Book I: The Drifter — Chapter 3
The Armory & Economy
Lead to stop what’s coming. Salt to keep it down. Water to live long enough to regret the first two.
— Dust Vulture proverb
The Frontier runs on three currencies: the paper promises of the Consortium, the universal necessity of salt, and the brutal finality of lead. This chapter covers the financial systems that keep civilization limping along, and the tools of violence that keep individuals breathing.
Understanding the economy of the Frontier is not academic—it is survival. A man with a gun but no bullets is just carrying dead weight. A woman with Scrip but no salt will watch her food rot and her wards fail. And anyone without water in the Scorchveil is already a corpse; they just haven’t stopped walking yet.
The Salt Economy
The Frontier operates on multiple overlapping economies. What has value depends entirely on where you are and who you’re dealing with.
| Currency | Symbol | Description |
|---|---|---|
| Scrip | § | Consortium paper money; the “official” currency |
| Salt | — | Universal barter good; essential for survival |
| Lead | — | Ammunition as trade good |
| Water | — | Liquid survival; priceless in the wastes |
Scrip (§)
Scrip is paper money issued by the Orvain Consortium, backed by their control of the rails and the industrial cities. It is the currency of civilization—such as it is.
Where Scrip Works
- Consortium towns (Orvain, Kessick, Brimstead)
- Rail stations and Consortium-allied settlements
- Any merchant who trades with the Consortium
Where Scrip Fails
- Deep wastes (Dust Vulture territory)
- Isolated settlements with no rail access
- Anywhere the Consortium’s authority is rejected
In the deep Scorchveil or the heart of Vulture territory, Scrip is useful only as kindling or toilet paper. A merchant in Rustwater will take your Scrip; a Khan in the dunes will laugh at it.
Salt
Salt is the universal currency of the Frontier—valuable everywhere, to everyone.
Why Salt Matters
- Preservation: Salt preserves food in a world without refrigeration
- Warding: Salt disrupts the Current; a line of salt blocks spirits and dampens psionic scrying
- Purification: Salt can render brackish water drinkable (barely)
- Ritual: “Salting the dead” prevents corpses from rising as Hollow Men
A pouch of pure rock salt can buy you a meal, a favor, or a night’s safety. A bag can buy a horse. In the Fen, where the dead walk freely, salt is worth more than gold ever was.
Lead
Ammunition is precious. Every bullet is a potential life saved—or taken.
“A bullet spent is a thought spoken,” the gunslingers say. In a world where manufacturing is limited and supply lines are precarious, ammunition is carefully hoarded and freely traded.
Standard ammunition is measured in rounds. High-quality or specialized ammunition commands premium prices and is often more valuable than the guns that fire it.
Water
In the Scorchveil Desert and the Ash Belt, clean water is survival itself. It cannot be reliably found, only carried or purchased at exorbitant prices.
Water is rarely “traded” in the conventional sense—it is rationed, hoarded, and sometimes killed for. A full waterskin is a day of life. An empty one is a death sentence.
The Cost Rating System
Rather than listing exact Scrip values for every item, The Veil & Lead uses a Cost Rating system. This abstracts the relative value of goods and simplifies trading.
| Rating | Scrip Range | Examples |
|---|---|---|
| 1 | §1–10 | Meal, drink, night in a flophouse, 10 rounds of ammo |
| 2 | §11–50 | Knife, decent room, salt pouch, basic tool |
| 3 | §51–200 | Revolver, horse (poor), box of ammo (50), medical kit |
| 4 | §201–1,000 | Rifle, Consortium vest, wagon, trained horse |
| 5 | §1,000+ | Gatling gun, Ironbrand hardsuit, war-horse, sand-skiff |
Barter Rates
When Scrip is worthless, use these approximate equivalencies:
| Trade Good | Approximate Value |
|---|---|
| 1 gallon clean water | Cost 1 |
| 1 salt pouch (10 uses) | Cost 2 |
| 20 rounds standard ammo | Cost 2 |
| 1 horse (poor quality) | Cost 3 |
| Quality firearm | Cost 3–4 |
| 1 day’s labor | Cost 1 |
These rates fluctuate wildly based on local scarcity. In the Scorchveil, water might be worth ten times these values. In Rustwater, with its (contaminated) river access, it’s worth half.
