Scamp
Tactics
A Scamp cryture weaves in and out of melee, taking cheap shots at vulnerable enemies whenever it can. Hit and Run is a Scamp's primary weapon, letting it shift in, take a shot, then shift back out. Combined with Scurry, the cryture can easily make itself scarce by shifting out of reach. Dizzying Claw can put out some good damage and possibly leave the target Clumsy, making it risky for them to make attacks. Prey's Escape tops out the repertoire by making it nearly impossible for the victim to keep up with the Scamp.
Benefits
Level 1 (100 exp)
Scamp Novice - The cryture gains the Hit and Run and Scurry powers.
Level 2 (150 exp)
Swift - The cryture gets a +1 die modifier to Initiative rolls.
Level 3 (250 exp)
Scamp Adept - The cryture gains the Dizzying Claw power.
Level 4 (400 exp)
Mobile - Opportunity attacks against the cryture get a -1 roll modifier.
Level 5 (600 exp)
Scamp Paragon - The cryture gains the Prey's Escape power.
Powers
Hit and Run
Type: Beast
Major Action
Melee 1
Attack: Strength + Scamp vs. Deflection
Hit: 3 damage per hit.
Crit: +1 Hit.
Effect: Before and after the attack, you may shift 1 space.
Scurry
Cost: 1 Stamina
Type: Beast
Minor Action
Personal
Effect: You shift 3 spaces.
Dizzying Claws
Cost: 2 Stamina
Type: Beast
Major Action
Melee 1
Attack: Strength + Scamp vs. Deflection
Hit: 4 damage per hit.
Crit: +1 Hit and the target becomes Clumsy.
Prey's Escape
Cost: 2 Stamina
Type: Beast
Major Action
Melee 1
Attack: Strength + Scamp vs. Deflection
Hit: 3 damage per hit and the target becomes Distracted.
Crit: +1 Hit and the target becomes Stunned.
Type
Beast
Role
Drifter