TEXT:  
   
   
   
   
   
   
   
  Intelligence Report on 
  Supernatural Affairs 
   
  United Kingdom 
  Classified B-12-097-62495 
   
   
   
   
   
   
   
  Dossier by Paul Leone 
  Formatting and graphics in T.R.A.N.C.E. section: Jason Vey 
  
  -i- 
   
   
   
   
   
   
   
  Additional ideas and assistance from: jehosephat2001, Scorpio Rising, Ralph Dula, 
  lightningbaron, Counterclockwise, and Delbert [LiveJournal, Official Buffy the Vampire Slayer, 
  Roleplaying Game discussion boards and RPGnet forums]. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BUFFY THE VAMPIRE SLAYER and ANGEL are ©2002 Twentieth Century Fox Film 
  Corporation. All Rights Reserved. The Buffy the Vampire Slayer and Angel trademarks 
  are used without express permission from Fox. 
  
   
   
   
   
  MILITARY INTELLIGENCE GROUP 7 
  a.k.a. 
   
   
   
  S.T.R.I.K.E. 
  (Special Tactical Response for Interdimensional Key Emergencies) 
   
   
  
   
   
   
  S.T.R.I.K.E.  
  OVERVIEW 
  Like most major powers, the United Kingdom is all too aware of the existence of the supernatural. 
  For nearly five centuries, the British government has carried on a secret war against demons, 
  vampires, ghosts, evil sorcerers and monsters of all sorts. At present, Britain's premier 
  anti-supernatural force is S.T.R.I.K.E. Officially (but only at the highest level) known as MI7, 
  S.T.R.I.K.E. is a top-secret group nominally under the aegis of MI5, the domestic intelligence 
  service of Her Majesty's Government. In reality, S.T.R.I.K.E. operates with almost complete 
  autonomy, funded through a variety of dummy agencies scattered throughout the British 
  government and lead, at the moment, by retired Army Brigadier General Sir Martin Black. 
   
  S.T.R.I.K.E. headquarters is just outside the 
  remote rural village of Tanglewood in 
  Yorkshire, England. Avalon, as the facility 
  is called, houses the hundred or so 
  commandos and scientists who carry out the 
  agency's work - locating and destroying 
  non-human threats to Britain. While 
  vampires are the vast majority of Paranormal 
  Entities, they are considered a low priority 
  by S.T.R.I.K.E. compared to the far less 
  numerous but far more dangerous demons 
  that prowl the countryside and stalk the 
  cities. 
   
  At the dawn of the 21st century, S.T.R.I.K.E. has its hands 
  full. The number of PEs in Britain is reaching record levels, 
  and there seems to be no end in sight. The para-scientists 
  are at a loss to explain the cause, and the commandos are 
  run ragged trying to keep up. Deprived of the fat budget that 
  supplied America's Initiative with next-next generation 
  weaponry, S.T.R.I.K.E. does its best to stay afloat using 
  ordinary weapons and extraordinary courage. 
   
   
   
   –2 –  
  
   
   
   
  S.T.R.I.K.E.  
  HISTORY 
  Like much of Britain's current intelligence apparatus, S.T.R.I.K.E. was born in the early 20th 
  century. Rumor has it that there were earlier such organizations, but if so, their secrets remain 
  buried deep. What is known is that S.T.R.I.K.E., then called MI7, was created in 1907. 
  Official records state that MI7 was formed in order to subvert 
  'extraordinary' threats to the Empire. At the time, these were 
  primarily colonial in nature - anti-imperial uprisings backed 
  up by magic were fairly frequent. Luckily for the British 
  Empire, they were all squashed by MI7 before they could 
  become truly dangerous (although some paranoid members 
  of MI7 wondered if perhaps the Sepoy Mutiny or the Mahdist 
  Uprising in the Sudan were stranger than they appeared). 
  MI7 saw relatively little action during WWI, and funding was slowly cut even before the Great 
  Depression. Thus, when the occult-obsessed Nazis took power, MI7 was ill-prepared to deal with 
  the new threat. While Britain's mundane security services easily turned the German spy network in 
  a brilliant coup, the Nazi supernatural offensive was not so easily countered. Many MI7 agents 
  were killed in frantic attempts to prevent Nazi occultists from summoning demonic hordes in the 
  City of London or from unleashing supernatural devastation on RAF air fields during the Battle of 
  Britain. 
  Eventually, though, the Third Reich was defeated and the tangle of 
  intelligence agencies was cleaned up. MI7 was placed under the 
  control of MI5 and became known, unofficially at least, as 
  S.T.R.I.K.E. Its focus shifted from international threats (which were 
  few in number even with the rise of the USSR) to domestic security. 
  Ironically, this restricted focus meant more work for the beleaguered 
  S.T.R.I.K.E. operatives – there were never more than a few Nazi 
  wizards, but there were thousands of vampires and demons in 
  Britain. Just locating them all was a Herculean task - complete 
  destruction was never more than wishful thinking. 
  And the job has only become harder over the last few years. The number of supernatural creatures 
  continues to rise at an alarming rate, and there have been no fewer than six Code 5 incidents – 
  near-catastrophic breakdowns of the barriers between Earth and demonic dimensions. How much 
  worse will it get? is a question that haunts many S.T.R.I.K.E. leaders and operatives. 
   
   
   –3 –  
  
   
   
   
  S.T.R.I.K.E.  
  ORGANIZATION 
  S.T.R.I.K.E. is divided into two branches - Intelligence, commanded by Amelia Caldwell, and 
  Operations, commanded by Major David Pendrell, both of whom report directly to Sir Martin, 
  who in turn reports to the Director General of MI5. 
  Intelligence is responsible for gathering information about supernatural threats (preferably before 
  they emerge), for analyzing recovered bodies and artifacts, and for investigating new and more 
  efficient methods for Operations to employ. With the current rise in the supernatural threat level, 
  information gathering is Intelligence's  primary duty, and little manpower is devoted to analysis 
  and research.  
  The two main sub-branches of Intelligence are Psi-Division, comprised of a dozen or so of 
  Britain's finest clairvoyants, precognitives, and psychometrists, as well as another score of 
  parapsychologists and interpreters (psychic visions have an annoying tendency to be given in 
  tongues) and Arcane Division, which is staffed by a handful of volunteer magicians. Recently, 
  Arcane has gotten a boost by the recruitment of nearly a dozen former members of the Council of 
  Watchers. Their status is still somewhat ill-defined, though, and there have been some personality 
  clashes with the original staff. 
  In addition to Psi-Division and Arcane, Intelligence also 
  contains divisions specializing in Para-Biological Study, 
  Artifact Analysis, Supernatural Social Tracking, 
  Weapons Research, and Dimensional Physics. Few of 
  them are more than paper units, however, and funding is 
  extremely limited. 
  (It should be noted that while Intelligence agents are not 
  part of Operations, they do, in fact, take part in field 
  operations from time to time as the situation calls for it.) 
  Operations is, predictably, the larger branch of S.T.R.I.K.E. It is divided into twelve combat teams 
  of six operatives (five agents and one officer, typically holding the rank of sergeant). Each team is 
  trained to work independently – the situation in Britain is such that only the utmost emergencies 
  will cause Major Pendrell or Sir Martin to deploy more than one team to a given location. There 
  are simply too many threats and not enough manpower. 
  Fortunately for S.T.R.I.K.E., they have the extraordinary authority to command local police and 
  even Army units if the need arises, although this can often take time to arrange and results in 
  headaches for the agents who work to keep S.T.R.I.K.E. secret from the populace. The Avalon 
  rumor mill also says that there are four (or more) 'shadow' combat teams who answer directly to 
  Sir Martin and are equipped with exotic weapons to do battle with extreme threats. Nobody in 
  authority has ever given even the slightest hint that the rumors are true, however, and few people 
  take them seriously, of course. 
   
