Book I: The Drifter — Chapter 1

The Long Road

Character Creation

“You aren’t born on the Frontier. You’re forged. It starts with where you screamed your first breath, but it ends with what you’re willing to kill to keep breathing. A man is just a collection of scars and stories. Let’s see what yours say.”
— Sheriff Crowe of Rustwater

In The Veil & Lead, you do not build a hero. Heroes died when the sky broke. You build a survivor.

Character creation is not just about assigning numbers to a sheet; it is a process of defining your character’s past, their trauma, their drive, and the specific skills they use to stay alive in a world that hates them. We call this process The Long Road.

The Core Formula

When you attempt something difficult, you will roll dice. The number of dice you roll is determined by combining an Attribute and a Skill:

Dice Pool = Attribute + Skill

A character with QUICK 3 and Ballistics 2 rolls 5 dice when shooting. A character with SWAY 4 and Persuasion 3 rolls 7 dice when talking their way past a guard.

The Six Attributes

Attributes represent your character’s fundamental capabilities—the raw potential that underlies everything you do. They are rated from 1 to 5.

RankDescriptionRarity
1PoorBelow average; a notable weakness
2AverageUnremarkable; the human baseline
3GoodAbove average; noticeably capable
4ExcellentExceptional; among the best in a community
5PeakThe limit of human potential; one in a thousand

Every character begins with all Attributes at Rank 1. Through the choices you make during character creation, you will raise these to represent the person you’ve become.

Iron

Physical Power & Vitality

IRON represents raw physical strength, toughness, and life force. It is the Attribute of laborers, brawlers, and those who survive through sheer bodily resilience.

Determines

  • Vitality (Health): IRON + 8
  • Melee Damage Bonus
  • Feats of Strength
  • Death Threshold: IRON + 2

In Play

  • Kicking down a barred door: IRON + Athletics
  • Wrestling to the ground: IRON + Brawl
  • Enduring torture: IRON + Resilience
  • Physical intimidation: IRON + Force

Grit

Endurance & Resistance

GRIT represents stamina, constitution, and spiritual toughness. It is the Attribute of survivors, ascetics, and those who simply refuse to stop.

Determines

  • Strain Capacity: GRIT + 3
  • Mettle (partial): (SAVVY + GRIT) ÷ 2
  • Poison & Disease Resistance
  • Environmental Survival

In Play

  • Marching through a sandstorm: GRIT + Frontier
  • Resisting a poison: GRIT + Resilience
  • Three-day watch: GRIT + Resilience
  • Surviving the Ash Belt: GRIT + Resilience

Quick

Reflexes & Agility

QUICK represents speed, coordination, and reaction time. It is the Attribute of gunslingers, thieves, and anyone who lives by being faster than the other guy.

Determines

  • Defense (partial): higher of QUICK or SAVVY
  • Initiative: QUICK + Awareness
  • Ranged Accuracy (Ballistics)
  • Evasion & Acrobatics

In Play

  • Quick-draw shooting: QUICK + Ballistics
  • Diving for cover: QUICK + Athletics
  • Picking a pocket: QUICK + Finesse
  • Sneaking past a guard: QUICK + Stealth

Savvy

Wits & Perception

SAVVY represents mental acuity, situational awareness, and practical intelligence. It is the Attribute of scouts, doctors, and those who survive by noticing what others miss.

Determines

  • Defense (partial): higher of QUICK or SAVVY
  • Mettle (partial): (SAVVY + GRIT) ÷ 2
  • Perception & Investigation
  • Technical Skills (Medicine, Engineering)

In Play

  • Spotting an ambush: SAVVY + Awareness
  • Diagnosing illness: SAVVY + Medicine
  • Recalling lore: SAVVY + Lore
  • Detecting a lie: SAVVY + Insight

Sway

Charm & Influence

SWAY represents force of personality, social intuition, and the ability to affect others. It is the Attribute of leaders, con artists, and those who make their living with words.

Determines

  • Social Leverage (persuade, deceive, intimidate)
  • Leadership & Inspiration
  • First Impressions

In Play

  • Convincing a guard: SWAY + Persuasion
  • Bluffing through a lie: SWAY + Deceit
  • Commanding attention: SWAY + Force
  • Negotiating a price: SWAY + Persuasion

Echo

Willpower & Psionics

ECHO represents your connection to the Veil—the strength of your will and your resonance with the Current. For mundane characters, it represents mental fortitude. For Psionics, it is the foundation of their power.