Equipment Quality
Not all gear is created equal. A revolver forged by a master gunsmith in Orvain handles differently than a rust-pitted scrap-gun pulled from a Vulture corpse.
Equipment quality is represented as a Roll Modifier—a bonus added to your sum after rolling when using that item.
Quality Tiers
| Quality | Roll Bonus | Description | Price Modifier |
|---|---|---|---|
| Poor | −1 | Damaged, improvised, or badly maintained | ×0.5 |
| Standard | — | Functional, mass-produced, adequate | ×1 |
| Superior | +1 | Well-crafted by a skilled artisan | ×2 |
| Masterwork | +2 | Exceptional; the finest available | ×5 |
Quality Mechanics
Poor Quality
−1 Roll PenaltyPoor equipment is damaged, improvised, or so badly maintained that it impairs your effectiveness. Scavenged weapons, jury-rigged tools, and neglected gear fall into this category.
- Subtract 1 from your Final Sum when using this item
- Poor firearms jam on any Fumble (require Tempo 4 to clear)
- Poor armor degrades: loses 1 AR permanently when you take a Grievous Wound
Standard Quality
No ModifierStandard equipment is functional and reliable—the baseline against which other quality is measured. Most purchased gear is Standard quality unless otherwise specified.
Superior Quality
+1 Roll BonusSuperior equipment is crafted with care by a skilled artisan. The balance is better, the materials finer, the construction more precise.
- Add +1 to your Final Sum when using this item
- Typically costs twice the base price
- Must be purchased from a specialist or found as treasure
Masterwork Quality
+2 Roll BonusMasterwork equipment represents the pinnacle of craftsmanship—weapons and tools that are works of art as much as functional items. A Masterwork revolver might have silver inlay, a perfectly tuned action, and a grip shaped to its owner’s hand.
- Add +2 to your Final Sum when using this item
- Replaces Superior (bonuses do not stack)
- Typically costs five times the base price
- Rare; must be commissioned, inherited, or taken from someone important
Quality & Weapons
A weapon’s quality affects your attack rolls but not its base statistics. A Poor Peacemaker still has WR 3 and Tempo 4—it’s just harder to hit with.
| Weapon Quality | Attack Roll Effect |
|---|---|
| Poor | −1 to Final Sum |
| Standard | No modifier |
| Superior | +1 to Final Sum |
| Masterwork | +2 to Final Sum |
Quality & Armor
Armor quality affects how reliably the armor performs, not its base AR.
| Armor Quality | Effect |
|---|---|
| Poor | AR −1 (minimum 0); degrades on Grievous Wounds |
| Standard | AR as listed |
| Superior | First hit each scene: +1 AR for that hit only |
| Masterwork | First hit each scene: +2 AR for that hit only |
Quality & Tools
For non-combat equipment (medical kits, lockpicks, climbing gear), quality affects the relevant skill roll.
| Tool Quality | Skill Roll Effect |
|---|---|
| Poor | −1 to Final Sum |
| Standard | No modifier (or bonus as listed in item description) |
| Superior | Additional +1 to Final Sum |
| Masterwork | Additional +2 to Final Sum |
Firearms
The gun is the great equalizer of the Frontier. A bullet doesn’t care about your bloodline, your wealth, or your breeding. It just cares about who pulls the trigger first.
Reading Weapon Statistics
| Stat | Meaning |
|---|---|
| WR | Weapon Rating — Base damage dealt on a hit |
| Tempo | Action speed in The Count |
| Cap | Ammunition capacity before reloading |
| Price | Base cost in Scrip (Standard quality) |
| Qualities | Special properties (see below) |
Weapon Qualities
| Quality | Effect |
|---|---|
| Bleed | On hit, target takes 1 damage at the start of each turn until treated (Medicine TN 9) or they spend an action applying pressure |
| Breaker | Armor Piercing 1: Ignore 1 point of Armor Rating |
| Concealable | +2 Roll Bonus to hide this weapon on your person (Stealth or Finesse check) |
| Intimidating | When you brandish this weapon threateningly, gain +1 Roll Bonus to Force checks |
| Scatter | Can hit up to 2 adjacent targets at Close range (roll once, apply to both) |
| Stun | On a Critical hit, the target must roll GRIT + Resilience vs TN 11 or become Stunned |
| Volatile | On Fumble, weapon misfires: user takes 1d3 damage and weapon jams |
| Reliable | This weapon never jams on Fumbles; only on specific malfunctions |
| Rapid Cycle | Can fire twice without moving (second shot at +1 Tempo, no Aim bonus) |
Handguns & Revolvers
The sidearm of choice for most Frontier folk. Handguns are optimized for Close to Near range, portable, and quick to draw.
