Book IV: The Marshal’s Almanac — Chapter 8

Managing the Nightmare

The Tension Pool, Pacing, XP, and GM Tools

“You aren’t God. God left a long time ago. You’re just the poor bastard sweeping up the glass. Your job isn’t to save them. It’s to make sure that when they die, it means something.”
— Advice found in a dead Marshal’s journal

Welcome to the other side of the screen.

In The Veil & Lead, you are the Game Marshal. You are the storyteller, the referee, and the voice of the Ruin. Your role is not to defeat the players, but to preside over their struggle. You manage the pacing of the horror, the scarcity of resources, and the inevitable thinning of the Veil.

Section I: The Tension Pool

The most critical tool in your arsenal is The Tension Pool. It is a visual representation of the world’s patience running out. It sits in the center of the table—a bowl, a tray, or a marked zone—holding a growing number of d6s.

The Concept

The Veil is not a static wall; it is a rotting fabric. Every gunshot vibrates the threads. Every spell burns a hole. The Tension Pool tracks this cumulative stress.

Pool StateNarrative Feel
Empty (0 dice)Stable. The sun is dim, but physics works.
Low (1–3 dice)Uneasy. Shadows seem longer.
Medium (4–5 dice)Oppressive. The air tastes wrong.
Full (6 dice)Critical. Reality is about to break.

Capacity

The Limit: 6 Dice

The Tension Pool holds a maximum of 6 dice. When the sixth die enters the pool, you must roll immediately.

Feeding the Pool

Add dice to the pool visibly. Let the players hear the clatter. Let them count.

Automatic Triggers (+1 Die)

TriggerRationale
Combat beginsViolence echoes through the Veil
Rank 2+ Psionic castDrawing significant Current
Bleed Die shows 1Direct tear in the fabric
Player FumblesFailure invites misfortune
Every 10 Ticks of combatSustained violence attracts attention
1 hour in dangerous territoryEntropy is constant

Situational Triggers (+1 Die)

TriggerWhen to Use
Loud explosion or gunfireDynamite, Gatling guns, building collapse
Entering a Thin PlaceOjo del Diablo, the Fen, cursed landmarks
Disturbing the deadGrave robbing, desecrating remains
Breaking a wardCrossing salt lines, destroying protective symbols
Extreme emotional traumaWitnessing ally death, Memory burn

Heavy Triggers (+2 Dice)

TriggerWhen to Use
Rank 4–5 Psionic castMajor reality distortion
Mass violenceMassacre, major battle
Deliberate Veil contactUsing artifacts, summoning

Rolling the Pool

You do not roll every time a die is added. You roll when pressure becomes untenable.

Roll Triggers

TriggerType
Pool hits 6 diceAutomatic
Significant noise in dangerous areaGM discretion
Narrative triggerMidnight, blood moon, entering Thin Place
Player pushes their luckOpening sealed doors, reading forbidden texts

The Mechanic

Tension Roll

Roll all dice in the pool. Count the 1s.

Zero 1s: Tension holds. Remove two dice from the pool. Describe mounting dread.

One or more 1s: Rupture. Resolve effect based on number of 1s, then clear pool to 0.

The Rupture Table

1s RolledSeverityEffect
1 The Shiver Atmospheric shift. Temperature drops 20°. Shadows detach from objects. Animals flee. Mechanic: All ECHO and SAVVY checks suffer −1 die for the scene.
2 The Warp Reality glitch. Gravity shifts momentarily. A door leads to the wrong room. A dead NPC twitches. Mechanic: Firearms jam on rolls of 1–2 until cleaned. Technology malfunctions.
3 The Breach Manifestation. A creature crawls through the nearest reflection, shadow, or wound in reality. Mechanic: Combat begins immediately. Roll or choose: Hollow Men (1–3), Ashborn Swarm (4–5), Fen-Wraith (6).
4 The Storm Catastrophe. Environmental disaster (mine collapse, flash flood, fire) OR major entity arrives (Stormcaller, Skin-Changer). Mechanic: Run or die. This is not a fair fight.
5+ The Reckoning All of the above, plus the location becomes a permanent Thin Place. Reality is scarred. The Veil will never fully heal here.

Warding the Pool

Players can actively lower the threat level, but it costs resources and time.

