People make the fiercest foes.
They play by the same rules cutters do. They roll the same skills. They fight with the same combat rules, aiming shots, bypassing armor, and exploiting edges. They parlay, retreat, regroup, and ambush. They die according to the same 12 stress boxes; agonizingly, slowly—unless killed instantly. Every rule applicable to cutters applies to them. They play as cutters do: lethally.
People are the last foes cutters should want to fight. They are not natural or intended foes. They do not inherently contribute to experience earned when killed or defeated. If cutters are fighting mortal people, something’s gone wrong, and they should know it.
People trained in violence—soldiers, police, gangsters, rival cutters—make for dead cutters. Warn against provoking them.
Harming nonviolent people—clerks, shopkeepers, passersby, commoners—leads to confrontation with those trained in violence.
People make better friends than enemies.
They are useful. Filled with topical skills cutters might never care to learn, often at high levels. Rich in resources cutters struggle to obtain: Armor is precious, scarce, and always breaking, but a friendly armorer can keep you in good supply. Ancient lore is obscure and jealously guarded, but a librarian can source illuminating tomes. Injury and sickness are a cutter’s constant companions, but a doctor can mend what would otherwise go on broken.
Reward helpful cutters with alliances and friendships. Kindness, fraternity, and kinship should earn rewards as readily as violence earns loot off dead monsters.
Cutters are violence workers, they may be tempted to turn force against common people. Warn that this is a mistake. Banditry and brigandage earns no XP—and no friends.
Building NPCS
Do not conduct exhaustive character creation for non-player characters (NPCs.) Character generation and meticulous XP expenditure exist for players portraying growing cutters, not for NPCs built altogether by the Bookkeeper. Build NPCs freeform, in as much complexity and detail required for their purpose.
Most NPCs require nothing more than a base skill—a holistic level for all their skills. A base skill of 2 suits normal people. If desired, grant them weaknesses and strengths. For characters skilled in a profession, grant a higher base skill in their specialty genre; no need to list all potential topics at their disposal. For NPCs built for trouble, consider adjusting their Agility, Perception, and Subtlety, as these are most useful in danger and peril.
If an NPC engages in violence or suffers wounds, start a health track for them (12 stress.)
Create a short list of possessions for NPC anticipated to die.
Whatever else—virtues, issues, morbid skills—is entirely up to you.