ORIGINAL FANTASY HERO CHARACTERS

SIR MERRIYA de BLACKMERE

Val	CHA	Cost	Roll	Notes
13	STR	3	12-	Lift 151.6 kg; 2 ½d6 HTH Damage [3]
18	DEX	16	13-
15	CON	5	12-
15	INT	5	12-	PER Roll 12-
13	EGO	3	12-
15	PRE	5	12-	PRE Attack:  3d6

6	OCV	15
6	DCV	15
3	OMCV	0
4	DMCV	3
3	SPD	10		Phases:  4, 8, 12

6	PD	4		Total:  6 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
6	REC	2
30	END	2
12	BODY	2
28	STUN	4		Total Characteristics Cost:  96

Movement:	Running:	12m/24m 
		Leaping:	4m/8m
		Swimming:	4m/8m

Cost	Powers & Skills
	Martial Arts:  Armed Combat
	Maneuver	OCV	DCV	Damage
5	Cleave		-2	+1	Weapon +4 DC Strike
4	Counterstrike	+2	+2	Weapon +2 DC Strike, Must Follow Block
4	Lock		+1	+0	Bind, 23 STR
4	Parry		+2	+2	Block, Abort
4	Strike		+0	+2	Weapon +2 DC Strike
3	Trip		+2	+0	Weapon Strike, Target Falls, Requires Both Hands
3	Weapon Element:  Axes, Maces, Hammers, and Picks, Blades, Polearms and Spears, Staffs

	Perks
2	Fringe Benefit:  Knight

	Talents
3	Attractive:  +1/+1d6 Striking Appearance (vs. all characters)

	Skills
16	+2 with HTH Combat
6	+2 versus Mounted Combat penalties with for all attacks

2	AK: [Local Area] 11-
2	Animal Handler (Equines) 12-
3	Breakfall 13-
1	Gambling (Chess) 12-
3	Courtier:  High Society 12-
1	Language:  "Common" (idiomatic; literate)
1	Oratory 8-
3	Healer:  Paramedics 12-
7	Riding 15-
0	TF:  Equines
3	Hunting:  Tracking 12-
4	WF:  Common Melee Weapons, Bows, Lances
3	Scholar
2	1)  KS: Dance 12-
2	2)  KS: Folklore 12-
1	3)  KS: Hawking 11-
2	4)  KS: Heraldry 12-
2	5)  KS: Knights of Reknown 12-
1	6)  KS: Swordfighting 11-

Total Powers & Skill Cost:  97
Total Cost:  193

175+	Matching Complications (50)
5	Distinctive Features:  Coat Of Arms (Easily Concealed; Noticed and Recognizable; Detectable By 
	Commonly-Used Senses)
10	Distinctive Features:  Style (Not Concealable; Noticed and Recognizable; Detectable By Large 
	Group)
15	Psychological Complications:  Code Of Chivalry (Common; Strong)
10	Psychological Complications:  Knight-Errant Mentality (Common; Moderate)
10	Rivalry:  Professional (with any knight who thinks a woman can't "make it" as a knight,  Rivals 
	may have superior numbers and/or rank; Rival is More Powerful; Seek to Outdo, Embarrass, or 
	Humiliate Rival; Rival Aware of Rivalry)

Total Complications Points:  50
Experience Points:  18

Equipment:
Weapon		OCV	RMod	DMG	STUN	STR	Notes
Broad Sword	+0	--	1d6+1	+0	12	M
Bastard Sword	+0	--	1 1/2d6	0	13	M, 1 1/2H 
Poleaxe
  Blade		-1	--	2d6	0	13	L, 2H
  Shaft		+0	--	(4d6)	--	13	L, 2H
Medium Bow	+0	+0	1d6+1	+0	9	200m, 2H, Conc


Armor:  Harness of middle 14th Century
Name			DEF	Location	Notes
Bascinet		8	3-5		Includes face plate
Avantail		6	4, 9		Mail ‘skirt’ hanging from helm
Arming Jacket		2	7-12		Quilted coat worn under armor
Mail Shirt		6	7-12		Worn under breastplate
Breastplate & Tassets	8	9-13
Transitional Arms	7	7-8		Rerebrace, Couters, and Vambrace
Plate Half Gauntlet	6	6
Transitional Legs	7	14-18		Cuisse, Poleyn, and Greave

Background/History: Merriya is the youngest of six children in the de Blackmere family and the only female. Her mother having died while Merriya was still very young, Merriya was raised by her father, Edward, as just another son. This included being taught how to ride and hunt, the use of the sword and lance, the handling of hawks and falcons, and other such squirely duties. In time, she became quite accomplished in these arts, her own agility more than making up for her elder brothers' greater strength.