   
   
   –4 –  
  
   
   
   
  S.T.R.I.K.E.  
  OTHER AGENCIES 
  S.T.R.I.K.E. is not the only organization that is dedicated to dealing with the supernatural affairs 
  of the United Kingdom.  
  The largest of its associates is T.R.A.N.C.E. (Transdimensional 
  Research and New Cosmos Exploration), a top secret branch of 
  the Office of Science and Technology. T.R.A.N.C.E. is often 
  described as the 'black hole' of cutting-edge physics. Over the last 
  twenty years, many of Britain's best minds have quietly 
  disappeared into it, much to the dismay of numerous universities 
  and businesses. The purpose of the organization is simple – to 
  explore the new frontiers of the 21st century: other dimensions. 
  The British government has long known that other worlds exist. 
  Only now, however, is the technology to reach them becoming 
  more than a dream.  
  At their bases on Sparrow Island in the Outer Hebrides and St. Barbara in the South Atlantic, 
  T.R.A.N.C.E. attempts to pierce the invisible barrier and enter other worlds. To date, they have 
  succeeded twice. Each time, S.T.R.I.K.E. was called upon to clean up the mess and rescue the 
  survivors. Nonetheless, T.R.A.N.C.E. continues, hopeful that before the century ends, they will 
  have created a safe and cheap method of interdimensional travel. 
  The Harrowford Sporting Association is, officially 
  at least, a group of hunting and nature enthusiasts 
  based in Kent. Unofficially, however, they are an 
  oddity – a brotherhood of extremely skilled hunters 
  who have made it their goal to hunt and kill 
  demons and vampires. Membership is quite limited 
  – the HSA has no desire for its men to get killed 
  left, right and center – and only the very best are 
  approached. That said, those who do join are both 
  highly capable and, from S.T.R.I.K.E.'s 
  perspective, highly annoying. Few things are worse than a carrying out week-long stakeout of a 
  demon den in the Highlands only to see a pair of HSA hunters blunder in and ruin things. So far, 
  the HSA hasn't gotten anybody killed – mercifully – or broken any laws but S.T.R.I.K.E. finds 
  them a bother, at best, and a downright menace at worst. 
  Another organization, of far greater age and authority, was the shadowy Council of Watchers. This 
  private 'occult research society' was once the world's most powerful group concerned with 
  supernatural matters. Watcher archives contained a wealth of information about demons, vampires, 
  magic and more, while individual Watchers often averted major crises by whispering in the right 
  ear or, more rarely, taking direct action themselves. On more than one occasion, S.T.R.I.K.E. and 
  the Council worked together in order to handle an especially powerful paranormal entity.  
  Unfortunately for the Council, S.T.R.I.K.E. and Britain (and perhaps the world), those days are 
  over. In the fall of 2002, an unknown party managed to infiltrate and destroy the Council 
  headquarters in London. The top ranks of the Council were all killed, as well as many of the rank 
   
   
   –5 –  
  
   
   
   
  S.T.R.I.K.E.  
  and file. The Council's priceless library was destroyed -  countless texts and artifacts were lost 
  forever. Worse, within days, many of the surviving Watchers were killed, presumably by the same 
  organization that destroyed their headquarters. In less than a week, a society that had survived 
  thousands of years was all but lost.  
  In the aftermath of the massacre, Sir Martin was able to 
  contact Reginald Price, the ranking survivor, and made 
  an unprecedented offer: any surviving Watcher who 
  came to work for S.T.R.I.K.E. would be accepted, and 
  given a warm welcome, no (or at least few) questions 
  asked. Some of the remaining Watchers were killed 
  before they could reply, most of them turned Sir Martin 
  down and went back to the job of rebuilding the Council, 
  but twenty or so signed on, to the delight of Arcane 
  Division. 
  Sadly, recruiting the former Watchers has proved easier than integrating them into S.T.R.I.K.E. 
  The Council was an almost perversely archaic body, and its members have little experience with 
  or use for S.T.R.I.K.E. and its military ethos. 
  Alas, not all Britons in the know when it comes to the supernatural have benevolent attitudes. 
  There are some who openly embrace the dark side of the shadow world. The worst of the worst is 
  the Hellfire Club. In its guise as the Hartford Club, the Hellfire Club is one of London's most elite 
  social clubs. Only the finest members of society are even considered for membership. In the past, 
  some Royals (including the current Crown Prince) have been rejected by the Inner Circle. 
  Behind the charming facade lies a rotten truth – the Hellfire Club is a secret society of black magic 
  and demonic worship. They are intimately involved in Britain's supernatural underground, 
  traffickers in the occult and the diabolical, servants (and masters) of dark forces, and, in the view 
  of some S.T.R.I.K.E. analysts, the greatest threat to Britain's security. 
  But for all that, S.T.R.I.K.E. is powerless to act against them. The Hellfire Club's evil is second 
  only to its caution. In twenty years, only one member has been identified positively enough for 
  S.T.R.I.K.E. to act against him. The identity of the masters of the Hellfire Club remain unknown, 
  as does the true scope of its activity. All attempts to infiltrate have failed miserably, and the Club 
  itself is immune to surveillance, either electronic or mystical. For now, S.T.R.I.K.E. can only 
  continue to gather intelligence, waiting for the opportunity to act. 
   
