
Choose Starting Powers
New characters start with 5 Mastery Points to allocate towards Powers. If the campaign begins at a higher level, the Game Master (GM) may grant additional points. Please refer to the Powers section for detailed options. You are not required to spend all of your Mastery Points during character creation; any unused points can be saved for future powers.
Example: I want my character to use technology and long-range lethality to hunt their prey. To achieve this, I plan to focus on a combination of the Deadeye, Enforcer, and Techno archetypes. Since I can mix and match powers from different archetypes, I should be able to create the exact character fantasy I have in mind. Additionally, I can explore powers from other archetypes that might complement my build in the future. For now, I've chosen the following powers:
Precision Shot (Deadeye 1): This lets me take shots beyond my maximum range without disadvantage, as long as I don’t move on the same turn.
Keen Observation (Deadey 1): It makes me better at noticing bounties trying to hide from me.
Say it with your Chest (Enforcer 1): This will give me an advantage when trying to intimidate someone despite my d6 influence.
Feedback Loop (Techno 1): While I mostly rely on my rifle to hurt my enemies, having an option that targets another capacity other than Navigate gives me flexibility against dexterous foes.
Holographic Interface (Techno 1): This will help me whenever I need to hack a computer or other tech devices to pursue my bounty.