Sutherland, Simon

by Chris Gunning and Dave McAlister

Codename: Spearpoint
Aliases: None
Nationality: British
Gender: Male Handedness: Left
Height: 5 ft. 7 in. Weight: 161 lbs.
Eyes: Green Hair: Brown
Place of Birth: Coventry, England
Date of Birth: 1961.10.19
Distinguishing Characteristics: Simon wears dentures (though they are impossible to spot if they are properly attached)- a legacy of dental disease from his childhood.

BACKGROUND
Mr. Sutherland grew up just outside of Coventry to a fairly unassuming family. He was close to his family, made average grades, and generally did very little to distinguish himself throughout his adolescence. The only thing that really excited or motivated Simon was math class, and that he largely kept to himself for fear of gaining a reputation as a bookworm.

Simon went to university and graduated and entered the workforce as a freelance tax advisor. Sometime in his forth year in business Simon decided to do something a bit out of the ordinary, and applied to a large multinational company called Inter-European Standardized parts (IESP) as a potential on-site economic analyst. Surprisingly, he was called for an interview and eventually offered the job. It was at this time that Simon Sutherland was brought into a front company for the agency and his life was changed dramatically.

What started out as a simple job that would involve flying across the world has turned into a life of espionage. Simon has slowly been introduced to the true purpose of IESP, and embraced his role as a clandestine field agent. Through a battery of tests the agency discovered that Simon was predisposed towards an active role with the agency rather than the low level investigation work they originally slotted him for. With considerable resources and rigorous non-standard training methods the agency has made Simon into an unassuming but effective combatant. The agency has harnessed Simon’s love for math and turned it into another one of his available weapons. Simon’s attention to detail and a lightning-quick analysis of a combat situation is second-to-none. Now, Simon is sent around the world at the side of other agency field operatives acting as the tactical muscle for missions that involve the possibility of combat.

Simon has grown increasingly reclusive since joining with the agency, and there are some concerns as to his mental stability. Outside of his interest in mathematics there is little for Simon to stay interested in besides work – and the stressful nature of his job takes a toll on just about anyone. The agency’s handlers have started to quietly suggest that Simon take some time off and relax, but so far he has rebuffed any such ideas. In fact, Simon defines himself by his job, and any suggestion that he is less than spectacularly effective is a slight against his image of himself.

Where once was a mild-mannered tax consultant now stands a field agent able to eliminate just about any threat? and the beginnings of a very dangerous disassociative disorder.

LOW-LEVEL VERSION
Department: D-0: The Home Office
Class: Pointman
Level: 4
Strength: 14 Intelligence: 15
Dexterity: 14 Wisdom: 14
Constitution: 14 Charisma: 14

Vitality: 36 Wounds: 14

Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30 ft.

Fort: +4 Ref: +4 Will: +6

Skills: Bluff +6, Bureaucracy +6, Computers +6, Concentration +6*, Cultures +3, Driver +6, First Aid +6, Hide +6, Gather Information +3, Knowledge (Military History) +4*, Listen +6, Profession (Military) +6, Search +6, Sense Motive +6, Spot +6, Surveillance +6
* threat range 19-20

Feats: Combat Instincts, Scholarly, Traceless

Special: +2 department bonus to any action die rolls, 2 cross-class skills become class skills (cultures, surveillance), generous, versatility (computers, concentration, hide, gather information, listen, search, spot), assistance (1/2 time), lead 1/session, tactics 1/session

Attacks: Beretta Model 92 9mm P +5 (1d10+1, error 1-2, threat 20, range 25 ft.)

Gear: Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalized tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), Bundle C (military “sea-bag”, 1 set plainclothes, 1 set camouflage fatigues, all-weather lighter, cell phone, 10 chemical lightsticks, 5-day supply of field rations, digging/entrenching tool, GPS receiver (hand-held), Beretta Model 92 9mm P with silencer, 200 rounds, 2 tactical radios), first aid kit, night vision goggles, binoculars

MID-LEVEL VERSION
Department: D-0: The Home Office
Class: Pointman/Tactician
Level: 5/4
Strength: 14 Intelligence: 15
Dexterity: 15 Wisdom: 14
Constitution: 14 Charisma: 14

Vitality: 44 Wounds: 14

Defense: 16 (+4 class, +2 Dex)
Initiative Bonus: +7 (+5 class, +2 Dex)
Speed: 30 ft.