   
   –6 –  
  
   
   
   
  S.T.R.I.K.E.  
  JOINING S.T.R.I.K.E. 
  Most members of S.T.R.I.K.E. are recruited from various branches of the British government and 
  armed forces. Many Operations agents, for example, are ex-Army and Royal Marines, although 
  there are a fair number of former police officers, MI5 agents, and even ordinary civilians. 
  S.T.R.I.K.E. keeps a close eye on those British citizens who survive encounters with the 
  supernatural and, if they are considered likely candidates for recruitment, will begin a background 
  investigation with the assistance of either MI5 and Scotland Yard (as appropriate to the situation). 
  Should the background check prove positive, a S.T.R.I.K.E. Intelligence agent will approach the 
  candidate and briefly explain the nature of S.T.R.I.K.E. in general terms. Subsequent 
  conversations take place at a S.T.R.I.K.E. field office outside London (no recruit is told about the 
  existence of Avalon until a full member, let alone taken there). Those who turn the offer down are 
  cut loose; those who accept sign security, confidentiality and liability agreements, then are taken 
  to Avalon for a six month training course in S.T.R.I.K.E. equipment and operational procedure. 
  At the end of the six month training period, the new agent is assigned to either Intelligence or 
  Operations. Ideally, they are placed in a unit where their talents can be put to best use in order to 
  help combat the supernatural menace. More often, given S.T.R.I.K.E.'s limited budget and high 
  rate of attrition, they are used to fill the most pressing vacancies. This has occasionally resulted in 
  problems in the field. 
   
   
   
   –7 –  
  
   
   
   
  S.T.R.I.K.E.  
  ARCHETYPES 
  Para-Scientist 
  Character Type: White Hat 
  Life Points: 26 
  Drama Points: 20 
  Attributes (15) 
  Strength 2 
  Dexterity 2 
  Constitution 2 
  Intelligence 5 (1 level from Nerd quality) 
  Perception 3 
  Willpower 3 (1 level from Nerd quality) 
  Qualities (10 + 1 from Drawbacks) 
  Attractiveness +3 (3) 
  Nerd (3) 
  Superscientist 1 (5) 
  Drawbacks (6) 
  Dependent (Daughter) (2) 
  Misfit (2) 
  Obligation (2) 
  Skills (15 + 4 from Drawbacks) 
  Acrobatics 1 
  Computers 4 
  Doctor 2 
  Gun Fu 1 
  Knowledge 2  
  Kung Fu 1 
   
   
  Languages 1 
  Mr. Fix-It 2 
  Occultism 2 
  Notice 2 
  Science 5 (2 levels from Nerd quality) 
  Combat Maneuvers 
   
  Bonus 
  Base Damage Notes 
  Dodge 
  3 
  - 
  Defense action 
  Kick 
  5 
  6 
  Bash 
  Punch 
  3 
  4 
  Bash 
  Background on the Para-Scientist 
  I have to admit, my life is pretty bloody cool. I mean, really. Look at it. Here I am, one of maybe 
  a thousand people on Earth who get to do what I do. Look. I'm sitting on top of a computer that is 
  cracking open a language that no human has ever spoken. Down the hall, my mates are building a 
  gun that shoots into another dimension. I came up with the idea. Not bad for a scrawny little geek 
  girl from the East End, eh?  
  So. Here I am, Miss Space Science working for the most secret agency in the country, and loving 
  it. 
   
   
   –8 –  
  
   
   
   
  S.T.R.I.K.E.  
  Of course it's not all perfect. I can't breathe a word of it to my little one. Not a chance. She thinks 
  I work at a chemist. Lord help me when she turns into a teenager and talks about how boring her 
  mum's job is. That's not it, either. Sometimes I wonder just where our ideas are ending up. Certain 
  people 'round here... Just makes you wonder, that's all. 
  Quote: "Don't you get it? All you have to do is reverse the polarity and it'll send it back to its home 
  di - oh, bugger, just shoot the slimy git." 
  Roleplaying the Para-Scientist 
  You're a geek. There's no doubt about it. You're also one of the finest minds in Britain, and a major 
  asset to S.T.R.I.K.E.'s attempts to unravel the mysteries of the hidden world. When they need to 
  find out an antidote to Scrarra demon toxin, they come to you. When they need to figure out just 
  what can kill a Krishnah, they come to you. When they want to know what the name of that dancer 
  in Return of the Jedi was (Oola), they come to you. But, like a lot of single working moms, you 
  have a tough time balancing career and family. It's not easy to keep lying to your daughter. What 
  will happen if you tell her one day? You've heard horrible rumors. But they're just stories... right? 
   
   
   
   –9 –  
  
   
   
   
  S.T.R.I.K.E.  
  Psi-Division Psychometrist 
  Character Type: Hero 
  Life Points: 47 
  Drama Points:10 
  Attributes (20) 
  Strength 3 
  Dexterity 3 
  Constitution 4 
  Intelligence 3 
  Perception 5 (1 level from Occult Investigator quality) 
  Willpower 4 (1 level from Occult Investigator quality) 
  Qualities (20) 
  Hard to Kill 3 (3) 
  Occult Investigator (4) 
  Nerves of Steel (3) 
  Psychometry (4) 
  Resources (4) 
  Spirit Medium (2) 
  Drawbacks (5) 
  Addiction (Anti-depressants) (1) 
  Emotional Problems (Depression) (2) 
  Humorless (1) 
  Obligation (2) 
   
  Skills (20 + 6 from Drawbacks) 
  Computers 3 
  Crime 2 
  Gun Fu 1 
  Influence 3 
  Knowledge 3 
  Kung Fu 1 
   
   
  Languages 2 
  Notice 4 
  Occultism 5 (3; 2 levels from Occult 
  Investigator quality) 
  Science 2 
  Wild Card (Astrology) 2 
   
  Combat Maneuvers 
   
  Bonus 
  Base Damage Notes 
  Dodge 
  4 
  - 
  Defense action 
  Kick 
  3 
  8 
  Bash 
  Pistol 
  4 
  12 
  Bullet 
  Punch 
  4 
  6 
  Bash 
  Background on the Psi-Division Psychometrist 
  I see dead people. No, I'm not kidding. I really do. I see them, I hear them, everywhere I look... Yes, 
   
   
   –10 –  
  
   
   
   
  S.T.R.I.K.E.  
  even right now. 
  It wasn't always like this. I used to be like you. I used to be blind to the spirit world. I wanted to see, 
  I wanted to experience it. Took my family money and put it into London's first psychic detective 
  agency. All kinds of cranks came to me, of course. But finally, I got a real client. And that's when 
  it happened. I stumbled into something I shouldn't have, and my eyes were opened. 
  I can't close them again. I wanted to see the spirit world. I got my wish. 
  I wish I could make it all go away. You'd understand if you saw what I saw. 
  Quote: "I see it... the man we seek. Oh, God! God! No! ... No, no, it's okay. There's nothing for 
  *you* to be afraid of." 
  Roleplaying the Psi-Division Psychometrist 
  Seeing dead people isn't all it's cracked up to be. Ghosts are ugly and unpleasant and angry, or else 
  they'd have moved on. That's what nobody gets. But you get it. You can't help it. You see them. 
  All. The. Time. 
  It was almost a relief when S.T.R.I.K.E. recruited you. Now you don't have to deal with them. At 
  least, that's what the contract said. But the 'extraordinary circumstances' clause gets invoked more 
  and more often. How long can you keep it up before you burn out? They're always out there. And 
  now they're in HERE, too. There's no escape. None... 
   
