Glass Market Cutter
Tier 1 Social
Glass Market Cutter
Difficulty: 12 | Thresholds: 6/13 | HP: 5 | Stress: 4
ATK: 2 | Concealed Sidearm: Melee | 1d8+2 phy
Features
Open to Offers - Passive: A Glass Market Cutter is always open to negotiation. PCs may, at any point during an encounter (including in the middle of combat), attempt a Presence roll (DC 12) to open a deal. On a success, the Cutter pauses the encounter for negotiation. The deal need not favor the party — but the conversation is always possible.
Market Intelligence - Action: On their turn, instead of attacking, the Cutter may reveal one piece of regional intelligence in exchange for a concession. The intelligence is reliable but partial. Typical offers: 'The next sky-relay is monitored — for a small consideration I can tell you which platform' or 'There is a Choir of Glass cell three streets over — I will tell you what they are buying.'
Sidearm - Action: The Cutter attacks at +2; on a hit, 1d8+2 physical damage. The Cutter prefers not to use this. They will reach for the sidearm only after at least one round of negotiation has failed.
Cut and Run - Reaction: When the Cutter takes any damage, they may immediately move Far range toward the nearest exit and become Hidden if any cover is available. PCs in pursuit roll Agility (DC 12). The Cutter will return to negotiate in a different scene; they almost never return for revenge.
Reputation Tag - Passive: If the party releases the Cutter alive after an engagement (negotiated, defeated-but-spared, or simply outpaced), the Cutter's network remembers. The next Glass Market encounter in this region begins with the Cutter's contact recognizing the party — neutral if released for free, friendly if released for a favor, hostile if released after the party demanded humiliation.