Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [3] 13 DEX 9 12- OCV: 4/DCV: 4 15 CON 10 12- 12 BODY 4 11- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 5 PD 2 Total: 5 PD (0 rPD) 5 ED 2 Total: 5 ED (0 rED) 4 SPD 17 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 28 STUN 0 Total Characteristics Cost: 87 Movement: Running: 8"/16" Leaping: 3"/6" Swimming: 2"/4"" Cost Powers & Skills Martial Arts: Dirty Infighting Maneuver OCV DCV Damage 4 Block/Chin Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 25 STR to Disarm roll 5 Hoist 'n' Heave -2 -2 Grab Two Limbs, +20 STR to Throw 4 Kidney Blow -2 +0 HKA 1d6 +1 4 Low Blow -1 +1 2d6 NND 4 Punch/Backhand +0 +2 5d6 Strike 5 Roundhouse/Two-Fisted Smash -2 +1 7d6 Strike 3 Tackle +0 -1 3d6 +v/5 Strike; You Fall, Target Falls; FMove 3 Weapon Element: Blades, Clubs, Fist-Loads Perks 7 Contact: Lord Havelock Vetinari (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11- 10 Dis-Organizer: Follower Notes: This is an imp in a little box, registered to Insert-Name-Here, who nevertheless reminds Vimes of important events. Like 6 o'clock, when he must read Where's My Cow? to Young Sam. 28 Fringe Benefit: Commander, Duke, Federal/National Police Powers, International Police Powers, Knight, Member of the Aristocracy/Higher Nobility Notes: Although technically, his jurisdiction is Ankh Morpork, Vimes considers anything that annoys him to be his beat. 11 Money: Filthy Rich 2 Reputation: Incorruptible cop who gets results (A large group) 11-, +1/+1d6 1 Stoneface: Reputation: Often compared to Suffer-Not-Injustice Vimes, a regicide (to Nobility) 8-, +1/+1d6 Talents 2 Knowledge Of Various Ankh-Morpork Cobbles, By Feel: Bump Of Direction; IIF (Paper-thin soled boots; -1/4) 6 Combat Luck (3 PD/3 ED) 3 Lightning Reflexes: +2 DEX to act first with All Actions 3 Lightsleep 5 Resistance (5 points) Skills 10 +1 Overall 6 +2 with Dirty Fighting 10 Copper: +2 with Copper Skills Copper Skills 5 1) Concealment 14- 3 2) Criminology 13- 3 3) Deduction 13- 3 4) Interrogation 13- 5 5) Security Systems 14- 3 6) Shadowing 13- 3 7) Stealth 12- 5 8) Streetwise 14- 3 Bureaucratics 13- Notes: Vimes knows how the city government works, he just ignores it. 9 CK: Ankh-Morpork 18- Notes: Combined with his Bump of Direction (which requires paper-thin soled boots), Vimes can navigate the city blindfolded. And has. 3 Climbing 12- 3 Combat Driving 12- 3 Conversation 13- 5 CuK: Ankh-Morpork 15- 3 CuK: Assassin's Guild procedures and codes 13- 2 Unwilling Cosmopolitan: CuK: Various Discworld Races 11- Notes: Vimes often picks out bits and pieces of words from ancient or foreign languages. The multi-species make-up of the Watch has introduced him to many foreign concepts as well. Although a self-described speciesist, he sees nothing wrong in this. He hates all species (including humans) equally. 1 High Society 8- 3 KS: Criminals of Ankh-Morpork 13- 2 KS: Swamp Dragons 11- 2 KS: World Events 11- 1 Language: Dwarfish (basic conversation) Notes: Actually less than basic conversation, but it's probably the foreign language he is most familiar with. 3 Lockpicking 12- 3 Oratory 13- 6 PS: Copper 15- 3 Paramedics 13- 3 Tactics 13- 4 WF: Common Melee Weapons, Common Missile Weapons 232 Total Powers & Skills Cost 319 Total Character Cost 200+ Disadvantages 5 DNPC: Lady Sybil Deirdre Olgivanna Vimes (ne Ramkin), Duchess of Ankh 8- (Normal; Useful Noncombat Position or Skills) 15 DNPC: Young Sam 8- (Incompetent) 5 Enraged: When street justice seems like the only alternative (Uncommon), go 8-, recover 14- Notes: Vimes works hard to control "the beast", his personal sense of murderous outrage at injustice. To combat this, he invokes the Watchman, often symbolized by his shield. Although the conflict is always presented as precarious and difficult, the numbers here reflect the actual occurrence of the rage. He rarely fails to keep the beast down. 15 Hunted: Various enemies, until lately through the offices of the Guild of Assassins 11- (As Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish) Notes: Vimes has made many enemies. His clashes with the Guild of Assassins were frequent. Recently, the Guild has taken him off their list of acceptable targets. Whether they consider him too difficult to kill or simply envision a world without him to be less desirable than a world with him, he remains to be the second person ever to be awarded this honor. The first is, of course, Lord Vetinari. 0 Normal Characteristic Maxima 5 Physical Limitation: Recovering Drunk (He wasn't rich enough to be an alcoholic) (Infrequently, Slightly Impairing) Notes: In later books, this rarely features as a remote temptation. However, he refuses to touch alcohol. 20 Psychological Limitation: Commitment to Family (Common, Total) Notes: A subset of this is must read Where's My Cow? to young Sam every night at six o'clock. No exceptions. None. 20 Psychological Limitation: Commitment to the Rule of Law (Common, Total) 20 Psychological Limitation: Stubborn. Bear traps are less tenacious. (Very Common, Strong) 15 Social Limitation: Public Identity with lots of enemies (Frequently, Major) 2 Lawfully Granted Point Bonus 319 Total Disadvantage Points
Background/History: Sam Vimes was born in Ankh-Morpork in Cockbill Street, a neighborhood so poor that all they could afford was their pride. They might not have money to buy more than day-old bread and stale cheese, but you could eat it off a spotlessly clean floor by the gods. He had a misspent youth running with the street gang, the Cockbill Street Roaring Lads.
