User blog:Alockwood1/Sir Daniel Fortesque Versus The Scotsman

Previously, on Deadliest Fiction, in one of my past battles, the time-lost Samurai Jack had a battle with the undead skeleton knight Sir Daniel Fortesque, and defeated him, and probable would have destroyed the knight, if not for a common foe, who was attacking the village that Sir Dan was sworn to protect. After laying the good knight to his eternal rest, Jack left, to continue on his journey.

However, I ended the story with the following -

''Meanwhile, back in his hidden throne room, Aku had watched what had happened. “So, once again, my enemy has managed to elude death. Personally, what puzzles me is why that one skeleton managed to assist him. Why was he able to remain free of that sorcerer’s control, while others became little more than slaves? Hmm. I must find out more about him. Perhaps I should send another one of my foes after him, like that annoying and rude-mouthed bagpipe-playing haggis-eating Scotsman. Yes, I’ll send him that way, and waken Sir Daniel myself. Muwahahaha!”''

Well, here is that battle. Aku comes to Sir Dan's Crypt, Awakens the good knight, Tricks him into battling a murderous, and utterly evil haggis-eating, bagpipe-playing loudmouthed rude lout known as the Scotsman, who actually isn't evil, though we can argue about the murderous part, but he does enjoy a good fight.

There are questions to be Asked and Answered. Will Sir Dan find out the truth? Will he lose his head, again? Will the Scotsman learn to play the pipes right? Will haggis be involved? We shall find out.

Sir Daniel Fortesque


Sir Daniel Fortesque served the King of Gallowmere as a knight. To be honest, Daniel only got the job because he was a good storyteller - there hadn't been a war in years, but the king loved a good story. Then one day, the necromancer Zarok, who had once been the king's adviser, until he was found dealing in Black Magic, launched an attack against the kingdom. Dan was told to lead the charge against him. It didn't go so well for him. The battle was won, but he was dead - embarrassingly enough, the knight was the first casualty of the fight. Understandably, the King didn't like that detail, so he had the story changed, making Daniel the Hero, having slayed Zarok in mortal combat, only to die of his wounds shortly after he did, and thus, Daniel was given a Hero's Burial. Problem was, the other Heroes didn't recognize him as one of them.

However, a hundred years later, Zarok returned, and resurrected the dead, thereby giving Daniel a second chance to prove himself, especially since no one else was capable of defeating Zarok, as there were either possessed, or held captive, or terrified out of their wits. Daniel managed to defeat him, saving the kingdom, and was even considered to be a real Hero.

Then, five hundred years later, someone found Zarok's book of spells, and once again, Daniel was called to duty. Some so-called Lord Palethorn wanted to rule the world, and tried to use the book to do so. Daniel woke up, teamed up with this ghost, this professor, and this lovely Egyptian Princess mummy - well, she was lovely to Daniel's eye anyways, what with both of them being undead creatures with good souls, and all that. Daniel managed to defeat this Lord, and the Demon he had Summoned. As for Daniel and his new Girlfriend, well, they used a Time Machine to get back to Daniel's own time. Problem is, let's just say that the Sequel is stuck in Development Hell, as the current ending is something of a Downer.

Sir Dan's Weapons
Unarmed - His Left Arm. Dan is able to remove his left arm, and use it for both Melee and Range attacks, like a boomerang, but it is very weak.

Main Weapon - Magic Sword and Gold Shield. Dan's sword is, essentially, an enchanted Broadsword, capable of delivering fairly strong attacks. The Shield is fairly strong as well, being capable of withstanding a great deal of damage.

Long Range - Gatling Gun. This is a portable version of the great-grandfather of all automatic firearms. It does a lot of damage, and holds a lot of bullets.

Explosive - Bombs. Basically, an oversized Grenado that has a lit fuse, which is always lit, like your typical Cartoon Bomb.

Psychological - Undead Skeleton. Given Sir Dan's undead nature, the skeletal knight is very difficult to destroy, as he is capable of putting himself back together.

The Scotsman


The Scotsman, known for being loud, and rude, and always playing his bagpipes, makes his debut when he encounters the one known as Samurai Jack, while crossing a rather long, and narrow bridge, from opposite ends. The two of them have an argument over who would get to their destination, and come to blows over this. This results in a swordfight that lasts three days, which had no clear winner, with both warriors eventually being unable to fight, yet refusing to quit. The two are then forced to work together, due in part to being handcuffed to each other, in order to fend off bounty hunters. The two come to a mutual understanding, and, once freed of each other, part as friends.

The pair would later encounter each other again, when the Scotsman came looking for the time-lost samurai, after his bonny wife gets kidnapped by Celtic Demons, and was only allowed to rescue her with the help of a stranger, and Jack was the only stranger he knew. The pair journeyed to the Scotsman's home, where Jack is introduced to the clan, who are just as loud and rude as he is, though he claims to be the mellow one of the family, although he has no problems intimidating them if need be. After proving himself, Jack soon helps the Scotsman save his wife, although, as it turns out, said wife didn't need help, especially after the head Celtic demon called her Fat, and signed his proverbial death warrant - the Scotsman's Wife is actually stronger than he is, and is very scary when angry.