   
   –11 –  
  
   
   
   
  S.T.R.I.K.E.  
  Spy Girl 
  Character Type: Hero 
  Life Points: 46 
  Drama Points: 10  
  Attributes (20) 
  Strength 3 
  Dexterity 4 (1 level from Ex-Cop quality) 
  Constitution 3 
  Intelligence 3 
  Perception 4 
  Willpower 4 
  Qualities (20) 
  Attractiveness +4 (4) 
  Contacts (3) 
  Ex-Cop (4) 
  Fast Reaction Time (2) 
  Hard to Kill 4 (4) 
  Iron Mind (3) 
  Drawbacks (9) 
  Adversary (Hellfire Club) (5) 
  Honorable (1) 
  Obligation (3) 
   
  Skills (20 + 9 from Drawbacks) 
  Acrobatics 3 
  Computers 2 
  Crime 4 (1 level from Ex-Cop quality) 
  Doctor 2 
  Driving 2 (1 level from Ex-Cop quality) 
  Getting Medieval 1 
  Gun Fu 4 (1 level from Ex-Cop quality) 
   
  Influence 3 
  Knowledge 2 
  Kung Fu 3 
  Languages 1 
  Mr. Fix-It 1 
  Occultism 1 
  Notice 3 
  Combat Maneuvers 
   
  Bonus 
  Base Damage 
  Notes 
  Dodge 
  7 
  - 
  Defense action 
  Kick 
  6 
  8 
  Bash 
  Punch  
  7 
  6 
  Bash 
  Knife 
  5 
  6 
  Slash/stab 
  Pistol 
  8 
  12 
  Bullet 
  Big Pistol 
  8 
  15 
  Bullet 
  Submachine Gun 
  8 
  9 
  Bullet 
   
   
   –12 –  
  
   
   
   
  S.T.R.I.K.E.  
  Background on the Spy Girl 
  First off, I do not have a license to kill. I never did. But you couldn't call my life boring, either. I 
  was recruited into the new kinder, gentler (right!) MI5 straight out of university. They fancied I 
  might have a shot at infiltrating this posh club in the City that the lads in Thames House have been 
  after for years. Oh, it acts like its just another social club, but they've got their fingers in half the rot 
  in Britain. Drugs, prostitution, extortion, arms deals, a list as long as your arm.  
  As it happens, it's a lot worse than even that. I still don't even know why they let me join the Club. 
  Actually, I do. I fancy they wanted to cut me open on an altar, or feed me to a bloodsucker as a 
  midnight snack. That's the sort of thing they do. I saw it myself. I got out in time, but MI5 
  stonewalled me when it came to the 'unsubstantiated' aspects of my report. Turns out, it wasn't all 
  for nothing, even if it nearly got me fired. Sir Martin and his team snatched me up, and here I am. 
  I can't wait to have another go at the Hellfire Club. I owe them. 
  Quote: "Actually, I DO have a license to kill..." 
  Roleplaying the Spy Girl 
  You're not quite James Bond in a skirt, but you're not far off, either. You know the ins and outs of 
  the espionage game, and you're more than willing to use all the tricks you learned to help bring 
  down the Hellfire Club, and anything else that gets in the way. You just might end up running 
  S.T.R.I.K.E. one day... if the Club doesn't get you before you get them. 
   
   
   –13 –  
  
   
   
   
  S.T.R.I.K.E.  
  S.T.R.I.K.E. Commando 
  Character Type: Hero 
  Life Points - 53 
  Drama Points - 10 
  Attributes (20) 
  Strength 4 
  Dexterity 4 (1 level from  
  S.T.R.I.K.E. Commando quality) 
  Constitution 4 (1 level from  
  S.T.R.I.K.E. Commando quality) 
  Intelligence 3 
  Perception 4 
  Willpower 3 
  Qualities (20) 
  Attractiveness +2 (2) 
  Contacts (3) 
  Fast Reaction Time (2) 
  Hard to Kill 5 (3 levels from  
  S.T.R.I.K.E. Commando quality) 
  S.T.R.I.K.E. Commando (4) 
  Military Rank (Staff Sergeant) (2) 
  Natural Toughness (2) 
  Nerves of Steel (3) 
  Situational Awareness (part of  
  S.T.R.I.K.E. Commando quality) 
  Drawbacks (up to 10) 
  Honorable (2) 
  Obligation (part of S.T.R.I.K.E. Commando quality) 
  Obsession (Kill All Vampires) (2) 
   
  Skills (20 + 4 from drawbacks) 
  Acrobatics 2 
  Computers 1 
  Doctor 2 
  Driving 1 
  Getting Medieval 2 
  Gun Fu 5 
  Influence 1 
   
   
  Knowledge 1 
  Kung Fu 3 
  Languages 1 
  Mr. Fix-It 1 
  Notice 3 
  Occultism 1 
   
   
   
   –14 –  
  
   
   
   
  S.T.R.I.K.E.  
  Combat Maneuvers 
   
  Bonus 
  Base Damage Notes 
  Dodge 
  7 
  - 
  Defense action 
  Kick 
  6 
  10 
  Bash 
  Punch 
  7 
  8 
  Bash 
  Big Knife 
  6 
  8 
  Slash/stab 
  Shotgun 
  9 
  20 
  Bullet 
  Assault 
  Rifle 
  9 
  16 
  Bullet 
  Big Pistol 
  9 
  15 
  Bullet 
  Stake 
  6 
  12 
  x5 vs vampires 
  (Through 
  the Heart) 
  3 
  12 
  x5 vs vampires 
  Background on the S.T.R.I.K.E. Commando 
  To serve Queen and Country. From my youngest days, that was the center of my ambition. I 
  enlisted in the Army soon as I could, just in time for the Gulf War, and before long, found myself 
  in the Parachute Regiment and then the SAS. Then there was a nasty run-in with some fanged 
  freaks in Macedonia. Most of my men didn't make it out. How do you kill something that doesn't 
  fall over when you shoot it? Lucky that I had a few grenades left over. Not so lucky that I was too 
  close to one when it went off. 
  Once I could walk again, two men from S.T.R.I.K.E. came calling, and I didn't need a second's 
  thought before signing up. Now I'm out in the field again, hunting down the monsters that threaten 
  Britain and taking them out one at a time. It's my dream, my calling - but if only I could get the 
  bosses to pay more attention to the damn bloodsuckers. I have to make them pay for what they did 
  to my mates. 
  Quote: "All right, brilliant job, boys! That's a few less Polgara demons for Liverpool to worry 
  about. Now let's see if we can find a vampire nest to burn before we head back to Avalon..." 
  Roleplaying the S.T.R.I.K.E. Commando 
  You talk a good game about Queen and Country, and usually you mean it, but what drives you, 
  what really keeps you going, is your own private crusade against vampires. Vampires killed your 
  men, vampires are out there, murdering every night, more vampires every year... vampires, 
  vampires, vampires. You won't rest until you've killed every last bloody one of them. Or at least 
  every last bloody one in Britain. 
  Aside from that, you're an extremely well-adjusted and dedicated member of an above top-secret 
  group of government monster hunters. 
   