Determines

  • Erosion Capacity: ECHO + 5
  • Psionic Power: ECHO ≥ Talent Rank
  • Mental Defense (fear, intrusion)
  • Channeling: ECHO + Channel

In Play

  • Casting a Talent: ECHO + Channel
  • Resisting intrusion: ECHO + Focus
  • Supernatural terror: ECHO + Resilience
  • Concentration while wounded: ECHO + Focus

Attribute Caps

Maximum Attribute Rank: 5

Starting Maximum (character creation): 4

Reaching Rank 5 requires significant experience (XP investment) and represents true mastery achieved through play.

The Skills

Skills represent trained competencies—specific things you’ve learned to do through practice, study, or bitter experience. Unlike Attributes (which are innate), Skills are acquired.

RankDescription
0Untrained — No formal knowledge; roll with Disadvantage
1Novice — Basic competence; you know the fundamentals
2Trained — Professional level; you can make a living with this
3Expert — Exceptional ability; you’re sought out for your talent
4Master — Among the best; your name is known

Untrained Skill Use (Rank 0)

When you attempt a task using a Skill you don’t have (Rank 0), you roll with Disadvantage:

  1. Roll your Attribute in dice, plus one extra die
  2. Discard the single highest die
  3. Sum the two highest of the remaining dice

Specializations (Rank 3+)

At Skill Rank 3 or higher, you may declare a Specialization—a narrow focus that grants a +1 Roll Bonus when it applies. Cost: 5 XP. Limit: One per Skill.

Examples: Ballistics: Revolvers • Melee: Knives • Medicine: Surgery • Frontier: Desert Survival • Channel: Combat Channeling

Combat Skills

Ballistics (QUICK)

Shooting. All ranged weapons that fire projectiles—revolvers, rifles, shotguns, thrown weapons.

Brawl (IRON)

Unarmed combat and grappling. Fistfights, wrestling, tackling, fighting dirty.

Melee (IRON / QUICK)

Armed close combat. Knives, swords, axes, clubs, improvised weapons. IRON for power; QUICK for precision.

Physical Skills

Athletics (QUICK / IRON)

Running, jumping, climbing, swimming, acrobatics. QUICK for speed; IRON for sustained effort.

Labor (GRIT / IRON)

Raw industrial endurance. Mining, hauling, excavation, operating manual machinery.

Resilience (GRIT)

Endurance and resistance. Poison, disease, exhaustion, environmental hazards, psychological pressure.

Ride (QUICK)

Mounted movement and combat. Horses, mules, exotic mounts, sand-skiffs.

Stealth (QUICK)

Moving unseen and unheard. Sneaking, hiding, shadowing targets. Opposed by Awareness.

Social Skills

Deceit (SWAY)

Lying, misdirection, bluffing, disguise, forgery. Opposed by Insight.

Force (IRON / SWAY)

Intimidation and coercion. IRON for physical menace; SWAY for psychological pressure.

Insight (SAVVY)

Reading people. Detecting lies, understanding motivations, sensing emotional states. Opposes Deceit.

Persuasion (SWAY)

Convincing through legitimate means. Negotiation, diplomacy, seduction, inspiration.

Knowledge Skills

Lore (SAVVY)

Academic and occult knowledge. History, religion, the supernatural, the Veil.

Medicine (SAVVY)

Healing and anatomy. First aid, surgery, diagnosis, pharmacy.

Streetwise (SAVVY / SWAY)

Urban navigation. Black markets, criminal networks, bribing the right people.

Survival Skills

Awareness (SAVVY)

Perception. Spotting danger, searching areas, maintaining vigilance. Opposes Stealth; contributes to Initiative.

Frontier (SAVVY)

Wilderness survival. Tracking, navigation, foraging, making camp in hostile environments.

Handling (SWAY)

Animal mastery. Training, calming, and driving beasts. From ranch cattle to skiff-lizards.

Scrounge (SAVVY)

Finding and salvaging. Locating useful items in wreckage, ruins, or refuse.

Technical Skills

Finesse (QUICK)

Fine manipulation. Lockpicking, pickpocketing, card tricks, delicate manual dexterity.

Gamble (SAVVY / SWAY)

Games of chance. Card games, dice, reading odds. SAVVY for calculating; SWAY for bluffing.

Demolitions (SAVVY)

Controlled destruction. Creation, placement, and defusal of explosives.