At the age 16, Merriya went forth with her brothers to a great tournament. Her brothers meant to compete while Merriya was to aid them in the manner of all good squires. As fortune would have it, the youngest of the brothers, Philip fell ill from an indulgence of wine and merriment and was unable to participate in the melees and combats of the next day. Not wishing to have her family shamed by such an occurrence, Merriya took the only possible course of action—she donned Philip's armor, took up his shield and rebated sword, and went forth unto the field to defend her families name and honor.

Such battles were fought that day! What lances shattered and swords splintered! What cries of victory and anguish, what sounds of blows and what good knights struck to the ground! Until at last, the tourney drew to a close and "Philip" was declared the winner and squire of honor for displaying such prowess on the field. His Grace, Duke Artus did declare that if this squire was presently not in service to another he would take him as his own and make him a knight. The astonishment of the crowd was most complete when Merriya removed her helm to claim her prize. Duke Artus however, was good to his word and did take Merriya into his service and five years later presented Merriya with her white belt, spurs and chain (and administered a buffet no less or no greater than any other knight had received that day.)

Another five years have passed and now Merriya has become a knight errant. Perpetually penniless, she travels the lands, doing what good deeds she can while eternally searching for that illusive ... something. What she is looking for and what Merriya will do if she ever finds it remains to be seen.

Personality/Motivation: Merriya is a good and noble knight, adhering most deeply to the laws of Chivalry and Honor. As such Merriya will always attempt to be truthful, to protect the weak and innocent, aid the poor, to be loyal to those that she has agreed to serve and to be courteous to all that she may meet—even in war. As a landless knight, Merriya keeps on the move, traveling from place to place, and righting such wrongs as she sees. She will not stay in one place for long, but will remain until she feel a bad situation has been put right. She will also seek-out evil where ever it can be found, and is highly unlikely to refuse a cry for help or a request for aid.

For all her noble deeds and manners, Lady Merriya is not with out her faults. She is most superstitious, believing in all manner of fairies and ghouls, ghosts and goblins, that black cats cause bad luck, and a red ribbon tied to Steel's tail will discourage witches (of course, in some campaigns this might not be that big of a disadvantage....)

Powers/Tactics: As with many knights, Merriya has been raised to believe the best defense is a good offense. Sitting on her warhorse,. dressed in full armor, with a shield on her arm and a broadsword in her hand, she has little to fear from most foes, and will ride in quickly, closing the range to her opponent. Blows will be struck quickly and with power, until the enemy falls. On foot, Merriya will use her bastard sword or poleaxe, usually starting out with the axe, especially if her enemies are heavily armored (the poleaxe uses a house rule that all axes have AP to represent their concentrated cutting power—change this if you wish). Her bow is used only for hunting—while respecting the power and use of massed archers, Merriya feels it is more "proper" to fight an enemy on equal footing, in hand-to-hand, where skill at arms will determine the outcome of the battle.

Appearance: Merriya is in excellent physical shape, standing 5' 7" and weighing about 130 pounds. Her eyes are a dark green with black hair that falls just past her shoulders. Although she is only 26, Merriya's face has a slightly weathered look to it, and her hands have a swordsman's calluses along the inside of the thumb and base of the fingers.

Her colors are black and gold, so Merriya's breastplate is covered (as is the custom) with black velvet and is set with brass rivets. Her fighting surcoat is black, lined with gold while the rest of her clothing is in a variety of color combinations.

Device: Per chevron sable and or, a gryphon rampant sable, in chief three compass stars or.

Equipment: Merriya owns two horses, Steel and Stone. Steel is her warhorse and Stone is a packhorse and sometime riding animal. Packed onto Stone's back are all manner of goods: a dagged surcoat to wear with armor, a jeweled placket belt, several houppelandes and coathardies, boots and shoes, hose and trousers, and so on. Also, all the things one would need while traveling alone: knives and spoons, cooking utensils, flint and steel, a sharpening stone, needles, and thread, oil for cleaning her weapons and armor, and scabbards and cases to carry it all in.

(Character sheet created by Michael Surbrook)

Sir Merriya de Blackmere's Hero Designer File


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