Ser Deacon
Ser Deacon, also known as "The Rotten Huntsman" Hates his moniker, and people in general. He only involves himself with them when absolutely necessary. This is generally only when his purse is feeling light. A chronic occurrence of late. He isn't technically an oathbreaker, but the circumstances with regard to how his lord met with a brutal end cast a bit of a shroud which he is occasionally obligated to deal with, if not care about in the slightest.
Knight of the Realm
High Concept: Highly Resolved Not to be Messed With
Trouble: Intolerant of Pretension
Additional Aspects:
- Mutual Hate with Former Lord
- Skilled in the Fine Art of Being Quite Drunk
Approaches: Force 3, Focus 2, Guile 2, Intellect 1, Guile 1, Flair 0
Conditions:
- Sworn Sword (sticky) [0]: Mark this when you are sworn to a lord’s service. Unmark it when not, at which point, you are considered a sell-sword. You may swear to a Noble or a king, but not to any common stock. When you are not sworn to a lord or king, your social standing suffers, giving anyone aware of your status a +2 bonus in any social actions against you.
- Oathbreaker (Lasting) 0: Betraying your oath of loyalty (Sworn Sword) causes this condition to become marked. It is also quite likely to get you cast out (and Sworn Sword unmarked). It is also possible your former liege will send assets to try and kill you. You very quickly build a bad reputation as completely untrustworthy if the causative situation is not addressed. Even then, the stigma is going to continue to be with you until the next Significant Milestone after beginning recovery, when you can finally clear this condition. This can be compelled to bias NPCs against you in any social interaction, by anyone. The one upside is that fate points will flow. Freely.
- Knight’s Armor (Sticky) X: This condition is marked when you are wearing your armor, unmarked when not. Donning Knight’s armor requires a 4-victory challenge against +2 (Fair). Removing requires a 2 victory challenge. A squire may participate, providing their own Overcome actions towards victory or simply aiding the knight in their efforts.
- Stress (Fleeting 6) [000000]
- In-Peril (Sticky) [0]
- Doomed (Lasting) [0]
- Indebted (Sticky 5) [00000]
Stunts:
- Murder Machine: Due to your almost fanatical training in all forms of physical combat, and the many ensorcellments protecting and aiding you, you operate at supernatural scale for physical actions performed while in physical combat.
- Sword and Board: When wielding a shield, you gain +1 to defenses against physical attacks due to sheer prowess.
- Knight’s Weapon: Your ensorcelled weapon disappears when dropped. You may summon it to your hand during an action (but the summoning does not use your action). The weapon actually appears at the start of your next action following the action when it was summoned and is available for that action. If you have or obtain Thaumaturgy, one box becomes and remains marked for this weapon. You may willingly allow the weapon to remain when you put it down, but may not thereafter summon it until after you again hold it and allow it to disappear.
- Mean Bastard: You are an infamous knight. Stories about baby-killing, puppy-kicking, and all manner of other horrors follow you around like ghosts. Some of them might even be true. You wish the universe to know that you are a callous killer fully resolved not to be messed with. You gain an extra free invoke when you succeed at creating advantages related to intimidating people.
- Faithful Steed: You have a warhorse that is noticeably smarter than most horses and fiercely loyal. It starts with one approach at +2, and one approach at +1. It gains experience thereafter as you do.
- Spear and Magic Helmet: You are highly skilled in the art of hunting, gaining a +2 bonus to actions related to tracking prey in natural settings. Hunting is a sport that Knights use to prove their prowess, and also a big reason why most of the sapient megafauna in the world aren’t terribly fond of humans.
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