--Lime--
2011-02-18, 11:09 AM
So I've nearly finished watching the entire run of Due South. I understand it's somewhat frowned upon to put characters into a DnD setting, but I just couldn't resist. For one thing, the show doesn't take itself seriously, and the larger-than-life characters fit perfectly into a fantastical setting.
Something that helps is that Fraser can't carry a gun; he's not licensed to in the United States. So we're back down to other abilities. However, he is a marksman, and I'll be trying to reflect that among many other things.
Not sure on stats or anything just yet, but here's a list of things I've thought about. Any other Due South fans, pile in; my ultimate aim is to make Mounted Policeman into some sort of prestige class.
Resists non-magical sleep
Sleeps very little: can stay awake for at least 37 (?) hours straight, by taking short naps during simple activities, e.g. a 30-second nap while walking downstairs.
Can lower his heart rate and metabolism (resisting poison?)
Bonus to longbow and crossbow (pistol and rifle marksman)
Magical hat - it's a funny one, this, but he is never injured in the show when wearing his hat. He doesn't meta this, of course, and will remove it indoors because custom dictates so. Also, a fall or other such assault on his person will often knock it off, leaving him vulnerable
Must wear uniform while on duty - two uniforms, dress (red) and everyday (brown)
Accomplished horseman, proficient with lance
Encyclopedic knowledge - only very specific things will fox him, like the naming of an obscure drug
Languages - in the programme he speaks Cantonese and Mandarin, as well as having knowledge of a couple of other dialects, and several Inuit/Eskimo languages.
Epic taste and smell - can identify many foods, poisons and soil-types as well as other substances
Adept at singing and guitar
Awful at nuances of language - picking up "the lingo" is often a cause of friction
Lawful Good - to the extreme. Never lies, even when it is advantageous to. Although, on two occasions he's "accidentally" broken these rules in favour of his partner (law enforcement type, not romantic type)
Spot and Listen - excellent hearing, and notices many little details others would not. Range of hearing around 180 feet for normal talking voices, to interpret what they're saying.
Bonus to fortitude saves against cold
Should probably have some ranks in Tumble, too
Attractive to women
Pugilist - a fine fistfighter (though better at defense); able to wrestle bears,
Meditative hearing - Can return his mind to a specific instant and replay the sounds, so as to triangulate better or remember details he didn't notice at first
Oh yes, and of course -
Haunted by the ghost of his father, who disapproves and was always distant during his childhood
-------------------------------
Can throw a knife at a range of about 45 feet with enough force to lodge itself in wood, then throw a followup with enough accuracy to wedge in the handle of the previous one. Also able to catch a knife thrown at him out of the air, but not sure that's a skill he can rely on.
Threw a baseball through a wooden wall.
Furthermore, the trance-like recall for listening also works for what he saw, though it's hardly ever used because his eyes are so good. It's a form of self-hypnosis, and though he lacks knowledge of what image relaxes other people, he can hypnotise them too in a similar way. Add into that a mischievous streak using short-lived post-hypnotic suggestion - and it really is short lived, seems only to work on the same day - and he can effectively turn them "charmed", or a really good diplomacy check. It should be noted that he's not great with this - he hypnotised the room instead of one person by mistake, so it probably shouldn't be made a core of his character going round hypnotising others.
Has been hypnotised/charmed himself, but it was slightly tougher to do so than for a normal person
Able to estimate geographic position in a rough manner (to nearest degree lat/long)
Extended lung capacity for swimming, even in serge and riding boots
Great at identifying species just from sight
Use Rope: Knows a great variety of knots, it seems. However, he was able to tie a complex knot in seconds, yet unable to connect the name to the sort of knot he should tie the next time. The third time he was seen untying several tight and complex knots behind his back, successfully.
Carries a waterproof toolkit (in a belt pouch?) and a handkerchief up his sleeve at all times
Craft (woodwork) - pretty much epic level skills here
Great sketch artist, so probably another craft skill
Animal Companion:
Has a moody, junk-food-addicted, gone-soft-in-the-city, deaf half-wolf who can lipread, and he can understand the half-wolf's responses
The animal can lip-read in more than one language (Inuktuk?) and Fraser can interpret replies, as if having quite a complex conversation.
Half-wolf dislikes wolverines due to an attack while still a puppy, and feels a brotherly bond to beavers, willing to step into harm's way to get them out of danger. Yet paradoxically, has never been fond of rodents (in general, I assume)
Half-wolf able to leap great distances, knocking Fraser or bipedal enemy prone (so probably be modelled as a good trip)
Can sense alignment in a person on the good/evil axis
Half-wolf dislikes Winnebago. Not sure if this is relevant.