Optimal Range: Near (6–20m)
Derringer
Concealable PistolThe derringer is a gambler’s gun, a lady’s gun, a last-resort gun. It holds only two shots and has poor range, but it fits in a boot, a sleeve, or a corset. Many a man has died surprised by a derringer he never saw coming.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 2 | 3 | 2 | §45 | Concealable; Close range maximum (Far/Extreme: N/A) |
Peacemaker Revolver
Standard SidearmThe Peacemaker is the iconic revolver of the Frontier—reliable, accurate, and powerful enough to put down most threats. Its six-shot cylinder and single-action mechanism are familiar to anyone who’s held a gun.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 3 | 4 | 6 | §120 | Reliable; can Fan the Hammer |
Fan the Hammer
The Peacemaker can be “fanned”—firing rapidly by holding the trigger and slapping the hammer. This allows two shots as a single action at +2 Tempo (Tempo 6 total), but both shots suffer −2 dice.
Volcanic Pistol
Lever-Action Repeating PistolThe Volcanic represents an attempt at semi-automatic fire using lever-action mechanics. It holds more rounds than a revolver and can be fired quickly, though it lacks the raw stopping power of heavier pistols.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 3 | 4 | 8 | §150 | Rapid Cycle |
LeMat Revolver
Nine-Shot + Shotgun BarrelThe LeMat is a beast of a weapon—heavy, complex, and devastating. Its primary cylinder holds nine pistol rounds, while a secondary barrel beneath fires a single shotgun shell. Switching between barrels requires manually adjusting the striker.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 3 (pistol) / 4 (shotgun) | 5 | 9+1 | §250 | Shotgun barrel: Scatter, Close range only; switching barrels: Tempo 2 |
Dragoon Revolver
Heavy Cavalry PistolThe Dragoon is a monster—a massive revolver originally designed for mounted troops who needed to punch through enemy cavalry. It kicks like a mule and requires significant strength to control, but its heavy rounds ignore light armor.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 4 | 5 | 6 | §180 | Breaker; requires IRON 2 (otherwise −2 dice from recoil) |
Long Guns
Rifles and carbines are the weapons of hunters, soldiers, and anyone who expects to fight at distance. They sacrifice portability for range and power.
Optimal Range: Far (21–50m)
Carbine
Short-Barreled RifleThe carbine sacrifices some range and power for portability. It’s the preferred long gun of cavalry, scouts, and anyone who needs a rifle that won’t catch on doorframes or saddle horns.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 3 | 5 | 7 | §200 | Light (no mounted penalty) |
Repeating Rifle
Lever-Action WorkhorseThe repeater is the most common long gun on the Frontier. Its lever-action mechanism allows rapid follow-up shots, and its tube magazine holds enough rounds for a sustained firefight. Every ranch, every homestead, every guard post has at least one repeater.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 4 | 5 | 12 | §300 | Rapid Cycle |
Buffalo Rifle
Single-Shot Breech-LoaderThe buffalo rifle fires a massive cartridge capable of dropping a bull at extreme range—or punching through cover that would stop lesser rounds. It’s slow to reload and punishing to fire, but nothing else hits as hard.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 5 | 6 | 1 | §450 | Breaker; Slow Reload (Tempo 8 to reload) |
Sniper Rifle
Precision Scoped RifleThe sniper rifle is a specialized weapon for those who kill from beyond normal engagement range. Its telescopic scope provides significant advantages at distance but makes close-quarters work nearly impossible.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 5 | 6 | 5 | §550 | Scope (+2 Roll Bonus at Far range only); Point-Blank: −2 dice |
Scatterguns
Shotguns trade range for devastating close-quarters power. At point-blank range, nothing else comes close.