Engineering (SAVVY)

Complex machines, engines, and structures. Repair, build, modify, sabotage.

Psionic Skills

Channel (ECHO)

Casting psionic abilities. Shaping the Current, opening oneself to the Veil, manifesting Talents. Only useful to Psionics.

Focus (ECHO)

Psionic defense. Resisting mental intrusion, maintaining concentration, grounding against the Veil.

The Baseline

Now that you understand what Attributes and Skills represent, you’re ready to begin building your character. Every character begins at the same baseline:

Starting Attributes

  • IRON: 1
  • GRIT: 1
  • QUICK: 1
  • SAVVY: 1
  • SWAY: 1
  • ECHO: 1

Starting Skills

All Skills begin at Rank 0 (Untrained).

When you roll an Untrained check, you roll with Disadvantage: roll one extra die, then discard the highest before selecting your two.

You Are Not Special. Not Yet.

You are hungry, tired, and likely haunted. The choices you make in the following steps will raise these values, representing the calluses you have built over your soul.

Character Creation Steps

  1. Choose an Origin — Where you were born (+1 Attribute, 1 Skill at Rank 1)
  2. Choose a Tragedy — What broke you (+1 Attribute, First Core Memory)
  3. Choose a Calling — How you survive (+1 Attribute, +6 Skill Points, Starting Gear, Talents)
  4. Apply Freebies — Final customization (+1 Attribute, +4 Skill Points)
  5. Finishing Touches — Derived stats, Memory Palace, name, gear

Step 1: Origin

Where were you born?

The Frontier is vast and divided. Your birthplace defines your accent, your outlook, and the inherent strengths you developed before you could choose for yourself. Choose one Origin. Gain the listed Attribute Bonus and Native Skill.

A. Consortium City-Born

The Smoke and the Machine
“The smoke never clears in Brimstead. You learn to breathe soot before you learn to walk. But at least the gas lamps keep the shadows away.”

You were raised in one of the Consortium’s industrial cities—Orvain, Kessick, or one of the smaller company towns. You know the rhythm of factory whistles and the value of Scrip. You understand how power flows through bureaucracy, and you’ve learned to navigate the crowded streets where information is currency.

You Gain

  • Attribute Bonus: +1 SAVVY or +1 SWAY (choose one)
  • Native Skill (Rank 1): Choose Streetwise or Scrounge

B. Dust-Born

Wasteland Survivor
“Walls make you weak. The wind teaches you which way the predator is coming. Walls just blind you.”

You were born in the wastes—perhaps to a Dust Vulture clan, perhaps to desperate homesteaders who refused the Consortium’s leash. You learned to read the land before you learned to read words. Water is sacred. Weakness is death.

You Gain

  • Attribute Bonus: +1 GRIT or +1 IRON (choose one)
  • Native Skill (Rank 1): Choose Frontier or Resilience

C. Veil-Touched

The Cursed
“My mother said the stars looked wrong the night I was born. She said the Current was pooling under the floorboards.”

You were born in a Thin Place, or during a Rupture, or under some other ill omen. The Veil touched you before you had a name. You see things others don’t. You hear the hum beneath the silence. People have always looked at you sideways—and they’re right to.

You Gain

  • Attribute Bonus: +1 ECHO or +1 SAVVY (choose one)
  • Native Skill (Rank 1): Choose Insight or Lore

D. Rail-Rider

The Drifter
“Home is where the train stops. I’ve seen the whole Frontier through a boxcar door. Keep moving, kid.”

You grew up on the rails—a child of workers, stowaways, or traveling entertainers. You’ve seen more of the Frontier than most will in a lifetime. You learned to adapt, to read people quickly, and to never get too attached to any one place.

You Gain

  • Attribute Bonus: +1 QUICK or +1 GRIT (choose one)
  • Native Skill (Rank 1): Choose Ride or Finesse

Step 2: Tragedy

What broke you?

Nobody walks the Long Road whole. Something happened—something that still wakes you at night, something that changed who you are forever. This event is the defining scar of your life. It gives you a reason to keep going, and it forms the foundation of your Memory Palace.

Choose one Tragedy. Gain the listed Attribute Bonus and write down your First Core Memory (The Scar).

