References
42 tables · 6 categories
Every lookup table in The Veil & Lead — TN ladders, Tempo costs, range bands, prices, deprivation effects, and the rest. The single source of truth for tabular game data.
Economy
5 tablesBarter Rates
Approximate trade-good equivalencies for use when Scrip is worthless. Rates fluctuate wildly by region — water in the Scorchveil costs ten times these values; in Rustwater, half.
Cost Rating Scale
A 1-5 abstraction of Scrip prices. The Frontier's primary shorthand for relative item value, used by merchants who don't carry coin and by GMs running barter-only regions.
Equipment Quality
The four-tier quality scale that determines Roll Modifiers on item use and Price Multipliers on purchase.
Settlement Availability
What you can reliably buy in each of the six major Frontier settlements. Use this when players announce "I want to buy X" — if the matrix says no, they're looking at black-market prices or a long trip.
Settlement Services
Standard prices for lodging, food, medical care, professional services, and information across Frontier settlements. Individual settlements modify these (see settlement-availability.md for per-town quirks).
Combat
17 tablesBacklash Effects
The cost of rolling 1s on Bleed Dice or Cursed Dice (Desperation explosions that reroll to 1). Each 1 contributes to Backlash severity.
Called Shot Locations
Tactical effects when targeting a specific body part. Called Shot costs Tempo Base + 2 and inflicts −2 dice (Pool Penalty) to the attack.
Core Roll Modifiers
Every situational modifier organized by Track (Pool / Roll / TN) and Direction (Bonus / Penalty). The three Tracks are independent — they don't interact with each other's stacking rules.
Cover Types
Physical cover between attacker and target. Modifies the TN to hit. Cover stacks with range but not with itself.
Encounter Budget
Total enemy XP-value budget for a party of 4 PCs across four difficulty bands. Sum the XP values of all enemies and check against this table.
Margin and Steps
How well you succeeded. For every full 3 points of positive Margin (Final Sum − TN), you gain +1 Step. Steps scale the effect of your success.
Mettle Reactions
All Mettle-spent actions. Mettle = (SAVVY + GRIT) ÷ 2, rounded up. Refreshes at session start; partial refresh on Critical and at Long Rest.
Movement Actions
The four ways a character moves in combat. Speed = QUICK + Athletics + 3.
Range × Weapon Modifiers
TN and Roll Modifiers applied to attacks based on the weapon type and the engagement range. Apply these on top of base difficulty.
Range Bands
Abstract tactical zones used in place of precise measurement. Every weapon and Talent specifies a band, not a meter count.
Rupture Table
What happens when the Tension Pool rolls 1s. Severity scales with the number of 1s shown.
Talent Ranks Summary
The five Psionic Talent Ranks at a glance — cost, TN, Tempo, and risk class. Full per-Talent listings live in the talents collection.
Tempo Reference
Tempo cost for every standard combat action, grouped by speed class. After acting, advance your token on The Count by the listed Tempo.
Tension Pool Triggers
Every trigger that adds dice to the Tension Pool, grouped by class. The pool caps at 6 dice; the sixth die forces an immediate roll.
Threat Tiers
Baseline stats for the four NPC threat tiers. Use these to read encounter weight at a glance and to scratch-build NPCs in seconds.
TN Difficulty Ladder
The seven steps of task difficulty. Set the TN based on the inherent challenge of the task; apply modifiers separately.
Weapon Base Tempos
Base Tempo by weapon category. Used to determine Steady Shot / Strike timing and to calculate Quick Shot / Shiv / Called Shot variants.
Travel
3 tablesMounts and Transport
Speed, capacity, and price of common mounts and vehicles. A mounted character uses the mount's Speed for Scramble, Rush, and Sprint.
Pace Modifiers
Three travel paces — Cautious, Normal, Fast. Each adjusts speed, the Journey Check TN, and the dice to avoid encounters.
Travel Summary
The five major routes across the Frontier — their speed, safety, cost, and best use.
Environment
3 tablesCamp Security
Setup options for safe camping. Proper camp requires 30 minutes and at least one security measure to allow recovery.
Deprivation Effects
Cumulative effects of going without water or food. Penalties stack; characters can die from thirst in days, from hunger in weeks.
Resource Consumption
Daily water and ration requirements by environment. Exceeding these triggers deprivation effects (see deprivation-effects.md).
Progression
10 tablesBounty Board
At the start of each session, roll 1d10 for any character with Legend 5+. If the roll is less than their Legend, fame catches up.
Downtime Actions
Activities available during Downtime between sessions. Each character gets one Downtime Action per day of downtime.
Erosion Sources
Everything that adds to the Erosion track, merged across psionic and non-psionic sources. Erosion does not heal from rest.
Gaining Legend
Deeds that grant Legend points. Awarded by the GM for actions that spread through word of mouth.
Legend Effects
Mechanical and social consequences of your reputation. Tracked 0-10.
Strain Sources
Everything that adds to the Strain track, merged across psionic, combat, environmental, and substance sources.
Strain Stages
The four-stage progression of Strain accumulation. Strain Cap = GRIT + 3.
Veil Bleed Stages
The four-stage progression of Erosion symptoms. Each stage worsens mechanically and roleplay-wise as Erosion accumulates.
XP Awards
All XP-granting events, merged across session-end awards, milestones, and special awards.
XP Progression Costs
All XP-spending options, merged across attribute increases, skill increases, specializations, talent learning, and vital maintenance.
Social
4 tablesMorale by Enemy Type
Baseline Morale trait for the main enemy categories. Apply this as a permanent TN modifier to all Morale checks for that enemy type.
Morale Checks
Setting the TN for a Morale check (ECHO + Resilience). Base TN from situation; modifiers stack.
Morale Results
What happens after a Morale check, based on success or degree of failure.
Morale Triggers
Conditions that prompt an NPC to make a Morale check. Morale is optional but useful when fights should end through something other than total annihilation.