Optimal Range: Point-Blank to Close (0–5m)
Sawed-Off Shotgun
Close-Quarters DevastatorThe sawed-off sacrifices what little range a shotgun has for portability and sheer terror. It’s the weapon of highwaymen, enforcers, and anyone who expects to fight in spaces measured in feet rather than yards.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 4 | 3 | 2 | §100 | Concealable; Point-Blank range only (Close: TN +4, beyond: N/A) |
Coach Gun
Double-Barreled ShotgunThe coach gun is a classic—two barrels, two shots, devastating effect. It’s the standard scattergun of guards, homesteaders, and anyone who values reliability and stopping power over capacity.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 4 | 4 | 2 | §150 | Scatter |
Pump-Action Shotgun
Repeating ScattergunThe pump-action represents the cutting edge of scattergun technology. Its five-round magazine and reliable action make it the preferred weapon for serious close-quarters fighters. The distinctive sound of a pump-action being racked is enough to give most opponents pause.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 4 | 5 | 5 | §280 | Intimidating; Scatter |
Heavy Weapons
Heavy weapons are crew-served or mounted weapons designed for sustained fire or area effect. They are rare, expensive, and restricted.
Gatling Gun
Crew-Served Rotary GunThe Gatling is the most devastating infantry weapon on the Frontier. Its multiple rotating barrels allow continuous fire as long as ammunition feeds and the crank turns. It requires mounting on a tripod, wagon, or fortification—no one fires a Gatling from the hip.
| WR | Tempo | Cap | Price | Qualities |
|---|---|---|---|---|
| 5 | 7 | Belt | §2,000 | Area Attack (5m cone); requires mounting; Volatile; requires 2 crew |
Firearm Summary Table
| Weapon | WR | Tempo | Cap | Price | Key Qualities |
|---|---|---|---|---|---|
| Derringer | 2 | 3 | 2 | §45 | Concealable |
| Peacemaker | 3 | 4 | 6 | §120 | Reliable |
| Volcanic | 3 | 4 | 8 | §150 | Rapid Cycle |
| LeMat | 3/4 | 5 | 9+1 | §250 | Scatter (shotgun) |
| Dragoon | 4 | 5 | 6 | §180 | Breaker |
| Carbine | 3 | 5 | 7 | §200 | Light |
| Repeater | 4 | 5 | 12 | §300 | Rapid Cycle |
| Buffalo Rifle | 5 | 6 | 1 | §450 | Breaker |
| Sniper Rifle | 5 | 6 | 5 | §550 | Scope |
| Sawed-Off | 4 | 3 | 2 | §100 | Concealable |
| Coach Gun | 4 | 4 | 2 | §150 | Scatter |
| Pump-Action | 4 | 5 | 5 | §280 | Intimidating |
| Gatling Gun | 5 | 7 | Belt | §2,000 | Area Attack |
Melee Weapons
When the bullets run out—and they always run out—cold steel decides who walks away.
Reading Melee Weapon Statistics
Melee weapons use the same statistics as firearms, with some variations:
| Stat | Meaning |
|---|---|
| WR | Weapon Rating — Base damage dealt on a hit |
| Tempo | Action speed in The Count |
| Price | Base cost in Scrip (Standard quality) |
| Qualities | Special properties |
Melee Weapon Qualities
| Quality | Effect |
|---|---|
| Bleed | Target takes 1 damage per turn until treated (Medicine TN 9) |
| Breaker | Armor Piercing 1: Ignore 1 point of AR |
| Parry | +1 Defense when wielded (you can use the weapon to deflect) |
| Stun | On a Critical hit, target must roll GRIT + Resilience vs TN 11 or become Stunned |
| Reach | Can attack targets up to 3m away; +1 TN to attack targets at Point-Blank |
| Two-Handed | Requires both hands; cannot use with shield |
| Mounted Only | Can only be used effectively from horseback |
Brass Knuckles
Weighted Hand Wraps| WR | Tempo | Price | Qualities |
|---|---|---|---|
| 1 | 2 | §10 | Stun; Concealable |
Bowie Knife
Heavy Fighting Knife| WR | Tempo | Price | Qualities |
|---|---|---|---|
| 2 | 3 | §25 | Bleed |
Hatchet
Small Axe| WR | Tempo | Price | Qualities |
|---|---|---|---|
| 2 | 4 | §15 | — |
Saber
Curved Cavalry Sword| WR | Tempo | Price | Qualities |
|---|---|---|---|
| 3 | 5 | §60 | Parry |
Sledgehammer
Massive Two-Handed Hammer| WR | Tempo | Price | Qualities |
|---|---|---|---|
| 4 | 6 | §35 | Breaker; Two-Handed; Stun |
Cavalry Lance
Mounted Charge Spear| WR | Tempo | Price | Qualities |
|---|---|---|---|
| 4 | 5 | §80 | Reach; Mounted Only; +1 WR on charge |
Melee Weapon Summary Table
| Weapon | WR | Tempo | Price | Key Qualities |
|---|---|---|---|---|
| Brass Knuckles | 1 | 2 | §10 | Stun, Concealable |
| Bowie Knife | 2 | 3 | §25 | Bleed |
| Hatchet | 2 | 4 | §15 | — |
| Saber | 3 | 5 | §60 | Parry |
| Sledgehammer | 4 | 6 | §35 | Breaker, Two-Handed, Stun |
| Cavalry Lance | 4 | 5 | §80 | Reach, Mounted Only |
Armor & Protection
Armor on the Frontier is a compromise. Heavy protection slows you down and marks you as someone expecting trouble. Light protection keeps you mobile but won’t stop a rifle round.