   
   –15 –  
  
   
   
   
  S.T.R.I.K.E.  
  NPCs 
  Brigadier General Sir Martin Black, Royal Army (ret),  
  S.T.R.I.K.E. Head (Sir Anthony Hopkins) 
  "Perhaps you'd care to explain precisely WHY there's a 
  picture of you shooting a Kalesh demon on page 10 of the 
  Fortean Times, Agent Sloane?" 
  Sir Martin is the heart, soul and brains of S.T.R.I.K.E. It is, in 
  large part, his efforts that have kept the group intact over the 
  last fifteen years. He is absolutely dedicated to protecting 
  Britain from the supernatural, to keeping control over 
  S.T.R.I.K.E. and to protecting his men (not necessarily in that 
  order).  
  Unfortunately, Sir Martin is getting on in years (he first saw action fighting in Kenya after WWII), 
  and many inside S.T.R.I.K.E. wonder if his replacement will be half as capable. Few look forward 
  to the day when the Old Man finally retires. 
  Amelia Caldwell,  
  S.T.R.I.K.E. Intelligence Chief (Lena Olin) 
  "Does it seem as if I care how long it takes to summon up the 
  Inspector's spirit? Lives depend on it. Why're you still standing 
  there?" 
  Amelia is cold and ruthlessly efficient. Her subordinates love 
  her anyway for the simple reason that they have no choice. 
  Since taking over Intelligence, Caldwell has ruthlessly weeded 
  out the unreliable, the weak-willed and even a pair of traitors, 
  and placed her protégés into positions of influence. Some of the 
  older hands wonder if perhaps she went too far, but nobody can 
  deny that Intelligence is a far more efficient agency now.  
   
   
   –16 –  
  
   
   
   
  S.T.R.I.K.E.  
  Major David Pendrell,  
  S.T.R.I.K.E. Operations Chief (Clive Owen) 
  "Easy op tonight, lads. Zombies in Bristol. See if you can't 
  take them out without burning down half the city this time." 
  Major Pendrell is the very model of a modern British major. 
  He rose steadily through the ranks, a process that continued 
  even after he joined S.T.R.I.K.E. Granted, promotion by 
  attrition is a fact of life in the organization, but nobody 
  doubts Pendrell earned his position. He's well-liked by his 
  men. Enthusiastic and loyal, Operations agents know he's a 
  man they can trust - as long as they do the job right. 
   
   
   
  Shifty Steve, S.T.R.I.K.E. informant (John Cleese) 
  Even though S.T.R.I.K.E. utilizes the services of dozens of psychics 
  and telepaths, they often are forced to rely on outside sources of 
  information. Shifty Steve is the first person they turn to. This 
  eccentric character has his finger on the pulse of the British occult 
  underground and is always willing to help out S.T.R.I.K.E. for a 
  suitable fee. Oddly enough, he never lets any of said psychics and 
  telepaths come near him. Everyone has their secrets, it seems. 
   
   
   
  Mr. X, Hellfire Club Leader (?) 
  S.T.R.I.K.E. knows next to nothing about Mr. X (he could very well be a Ms. X, or an It X, in fact), 
  only that he is the undisputed lord and master of the Hellfire Club. The Keyser Soze of 
  supernatural Britain, he's been suspected of crimes ranging from the destruction of the Council of 
  Watchers to the Great London Fire of 1666. Discovering Mr. X's identity is officially Priority One 
  for S.T.R.I.K.E. and has been for nearly forty years. 
   
   
   
   –17 –  
  
   
   
   
  S.T.R.I.K.E.  
  ROGUE'S GALLERY 
  S.T.R.I.K.E. IdentFile 457 
  Subject: Tobias King 
  P.E. Type: Vampire 
  Background: Tobias King is an especially old and clever vampire. Turned c. 
  1760 by Angelus (see IdentFile 312). Evaded destruction by H. in March 
  1765 and August 1769. Sighted in 1772, 1776, 1777, 1782, 1785 and 1786. 
  Departed Britain in fall 1787, believed to have joined Order of Aurelius 
  shortly thereafter. Not sighted in Britain again until 1840, although the 1840 
  incident is unconfirmed. In 1953, King narrowly evaded destruction by 
  S.T.R.I.K.E. operatives in Liverpool. 
  Since then, King has resided in the Greater Manchester area as 'Master' of local vampiric 
  community. Intelligence analysis estimates King is responsible for the deaths of at least twelve 
  thousand victims during his existence. Moreover, Psi-Division believes he may be connected to 
  the Hellfire Club through their branch office in Manchester. In any case, King is an extremely 
  dangerous threat to the public good. All leads concerning him should be promptly and thoroughly 
  investigated. 
  Current Location: Greater Manchester, UK 
  Confirmed Sightings: Numerous. See IdentFile 457 Appendix. 
   
  S.T.R.I.K.E. IdentFile 36 
  Subject: "Springheel Jack" (real name unknown) 
  P.E. Type: Unknown Demonic Entity 
  Background: This bizarre creature is the only known example of an 
  unidentified species of paranormal entity. First sighted in London in 
  September 1837, "Springheel Jack" was encountered by civilians 
  numerous times over the next several decades. In 1877, ***** agents 
  seconded to the Army managed to trap and capture "Springheel Jack". 
  Unfortunately for Research Branch, "Springheel Jack" died shortly 
  after being apprehended, unable or unwilling to communicate with 
  ***** staff. He was transferred to ***** Containment Facility B, and 
  subsequently to Avalon, where his frozen corpse currently resides. 
  Addendum: In 1904, an entity matching the description of "Springheel Jack" was sighted in 
  Liverpool. It was possibly another member of the same species as the original "Springheel Jack", 
  although the greater likelihood is that it was a mis-identification of another P.E. or simply a case 
  of mass hysteria. No evidence remains for psychometric analysis and all known witnesses are 
  deceased. 
  Current Location: Deep Storage, Avalon Facility 
  Confirmed Sightings: Numerous. See IdentFile 36 Appendix. 
   
