Book I — The Drifter
Chapter 1: The Long Road
“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 assigning numbers to a sheet; it is 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.
Every character is defined by three things: Attributes (innate capability), Skills (trained competence), and Memories (the experiences that anchor you to humanity and fuel your power). When you act, you roll a dice pool of d8s equal to Attribute + Skill and keep the two highest. This chapter walks the order of operations that turns a blank sheet into someone ready for the dust.
The Six Attributes
Attributes are rated 1–5, where 1 is a notable weakness, 2 is the human baseline, and 5 is the peak of human potential. Every character starts with all six at Rank 1.
| Attribute | Governs |
|---|---|
| IRON | Strength, Vitality, melee damage, Death threshold |
| GRIT | Endurance, Strain capacity, poison/disease resistance, Mettle (partial) |
| QUICK | Reflexes, Defense (partial), Initiative, ranged combat |
| SAVVY | Perception, Mettle (partial), technical skills, Defense (partial) |
| SWAY | Social leverage, leadership, influence |
| ECHO | Willpower, psionic power, Erosion capacity, mental defense |
ECHO and Psionics: To use a Psionic Talent, your ECHO must be equal to or greater than the Talent’s Rank. Everyone has ECHO 1 baseline, so a beginning Psionic can channel Rank 1 Talents without raising it, but higher Ranks demand higher ECHO.
Caps: No Attribute may exceed Rank 4 at creation, or Rank 5 ever (raising to 5 requires play and XP).
The Skills
Skills are rated 0–4. All skills begin at Rank 0 (Untrained). Rolling a skill you don’t have is done with Disadvantage: roll one extra die, discard the highest, then keep the best two of the rest.
There are 25 Skills across seven categories: Combat, Physical, Social, Knowledge, Survival, Technical, and Psionic. The full list with Attribute pairings and example uses lives in this chapter’s reference table; for now, know that your starting ranks come from your Origin, your Calling, and your Freebie points (below), all capped at Rank 2 at creation.
Step 1: The Baseline
Begin here. Write Rank 1 in all six Attributes and Rank 0 in every Skill.
You are not special. Not yet. You are hungry, tired, and likely haunted. Across the next four steps you will gain four +1 Attribute increases (one each from Origin, Tragedy, Calling, and Freebies) and a pool of Skill ranks to spend. That is the entire budget. There is no separate point-buy and no starting XP. The calluses you build over your soul come from the choices that follow.
Step 2: Origin
Where were you born? Your Origin defines your accent, your outlook, and the strengths you developed before you could choose for yourself. Choose one. Gain its Attribute Bonus and one Native Skill at Rank 1.
| Origin | Attribute Bonus | Native Skill (Rank 1) |
|---|---|---|
| Consortium City-Born | +1 SAVVY or SWAY | Streetwise or Scrounge |
| Dust-Born (Wasteland Survivor) | +1 GRIT or IRON | Frontier or Resilience |
| Veil-Touched (The Cursed) | +1 ECHO or SAVVY | Insight or Lore |
| Rail-Rider (The Drifter) | +1 QUICK or GRIT | Ride or Finesse |
Don’t optimize. The mechanical bonus is small. The roleplay leverage (where you’re from, who raised you, what you crave when you’re homesick) is large.
Step 3: Tragedy
What broke you? Nobody walks the Long Road whole. Your Tragedy is the defining wound of your life, and it forms your Scar, the first Pillar of your Memory Palace. Choose one. Gain its Attribute Bonus and write down your first Core Memory.
| Tragedy | Attribute Bonus | Example Scar 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.” |
Tragedies are not flavor. They will come up at the table. Choose one you want to play through, not around. Your Scar is the only Memory you write now; the other four Pillars come in Step 6.
Step 4: Calling
How do you survive? Your Calling is your profession and archetype. Choose one, then:
- Add +1 to its Prime Attribute.
- Distribute 6 Skill Points among its Career Skills (maximum starting Rank 2).
- Select your two Starting Talents.
- Record your Starting Gear.
The Mundane Callings
These rely on skill, grit, and iron, not the Current.
| Calling | Prime Attribute | Career Skills | Starting Talents |
|---|---|---|---|
| The Gunhand (Mercenary/Lawman) | +1 QUICK or IRON | Ballistics, Brawl, Force, Awareness, Ride | One Gunhand + one Mundane |
| The Muck-Raker (Laborer/Prospector) | +1 IRON or GRIT | Force, Athletics, Scrounge, Melee, Resilience | One Muck-Raker + one Mundane |
| The High-Roller (Face/Gambler) | +1 SWAY or SAVVY | Deceit, Gamble, Finesse, Insight, Persuasion | One High-Roller + one Mundane |
| The Shepherd (Redeemer/Medic) | +1 SAVVY or ECHO | Medicine, Lore, Insight, Resilience, Frontier | One Shepherd + one Mundane |
| The Rail-Jack (Saboteur/Technician) | +1 QUICK or SAVVY | Finesse, Stealth, Scrounge, Demolitions, Streetwise | One Rail-Jack + one Mundane |
The Psionic Callings
These draw on the Current. Every Psionic Calling starts with 1 point of Erosion already marked. It’s the price of the gift. Psionics are distrusted and hunted by the Redeemers, and slowly erode their own souls. Read Chapter 2 (The Soul) before you commit.