Armor Rating (AR)
Armor Rating reduces incoming damage after Steps are calculated:
Final Damage = Weapon Rating + Steps − Armor Rating
Damage cannot be reduced below 0.
Armor Properties
| Property | Effect |
|---|---|
| Hardened | Negates the first Grievous Wound of the scene (damage still applies) |
| Bulky | −1 Defense; −1 QUICK for Tempo calculations |
| Concealment | +1 Roll Bonus to hide weapons under this clothing |
| Lightweight | No penalties despite protection |
Duster
AR 1 — §50The duster is the iconic garment of the Frontier—a long coat that keeps off dust, rain, and prying eyes. It won’t stop a bullet, but it will hide the guns you’re carrying.
| AR | Price | Properties |
|---|---|---|
| 1 | §50 | Concealment |
Boiler Plate
AR 1 — §80Boiler plate is the armor of the desperate—heavy iron plates strapped to vital areas. It’s crude, uncomfortable, and marks you as someone who expects to be shot. But when that first bullet comes, you’ll be glad you wore it.
| AR | Price | Properties |
|---|---|---|
| 1 | §80 | Hardened |
Consortium Vest
AR 2 — §400The Consortium vest represents the best mass-produced armor available. Layers of treated leather and metal plating provide solid protection without the bulk of heavier armor. It’s expensive, but you get what you pay for.
| AR | Price | Properties |
|---|---|---|
| 2 | §400 | Lightweight |
Ironbrand Hardsuit
AR 3 — §1,500The hardsuit is the pinnacle of personal protection—a full suit of interlocking metal plates with hydraulic assistance to offset the weight. Only the Ironbrand mercenary company produces them, and they don’t sell to outsiders. If you’re wearing one, you either earned it through service or took it from a corpse.
| AR | Price | Properties |
|---|---|---|
| 3 | §1,500 | Bulky (−1 Defense, −1 QUICK for Tempo); Hardened |
Shields
Shields provide an additional layer of protection but occupy one hand.
| Defense Bonus | Price | Special |
|---|---|---|
| +1 | §30 | Can be sacrificed to negate one hit entirely (shield is destroyed) |
Armor Stacking
Armor does not stack. If you wear multiple protective items, use only the highest AR value.
However, a shield’s Defense bonus stacks with worn armor (it affects Defense, not AR).
Armor Summary Table
| Armor | AR | Price | Key Properties |
|---|---|---|---|
| Duster | 1 | §50 | Concealment |
| Boiler Plate | 1 | §80 | Hardened |
| Consortium Vest | 2 | §400 | Lightweight |
| Ironbrand Hardsuit | 3 | §1,500 | Bulky, Hardened |
| Shield | +1 Defense | §30 | Sacrifice to negate one hit |
Ammunition
Standard Ammunition
Standard ammunition is lead bullets—effective against living targets, useless against spirits, and always in shorter supply than you’d like.
| Type | Price | Notes |
|---|---|---|
| Standard (20 rounds) | §20 | Basic lead ammunition |
| Standard (box of 50) | §45 | Slight bulk discount |
| Shotgun Shells (10) | §15 | For scatterguns |
Special Ammunition
Special ammunition is expensive, rare, and often the difference between survival and death when facing the supernatural.