TragedyAttribute BonusExample Memory
The Raid+1 IRON“The smell of burning pine.”
The Debt+1 SWAY“The Baron’s gold ring as he signed the papers.”
The Miracle+1 ECHO“The blue light in the darkness that shouldn’t have been there.”
The Duel+1 QUICK“The surprise on my brother’s face when he fell.”
The Illness+1 GRIT“The taste of bitter medicine and my mother’s tears.”
The Betrayal+1 SAVVY“The dust from his boots as he walked away with everything.”

The Raid

+1 IRON

Violence came to your home. Dust Vultures, Consortium enforcers, Redeemer purifiers, or something worse. You survived. Others didn’t. You carry the memory of fire and screaming.

The Debt

+1 SWAY

Your family owed more than they could pay. The Consortium took everything—your home, your future, maybe your kin themselves. You learned young that in this world, everything has a price, and someone is always collecting.

The Miracle

+1 ECHO

You witnessed something impossible. A healing that shouldn’t have worked. A death that reversed. A light in the darkness that spoke your name. You don’t know if it was the Veil, or something else, but it changed you.

The Duel

+1 QUICK

You killed someone. Maybe it was self-defense. Maybe it was justified. Maybe it wasn’t. The weight of that death sits in your chest. You know exactly what it feels like to watch the light leave someone’s eyes.

The Illness

+1 GRIT

Sickness nearly took you—or someone you loved. You spent weeks or months in fever dreams, fighting for every breath. You came out the other side harder, with a body that learned to endure.

The Betrayal

+1 SAVVY

Someone you trusted absolutely turned on you. A partner, a mentor, a family member. They left you with nothing, or worse, they tried to bury you. Now you know: trust is a luxury the Frontier can’t afford.

Step 3: Calling

How do you survive?

Your Calling is your profession—the role you’ve carved out in this brutal world. It determines your primary skills, your starting equipment, and the archetype you embody.

Choose ONE Calling. Then:

  1. Add +1 to the listed Prime Attribute
  2. Distribute 6 Skill Points among the listed Career Skills (maximum starting Rank: 2)
  3. Select your two starting Talents
  4. Record your Starting Gear

These Callings rely on skill, grit, and iron—not the dangerous power of the Current.

1. The Gunhand

Mercenary / Lawman
“I don’t make the laws. I just enforce the ones that pay.”

You make your living with violence—as a hired gun, a bounty hunter, a sheriff, or a soldier. Your reputation is your resume, and your revolver is your reference letter.

Gains

  • Prime Attribute: +1 QUICK or +1 IRON
  • Career Skills: Ballistics, Brawl, Force, Awareness, Ride
  • Starting Talents: 1 Gunhand Talent + 1 Mundane Talent
  • Gear: Peacemaker Revolver (WR 3, Tempo 4), 20 rounds, Duster (AR 1, Concealment), Badge/Warrant/Bounty License

2. The Muck-Raker

Laborer / Prospector
“There’s wealth in the ground, if you’re willing to bleed for it.”

You work with your hands—mining ghost-rock, building rail, digging graves. The Consortium sees you as disposable. You’ve learned to find value where others see only dirt.

Gains

  • Prime Attribute: +1 IRON or +1 GRIT
  • Career Skills: Force, Athletics, Scrounge, Melee, Resilience
  • Starting Talents: 1 Muck-Raker Talent + 1 Mundane Talent
  • Gear: Sledgehammer (WR 4, Tempo 6, Breaker) or Pickaxe (WR 3, Tempo 5), Lantern & Oil, 1 Dynamite stick, Mule

3. The High-Roller

Face / Gambler
“Cards don’t lie. People do. I speak both languages.”

You survive on charm, luck, and the ability to read a room. You might be a gambler, a con artist, a salesman, or simply someone who’s learned that words are cheaper than bullets.

Gains

  • Prime Attribute: +1 SWAY or +1 SAVVY
  • Career Skills: Deceit, Gamble, Finesse, Insight, Persuasion
  • Starting Talents: 1 High-Roller Talent + 1 Mundane Talent
  • Gear: Derringer (WR 2, Tempo 3, Concealable), Marked Cards or Loaded Dice, Fine Suit (§50), Quality Whiskey (§20)

4. The Shepherd

Redeemer / Medic
“I’ve seen what waits on the other side of death. My job is to keep people on this side.”

You tend to the wounded, the sick, and the dying. You might be a frontier doctor, a Redeemer priest, or simply someone who learned that healing is the most valuable skill in a world that bleeds.