   
   
   –18 –  
  
   
   
   
  S.T.R.I.K.E.  
  S.T.R.I.K.E. IdentFile A-6 
  Subject: Balor 
  P.E. Type: Class 10 Demonic Entity 
  Background: The creature known as Balor is one of the oldest and most powerful Class 10 demons 
  in S.T.R.I.K.E. records. Irish mythology depicts the one-eyed demon as the god of death and ruler 
  of the Fomorian giants. This may be a somewhat accurate description once the religious overtones 
  are stripped away. It is known that Balor is a powerful extradimensional warlord and does, in fact, 
  have only one eye. Advanced psychometric techniques, applied to artifacts recovered from Site 17 
  in Northern Ireland, confirm these details, and that Balor was defeated at some point in the distant 
  past, as Irish legend tells. In contrast to Irish legend, however, Balor was not slain, merely driven 
  from this dimension. 
   
  ***PRIORITY ONE PRIORITY ONE PRIORITY ONE*** 
  UPDATE 16/8/03: Recently, Psi-Division Agents Braddock and Stewart have both reported 
  nocturnal visions of a creature matching Balor's description. It may be attempting to regain access 
  to this dimension. All efforts must be made to prevent this from occurring.  
  ***PRIORITY ONE PRIORITY ONE PRIORITY ONE*** 
   
  Current Location: Unknown. Presumably an unidentified dimension. 
  Confirmed Sightings: Historic Accounts, confirmed by psychometric intelligence. 
   
   
   
   
   –19 –  
  
   
   
   
  S.T.R.I.K.E.  
  LEXICON 
  Avalon - The codename for S.T.R.I.K.E.'s Yorkshire headquarters. 
  Code 1: Unconfirmed P.E. sighting. 
  Code 2: Confirmed P.E. sighting. 
  Code 3: Minor P.E. related incident (a vampire feeding or werewolf attack on Scottish hikers). 
  Code 3s are the most commonly dealt with by S.T.R.I.K.E. agents. 
  Code 4: Major P.E. related incident with the possibility of public exposure (demon attack in an 
  urban area with multiple witnesses). 
  Code 5: Serious threat to the dimensional barriers protecting Earth from demonic invasion. 
  Code 6: Complete breakdown of the dimensional barriers. Not yet used in reference to Britain. 
  Code 7: Supernatural threat to a member of the Royal Family. The most recent Code 7 was in 
  1940. 
  The Hellfire Club - An exclusive social club that hides a secret society of black magicians and 
  occult criminals. S.T.R.I.K.E.'s primary enemy. 
  MI7 - Military Intelligence Group 7; a subset of Britain's domestic intelligence agency (MI5) 
  dedicated to supernatural affairs. 
  Mr. X - The unidentified leader of the Hellfire Club. Possibly a demon. 
  P.E. - Paranormal Entity; S.T.R.I.K.E. jargon for any nonhuman supernatural creature. 
  S.T.R.I.K.E. - Special Tactical Response for Interdimensional Key Emergencies; Britain's 
  domestic para-intelligence security service, lead by Sir Martin Black. 
  T.R.A.N.C.E. - Transdimensional Research and New Cosmos Exploration; a British government 
  agency dedicated to uncovering the secret of interdimensional travel. 
  Up-and-Down - S.T.R.I.K.E. jargon for missions requiring cooperation with outside agencies. The 
  term refers to the need for orders to go up the S.T.R.I.K.E. chain of command and down the chain 
  of command of the agency in question. 
   
   
   
   
   –20 –  
  
   
   
   
  S.T.R.I.K.E.  
  CAST 
  Shifty Steve - John Cleese 
  Sir Martin Black - Sir Anthony Hopkins 
  Tobias King - Ewan McGregor 
  S.T.R.I.K.E. Commando - Kevin McKidd 
  Amelia Caldwell - Lena Olin 
  Para-Scientist - Miranda Otto 
  Major David Pendrell - Clive Owen 
   
  Spy Girl - Rosamund Pike 
  Psi-Division Psychometrist - Christina Ricci 
   
   
   
   –21 –  
  
   
   
   
  S.T.R.I.K.E.  
  CREDITS 
  Written by Paul Leone (varyar@netscape.net) 
  Additional ideas and assistance from: jehosephat2001, Scorpio Rising, Ralph Dula, 
  lightningbaron, Counterclockwise, and Delbert [LiveJournal, Official Buffy the Vampire Slayer 
  Roleplaying Game discussion boards and RPGnet forums]. 
   
   
   –22 –  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Military Intelligence Group 7 
  Limbo Unit 
  a.k.a. 
   
   
  (Transdimensional Research and New Cosmos Exploration) 
   
  
  T.R.A.N.C.E. 
  –24– 
   
  OVERVIEW 
   
  T.R.A.N.C.E. is a top-secret branch of Britain's Office of Science and Technology devoted to the 
  discovery and exploration of other dimensions. 
   
  Why: T.R.A.N.C.E., one of the most classified branches of the British government, exists to research the cutting 
  edge of 21st century science - transdimensional physics. For centuries, the British government, in one form or 
  another, has known that other worlds exist beyond our own. Moreover, these other dimensions can be contacted 
  and even entered, using what is colloquially known as magic. Magic is, at best, unreliable and, at worse, 
  outright dangerous, as the Great London Fire of 1666 proved. A more practical method is called for. That 
  method is, of course, science. 
   
  HISTORY 
   
  T.R.A.N.C.E. has its roots in a wartime branch of MI7 known as the 
  Limbo Unit. Based on the findings of America's "Pest Control Section", 
  and its own investigations into Nazi occult research, MI7 learned the 
  Germans were attempting to create doorways into strange worlds in the 
  hopes of summoning demonic armies to aid them on the Russian front. 
  The Limbo Unit, working with the NKVD, the PCS and Poland's Home 
  Army, was able to sabotage the German efforts based out of Ritterburg 
  in the Warthegau. After the war ended, the Limbo Unit continued its studies for a time, until it was clear that the 
  Soviets, while alarmingly ahead in the space race, were falling far behind in the interdimensional trafficking 
  race. The Limbo Unit was dissolved until the late 1970s, when a young scientist at Oxford's Nuclear Physics 
  Laboratory, one Timothy Lewis, discovered that the careful manipulation of certain high energy particles 
  created a short-lived 'bubble' in reality. 
   
