Velthuryn — World Atlas

Explore state borders, world lore, factions, and campaign frames for the Daggerheart RPG system.

Glass Market Cutter

Tier 1 Social

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Glass Market Cutter

Tier 1 Social

*"I can sell you the location. I can sell you the timing. I can sell you the fact that the Excisors already know both. The third costs more than the first two combined."*

Motives & Tactics: ## Description A Cutter dresses to blend in wherever they currently are: Aurenhold scholar's wool, Fleaspark workshop leathers, Khalgur miner's canvas. They carry a small set of resonance-shielded tools at the belt (cutter's loupe, vibration-dampened pliers, a wax-and-iron seal for sealed shipments), and one concealed sidearm of regional appropriate style — a dagger in Lexharrow, a small crossbow in Fleaspark, a hooked knife in Khalgur. Cutters are middle-aged on average. The young ones tend to die. The old ones tend to retire well. ## Motives Move the shipment. Move the next shipment. Keep three covenants, two states, and the Concord all roughly neutral toward the Cutter personally. Make enough to retire to a port town that does not ask questions. ## Tactics A Cutter does not seek combat. They seek leverage. In a confrontation, they reach for the deal before the weapon: information for safe passage, a smaller shipment for a larger one, a name for a closed eye. If forced into combat, they fight dirty, briefly, and run. A Cutter who chooses to fight to the death has usually been cornered into protecting a shipment they cannot replace.

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.