Fort: +6 Ref: +7 Will: +8

Skills: Bluff +11, Bureaucracy +11, Computers +6, Concentration +10*, Cultures +7, Driver +10, First Aid +10, Hide +7, Gather Information +8, Knowledge (Military History) +4*, Listen +7, Profession (Military) +6, Search +7, Sense Motive +7, Spot +7, Surveillance +10
* threat range 19-20

Feats: Combat Instincts, Quick Draw, Point Blank Shot, Scholarly, Speed Trigger, Traceless

Special: +3 department bonus to any action die rolls, 3 cross-class skills become class skills (bureaucracy, cultures, surveillance), generous, versatility (computers, concentration, hide, gather information, listen, search, spot), assistance (1/2 time), lead 2/session, tactics 1/session, stratagem (self), wily, tempo (surge), ambush tactics, break away (retreat)

Attacks: Beretta Model 92 9mm P +10 (1d10+4, error 1-3, threat 20, range 25 ft.)

Gear: Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalized tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), Bundle C (military “sea-bag”, 1 set plainclothes, 1 set camouflage fatigues, all-weather lighter, cell phone, 10 chemical lightsticks, 5-day supply of field rations, digging/entrenching tool, GPS receiver (hand-held), Beretta Model 92 9mm P with silencer, 200 rounds military ball (back-up ammunition), 2 tactical radios), first aid kit, night vision goggles, binoculars, 100 rounds hollow point, sunglasses

HIGH-LEVEL VERSION
Department: D-0: The Home Office
Class: Pointman/Tactician
Level: 5/4
Strength: 14 Intelligence: 15
Dexterity: 15 Wisdom: 14
Constitution: 15 Charisma: 14

Vitality: 44 Wounds: 15

Defense: 19 (+7 class, +2 Dex)
Initiative Bonus: +11 (+9 class, +2 Dex)
Speed: 30 ft.

Fort: +8 Ref: +9 Will: +10

Skills: Bluff +16, Bureaucracy +16, Computers +6, Concentration +15*, Cultures +8, Driver +15, First Aid +15, Hide +11, Gather Information +9, Knowledge (Military History) +4*, Listen +7, Profession (Military) +6, Search +11, Sense Motive +7, Spot +11, Surveillance +11
* threat range 19-20

Feats: Combat Instincts, Coolness Under Fire, “Keep Your Head Down!”, Quick Draw, Point Blank Shot, Scholarly, Speed Trigger, Traceless

Special: +4 department bonus to any action die rolls, 4 cross-class skills become class skills (bureaucracy, cultures, hide, surveillance), generous, versatility (computers, concentration, hide, gather information, listen, search, spot), assistance (1/2 time), lead 2/session, tactics 1/session, stratagem (self, team), wily, tempo (surge, share), ambush tactics, break away (retreat, assist prey), soldier’s soldier (2 grades), no escape

Attacks: Beretta Model 92 9mm P +16 (1d10+4, error 1-3, threat 20, range 25 ft.)

Gear: Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalized tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), Bundle C (military “sea-bag”, 1 set plainclothes, 1 set camouflage fatigues, all-weather lighter, cell phone, 10 chemical lightsticks, 5-day supply of field rations, digging/entrenching tool, GPS receiver (hand-held), Beretta Model 92 9mm P with silencer and laser sight, 200 rounds military ball (back-up ammunition), 2 tactical radios), first aid kit, night vision goggles, binoculars, 100 rounds hollow point (standard ammunition), sunglasses, 60 rounds talon (alternate ammunition)

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Soldier/Wheelman Class Guide)

Leave a Reply

%d