Special Ammunition provides a +1 Roll Bonus when used against appropriate targets, in addition to any other effects.
Salt Rounds
§60 per 10Salt rounds are the standard anti-supernatural ammunition. The salt disrupts the Current, making these rounds devastating against spirits, Hollow Men, and other Veil-born creatures. Against living targets, they’re painful but less lethal than lead.
| Price | Effect |
|---|---|
| §60 per 10 | WR −1 vs. living targets; WR ×2 vs. spirits and Veil-born; +1 Roll Bonus vs. supernatural; Disrupts psionic concentration on hit |
Iron-Core Rounds
§60 per 10Iron-core rounds punch through armor more effectively than standard lead and carry the grounding properties of cold iron. They’re heavier, which increases recoil, but the penetration is worth it against armored targets or creatures vulnerable to iron.
| Price | Effect |
|---|---|
| §60 per 10 | Breaker (Armor Piercing 1); +1 Tempo (increased recoil); +1 Roll Bonus vs. fae and iron-vulnerable creatures |
Ghost-Rock Rounds
§200 per 10Ghost-rock rounds are devastatingly powerful—and terrifyingly unstable. The ghost-rock fragments detonate on impact, dealing massive damage. But the volatility works both ways; a fumble can be catastrophic for the shooter.
| Price | Effect |
|---|---|
| §200 per 10 | +2 WR; Volatile (on Fumble, explodes for 1d6 damage to user and weapon jams); +1 Roll Bonus |
Hollow-Point Rounds
§40 per 10Hollow-points are designed to kill soft targets as efficiently as possible. They expand on impact, creating devastating wounds. Against armored targets, however, the expansion actually reduces penetration.
| Price | Effect |
|---|---|
| §40 per 10 | +1 WR vs. unarmored targets; −1 WR vs. targets with AR 2+ |
Tracer Rounds
§30 per 10Tracers are used to mark targets, adjust aim, and coordinate fire. The glowing trail makes subsequent shots easier but also reveals your position.
| Price | Effect |
|---|---|
| §30 per 10 | Illuminates target; subsequent attacks against that target this scene gain +1 Roll Bonus; reveals shooter’s position |
Special Ammunition Summary
| Type | Price (per 10) | Primary Effect |
|---|---|---|
| Salt Rounds | §60 | WR ×2 vs. spirits |
| Iron-Core | §60 | Breaker; +1 Tempo |
| Ghost-Rock | §200 | +2 WR; Volatile |
| Hollow-Point | §40 | +1/−1 WR by armor |
| Tracer | §30 | +1 Roll Bonus to follow-ups |
Survival Gear
The Frontier will kill you in a hundred ways before anything supernatural gets a chance. Proper gear is the difference between arriving at your destination and becoming another bleached skeleton in the wastes.
Salt Pouch
§40A leather pouch containing approximately 10 uses of purified rock salt. Ward spirits (create salt line), purify water (1 gallon per use), preserve food (1 day per use), “salt the dead” (prevent rising).
Lantern
§156 hours of light per oil fill; oil refill §5; illuminates 10m radius; negates Darkness penalties.
Rope (50 ft)
§1050 feet of sturdy hemp rope; supports up to 500 lbs.
Filter Mask
§80Protects against Ash Belt toxicity and airborne hazards; filters last approximately 1 week of regular use; replacement filters §20.
Waterskin
§5Holds 1 day’s water for one person.
Rations (1 week)
§107 days of dried meat, hardtack, and other preserved foods; lasts indefinitely if kept dry.
Bedroll
§8Necessary for proper rest in the wastes; without it, Long Rest only recovers half normal HP.
Laudanum
§25 per doseClears 1d3 Strain immediately; addictive (GM tracks usage; withdrawal after 3+ consecutive days of use).
Medical Kit
§50+2 Roll Bonus to Medicine checks; 5 uses (each use consumes some supplies).
Dynamite (per stick)
§30WR 6 in 3m radius; Tempo 6 to light and throw; can be bundled (each additional stick: +2 WR, +1m radius).