Gains

  • Prime Attribute: +1 SAVVY or +1 ECHO
  • Career Skills: Medicine, Lore, Insight, Resilience, Frontier
  • Starting Talents: 1 Shepherd Talent + 1 Mundane Talent
  • Gear: Medical Kit (+2 Roll Bonus to Medicine, 5 uses), Coach Gun (WR 4, Tempo 4, Scatter) or Scripture Book (+1 Roll Bonus to Persuasion with faithful), Salt Pouch (10 uses)

5. The Rail-Jack

Saboteur / Technician
“The Consortium built the lock. I built the bomb that opens it.”

You are an expert in the machines of the new world. You might be a train engineer, a safecracker, or a demolitionist. While the Muck-Raker builds, you dismantle. While the High-Roller talks their way in, you crawl through the vents.

Gains

  • Prime Attribute: +1 QUICK or +1 SAVVY
  • Career Skills: Finesse, Stealth, Scrounge, Demolitions, Streetwise
  • Starting Talents: 1 Rail-Jack Talent + 1 Mundane Talent
  • Gear: Lockpicks (+1 Roll Bonus to Finesse), Sawed-Off Shotgun (WR 4, Tempo 3, Scatter, point-blank only), Satchel Charge or Clockwork Canary (detects gas/spirits)

⚠ Warning: The Price of Power

Psionic characters are distrusted, hunted by the Redeemers, and slowly eroding their own souls. Characters who choose these paths start with 1 point of Erosion already marked on their track—the price of their gift. Choose this path with open eyes.

6. The Psy-Slinger

Gun Channeler
“I don’t aim with my eye. I aim with my regret.”

You channel the Current through your firearm, loading bullets with memory and will. Your shots bend around corners, punch through walls, and strike true when physics says they shouldn’t.

Gains

  • Prime Attribute: +1 QUICK
  • Career Skills: Channel, Ballistics, Focus, Awareness, Force
  • Starting Talents: Ghost Bullet (Rank 1) + 1 Mundane Talent
  • Starting Erosion: 1
  • Gear: Rune-Etched Revolver (WR 3, Tempo 4, Psionic Focus), Heavy Coat

7. The Mindweaver

Telepath
“The strongest armor is useless if the man inside it wants to die.”

You touch minds, plant suggestions, and weave illusions. You are feared more than any gunfighter—because bullets can be dodged, but how do you dodge a thought?

Gains

  • Prime Attribute: +1 SWAY
  • Career Skills: Channel, Deceit, Insight, Stealth, Persuasion
  • Starting Talents: The Nudge (Rank 1) + 1 Mundane Talent
  • Starting Erosion: 1
  • Gear: Prism Crystals (Psionic Focus), Concealed Knife (WR 2, Tempo 3)

8. The Seer

Oracle
“I don’t guess the cards. I read the ink before it was printed.”

You see what others cannot—glimpses of the future, echoes of the past, the threads of causality that bind event to event. Your gift is maddening, but invaluable.

Gains

  • Prime Attribute: +1 SAVVY
  • Career Skills: Channel, Insight, Lore, Scrounge, Awareness
  • Starting Talents: Glimpse (Rank 1) + 1 Mundane Talent
  • Starting Erosion: 1
  • Gear: Tarot Cards or Bone Dice (Psionic Focus), Blindfold

9. The Flesh Shaper

Healer
“Pain is just information. Anatomy is just a suggestion.”

You manipulate living tissue—knitting wounds, accelerating healing, and (if desperate) reshaping flesh into new configurations. Your gift is visceral, intimate, and disturbing.

Gains

  • Prime Attribute: +1 GRIT
  • Career Skills: Channel, Medicine, Resilience, Insight, Melee
  • Starting Talents: Knit Flesh (Rank 1) + 1 Mundane Talent
  • Starting Erosion: 1
  • Gear: Surgical Tools (Psionic Focus, +1 Roll Bonus to Medicine), Leather Apron

10. The Bastion Soul

Anchor
“I am the rock in the river. The Current breaks on me.”

You are a void in the psionic field—a null point that absorbs and negates magical energy. Where you stand, the Veil cannot reach. You are the shield against the supernatural.

Gains

  • Prime Attribute: +1 IRON
  • Career Skills: Channel, Resilience, Force, Brawl, Awareness
  • Starting Talents: Kinetic Dampener (Rank 1) + 1 Mundane Talent
  • Starting Erosion: 1
  • Gear: Iron Shield or Iron Bracers (Psionic Focus, +1 Defense), Boiler Plate (AR 1, Hardened)

Finishing Touches

You’ve made the major choices. Now it’s time to finalize your character.

