleport ability.

Books Used: D20 Modern Core Rulebook, D20 Future, Dungeon Masters Guide v3.5, Supers20
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