Scenario Creation: Area of Strength

As mentioned before, it is better to design the scenario after PC and their Contact NPC has been made. The reason is the "Area of Strength", as explained in this section. It also plays a major role in creation of request and enemy NPC. Since this system is designed with a single PC in mind, there are no multiple PC to cover each other's weakeness. PCs are divided by their Origin and Adept, each of them convers their own strength. Weapons, Powers, and Wares will also change the kind of scenario where they can show their strength the best. If the data prepared ended up making the PC useless, it will put a lot of stress on the player. That is true even when the player want their PC to be defeated. When possible, GM should prepare a scenario that make use of the PC's data. In particular, absurd introduction of enemies with extremely poor compatability should be avoided. The following entails how to handle different types of PCs.

=Combat Type= Represented by Fighter and Soldier, PCs who are good at simple combat should be given at least one Combat Event. For the enemies, showing their weakpoint only once will suffice. It is better to not put an emphasis on gathering intel. If the PC did not receive significant damage, it is fine to put the Climax right after a Combat Event has concluded. However, be careful about the kind of weapon being used. What to keep in mind regarding different weapons will be described in a later section.

=Intel Type= For Fixer, Seeker, and other PC who focuses more on Karma Checks outside combat, there are no need to shove in Combat Events unless the player wishes so. The focus should be on laying the groundwork and gathering intelligence. GM should focus on describing the atmosphere and explaining the truth of matters. It is also a good idea to introduce NPCs to build new connections. If the player does not feel like fighting, GM can persuade the player to decline the request right before Climax. Alternatively, GM can skip the Climax Combat and end it by persuasion and trade.

=ERP Type= For Succubus, Bitch, and other PC who prefers ERP in the session, interaction with NPCs is of utmost importance. More important than result of battles or completing requests, one should pay attention to forming new relationships that the PC can make use of. Since PC will always interact with their Contact NPC, it is better to gain new Connection NPC on top of it. Whether it be clients, enemy NPCs, unexpected encounter from events, it is better to make characters that do not violate consensus. However, if you add too many people in one go, their impression might become weak. It is probably for the best to keep their number in a single scenario no higher than 2.

=Assassination Type= For Assassin and other PC who is good at striking from hidden position or sniping from beyond range, the session should be prepared accordingly. There are no need to progress event from the scenario's side of things. Unless desired, there are also no need for detailed Combat Events. The focus should be on Karma Checks identifying the enemy needed to be defeated, and striking at the situation as PC desired. For the Climax battle, it will probably go off without a hitch. This is the ideal ending for this type of character. To defeat the target with one shot, or if it failed, fire the second shot to end the enemy before they could move. That is how assassinations should be done. Gm should not make unreasonable fights.

=Consider Weapon= Some kinds of weapons, as well as damage-dealing Powers, Wares and Items requires special attention. Enemies that are immune to damage dealt by PC, or otherwise highly resistant to it should not be introduced. The followings are some examples.

Similarly, a scenario where a Dominant PC fight against nothing but enemies with "Type: Mechanical" and "Type: Abnormal" will be boring, as many of the Powers cannot be used. In particular for PC who fight with Martial Arts and Artifacts, there are many cases where ability to reduce 「Faint」 damage translates to almost complete nneutering of their abilities. One-time damage boost like that of 「Spell」 should not be the basis for consideration. If the PC has other customisation and Powers that will provide them with certain advantages, oppotunity to make use of them should be created. GM is recommended to state such oppotunities and recommend the course of action.
 * For PC with no weapons that deal「Faint」 damage, fighting aginst enemies with "Type: Mechanical" or "Type: Abnormal" spells despair. Even with significant disparity in level, the battle will drag on and burdens the player with stress. Of course, unless said player happen to have special Powers like 《Hacking》...
 * Enemies with damage reduction ability stresses player more than GM might expect. They can be used effectively either as tank against PC with base damage above 3, or a showcase for PC who fight using a different damage type.
 * PC should not be bombarded by attacks from beyond their attack range. Enemy sniper should be a "notice and hide" event rather than a full-fledged combat. Obviously, unable to get close to enemies, or run away from them, will only give player stress.
 * If the PC uses Artifact, be sure to introduce enemies with "Type: Spirit". It does not have to be a Climax combat, just a simple Combat Event will suffice.