Intervention Adventures
Basic Set: Campaigns · p.546
Open source p.546Trying to stop a Centran interven-
tion on an echo makes an excellent
adventure for a PC team of I-Cops.
The GM can make the following
assumptions:
• The enemy agents are outnum-
bered and secretive. It is difficult and
expensive to send anyone from
Centrum to Quantum 6.
• The enemy plan requires split-
second timing . . . because, if it didn’t,
they would have pulled it off already.
Whatever the Centran method of com-
puting an intervention, if the answer
were always as simple as “Nuke
London in 1902,” they’d succeed a lot
more often. However, the enemy does
have backup plans.
• The Patrol gives the agents some
general
information
about
the
enemy penetration. The means by
which their superiors acquired this
data is none of their business! They