Scamper
Gift · Werewolf · Level 2
This Gift makes a fleeing Ratkin much harder to hit. A rat-spirit teaches this Gift.
System: Once the character decides to flee from the battle, the player may spend one Gnosis point to add four dice to all dodge attempts. If the Ratkin changes her mind and stays in place, turns to fight, or returns to the fray in the same scene, the Gift ends and she immediately loses all remaining Rage and Gnosis.
See also 1
Tribes & Fera
- Ratkin werewolf/faction/fera/ratkin