A Weird-West Psionic Horror RPG
The Veil & Lead
The frontier ain't right. Ain't been right for longer than any soul can say. This is a land where the sky hangs wrong, where rivers crawl uphill to spite nature's laws, and where a man can fire bullets wrought from pure thought — if he's willing to pay the price in blood and memory.
This is the companion reference for The Veil & Lead, a tabletop role-playing game of weird-western psionic horror. The rulebook, characters, places, and creatures all live here — split by section, linked together, searchable.
Where the Road Leads
11 chapters · 5 books
Read the Rulebook
Eleven chapters across five books. Start with the Introduction and walk into the Frontier from there.
Origins · Tragedies · Callings
Make a Character
Every survivor on the Frontier carries a Root Memory and a Scar. Pick yours, then build out from there.
5 psionic disciplines
Touch the Current
Psy-Slinger, Bastion Soul, Seer, Flesh Shaper, Mindweaver — five ways to reach across the Veil. Each one costs.
Weapons · Armor · Ammunition · Gear
Take What You Need
Cold iron for what bleeds. Salt for what shouldn't. And the gun on your hip won't argue with the price of bullets.
Factions · Regions · Settlements
Walk the Frontier
The Orvain Consortium's rails. The Dust Vultures' wastes. The Redeemers' pulpits. The towns clinging on in between.
Human · Veil-Born · Beast · Construct
Know What Hunts You
Humans with badges, Veil-Born horrors, beasts twisted by the Current, and the constructs that should not be.
42 lookup tables
Tables and Lookups
Every numeric reference the game needs — economy, combat, travel, environment, progression, social.