  Naturally, this discovery, instead of becoming a Nobel Prize Winner, was classified, Lewis was discredited and 
  fired, and Oxford shut down the program. Then the Government hired Lewis and gave him a twenty million 
  pound budget to further his work in 
  secret. He did so, under proper 
  supervision, and T.R.A.N.C.E. was born. 
  Over the last quarter century, it has 
  continued its work, gradually attracting 
  some of the best minds in Britain. To 
  date, T.R.A.N.C.E. has succeeded in 
  piercing the dimensional walls for an 
  extended period of time twice. Each 
  time, a S.T.R.I.K.E. team was dispatched 
  to clean up the mess. But hope remains 
  that safe and practical dimensional travel 
  is just around the corner! 
   
  
  T.R.A.N.C.E. 
  –25– 
   
  ORGANIZATION 
   
  While Dr. Lewis is undoubtedly the brains of the outfit, he isn't in charge. That honor goes to Lady Monica 
  Holcreek, a former MI7 Intelligence operative and one of the few Britons with any real experience in traveling 
  to other dimensions. Lady Monica runs T.R.A.N.C.E. with an iron grip, probably a good thing given the less-
  than-military discipline of most of its employees. To put it bluntly, most Trancers are hopeless misfits - brilliant 
  misfits, to be sure, but misfits and prone to making a big mess (big mess as in opening a rift to the Hell of Ten 
  Million Dragons on company time). 
   
  The actual organization of T.R.A.N.C.E. is fairly simple. Lady Monica oversees all programs and serves as a 
  buffer between the unit and the Office of Science and Technology, as well as keeping MI7 appraised of its 
  actions. Dr. Lewis is the head of day-to-day operations, and under him are the heads of the various projects that 
  T.R.A.N.C.E. is working on at any given time. Most of the actual research takes place on Sparrow Island in the 
  Outer Hebrides, but application tests are always conducted on the remote island of St. Barbara in the South 
  Atlantic lest half of Scotland end up transposed with another world (as briefly happened in Tunguska in 1908). 
   
  Total Value: 27 
   
  Clout: Financial (Big Bucks) 4, Governmental (Major Contributor) 3, Supernatural (Arcane) 1. Total Cost: 8 
  points. 
   
  Quarters: Large (3), Multiple Locations (3), Physical Security (Military-level) (4) Total Cost: 3 points 
  (reduced by 7 from Financial and Governmental Clout). 
   
  Gear: Computers (Cutting Edge) (4), Laboratory (Cutting Edge) (4), Medical Facilities (Cutting Edge) (4), 
  Workshop (Cutting Edge) (4), Vehicles (Vehicle Fleet) (2), Vehicles (Aircraft) (2), Weapons (Paramilitary) (3) 
  Total cost: 16 points (reduced by 7 from Financial and Governmental Clout). 
   
  Para-linguist 
  2-point Supernatural Quality 
   
  You have an uncanny, practically supernatural, ability to master strange languages almost instantly. Those in 
  the know speculate it's an exotic form of telepathy, but whatever it is, it works. After sufficient exposure to an 
  unfamiliar language, you are able to comprehend and speak it on a rudimentary level. 
   
  In game terms, you can understand a new language simply by hearing it spoken for a few minutes. The effect 
  wears off when you're no longer speaking to the person (or thing), although you can also gain new levels of the 
  Language skill as if it were any other skill.
  
  T.R.A.N.C.E. 
  –26– 
   
  T.R.A.N.C.E. Cosmonaut  
  Type: Champion 
   
  Life Points: 61 
  Drama Points: 10 
   
  Attributes (20) 
  STR: 4 (1 level from Athlete quality) 
  DEX: 4 (1 level from Athlete quality) 
  CON: 5 (1 level from Athlete quality) 
  INT: 3 
  PER: 4 
  WIL: 3 
   
  Qualities (20) 
  Athlete (4) 
  Attractiveness +2 (2) 
  Fast Reaction Time (2) 
  Hard to Kill +5 (5) 
  Nerves of Steel (3) 
  Resistance (Paranormal) (2) 
  Situational Awareness (2) 
   
  Drawbacks (3) 
  Mental Problems (Mild Recklessness) (1) 
  Obligation (T.R.A.N.C.E.) (2) 
   
  Skills (30 + 3 from Drawbacks) 
  Acrobatics 2 
  Computers 2 
  Crime 1 
  Driving 2 
  Getting Medieval 3 
  Gun Fu 5 
  Influence 2 
  Knowledge 1 
  Kung Fu 3 
  Mr. Fix-It 3 
  Notice 4 
  Occultism 1 
  Science 1 
  Sports 3 (2 levels from Athlete quality) 
  Wild Card (Parachuting) 2 
   
  
  T.R.A.N.C.E. 
  –27– 
   
  Combat Maneuvers: 
  Assault Rifle 9, 16, Bullet 
  Big Pistol 9, 15, Bullet 
  Dodge 7, -, Defense action 
  Head Butt 5, 8, Bash 
  Kick 7, 10, Bash 
  Knife 7, 8, Slash/stab 
  Pistol 9, 12, Bullet  
  Punch 7, 8, Bash 
  Spin Kick 5, 12, Bash 
  Submachine Gun 9, 12, Bullet 
   
  Background on the T.R.A.N.C.E. Cosmonaut: 
  Who'd have thought that some footie nut like me would end up here, of all places? I've come a long way, that's 
  for sure. I'm not exactly sure WHERE I am, really, but who gives a toss about the  
  details? 
   
  I grew up - it was the Army what sorted me out. Three square meals a day and a chance to put what they might 
  call my dazzling death-defying tendencies to good use - namely, dropping out of a perfectly good airplane in 
  order to ruin someone's day. After a couple years of that, I got  
  contacted by these boffins working on some special little project. I'm still not sure what they  
  saw in me - suppose I must've had the right stuff. 
   
  So, now I'm stationed on some godforsaken grey speck of an island with a male: female ratio of  
  about twenty:nil, with no hope of a promotion and spending most of my time shooting things with not enough 
  eyes or too many arms. And that's just the off-days. When we actually go through a portal, it gets even worse. 
   
  I love it, mate. 
   
  Quote: "I don't care how many suns this world has. Demons is demons and bullets is bullets." 
   
  Roleplaying the T.R.A.N.C.E. Cosmonaut: You're one of the T.R.A.N.C.E. elite - a cosmonaut, trained and 
  equipped for crossing the dimensional barrier, to see what's there (and shoot the crap out of it, nine times out of 
  ten). Few people in history have done what you do, and it's a pretty heady feeling. You're tough as nails, and 
  pretty much unflappable, which is good; you're also prone to charging straight into the mouth of danger, which 
  isn't always so good.  
   