Survival Gear Summary
| Item | Price | Key Effect |
|---|---|---|
| Salt Pouch | §40 | 10 uses; ward/purify/preserve |
| Lantern | §15 | 6 hours light |
| Rope (50 ft) | §10 | Climbing, binding |
| Filter Mask | §80 | Ash Belt protection |
| Waterskin | §5 | 1 day water |
| Rations (week) | §10 | 7 days food |
| Bedroll | §8 | Proper rest |
| Laudanum | §25 | Clear 1d3 Strain |
| Medical Kit | §50 | +2 Medicine, 5 uses |
| Dynamite | §30 | WR 6, 3m radius |
Psionic Equipment
These items are designed for—or by—those who touch the Current. They are rare, often dangerous, and not available in normal markets. The prices listed represent black market values; most must be found, inherited, or taken.
⚠ Restricted Items
Psionic equipment is illegal in Consortium territory and viewed with suspicion everywhere else. Possession alone can mark you as a target for the Redeemers.
Erosion Sink
§400An Erosion Sink is a carefully prepared crystal—usually quartz or obsidian—that has been attuned to absorb the Current’s corrosive effects. When you would take Erosion, you can channel it into the Sink instead. But crystals can only hold so much before they shatter.
Effect: Absorb 1 Erosion per session; breaks after 3 total absorptions.
Focus Amplifier
§300Reduce Strain cost of Rank 1–2 Talents by 1 (minimum 0).
Veil Anchor
§350+2 Roll Bonus to Focus checks vs. Disruption.
Resonance Crystal
§500+1 Resonance Echo per rest.
Null-Iron Bracers
§450+2 Roll Bonus to Defense vs. Psionic attacks; −1 die to your own Channel checks (Pool Penalty).
Grimoire
PricelessGrimoires are texts containing psionic knowledge—the theories, techniques, and warnings necessary to learn advanced Talents. They cannot be purchased. They are found in ruins, hoarded by the Circle of Ash, or pried from the cold hands of dead practitioners.
To learn a Rank 3+ Talent without a mentor, you need a Grimoire containing that Talent. Each Grimoire contains 1–3 Talents from a single Discipline.
First Reading
Roll SAVVY + Lore (TN 13).
- Success: You can learn Talents from this Grimoire normally (costs XP as usual)
- Failure: The alien concepts scar your mind; take 1 Erosion. You may try again after a week.
- Fumble: Take 2 Erosion; the Grimoire is too advanced for you (cannot attempt again until ECHO increases)
Psionic Equipment Summary
| Item | Price | Key Effect |
|---|---|---|
| Erosion Sink | §400 | Absorb 1 Erosion/session; breaks after 3 |
| Focus Amplifier | §300 | −1 Strain cost for R1–2 Talents |
| Veil Anchor | §350 | +2 Roll Bonus vs. Disruption |
| Resonance Crystal | §500 | +1 Resonance Echo per rest |
| Null-Iron Bracers | §450 | +2 vs. Psionic; −1 die to Channel |
| Grimoire | — | Required for R3+ Talents |
Mounts & Transport
Movement across the Frontier is slow, dangerous, and expensive. Those who control transportation control the lifeblood of civilization.
Mule
§80| Speed | Sprint | Capacity | Notes |
|---|---|---|---|
| 8m | 24m | 200 lbs | Stubborn (SWAY + Ride TN 11 to force through danger); sure-footed |
Draft Horse
§150| Speed | Sprint | Capacity | Notes |
|---|---|---|---|
| 10m | 30m | Wagon work | Not trained for riding or combat |
Riding Horse
§250| Speed | Sprint | Capacity | Notes |
|---|---|---|---|
| 14m | 42m | Rider + 50 lbs | Standard mount |
War-Horse
§800| Speed | Sprint | Capacity | Notes |
|---|---|---|---|
| 14m | 42m | Rider + 50 lbs | Combat-trained (doesn’t panic at gunfire, blood, or normal violence); +1 Roll Bonus to Ride checks in combat |
Sand-Skiff
§1,200| Speed | Sprint | Capacity | Notes |
|---|---|---|---|
| 20m | 60m | 4 passengers | Scorchveil/desert only; requires Ride skill to pilot; useless without wind |
Wagon
§300| Speed | Sprint | Capacity | Notes |
|---|---|---|---|
| 8m | N/A | 1 ton | Requires 2 draft horses; provides cover (Light Cover) for passengers |
Mount Movement Rules
- Mounts use their own Speed for all movement actions. A mounted character uses the mount’s Speed for Scramble, Rush, and Sprint.