1. Freebie Points

Customize your character with these final allocations:

You Receive

  • +1 to any Attribute (Maximum Starting Rank: 4)
  • +4 Skill Points to allocate to any Skills (Maximum Starting Rank: 2)

You may use these points to buy new skills or improve existing ones.

2. The Memory Palace

Your mind is a fortress. The Memory Palace consists of five Core Memories—the pillars that hold your identity together.

You already have your first Memory from your Tragedy (The Scar). Now complete the remaining four pillars. For full details, see Chapter 2: The Soul.

3. Calculate Derived Statistics

StatisticFormula
VitalityIRON + 8
Defense8 + higher of (QUICK, SAVVY)
SpeedQUICK + Athletics + 3
InitiativeQUICK + Awareness
Mettle(SAVVY + GRIT) ÷ 2, round up
Strain CapGRIT + 3
Erosion CapECHO + 5

What These Mean

Vitality is how much damage you can absorb before falling. Defense is how hard you are to hit. Mettle is your pool of clutch moments—you spend Mettle on reactions, rerolls, and desperate saves. Strain Cap is how much exhaustion you can absorb. Erosion Cap is how much supernatural damage your soul can take before a Memory burns away.

Mettle Quick Reference

SAVVY \ GRIT12345
112233
222334
323344
433445
534455

4. Record Starting Equipment

Copy your Starting Gear from your Calling. You also begin with:

  • §20 in Scrip (Consortium paper money)
  • Clothes appropriate to your Origin
  • One personal item of sentimental value (no mechanical benefit)

5. Name Your Character

The Frontier favors simple names, nicknames, and epithets:

  • Given Names: Caleb, Maeve, Luther, Edith, Jacob, Rook, Sable, Ruth
  • Nicknames: “Coffin Smile,” “The Tallyman,” “Red,” “Preacher,” “Doc”
  • Surnames: Often occupational (Smith, Cooper) or descriptive (Crow, Stone, Rivers)

Character Creation Summary

Follow these steps in order:

StepActionGains
1Record BaselineAll Attributes 1, all Skills 0
2Choose Origin+1 Attribute, 1 Skill at Rank 1
3Choose Tragedy+1 Attribute, First Core Memory
4Choose Calling+1 Attribute, +6 Skill Points, Starting Gear, Starting Talents
5Apply Freebies+1 Attribute, +4 Skill Points
6Create MemoriesComplete the Memory Palace (4 more memories)
7Calculate StatisticsVitality, Defense, Initiative, Mettle, Strain Cap, Erosion Cap
8Final DetailsName, personal item, §20 starting Scrip

Attribute Summary

AttributeGoverns
IRONStrength, Vitality, Melee damage, Death threshold
GRITEndurance, Strain capacity, Poison/disease resistance
QUICKReflexes, Defense (partial), Initiative, Ranged combat
SAVVYPerception, Mettle, Technical skills, Defense (partial)
SWAYSocial skills, Leadership, Influence
ECHOWillpower, Psionic power, Erosion capacity, Mental defense

Skill–Attribute Pairings

SkillPrimarySecondary
AthleticsQUICKIRON
AwarenessSAVVY
BallisticsQUICK
BrawlIRON
ChannelECHO
DeceitSWAY
DemolitionsSAVVY
EngineeringSAVVY
FinesseQUICK
FocusECHO
ForceIRONSWAY
FrontierSAVVY
GambleSAVVYSWAY
HandlingSWAY
InsightSAVVY
LaborGRITIRON
LoreSAVVY
MedicineSAVVY
MeleeIRONQUICK
PersuasionSWAY
ResilienceGRITIRON/ECHO
RideQUICK
ScroungeSAVVY
StealthQUICK
StreetwiseSAVVYSWAY

Derived Statistics

StatisticFormula
VitalityIRON + 8
Defense8 + higher of (QUICK, SAVVY)
SpeedQUICK + Athletics + 3
InitiativeQUICK + Awareness
Mettle(SAVVY + GRIT) ÷ 2, round up
Strain CapGRIT + 3
Erosion CapECHO + 5

Continue to Chapter 2

Your character is built. Now learn how their soul works—the Memory Palace, Erosion, and the price of power.

Chapter 2: The Soul →