This is somewhat of a dump for me to look at while planning how the numbers will fit around his character, but anyone who has seen Due South, please feel free to advise.
Something that helps is that Fraser can't carry a gun; he's not licensed to in the United States. So we're back down to other abilities. However, he is a marksman, and I'll be trying to reflect that among many other things.
Not sure on stats or anything just yet, but here's a list of things I've thought about. Any other Due South fans, pile in; my ultimate aim is to make Mounted Policeman into some sort of prestige class.
Resists non-magical sleep
Sleeps very little: can stay awake for at least 37 (?) hours straight, by taking short naps during simple activities, e.g. a 30-second nap while walking downstairs.
Can lower his heart rate and metabolism (resisting poison?)
Bonus to longbow and crossbow (pistol and rifle marksman)
Magical hat - it's a funny one, this, but he is never injured in the show when wearing his hat. He doesn't meta this, of course, and will remove it indoors because custom dictates so. Also, a fall or other such assault on his person will often knock it off, leaving him vulnerable
Must wear uniform while on duty - two uniforms, dress (red) and everyday (brown)
Accomplished horseman, proficient with lance
Encyclopedic knowledge - only very specific things will fox him, like the naming of an obscure drug
Languages - in the programme he speaks Cantonese and Mandarin, as well as having knowledge of a couple of other dialects, and several Inuit/Eskimo languages.
Epic taste and smell - can identify many foods, poisons and soil-types as well as other substances
Adept at singing and guitar
Awful at nuances of language - picking up "the lingo" is often a cause of friction
Lawful Good - to the extreme. Never lies, even when it is advantageous to. Although, on two occasions he's "accidentally" broken these rules in favour of his partner (law enforcement type, not romantic type)
Spot and Listen - excellent hearing, and notices many little details others would not. Range of hearing around 180 feet for normal talking voices, to interpret what they're saying.
Bonus to fortitude saves against cold
Should probably have some ranks in Tumble, too
Attractive to women
Pugilist - a fine fistfighter (though better at defense); able to wrestle bears,
Meditative hearing - Can return his mind to a specific instant and replay the sounds, so as to triangulate better or remember details he didn't notice at first
Oh yes, and of course -
Haunted by the ghost of his father, who disapproves and was always distant during his childhood
-------------------------------
Can throw a knife at a range of about 45 feet with enough force to lodge itself in wood, then throw a followup with enough accuracy to wedge in the handle of the previous one. Also able to catch a knife thrown at him out of the air, but not sure that's a skill he can rely on.
Threw a baseball through a wooden wall.
Furthermore, the trance-like recall for listening also works for what he saw, though it's hardly ever used because his eyes are so good. It's a form of self-hypnosis, and though he lacks knowledge of what image relaxes other people, he can hypnotise them too in a similar way. Add into that a mischievous streak using short-lived post-hypnotic suggestion - and it really is short lived, seems only to work on the same day - and he can effectively turn them "charmed", or a really good diplomacy check. It should be noted that he's not great with this - he hypnotised the room instead of one person by mistake, so it probably shouldn't be made a core of his character going round hypnotising others.
Has been hypnotised/charmed himself, but it was slightly tougher to do so than for a normal person
Able to estimate geographic position in a rough manner (to nearest degree lat/long)
Extended lung capacity for swimming, even in serge and riding boots
Great at identifying species just from sight
Use Rope: Knows a great variety of knots, it seems. However, he was able to tie a complex knot in seconds, yet unable to connect the name to the sort of knot he should tie the next time. The third time he was seen untying several tight and complex knots behind his back, successfully.
Carries a waterproof toolkit (in a belt pouch?) and a handkerchief up his sleeve at all times
Craft (woodwork) - pretty much epic level skills here
Great sketch artist, so probably another craft skill
Animal Companion:
Has a moody, junk-food-addicted, gone-soft-in-the-city, deaf half-wolf who can lipread, and he can understand the half-wolf's responses
The animal can lip-read in more than one language (Inuktuk?) and Fraser can interpret replies, as if having quite a complex conversation.
Half-wolf dislikes wolverines due to an attack while still a puppy, and feels a brotherly bond to beavers, willing to step into harm's way to get them out of danger. Yet paradoxically, has never been fond of rodents (in general, I assume)
Half-wolf able to leap great distances, knocking Fraser or bipedal enemy prone (so probably be modelled as a good trip)
Can sense alignment in a person on the good/evil axis
Half-wolf dislikes Winnebago. Not sure if this is relevant.
This is somewhat of a dump for me to look at while planning how the numbers will fit around his character, but anyone who has seen Due South, please feel free to advise.