Later, the pair would encounter each other, when the Scotsman finds an amnesiac Jack working as a waiter named Bret Worthington. The Scotsman points out the Samurai's true identity, with catches the interests of several nearby bounty hunters. The Scotsman is forced to protect the Samurai, who has forgotten how to defend himself, and has lost his sword as well. After this, the Scotsman takes Jack with him, as the pair go on a journey to recover Jack's memory, the Scotsman battling various threats along the way. Eventually, they end up on an island, with several sirens, who were the reason that Jack had forgotten who he was. Jack had come to the place, to try to convince them to stop abducting sailors, but they'd beaten him, in part because of their singing, causing him to forget who he was, and took his sword. The Scotsman proves to be immune to their singing, and soon fights to free them. As it turns out, the creatures can't stand his bagpipes, so he begins to play them. This has the effect of freeing their slaves, including Jack. The Sirens merge together, like a hydra, and try to constrict the Scotsman. However, Jack, his mind now free, looks at his sword, and remembers who he is. Grabbing his sword, Jack attacks the creatures, saving the Scotsman, who was still playing his pipes. Afterwards, having found out that the sailors have abandoned them, save for a rowboat, the Scotsman and Jack have a contest over who rows the boat. The Scotsman looses, meaning that Jack gets to row them to shore, much the the Scotsman's chagrin, as he wanted to do the rowing.

The Scotsman's Weapons
Unarmed - Brute Strength. The Scotsman may not know any fancy tricks like a certain pajama wearing swordsman, who has a basket on his head, but when one can lift a tank, and use it to crush bounty hunters, you don't really need any. He has no trouble using his head as a battering ram upon his foes, and has no issues to using his fists to smash them.

Main Weapon - Magic Claymore. Crafted with Celtic Runes embedded into it, the Scotsman's sword is equal to the one used by Samurai Jack in terms of strength and power. The Scotsman has no trouble slicing through robots, especially with his own strength powering each swing.

Long Range - Machinegun Leg. The Scotsman's left leg was replaced by this thing, at some point in the Scotsman's past. Used mainly when the Scotsman is outnumbered, this thing has plenty of bullets, and the rounds are powerful enough to severely damage, if not destroy, robots. No one will be looking up this man's kilt anytime soon.

Explosive - Grenade. Your basic grenade really - pull the pin, throw it, and five seconds later, Kaboom.

Psychological - Bagpipes. Seriously, this guy is a terrible musician - Jack had to cover his ears when he heard the Scotsman playing the instrument when they first met. As it is, when the Scotsman found out that Jack, among others, were being controlled by the singing of three sirens, the Scotsman used his pipes to prevent the creatures from controlling their slaves, which restored them to normal, which allowed Jack to save the Scotsman.

X-Factors
1. Training - Sir Daniel is mostly self-taught, when it comes to his weapons. The Scotsman, on the other hand, coming from a clan filled with rough, and tough, warrior-types, likely has had some sort of training, though it was probably informal at best. Edge - The Scotsman

2. Combat Experience - Sir Daniel has fought zombies, vampires, demons, and a dragon or two. The Scotsman on the other hand has fought Bounty Hunters and Celtic Demons - and is also the Second Most Wanted Man on the Planet, just after Samurai Jack, meaning he has most likely seen his fair share of fighting. Edge - The Scotsman

3. Endurance - Sir Daniel is an Undead Skeleton, meaning it is very difficult to kill him. The Scotsman on the other hand, lasted three day in a fight against Samurai Jack, which had no clear winner, though the Scotsman was still on his own two feet, but having trouble lifting his sword, would survive a long drop from a broken bridge, fight plenty of bounty hunters, carried/swam with Jack for some distance after their one ship sank, and survived being constricted by a snake-like creature - still, the Scotsman is mortal. Edge - Sir Daniel Fortesque

4. Killer Instinct - Neither of these guys are blood-thirsty killers, but when someone harms those they care about, they take it personally. That being said, it's a bad idea to call the Scotsman's Wife fat - last one that did that got their entire army wiped out by her, and she was unarmed. Edge - The Scotsman's Wife (lol) - Actually, Even

5. Physical Strength - Sir Daniel is fairly strong, for a skeleton without and muscles - carrying around that hammer, along with his other weapons, like the Gatling Gun, is no easy feat. That being said, the Scotsman has used a tank-type vehicle as an improvised weapon, one that he threw on top of some enemies. Edge - The Scotsman

6. Average - The Scotsman gets this one. Seems that Danny Boy comes up a little short. Still, I wouldn't count him out just yet. Edge - The Scotsman

Battle Rules
This is a 1 on 1 battle, where Aku has summoned and tricked Sir Daniel Fortesque into attacking The Scotsman, claiming that the bagpipe loving warrior is a dangerous brigand who will destroy the village Sir Dan protects. The battle will take place on a roadway, near an open field, with plenty of room for our fighters. As these two fighters are Hero-types, even if The Scotsman qualifies as more of an Anti-Hero, this battle will not end in death - expect someone to show up at the last minute, if you know what I mean.

Weapons Edges, or a good 5-sentences paragraph are needed for a vote. Good Spelling and Grammar are needed for a vote to count as a Full Vote. Those with Poor Spelling and Grammar will count as a Half Vote, if I bother to count them. This Rule even goes for Annons - if you want your vote to count Fully, Spelling and Grammar are a must.

Voting will go until April 21 or so.