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.

“Lead to stop what’s coming, Salt to keep it down, and 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.

CurrencySymbolDescription
Scrip§Consortium paper money; the “official” currency
SaltUniversal barter good; essential for survival
LeadAmmunition as trade good
WaterLiquid 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.

RatingScrip RangeExamples
1§1–10Meal, drink, night in a flophouse, 10 rounds of ammo
2§11–50Knife, decent room, salt pouch, basic tool
3§51–200Revolver, horse (poor), box of ammo (50), medical kit
4§201–1,000Rifle, 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 GoodApproximate Value
1 gallon clean waterCost 1
1 salt pouch (10 uses)Cost 2
20 rounds standard ammoCost 2
1 horse (poor quality)Cost 3
Quality firearmCost 3–4
1 day’s laborCost 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

QualityRoll BonusDescriptionPrice Modifier
Poor−1Damaged, improvised, or badly maintained×0.5
StandardFunctional, mass-produced, adequate×1
Superior+1Well-crafted by a skilled artisan×2
Masterwork+2Exceptional; the finest available×5

Quality Mechanics

Poor Quality

−1 Roll Penalty

Poor 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 Modifier

Standard 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 Bonus

Superior 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 Bonus

Masterwork 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 QualityAttack Roll Effect
Poor−1 to Final Sum
StandardNo 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 QualityEffect
PoorAR −1 (minimum 0); degrades on Grievous Wounds
StandardAR as listed
SuperiorFirst hit each scene: +1 AR for that hit only
MasterworkFirst 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 QualitySkill Roll Effect
Poor−1 to Final Sum
StandardNo modifier (or bonus as listed in item description)
SuperiorAdditional +1 to Final Sum
MasterworkAdditional +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

StatMeaning
WRWeapon Rating — Base damage dealt on a hit
TempoAction speed in The Count
CapAmmunition capacity before reloading
PriceBase cost in Scrip (Standard quality)
QualitiesSpecial properties (see below)

Weapon Qualities

QualityEffect
BleedOn hit, target takes 1 damage at the start of each turn until treated (Medicine TN 9) or they spend an action applying pressure
BreakerArmor Piercing 1: Ignore 1 point of Armor Rating
Concealable+2 Roll Bonus to hide this weapon on your person (Stealth or Finesse check)
IntimidatingWhen you brandish this weapon threateningly, gain +1 Roll Bonus to Force checks
ScatterCan hit up to 2 adjacent targets at Close range (roll once, apply to both)
StunOn a Critical hit, the target must roll GRIT + Resilience vs TN 11 or become Stunned
VolatileOn Fumble, weapon misfires: user takes 1d3 damage and weapon jams
ReliableThis weapon never jams on Fumbles; only on specific malfunctions
Rapid CycleCan 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 Pistol
A tiny, concealable pistol designed for one purpose: killing someone who doesn’t know it’s coming.

The 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.

WRTempoCapPriceQualities
232§45Concealable; Close range maximum (Far/Extreme: N/A)

Peacemaker Revolver

Standard Sidearm
The standard sidearm of lawmen, outlaws, and everyone in between.

The 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.

WRTempoCapPriceQualities
346§120Reliable; 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 Pistol
A lever-action repeating pistol with an internal magazine.

The 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.

WRTempoCapPriceQualities
348§150Rapid Cycle

LeMat Revolver

Nine-Shot + Shotgun Barrel
A nine-shot revolver with an underslung shotgun barrel.

The 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.

WRTempoCapPriceQualities
3 (pistol) / 4 (shotgun)59+1§250Shotgun barrel: Scatter, Close range only; switching barrels: Tempo 2

Dragoon Revolver

Heavy Cavalry Pistol
A heavy cavalry pistol designed to drop horses and armored targets.

The 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.

WRTempoCapPriceQualities
456§180Breaker; 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 Rifle
A short-barreled rifle designed for mounted troops and close-quarters work.

The 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.

WRTempoCapPriceQualities
357§200Light (no mounted penalty)

Repeating Rifle

Lever-Action Workhorse
A lever-action rifle with a tube magazine—the workhorse of the Frontier.

The 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.

WRTempoCapPriceQualities
4512§300Rapid Cycle

Buffalo Rifle

Single-Shot Breech-Loader
A single-shot breech-loader designed to kill the largest game on the continent.

The 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.

WRTempoCapPriceQualities
561§450Breaker; Slow Reload (Tempo 8 to reload)

Sniper Rifle

Precision Scoped Rifle
A precision rifle fitted with telescopic sights.

The 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.

WRTempoCapPriceQualities
565§550Scope (+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 Devastator
A shotgun with the barrel cut down for concealment and close-quarters devastation.

The 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.

WRTempoCapPriceQualities
432§100Concealable; Point-Blank range only (Close: TN +4, beyond: N/A)

Coach Gun

Double-Barreled Shotgun
A double-barreled shotgun designed for defending stagecoaches.

The 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.

WRTempoCapPriceQualities
442§150Scatter

Pump-Action Shotgun

Repeating Scattergun
A repeating shotgun with a slide-action mechanism.

The 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.

WRTempoCapPriceQualities
455§280Intimidating; 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 Gun
A hand-cranked rotary gun capable of sustained automatic fire.

The 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.

WRTempoCapPriceQualities
57Belt§2,000Area Attack (5m cone); requires mounting; Volatile; requires 2 crew

Firearm Summary Table

WeaponWRTempoCapPriceKey Qualities
Derringer232§45Concealable
Peacemaker346§120Reliable
Volcanic348§150Rapid Cycle
LeMat3/459+1§250Scatter (shotgun)
Dragoon456§180Breaker
Carbine357§200Light
Repeater4512§300Rapid Cycle
Buffalo Rifle561§450Breaker
Sniper Rifle565§550Scope
Sawed-Off432§100Concealable
Coach Gun442§150Scatter
Pump-Action455§280Intimidating
Gatling Gun57Belt§2,000Area 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:

StatMeaning
WRWeapon Rating — Base damage dealt on a hit
TempoAction speed in The Count
PriceBase cost in Scrip (Standard quality)
QualitiesSpecial properties

Melee Weapon Qualities

QualityEffect
BleedTarget takes 1 damage per turn until treated (Medicine TN 9)
BreakerArmor Piercing 1: Ignore 1 point of AR
Parry+1 Defense when wielded (you can use the weapon to deflect)
StunOn a Critical hit, target must roll GRIT + Resilience vs TN 11 or become Stunned
ReachCan attack targets up to 3m away; +1 TN to attack targets at Point-Blank
Two-HandedRequires both hands; cannot use with shield
Mounted OnlyCan only be used effectively from horseback

Brass Knuckles

Weighted Hand Wraps
WRTempoPriceQualities
12§10Stun; Concealable

Bowie Knife

Heavy Fighting Knife
WRTempoPriceQualities
23§25Bleed

Hatchet

Small Axe
WRTempoPriceQualities
24§15

Saber

Curved Cavalry Sword
WRTempoPriceQualities
35§60Parry

Sledgehammer

Massive Two-Handed Hammer
WRTempoPriceQualities
46§35Breaker; Two-Handed; Stun

Cavalry Lance

Mounted Charge Spear
WRTempoPriceQualities
45§80Reach; Mounted Only; +1 WR on charge

Melee Weapon Summary Table

WeaponWRTempoPriceKey Qualities
Brass Knuckles12§10Stun, Concealable
Bowie Knife23§25Bleed
Hatchet24§15
Saber35§60Parry
Sledgehammer46§35Breaker, Two-Handed, Stun
Cavalry Lance45§80Reach, 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

PropertyEffect
HardenedNegates 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
LightweightNo penalties despite protection

Duster

AR 1 — §50
A long leather coat that provides minimal protection but excellent concealment.

The 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.

ARPriceProperties
1§50Concealment

Boiler Plate

AR 1 — §80
Improvised armor made from riveted metal plates, often scavenged from industrial equipment.

Boiler 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.

ARPriceProperties
1§80Hardened

Consortium Vest

AR 2 — §400
A professionally manufactured armored vest issued to Consortium security forces.

The 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.

ARPriceProperties
2§400Lightweight

Ironbrand Hardsuit

AR 3 — §1,500
A steam-assisted suit of articulated plate armor worn by Ironbrand heavy troopers.

The 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.

ARPriceProperties
3§1,500Bulky (−1 Defense, −1 QUICK for Tempo); Hardened

Shields

Shields provide an additional layer of protection but occupy one hand.

Defense BonusPriceSpecial
+1§30Can 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

ArmorARPriceKey Properties
Duster1§50Concealment
Boiler Plate1§80Hardened
Consortium Vest2§400Lightweight
Ironbrand Hardsuit3§1,500Bulky, Hardened
Shield+1 Defense§30Sacrifice 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.

TypePriceNotes
Standard (20 rounds)§20Basic lead ammunition
Standard (box of 50)§45Slight bulk discount
Shotgun Shells (10)§15For 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 10
Ammunition packed with rock salt instead of lead shot.

Salt 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.

PriceEffect
§60 per 10WR −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 10
Ammunition with a cold iron core, designed to penetrate armor and harm the fae-touched.

Iron-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.

PriceEffect
§60 per 10Breaker (Armor Piercing 1); +1 Tempo (increased recoil); +1 Roll Bonus vs. fae and iron-vulnerable creatures

Ghost-Rock Rounds

§200 per 10
Ammunition incorporating fragments of ghost-rock, the volatile mineral that started the Rupture.

Ghost-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.

PriceEffect
§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 10
Ammunition designed to expand on impact, maximizing tissue damage.

Hollow-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.

PriceEffect
§40 per 10+1 WR vs. unarmored targets; −1 WR vs. targets with AR 2+

Tracer Rounds

§30 per 10
Ammunition with a phosphorus compound that ignites in flight, leaving a visible trail.

Tracers are used to mark targets, adjust aim, and coordinate fire. The glowing trail makes subsequent shots easier but also reveals your position.

PriceEffect
§30 per 10Illuminates target; subsequent attacks against that target this scene gain +1 Roll Bonus; reveals shooter’s position

Special Ammunition Summary

TypePrice (per 10)Primary Effect
Salt Rounds§60WR ×2 vs. spirits
Iron-Core§60Breaker; +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

§40

A 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

§15

6 hours of light per oil fill; oil refill §5; illuminates 10m radius; negates Darkness penalties.

Rope (50 ft)

§10

50 feet of sturdy hemp rope; supports up to 500 lbs.

Filter Mask

§80

Protects against Ash Belt toxicity and airborne hazards; filters last approximately 1 week of regular use; replacement filters §20.

Waterskin

§5

Holds 1 day’s water for one person.

Rations (1 week)

§10

7 days of dried meat, hardtack, and other preserved foods; lasts indefinitely if kept dry.

Bedroll

§8

Necessary for proper rest in the wastes; without it, Long Rest only recovers half normal HP.

Laudanum

§25 per dose

Clears 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)

§30

WR 6 in 3m radius; Tempo 6 to light and throw; can be bundled (each additional stick: +2 WR, +1m radius).

Survival Gear Summary

ItemPriceKey Effect
Salt Pouch§4010 uses; ward/purify/preserve
Lantern§156 hours light
Rope (50 ft)§10Climbing, binding
Filter Mask§80Ash Belt protection
Waterskin§51 day water
Rations (week)§107 days food
Bedroll§8Proper rest
Laudanum§25Clear 1d3 Strain
Medical Kit§50+2 Medicine, 5 uses
Dynamite§30WR 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

§400
A crystal matrix designed to absorb psychic damage.

An 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

§300

Reduce 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

Priceless

Grimoires 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

ItemPriceKey Effect
Erosion Sink§400Absorb 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
GrimoireRequired 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
A stubborn but reliable pack animal.
SpeedSprintCapacityNotes
8m24m200 lbsStubborn (SWAY + Ride TN 11 to force through danger); sure-footed

Draft Horse

§150
A large horse bred for pulling wagons and heavy work.
SpeedSprintCapacityNotes
10m30mWagon workNot trained for riding or combat

Riding Horse

§250
A standard horse suitable for travel and light work.
SpeedSprintCapacityNotes
14m42mRider + 50 lbsStandard mount

War-Horse

§800
A horse trained for combat, conditioned not to panic at violence.
SpeedSprintCapacityNotes
14m42mRider + 50 lbsCombat-trained (doesn’t panic at gunfire, blood, or normal violence); +1 Roll Bonus to Ride checks in combat

Sand-Skiff

§1,200
A wind-powered vehicle designed for desert travel.
SpeedSprintCapacityNotes
20m60m4 passengersScorchveil/desert only; requires Ride skill to pilot; useless without wind

Wagon

§300
A four-wheeled vehicle for transporting goods and passengers.
SpeedSprintCapacityNotes
8mN/A1 tonRequires 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

SituationEffect
Melee vs. unmounted+1 Step to damage
Long guns from moving mount−2 dice (Pool Penalty)
Mount killed/panicsQUICK + Ride (TN 11) or fall
Falling1d3 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

ServicePriceNotes
Meal (common)§1–2Stew, bread, water
Meal (fine)§10+Real meat, vegetables, whiskey
Room (flophouse)§2/nightLice optional; shared space
Room (inn)§10/nightClean sheets, lockable door
Room (luxury)§50/nightPrivate bath, armed guards
Stabling§3/nightFeed and water included

Medical Services

ServicePriceNotes
Doctor (minor)§20Stitch wounds, set bones, treat minor illness
Doctor (major)§100+Surgery, disease treatment, grievous wound care
Circle HealerServiceFlesh Shapers don’t take money; they take favors

Professional Services

ServicePriceNotes
Guide (local)§10/dayKnows the nearby terrain; +2 Roll Bonus to Frontier in their area
Mercenary§25/dayCombat-trained; no loyalty beyond the pay
Ironbrand Escort§100/dayProfessional; contract-bound; won’t break the agreement
Blacksmith (repair)§5–20Repair damaged equipment
Blacksmith (custom)×2 priceCommission specific items
Gunsmith (repair)§10–30Repair firearms; clear jams
Gunsmith (modification)§50+Add or modify weapon qualities

Information

ServicePriceNotes
Rumor§1–5May or may not be accurate
Reliable information§20+Depends on danger and rarity
Consortium records access§50+ bribeIllegal; risk of exposure
Circle consultationServiceThe 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

RatingScrip Range
1§1–10
2§11–50
3§51–200
4§201–1,000
5§1,000+

Equipment Quality

QualityRoll ModifierPrice Multiplier
Poor−1×0.5
Standard×1
Superior+1×2
Masterwork+2×5

Common Weapons

WeaponWRTempoPrice
Derringer23§45
Peacemaker34§120
Dragoon45§180
Repeater45§300
Buffalo Rifle56§450
Coach Gun44§150
Bowie Knife23§25
Sledgehammer46§35

Armor

ArmorARPrice
Duster1§50
Boiler Plate1§80
Consortium Vest2§400
Ironbrand Hardsuit3§1,500

Special Ammunition

TypePrice/10Key Effect
Salt Rounds§60×2 WR vs. spirits
Iron-Core§60Breaker
Ghost-Rock§200+2 WR, Volatile
Hollow-Point§40+1 WR unarmored
Tracer§30+1 follow-up bonus

Now You’re Armed

You know what you can buy, carry, and kill with. Now learn how to use it.

Chapter 4: The Duelist’s Sum →