| Calling | Prime Attribute | Career Skills | Starting Talents | Focus |
|---|---|---|---|---|
| The Psy-Slinger (Gun Channeler) | +1 QUICK | Channel, Ballistics, Focus, Awareness, Force | Ghost Bullet (R1) + one Mundane | Rune-Etched Revolver |
| The Mindweaver (Telepath) | +1 SWAY | Channel, Deceit, Insight, Stealth, Persuasion | The Nudge (R1) + one Mundane | Prism Crystals |
| The Seer (Oracle) | +1 SAVVY | Channel, Insight, Lore, Scrounge, Awareness | Glimpse (R1) + one Mundane | Tarot Cards or Bone Dice |
| The Flesh Shaper (Healer) | +1 GRIT | Channel, Medicine, Resilience, Insight, Melee | Knit Flesh (R1) + one Mundane | Surgical Tools |
| The Bastion Soul (Anchor) | +1 IRON | Channel, Resilience, Force, Brawl, Awareness | Kinetic Dampener (R1) + one Mundane | Iron Shield or Iron Bracers |
Each Calling also lists specific Starting Gear in its full entry (weapons, kit, and the Focus item above). Psionic Callings access a single Discipline and its Rank 1 Talents.
Step 5: Freebie Points
Customize with a final allocation:
- +1 to any Attribute (maximum starting Rank 4).
- +4 Skill Points to spend on any Skills (maximum starting Rank 2). You may buy new Skills or raise existing ones.
This is your fourth and final +1 Attribute increase, bringing your Attribute total to baseline (six 1s) plus four points spread across the build.
Step 6: The Memory Palace
Your mind is a fortress with five Pillars. You already have the Scar, now write the other four. Each Memory is specific, sensory, and emotionally weighted.
| Pillar | Source | What It Is | Example |
|---|---|---|---|
| The Scar | Tragedy | The wound that defined you | ”The surprise on my brother’s face.” |
| The Root | Origin | A sensory detail of home | ”The smell of coal smoke and machine oil.” |
| The Drive | Calling | Why you keep fighting | ”The weight of the badge in my pocket.” |
| The Anchor | Bond | Who you love | ”Maeve’s laugh on a summer evening.” |
| The Secret | Hidden | What you hide from others | ”I know who really started the fire.” |
Keep them sensory and specific. “The smell of coal smoke and my mother’s cough” beats “I grew up poor.” See Chapter 2 for how Memories are spent, eroded, and burned.
Step 7: Derived Statistics
Calculate these from your final Attributes:
| Statistic | Formula | Typical Range |
|---|---|---|
| Vitality (HP) | IRON + 8 | 9–12 |
| Defense | 8 + (higher of QUICK or SAVVY) | 9–12 |
| Speed | QUICK + Athletics + 3 | 4–10 |
| Initiative | QUICK + Awareness | 1–6 |
| Mettle | (SAVVY + GRIT) ÷ 2, round up | 1–4 |
| Strain Cap | GRIT + 3 | 4–8 |
| Erosion Cap | ECHO + 5 | 6–10 |
Vitality is what you can absorb before Bleeding Out. Mettle is your reserve of desperate will, spent on Reactions, rerolls, and clutch moments. Strain Cap and Erosion Cap measure how much exhaustion and supernatural wear you can take before it starts costing you Vitality, or your Memories.
Step 8: Final Details
Record 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).
Then name your character. The Frontier favors simple names, nicknames, and epithets: given names like Caleb, Maeve, Rook, Edith; nicknames like “Coffin Smile,” “Preacher,” “Doc”; surnames that are occupational (Smith, Cooper) or descriptive (Crow, Stone, Rivers). Decide pronouns and rough appearance, and you are ready for the table.
Character Creation Summary
| Step | Action | Gains |
|---|---|---|
| 1 | Record Baseline | All Attributes 1, all Skills 0 |
| 2 | Choose Origin | +1 Attribute, 1 Skill at Rank 1 |
| 3 | Choose Tragedy | +1 Attribute, first Core Memory (Scar) |
| 4 | Choose Calling | +1 Attribute, +6 Skill Points, Gear, 2 Talents |
| 5 | Apply Freebies | +1 Attribute, +4 Skill Points |
| 6 | Create Memories | Complete the Memory Palace (4 more) |
| 7 | Calculate Statistics | Vitality, