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.
Quick start
This is the companion reference for The Veil & Lead, a tabletop role-playing game of weird-western psionic horror. The core rules, characters, gear, and a first look at the Frontier and its threats live here, linked together and searchable.
Browse the Reference
8 pages of core rules
The Rules
The Player’s Codex in full: dice, combat on the Cylinder, psionics, and the cost of power. Previews of the Marshal’s and Threat Codices.
Origins · Tragedies · Callings
Characters
Every survivor carries a Root Memory and a Scar. Pick yours, then build out from there.
225 Talents
Talents & Disciplines
Mundane techniques honed with practice, and psionic powers paid for in Strain and memory.
Weapons · Armor · Explosives · Gear
Equipment
Cold iron for what bleeds. Salt for what shouldn’t. Dynamite for everything in between.
The Five Powers · Regions · Settlements
The Frontier
The Consortium’s rails, the Vultures’ wastes, the Redeemers’ pulpits, and the towns clinging on in between.
13 sample threats
Bestiary
Humans with badges, Veil-Born horrors, and the constructs that should not be.
41 tables · 20 conditions · 16 keywords
Glossary & Tables
Every number the game needs at the table: modifiers, tempos, travel, economy, and progression.