He joined the City Night Watch somewhere around the age of 16 and has been a copper ever since. He rose in the ranks as the Night Watch fell from favor. The thieves' Guild had taken over the policing of the city, and he was unable to stomach what the Watch had become. After 25 years, he had become a hopeless drunk. After Carrot Ironfoundersson came to the city, his fortunes began to turn around. The Watch were instrumental in defending the city from a Dragon. The newfound respect and sense of purpose revitalized him.
From then on his fortunes have only improved, and vastly so. He met and eventually married the richest woman in Ankh-Morpork, the Lady Sybil Ramkin. The Watch slowly expanded both in numbers and diversity. He now commands a force of several hundred, including humans, dwarfs, trolls, a golem, a zombie, gargoyles, a gnome, a werewolf, and against his strongest objections, a vampire.
Due to his marriage and his frequent invaluable services to the city, he has risen to become one of it's foremost citizens. He is the Commander of the Watch, a duke, a knight, and a reluctant ambassador. Despite all of this, he cannot believe his good fortune and sees himself as a member of the lower class he was born into.
Personality/Motivation: Sam Vimes is a study in contrasts. He hates privilege, yet relies upon it to do his job. He pursue the rule of law, but is willing to commit back alley tactics in the pursuit of justice. He is the city's most equal opportunity employer, but claims to be a speciesist. (He hates them all --including humans—indiscriminately). He was a drunk, but mostly to combat his natural state of knurd (which is so far the opposite of drunk that it comes out the other side into a state of unbearable sobriety).
More than anything else, Sam Vimes is a Policeman. He believes firmly in the Rule of Law, though he has creative ideas on exactly what the Law is, where it comes from and how far its reach extends. He has arrested the Patrician (the city's dictator), and the opposing commanders in a major war.
His biggest internal conflict comes from trying to control what he calls the Beast. His internal sense of outrage at all the injustices that make up the world is so overpowering that it threatens to consume him if he does not keep constant control over it. He bottles up this murderous anger, using his badge as a shield, only letting it off its tether when needed.
Quote: "Just because someone's a member of an ethnic minority doesn't mean they're not a nasty small-minded little jerk..."
Powers/Tactics: Vimes grew up in the part of Ankh-Morpork second only to the Shades in its roughness. He learned to fight dirty in order to survive. To this day, he wins by not following the rules the opponent has laid out, and by anticipating his opponents plans. In this latter he is aided by his unflagging pessimism regarding human nature. He expects the worst of people and is seldom wrong. He also has a great knack for putting himself in his opponent's shoes and looking at the situation from their perspective. He is known* to employ brass knuckles and coshes from time to time.
Vimes is very dangerous in hand to hand combat and has even managed to kill a werewolf with his bare hands.
*Well, not known, precisely, since those in a position to witness their use are usually unconscious or about to become so.
Campaign Use: Vimes has a presence so large it threatens to intrude itself into any Discworld novel set within Ankh-Morpork. He is an incorruptible cop who sees the universe as his beat. It's hard not to use him.
Appearance: Vimes is a robust man in his late forties or early fifties. He has a rough look about him that does not mesh at all well with the plumes and tights his Duke "job" sometimes requires him to wear. His entire bearing says, "copper". If he does not control it, he has a tendency to assume "the walk", the leisurely stroll of a policeman on the beat. This can be an embarrassment at formal gatherings.
(Sam Vimes created by Terry Prachett, character sheet created by Keith Curtis)