The Getaway
"Entry is the easy part. Exit is what separates the living from the caught."
- Cost
- 1 Mettle
- Tempo
- —
- Steps
- —
- Resist
- —
Effect
When you need to flee a location (alarm raised, cover blown, building collapsing), you gain +3 Roll Bonus to all Athletics and Stealth checks for the next 5 minutes. During this time, you can retrace your entry route from memory perfectly — no Navigation check required, even in complex structures. Locked doors you already picked remain open.
Special
If you planned an escape route before entry (declared to the GM), you and up to 3 allies who follow you gain the +3 Roll Bonus.