  
  T.R.A.N.C.E. 
  –28– 
   
  T.R.A.N.C.E. Para-linguist  
  Type: Investigator 
   
  Life Points: 32 
  Drama Points: 20 
   
  Attributes (15) 
  STR: 2 
  DEX: 3 
  CON: 2 
  INT: 5 (2 levels from Brainiac quality) 
  PER: 4 (1 level from Brainiac quality) 
  WIL: 2 
   
  Qualities (10 + 1 from Drawbacks) 
  Attractiveness +3 (3) 
  Brainiac (4) 
  Hard to Kill 2 (2) 
  Para-linguist (2) 
   
  Drawbacks (3) 
  Obligation (T.R.A.N.C.E.) (2) 
  Obsession (Translating the Voynich Manuscript) (Part 
  of Brainiac quality) 
  Humorless (1) 
   
  Skills (25 + 2 from Drawbacks) 
  Computers 3 (2; 1 level from Brainiac quality) 
  Doctor 1 
  Getting Medieval 1 
  Gun Fu 1 
  Influence 2 
  Knowledge 5 (4; 2 levels from Brainiac quality) 
  Kung Fu 1 
  Languages 6 (German, French, Japanese, Hindi, Latin, 
  Enochian) 
  Notice 1 
  Occultism 2 
  Science 5 (4; 1 level from Brainiac quality) 
   
  Combat Maneuvers: 
  Dodge 4, -, Defense action 
  Pistol 4, 12, Bullet  
  Punch 4, 4, Bash 
   
   
  
  T.R.A.N.C.E. 
  –29– 
   
  Background on the T.R.A.N.C.E. Para-linguist 
  I heard it said once that God punishes people most by answering their prayers. Not that I really believe in the 
  man, but it would make a lot of sense. I can even tell you the exact moment it went off track. 
   
  Two hours - *two hours* - after commencement, that's when. That's when the T.R.A.N.C.E. recruiters showed 
  up with their little mystery scroll. What do they call it? A gateway drug? That's what it was. Of course I wanted 
  to figure out what it said, and why I'd never even seen that alphabet before. I thought maybe it was all some 
  joke at first. 
   
  Well, I figured it out, and I know why. It was a joke, you might say, a big rude joke on me. I don't like tromping 
  all over the universe, helping my 'mates' talk to the things we meet. I don't like handling scrolls made out of  
  ‘animal' skin. I don't like living in the suburbs of Antarctica, either. 
   
  I *do* like being the first human to ever speak a given language. Name me one Oxford don or Foreign Service 
  boffin who gets to do that.  
   
  Quote: "Don't you get it? All the poor beastly thing wants is a mate. It doesn't know our customs, that's why it 
  shat on your boots." 
   
  Roleplaying the T.R.A.N.C.E. Para-linguist: You're still a little bitter at being essentially conned into joining 
  T.R.A.N.C.E., but deep down, you know there's no better place for someone with your talent. You won't admit 
  it, of course. It's easier just to stay in your grey cloud. Someone has to balance out the aggressive cheerfulness 
  and relentless geek-humor of your military and scientific colleagues, after all. 
   
   
  
  T.R.A.N.C.E. 
  –30– 
   
    
   
  Lady Monica, daughter of the 7th Earl of Holcreek, comes from one of Britain's more prominent Catholic 
  families. Unlike most of her ancestors, though, Lady Monica didn't go into publishing or politics, instead opting 
  to join MI5 and, later, S.T.R.I.K.E. She excelled in both agencies and was an easy choice for the position of  
  T.R.A.N.C.E. head when Sir Crispin Thurston, the previous head, retired four years ago. Since then, Lady 
  Monica has tried her best to reorganize the agency and cut down on the number of bold (i.e. - insane) side 
  projects the staff hatches. This hasn't always worked. Managing fifty Einsteins is a lot like herding cats. Factor 
  in a small nuclear reactor and multiple dimensional rifts and you begin to get the picture. But she endures, in 
  small part because she has no choice (nobody else wants the job), but largely out of a sense of duty to God and 
  country. Failure doesn't just mean getting sacked, it means the very real threat of Britain ceasing to exist in any 
  recognizable form. 
   
   
  Dr. Lewis is a living example of 'so smart he's scary.' Working on his own free time, Lewis managed to tear a 
  small dimensional rift along a ley line in the West Country using just a portable particle projector (a classified 
  device based on a WW2-era American design) and a pocket calculator. Now that he has a real budget, Dr. 
  Lewis is making even bigger holes in the dimensional barriers around Earth. Forgot astronauts. T.R.A.N.C.E. is 
  the real future of exploration, and one that Britain has a chance of getting a real lead in. Plus - going to other 
  realities. How cool is THAT? If Dr. Lewis actually knew any chicks (besides Lady Monica and a few female 
  scientists), they'd dig it. 
  Name: Lady Monica Holcreek 
   
  Motivation: Prevent Britain from slipping into another dimension. Or vice versa. 
  Critter Type: Human 
  Attributes: Str 2, Dex 3, Con 2, Int 4, Per 4, Will 3  
  Ability Scores: Muscle 10, Combat 11, Brains 14 
  Life Points: 35 
  Drama Points: 4 
  Special Abilities: Attractiveness +2, Hard to Kill 3 
   
  Maneuvers 
  Type  
  Bonus  
  Damage 
  Notes 
  Dodge  
  11  
   
      -  
   
  Defense action 
  Pistol  
  11 
   
     12 
   
  Bullet 
  Name: Dr. Timothy Lewis, PhD 
  Motivation: To seek out new worlds and new civilizations. To boldly go...
  Critter Type: Human 
  Attributes: Str 2, Dex 2, Con 2, Int 5, Per 4, Will 3 
  Ability Scores: Muscle 10, Combat 9, Brains 15 
  Life Points: 26 
  Drama Points: 3 
  Special Abilities: Brainiac 
   
  Maneuvers 
  Type  
  Bonus  
  Damage  
  Notes 
  Dodge  
  9 
   
        - 
   
  Defense action 
   
  
  T.R.A.N.C.E. 
  –31– 
   
  The Cast: 
  Dr. Lewis – David Thewlis 
  Lady Monica – Claudia Black 
  Cosmonaut – Idris Elba 
  Paralinguist – Parminder Nagra 
   
  Credits for T.R.A.N.C.E. section:  
  Written by Paul Leone  
  Formatting and graphics by Jason Vey 
  
SOURCE: textdata/thevault/Buffy the Vampire Slayer RPG (unisystem)/Buffy The Vampire Slayer - Intelligence Report on Supernatural Affairs - STRIKE - TRANCE - Millitary Intelligence Group 7.pdf