Scenario Creation: Requests

In terms of data, the first step in making a scenario is the "request". When the session begins, PC has already received the request, and it cannot be refused. Even if they withdraw from it, they will end up being in the red due to maintenance cost alone without achieving some results. As such, GM must first create the request. A request is basically made of the following 4 parts: "Case", "Condition", "Reward", and "Deadline". Let's decide on each of them one by one.

=Case and Condition= These two parts are closely related, and there are many possible contents. Most of them belong to one of these four categories that are easy to understand.

Subjugation
A request to take down or capture a specific target. The target can be individual, but can also be faeries or a group. In case where it is to make an example, or has to be done in secret, metting these details in request should result in bonus reward. Of course, there won't be reward if the target get away. If it is a public bounty or fighting against abominations, competition with other Hunters will be fierce. On the other hand, assassiantion and abduction requests are basically done by appointment, and will demand utmost confidentiality. Hiring mercenaries for inter-organisational conflict also belongs to this category.

Settlement
Resolve incidents that have occured. The case is often things like looking for someone, investigation, rescue, infiltration, recovering stolen goods. While it is easy to make a more complex scenario, you can also make hints for a subjugation request to be a settlement request on its own. The client might not know exactly who the "target" is, but the PC can investigate to identify the "enemy", basically. Most requests from regular civilians come in the form of "settlement" without a concrete target. Unlike a simple "subjugation", settlement is known for the PC having easy discretion on how to deal with enemies. The client is fine as long as you resolve the incident. It might also be a good idea to introduce characters who sexually appeal to PC (as potential Contact) as enemies, and instead of letting go, their relationship can... develop instead. Since it is easy to "withdraw" from intel gathering request, it can also apply to different kinds of PC with ease. That said, having overly detailed background for incidents can burden the player as well. Try to keep it clean and concise, and avoid overdoing background details.

Escort
Protect a certain individual or place for a set amount of time. Where PC can go is limited, and the timing for enemy strikes cannot be adjusted. There are no interference from other Hunters due to passage of time either. Since the target and action for ERP is also limited, it should be used as a change of pace after doing the aforementioned types of cases several times. The request is complete once the target is protected for the duration of time, but sometimes it can be a trap, and PC have to fight against the escortee.

Other
If the players are reasonably familiar with the game, it is also fine for PC to get involved in incidents by accident, or have PC deliberately cause an incident. If they can expect a significant profit, then it is practically the same as a request. For example, when you want to exert revenge against an enemy, or there is a beauty that is about to get killed before their eyes, PC should be able to do what they want even if there are no convenient requests for that.

=Reward= The base reward for completing a request is 100 Credits. Additional income from events often totals around 50 Credits, and dangerous requests can increase the reward up to 200 Credits. Generally, it is paid only after the request has been completed. The bottom line is, the full reward should be enough for a newbie PC to pay off maintenance and interest... and still have money to spare. For PC with higher level, or PC that gathers intel with the plan to withdraw from the request, there should be a good reason for them to pick a high-reward request. For example, if the reward for completing the request is 150 Credits, gathering sufficient intel before withdrawing from it should result in a reward of 75 Credits (see P. 120). GM should not carelessly throw around high-reward requests, but being too stingy can also be a problem (unless the player wants to take on side income). If it is a personal request based on trust, paying about 20% in advance, or a small increase in reward is also possible. Also, if the resourcefulness and luck of player results in overachieving the condition, rich clients might be willing to increase the reward according as well.

=Deadline= The bottom line is "before other Hunters complete it". PC is not the only one who take on a public request. "Within 24 hours", "within 12 hours", "ASAP" might also be options. If it is a personal request, it might not be completed by other Hunters. That said, if you plan to spend a lot of time on it, GM can do so with "Events" (P. 186).

=Client= If you are a well-connected Hunter, you might receive personal requests in person. It is also possible that another Hunter might ask you for help for a dangerous request. If the client is already a Contact, it is possible to receive additional intel and bonus (not from Personal Connection effect) by interacting with them. It is better to keep it a secret beforehand, so that the player will be pleasantly surprised. On the other hand, the request can also be a trap laid by enemies. Unlike the PC, the player should be informed of the client's eventual betrayal sooner rather than later. With enough intel gathered, you should at least mention to the player that the client seems suspicious.