- Mounted Sprint: Mounts can Sprint (Speed × 3) but the rider must make a QUICK + Ride check (TN 9) or become Exposed for an additional turn.
- Sand-Skiff Sprint: Requires QUICK + Ride check (TN 11) to maintain control. Failure means the skiff tips or veers off course.
- Wagons cannot Sprint.
Mounted Combat Quick Reference
| Situation | Effect |
|---|---|
| Melee vs. unmounted | +1 Step to damage |
| Long guns from moving mount | −2 dice (Pool Penalty) |
| Mount killed/panics | QUICK + Ride (TN 11) or fall |
| Falling | 1d3 damage; Prone |
| Charge | +2 damage on first melee attack |
Services
Not everything can be bought with objects. Sometimes you need to buy people’s time, expertise, or silence.
Lodging & Food
| Service | Price | Notes |
|---|---|---|
| Meal (common) | §1–2 | Stew, bread, water |
| Meal (fine) | §10+ | Real meat, vegetables, whiskey |
| Room (flophouse) | §2/night | Lice optional; shared space |
| Room (inn) | §10/night | Clean sheets, lockable door |
| Room (luxury) | §50/night | Private bath, armed guards |
| Stabling | §3/night | Feed and water included |
Medical Services
| Service | Price | Notes |
|---|---|---|
| Doctor (minor) | §20 | Stitch wounds, set bones, treat minor illness |
| Doctor (major) | §100+ | Surgery, disease treatment, grievous wound care |
| Circle Healer | Service | Flesh Shapers don’t take money; they take favors |
Professional Services
| Service | Price | Notes |
|---|---|---|
| Guide (local) | §10/day | Knows the nearby terrain; +2 Roll Bonus to Frontier in their area |
| Mercenary | §25/day | Combat-trained; no loyalty beyond the pay |
| Ironbrand Escort | §100/day | Professional; contract-bound; won’t break the agreement |
| Blacksmith (repair) | §5–20 | Repair damaged equipment |
| Blacksmith (custom) | ×2 price | Commission specific items |
| Gunsmith (repair) | §10–30 | Repair firearms; clear jams |
| Gunsmith (modification) | §50+ | Add or modify weapon qualities |
Information
| Service | Price | Notes |
|---|---|---|
| Rumor | §1–5 | May or may not be accurate |
| Reliable information | §20+ | Depends on danger and rarity |
| Consortium records access | §50+ bribe | Illegal; risk of exposure |
| Circle consultation | Service | The Circle trades in favors and secrets, not Scrip |
Quick Reference
All key tables from this chapter consolidated for quick lookup during play.
Cost Rating Scale
| Rating | Scrip Range |
|---|---|
| 1 | §1–10 |
| 2 | §11–50 |
| 3 | §51–200 |
| 4 | §201–1,000 |
| 5 | §1,000+ |
Equipment Quality
| Quality | Roll Modifier | Price Multiplier |
|---|---|---|
| Poor | −1 | ×0.5 |
| Standard | — | ×1 |
| Superior | +1 | ×2 |
| Masterwork | +2 | ×5 |
Common Weapons
| Weapon | WR | Tempo | Price |
|---|---|---|---|
| Derringer | 2 | 3 | §45 |
| Peacemaker | 3 | 4 | §120 |
| Dragoon | 4 | 5 | §180 |
| Repeater | 4 | 5 | §300 |
| Buffalo Rifle | 5 | 6 | §450 |
| Coach Gun | 4 | 4 | §150 |
| Bowie Knife | 2 | 3 | §25 |
| Sledgehammer | 4 | 6 | §35 |
Armor
| Armor | AR | Price |
|---|---|---|
| Duster | 1 | §50 |
| Boiler Plate | 1 | §80 |
| Consortium Vest | 2 | §400 |
| Ironbrand Hardsuit | 3 | §1,500 |
Special Ammunition
| Type | Price/10 | Key Effect |
|---|---|---|
| Salt Rounds | §60 | ×2 WR vs. spirits |
| Iron-Core | §60 | Breaker |
| Ghost-Rock | §200 | +2 WR, Volatile |
| Hollow-Point | §40 | +1 WR unarmored |
| Tracer | §30 | +1 follow-up bonus |