MethodRequirementsEffect
Salt Circle1 Salt Pouch, 5 minutesPrevents time-based additions for 1 hour
Ritual Cleansing10 minutes, ECHO + Lore (TN 11 + current dice)Success: Remove 2 dice. Failure: Add 1 die.
OfferingCost 3+ item thrown into Thin PlaceRemove 1d3 dice
Resolving the SceneLeave dangerous area, reach safetyPool clears when danger passes

Urban Ruptures

In settled areas (Rustwater, Brimstead, Orvain), Ruptures cause Social Decay instead of monster manifestations.

1sUrban Effect
1Paranoia: Prices increase by 50%. NPCs become suspicious and hostile.
2Riot: Property damage, NPC deaths, Sheriff declares martial law.
3Outbreak: Current-Sickness spreads. Quarantine. Redeemers arrive.
4Collapse: A building falls. Fire spreads. 2d6 civilian casualties.
5Breach: The settlement becomes a Thin Place. Monsters within the walls.

Section II: Pacing the Horror

The Cylinder Metaphor

Because the pool caps at 6 dice, use the imagery of a revolver being loaded.

DiceFeelGM Approach
1–3The ClickLet players explore and talk. Threat is distant. Describe small wrongness.
4The Hammer CocksShorten descriptions. Call for more checks. Shadows move.
5Finger on TriggerPlayers should feel panic. The next action could trigger the roll.
RuptureThe ShotDescribe chaos. Roll initiative or run.

False Safety vs. The Cylinder

Alternate between False Safety (downtime in towns, quiet travel, character moments) and The Cylinder (tension building, resources depleting, danger approaching).

A good session has 2–3 peaks of tension with valleys between them.

Pacing by Session Length

Session LengthRecommended RupturesCombat Encounters
2–3 hours0–10–1
3–4 hours1–21
4–6 hours2–31–2

Combat Pacing

The Veil responds to violence. Combat itself feeds the darkness.

Tension Pool in Combat

Automatic Tension Die: +1 die to the Tension Pool when combat begins (Tick 0).

Sustained Violence: +1 die every 10 Ticks of combat.

Long fights attract attention. The screaming of the rails, the blood in the sand—the Current feels it.

Ideal Combat Duration

Most combats should last 10–20 Ticks (3–5 actions per PC), with at least one side taking serious damage, 2–3 meaningful tactical decisions, and a clear resolution (victory, retreat, negotiation, or death).

Signs Combat Is Dragging

Watch For These Red Flags

Tick count exceeds 30. Players are calculating optimal Tempo instead of roleplaying. No one has taken a Wound. The same attacks are being repeated without change.

Solutions for Stalled Combat

When combat drags, introduce change:

SolutionExample
Environmental HazardThe building starts to collapse. Fire spreads. The cliff edge crumbles.
Reinforcements or RetreatMore enemies arrive—or enemies fall back to a better position.
Tension Pool RuptureThe Veil tears. Something manifests. Suddenly, everyone has a common enemy.
Narrative Cut“You win, but you’re exhausted. Mark off double ammo and take 1 Strain each.”

Post-Combat Beat

Every combat should end with a moment to breathe. Describe the aftermath: the silence, the smoke, the bodies. Account for resources: ammunition spent, equipment damaged. Offer a scavenging opportunity. Check the Tension Pool. Give characters a moment to react—fear, relief, regret. Combat should have weight. Make the players feel it.

Section III: Managing Failure

Players will fail often. TNs are challenging, resources are scarce. Use failure as story fuel, not story stop.

The Principle: Failing Forward

Instead of “You fail. Nothing happens,” use failure to change the situation.

Success at a Cost

When Margin is −1 to −2, offer a devil’s bargain:

“You can open the lock, but your pick snaps loudly. The guard will definitely hear. Do you still want to open it?”
Cost TypeExamples
ResourceSpend ammo, break tool, use consumable
TimeTakes longer; enemies advance, window closes
PositionEnd up exposed, lose cover, reveal location
ComplicationPartial success, unintended consequence
Harm1 Strain, minor wound, Tension Die

The Complication

Success at primary goal, but the situation worsens.

“You jump the gap between train cars. You land safely—but your revolver falls from its holster and dangles off the edge.”

Resource Drain

Failure costs supplies, not just dignity.

