ORIGINAL FANTASY HERO CHARACTERS

SIR MERRIYA de BLACKMERE
Paladin of Heddith

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [3]
18	DEX	16	13-
15	CON	5	12-
15	INT	5	12-	PER Roll 12-
16	EGO	6	12-
20	PRE	10	13-	PRE Attack:  4d6

6	OCV	15
6	DCV	15
3	OMCV	0
5	DMCV	6
4	SPD	20		Phases:  3, 6, 9, 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:  119

Movement:	Running:	14m/28m 
		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, 25 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

	Paladin Of Heddith
12	1)  Aura Of Heddith:  +60 PRE; Only To Make Presence Attacks (-1), Only Works Against Undead 
	Creatures (-1), Limited Effect (see Fantasy Hero 6E page 144; -1), Extra Time (Full Phase, -½), 
	Only When Serving Heddith's Purposes (-½)
10	2)  Healing Hands Of Heddith:  Simplified Healing BODY & STUN 6d6; 1 Charge (-2), Extra Time 
	(1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 ½), Concentration (throughout, 
	0 DCV; -1), Only When Serving Heddith's Purposes (-½), [1]
5	3)  Healing Light Of Heddith:  Sight Group Images, Area Of Effect (4m Radius; +¼); Only To Create 
	Light (-1), No Range (-½), END 1
	
2	Fast On Her Feet:  Running +2m (14m total), END 1

	Perks
2	Fringe Benefit:  Knight

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

	Skills
16	+2 with HTH Combat
6	Fight In Armor:   +2 versus armor penalties to DCV with All Attacks
6	Mounted Warrior:  +2 versus mounted combat penalties with all attacks

1	AK: The Forgotten Realms 8-
2	AK: Silverymoon 11-
2	Animal Handler (Equines) 13-
3	Breakfall 13-
1	Gambling (Chess) 12-
3	Courtier:  High Society 13-
1	Language:  "Common" (idiomatic; literate)
2	Oratory 10-
3	Healer:  Paramedics 12-
1	PS: Armor/Leather Repair 8-
7	Riding 15-
0	TF:  Equines
1	Tactics 8-
5	Hunting:  Tracking 13-
4	WF:  Common Melee Weapons, Bows, Lances
3	Scholar
2	1)  KS: Dance 12-
1	2)  KS: Doctine of Heddith 11-
2	3)  KS: Folklore 12-
1	4)  KS: Hawking 11-
2	5)  KS: Heraldry 12-
2	6)  KS: History of the Order of the North Star  12-
2	7)  KS: Knights of Reknown 12-
1	8)  KS: Swordfighting 11-

Total Powers & Skill Cost:  141
Total Cost:  260

175+	Matching Complications (75)
10	Distinctive Features:  Aura Of A Paladin Of Heddith (Not Concealable; Always Noticed and Causes 
	Major Reaction; Detectable Only By Evil Beings And Creatures)
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	Hunted:  Enemies of Heddith/Forces of Evil Infrequently (As Pow; PC has a Public ID or is otherwise 
	very easy to find; Harshly Punish)
10	Hunted:  Order Of The North Star Infrequently (Mo Pow; NCI; Watching)
25	Psychological Complication:  Devotion To Heddith And Her Ideals And Purposes (Very Common; Total)
10	Psychological Complication:  Dislike/Disdain Of Sorcery (Common; Moderate)

Total Complications Points:  50
Experience Points:  73

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.)

Soon afterwards, Merriya was initiated into the Order of the North Star, a company of knights sworn to defend the northern reaches of Silverymoon from incursions of the Spawn (better known to many as orcs, goblins, ogres, and their ilk). She served with great distinction, and was present on the field when the army of Prince Hal shattered the Spawn's invasion with great clouds of arrows.

Following the destruction of the Spawn, Merriya felt she was without purpose, and went off on a personal quest of her own. Acting as a knight errant, she traveled the land, doing what good deeds she could while searching for something that she couldn't describe.

As events would have it, Merriya found what she was looking for, or more appropriately, it found her. Despondent over her recent failure to protect an innocent, as well as smarting from the realization she had allowed her station to overwhelm her heart and mind with arrogance, Merriya lost herself in the forest, seeking a release from her earthly pains. But, instead of death, she found something far greater; she found clemency.

Heddith, Goddess of Mercy, calmed Merriya's mind and gave her a chance for redemption. Appointing Merriya as one of her paladins, Heddith instilled within the knight a new sense of purpose and sent her back out into the world. Now Merriya wanders the lands once more, not as a knight errant, but as a Paladin of Heddith, seeking evil and injustice in all forms, shapes and sizes, and attempting to eradicate it.

Personality/Motivation: Merriya is a good and noble knight, adhering most deeply to the laws of Chivalry and Honor, as well as the ideals of a Paladin of Heddith. 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 Paladin of Heddith, 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, even as a paladin Merriya is not with out her faults—despite her own magical (albeit divinely-granted) powers, Merriya has little liking for for sorcery, feeling it lacks honor when applied in battle and is often used for questionable motives. She also retains some of her former superstitious nature, although these days it is more out of force of habit than anything else.

Quote: "Do what you must then, but I ask that you make it quick and grant him [an evil priest] a mercy he has doubtless never shown others."

Powers Notes/Tactics: As a knight, Merriya feels it is important to fight honestly and openly, with out resorting to deceit or trickery. This is tempered by the realization that not all view the world as she does, and the end can be used to justify the means. As a Paladin of Heddith, she will fight strongly in defense of the weak and innocent, but will be ready to grant quarter if is asked and will not mistreat a captive. She will not allow herself to be tricked due to her vows, and will think about her actions and requests made of her before acting upon them. She may be a novice paladin, but she is an experienced warrior.

When fighting, Merriya usually remains mounted, as it makes her far more mobile. She will use her sword and shield while on horseback, as the shield allows for a better defense. If on foot, she will take her bastard sword, unless the foes are well-armored, in which case she will use her poleaxe. Merriya's bow, however, is to only be used as a hunting weapon. She recognizes and has witnessed the destructive power of massed archery, but has no liking for that style of fighting herself. Merriya feels that the only proper way for a paladin such as herself to fight is in close, hand-to-hand, in which skill at arms will decide the day, and one can hear and respond to a cry for mercy and quarter. One can pull a blow or swing to miss, one cannot recall an arrow in flight.

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.

Equipment Descriptions

The Order Of The Northstar

Merriya de Blackmere is a member of a secular (non-religious) order of knights called the "Knights of the North Star." The order's intent is to create a brotherhood of knights, who will work together to further those ideas considered noble and chivalric. In other words, it is an attempt to recreate the legendary Round Table (fill in your own legend, although it would be amusing to have Arthur be an "eternal idea"). Thus knights of the order are supposed to wander the realm, defeating evil, upholding law and justice, eliminating Spawn (monsters), supporting the just, overthrowing the unjust, defending women and the weak, and so on. Although the ability of individual knights to live up to these lofty ideas varies (as does their ability to carry them out), they are generally well respected and liked in the northern realms.

The order is marked by the large star-shaped pendant that is attached to the gold knight's chain each member wears. The pendant's shape is of a mullet (i.e. star) of eight points. Merriya's pendant has a small star sapphire set in the center.

(Character sheet created by Michael Surbrook)

Sir Merriya de Blackmere, Paladin's Hero Designer File


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