Rules

11 chapters · 5 books

The complete rulebook of The Veil & Lead. Start with the Introduction to orient yourself in the Frontier, then walk Book I through Book IV at your own pace.

Introduction

1 chapter
  1. Introduction: The Bleeding Frontier

    The world of The Veil & Lead — what happened to it, who survived, and the three rules to live by.

    worldloreintroduction

Book I — The Drifter

3 chapters
  1. Chapter 1

    Chapter 1: The Long Road

    Building your character — Origin, Tragedy, Calling, Attributes, Skills. A step-by-step walkthrough of character creation.

    character-creationcore-mechanic
  2. Chapter 2

    Chapter 2: The Soul

    The Memory Palace, the Erosion track, and the XP system. The currency of who you are, and how you change in play.

    memoryerosionprogressioncore-mechanic
  3. Chapter 3

    Chapter 3: The Armory & Economy

    The currencies of the Frontier, the cost rating system, and a guide to choosing your starting iron and protection.

    economyequipmentworld

Book II — The Law of Lead

2 chapters
  1. Chapter 4

    Chapter 4: The Duelist's Sum

    The Core Resolution Mechanic. Pool, TN, roll, modifiers, comparison. The skeleton on which the entire game hangs.

    core-mechanicdicecore-resolution
  2. Chapter 5

    Chapter 5: The Count

    Combat. The Cylinder, the Tick system, Tempo, actions, damage, conditions, and death.

    combatcore-mechanicthe-counttempo

Book III — The Current

2 chapters
  1. Chapter 6

    Chapter 6: Tearing the Veil

    Channeling — the mechanics of casting Psionic Talents, the Five Ranks of Power, the Open State, and Disruption.

    psionicchannelingcore-mechaniccurrent
  2. Chapter 7

    Chapter 7: The Disciplines

    Orientation to the five Psionic Disciplines — their roles, signature mechanics, and how to choose.

    psionicdisciplinesworld

Book IV — The Marshal's Almanac

3 chapters
  1. Chapter 8

    Chapter 8: Managing the Nightmare

    GM toolkit — the Tension Pool, pacing the horror, awarding XP, managing the Legend track.

    gm-tooltension-poolpacingprogression
  2. Chapter 9

    Chapter 9: The Atlas

    The geography of the Bleeding Frontier — the five Killing Grounds, major settlements, cursed landmarks, and the mechanics of travel.

    worldworld-overviewtravelexploration
  3. Chapter 10

    Chapter 10: The Bestiary

    How to use the bestiary — threat tiers, encounter design, morale, and the design philosophy behind Veil-Born vs. human enemies.

    gm-toolcombatworld-overviewbestiary