“You fail to find the trail. You eventually pick it up, but it takes two extra days. Mark off 2 Water rations, or take 1 Strain from dehydration.”

Section IV: Difficulty Calibration

Setting TNs

TNWhen to Use
7Easy; failure would be embarrassing
9Routine task under mild pressure; someone with a modicum of skill will generally succeed
11Moderate challenge; trained professional should succeed
13Standard. The default for dramatic, contested, or dangerous tasks
15Hard. Expert difficulty; even skilled characters may fail
17+Legendary. Requires perfection and luck

When NOT to Roll

Don’t call for rolls when success is trivial and failure is boring, the character has ample time and no pressure, or the outcome doesn’t matter to the story.

Stacking the Odds

Modifiers affect the roll significantly. Use Hard TNs sparingly—they should feel significant.

SituationApprox. Success Rate (6-dice pool)
TN 11, no modifiers91%
TN 11, −2 dice (Wounded)75%
TN 13 (Standard)65%
TN 13, −2 dice43%
TN 15 (Hard)36%
TN 15, −2 dice18%

Section V: Rewarding Players

XP Awards (End of Session)

Go through this checklist with the group:

AwardXPTrigger
Survival1The character is alive
The Struggle1Overcame a significant threat (combat, social, environmental)
The Discovery1Learned a secret about the Veil, Factions, or History
The Flaw1A player voluntarily complicated the scene due to their Tragedy, Secret, or bond
The Lesson1A player suffered a critical failure or major setback

Typical Session: 3–4 XP

Milestone Awards

MilestoneXPTrigger
Arc Completion5Resolved a major storyline
Nemesis Defeated3Killed or neutralized a recurring enemy
Faction Shift2Significantly changed standing with a Power
Memory Forged2Created a Scar Memory through play

The Burden Award (Psionic Only)

Award +1 XP to Psionic characters who used Rank 3+ abilities during the session and suffered meaningful consequences (visions, stigma, Erosion, Memory burn). This helps offset the Psionic XP tax.

The Flaw Award (Nomination)

Encourage players to nominate each other:

“I think Caleb deserves the Flaw XP—he refused to shoot that kid even though it almost got him killed.”

This rewards dramatic choices over optimal play.

Spending Experience

XP is spent during Downtime between sessions or adventures.

Raising Attributes

IncreaseCostCumulative
Rank 1 → 210 XP10 XP
Rank 2 → 315 XP25 XP
Rank 3 → 420 XP45 XP
Rank 4 → 530 XP75 XP

Improving Skills

IncreaseCostCumulative
Rank 0 → 14 XP4 XP
Rank 1 → 26 XP10 XP
Rank 2 → 39 XP19 XP
Rank 3 → 415 XP34 XP

Learning Talents

TypeCostRequirements
Mundane Talent4 XPAppropriate Skill at Rank 1+
Psionic Talent (Rank 1–2)4 XPECHO ≥ Talent Rank, Channel 1+
Psionic Talent (Rank 3–4)6 XPECHO ≥ Talent Rank, Mentor or Grimoire
Psionic Talent (Rank 5)6 XPECHO 5, Mentor or Grimoire, GM approval

Other Purchases

ActionCostNotes
Specialization5 XPRequires Skill Rank 3+; one per skill
Clear 1 Erosion2 XP
Increase Mettle Cap8 XPMaximum +2 total
Harden a Memory8 XP

Section VI: The Legend Track

Your reputation is tracked from 0 to 10. Legend is not bought with XP—it is awarded by the GM for deeds that spread through word of mouth.

Gaining Legend

DeedLegend Gained
Killing a named Boss NPC+1
Surviving a full Rupture (5-die pool) without fleeing+1
Completing a major contract that changes local politics+1
Spending §100+ in a single night (public spectacle)+1
Winning a public duel+1
Any deed that would spread through stories+1

Effects of Legend

LegendBenefitConsequence
0–2AnonymousNo special treatment
3–4Known locally+1 die to Intimidation in your region
5–6Regional reputation+1 die to Command; −1 die to Stealth/Disguise
7–8Frontier-wide fame+2 dice to Intimidation/Command; −2 dice to blend in
9–10Living legendAutomatic recognition; bounty hunters and nemeses seek you

The Bounty Board

At the start of each session, roll 1d10 for characters with Legend 5+. If the roll is less than their Legend score, their fame catches up:

Margin (Legend − Roll)Consequence
1–2A local tough wants to prove themselves in a fight or contest
3–4A faction agent (Consortium, Redeemer, Vulture) is actively looking for them
5+A supernatural predator (Skin-Changer, bounty hunter with Psionic backing) is hunting them

Progression Pacing

ArcSessionsBenchmarksPower Level
The First Arc1–8Primary skill to Rank 3, 1–2 new Talents, signature equipmentProfessional → Expert
The Middle Game9–20Primary pools reach 7–8 dice, Specializations, Legend 3–5Expert → Master
The Long Road21+Attribute soft-caps (Rank 4–5), full Talent trees, Memory management criticalMaster (but the world scales with you)

Section VII: Downtime

Downtime Actions

Each player gets one Action per day of Downtime:

ActionEffect
RecoverLong Rest: Heal IRON HP, clear all Strain, attempt to clear 1 Grievous Wound (Medicine check)
TherapyClear 1 Erosion via Vice, or 2 Erosion via Anchoring (requires scene with Anchor-related NPC)
AcquireShop for items (Scrip) or Scrounge for rare items (SAVVY + Scrounge vs TN 13)
TrainSpend XP to raise Attributes, Skills, or learn Talents (Talents require source)
WorkEarn 1d10 Scrip through labor, gambling, or odd jobs
Forge ScarFill an empty Memory slot (8 XP, requires roleplay scene)
ResearchSAVVY + Lore to learn about a location, enemy, artifact, or mystery
CraftCreate ammunition, simple tools, or modify equipment (requires materials)

Downtime Length

SituationTypical Downtime
Between sessions (in town)1–3 days
Major story break1 week
Significant time skip1 month+ (montage)

Section VIII: Safety & Tone

Lines and Veils

Before the campaign, establish:

Lines: Hard limits that don’t exist in your game (e.g., “No harm to children,” “No sexual violence”).

Veils: Topics that can exist but are handled off-screen or with minimal detail.

The X-Card

Place a card on the table. If any scene becomes too intense, a player can tap the card. Immediately: fade to black, skip the detailed description, or reframe the scene. No explanation required. No questions asked.

The Check-In

After intense sessions (Memory burns, character death, PvP tension), take 5 minutes:

“How is everyone feeling? Was that too dark? Anything we should handle differently?”

The Cardinal Rule

The horror should be in the game, not at the table.

Section IX: Tone & Atmosphere

Scarcity Is Fear

Avoid letting players have full ammo and full health and full Mettle at the same time. If they’re rich in Scrip, make them poor in Water. The fear comes from the question:

“Can I afford to win this fight?”

The Weird, Not High Fantasy

Psionic is not sparkly. It’s visceral.

Don’t SayDo Say
“The spell heals you for 3 HP.”“Your ribs grind together. Hot wire stitches your skin shut from the inside. You taste copper. Take 3 HP back.”
“You cast Ghost Bullet.”“The bullet glows with the color of your mother’s eyes—eyes you can barely remember anymore.”

The Environment Is an Enemy

Use hazards liberally: Ash Fog limits vision. Acid Rain destroys equipment. The silence is sometimes worse than the noise.

Make NPCs Human

In a world of monsters, humanity is the contrast. The shopkeeper is tired. The Sheriff is afraid. The villain has a point. If players stop caring about the people, they stop caring about saving them.

Morale (Optional Rule)

Not everyone fights to the death. Most people—even hardened killers—have a breaking point. These rules help the GM determine when NPCs flee, surrender, or lose their nerve.

Optional Rule

Use morale when you want fights to end through something other than total annihilation, or when you want enemies to feel more human.

Morale Triggers

NPCs check morale when certain conditions occur:

TriggerWhen It Happens
BloodiedNPC drops to 25% HP or below
Leader FallsThe group’s leader is killed or incapacitated
Outnumbered50% or more of the NPC group is down
Overwhelming DisplayWitness something terrifying (Psionic Devastation, monster, ally exploding)
CorneredEscape route cut off while losing

The Morale Check

Roll: ECHO + Resilience vs. TN based on situation.

SituationTN
Losing but not desperate9
Clearly outmatched11
Hopeless (overwhelming force, supernatural terror)13
Certain death15

TN Modifiers

FactorTN Modifier
Defending home/family−2
Fanatic (Redeemers, cultists)−4
Leader still standing and inspiring−2
Promised significant reward−1
Already witnessed ally flee+2
Facing supernatural horror+2
Escape route available+1

Morale Check Results

ResultBehavior
SuccessStands firm. Continues fighting.
Failure by 1–3Shaken: −2 dice to all actions until rallied or threat removed
Failure by 4–6Breaks: Attempts to flee. Will surrender if cornered.
Failure by 7+Routs: Panicked flight. Drops weapons, screams, tramples allies.

Rallying

A Shaken or Broken NPC can be rallied by a leader:

Action: Rally (Tempo 4). Roll: SWAY + Force or Persuasion vs. TN 11.

Success: Target returns to normal morale. Failure: Target remains Shaken/Broken. Critical: Target gains +1 die to all actions for rest of scene (inspired).

Routed NPCs cannot be rallied in combat. They’re gone.

Morale by Enemy Type

Enemy TypeMorale TraitNotes
Bandits/RaidersNormalFight for profit; flee when cost exceeds reward
Consortium EnforcersDisciplined (+2)Trained soldiers; hold longer
Dust VulturesAggressive (−1)Attack-focused; may flee if overwhelmed
Redeemer InquisitorsFanatic (−4)Fight to the death against “witches”
IronbrandsProfessional (+2)Contract-bound; won’t break unless released
Veil-BornFearlessNo morale checks; fight until destroyed
Hollow MenMindlessNo morale checks
TownspeopleFragile (−2)Break easily; not fighters

When to Use Morale

Use morale when: You want combat to end without total party kills, enemies are intelligent humans with self-preservation instincts, the situation has changed dramatically, or you want to reward intimidation and terror tactics.

Skip morale when: Fighting mindless enemies (undead, constructs), enemies are cornered with nothing to lose, it’s a boss fight, or the narrative demands a fight to the death.

Player Intimidation

Intimidate Action

Tempo: 4

Roll: IRON + Force (physical threat) or SWAY + Force (presence)

TN: Target’s ECHO + 8

Success: Target must make an immediate Morale check at +2 TN.

Critical: Target automatically fails the Morale check.

Section X: Quick Encounter Generator

Random Road Encounters (d10)

RollEncounter
1Mirage: Illusion of safety; approaching causes 1 Strain
2Vulture Ambush: 2d6 raiders; want water, will negotiate
3Hanging Tree: 1d3 Hollow Men waiting in ambush
4Wrecked Convoy: 50% loot (Cost 3 items) / 50% Fen-Wraith trap
5Pilgrim: Blind Redeemer; offers prophecy or curse
6Storm Front: Survival check (GRIT TN 13) or lose 1 AR to acid/hail
7Ghost Train: Spectral echo; touching causes 1d6 Strain
8Oasis: Real water—guarded (Stone-Bear) or tainted (50/50)
9Peddler: Sells “cures” (Snake Oil, Laudanum); might be a devil
10Quiet: Nothing happens. Remove 1 Tension Die.

Quick Reference: Initiative Results

MarginStart TickState
Failure6Surprised
0–34Slow
4–63Ready
7–92Fast
10+0Instant

Quick Reference: Common Action Tempos

ActionTempo
Draw Weapon2
Aim2
Scramble3
Take Cover3
Steady Shot (Pistol)4
Strike (Medium Melee)4
Reload (Speed)4
Grapple5
Steady Shot (Rifle)5
Recover / Manual Reload6

Quick Reference: Range Band TN Modifiers

RangePistolRifleShotgun
Point-Blank−2+2−2
Close/Near— / +2
Far+2+4
Extreme+4+2N/A

Quick Reference: Cover & Damage

CoverTN Mod
Exposed−1
Light+2
Hard+4
Fortified+6

Damage Formula

Damage = WR + Steps − AR

Quick Reference: Health States

StateThresholdEffect
Healthy> ½ VitalityNone
Wounded≤ ½ Vitality−1 die physical
Downed0 VitalityBleeding Out
Dead−IRON VitalityGone

The Nightmare Is Managed. Now Map the Frontier.

You have the tools. Now explore the Five Killing Grounds, the cursed landmarks, and the settlements clinging to survival.

Chapter 9: The Atlas →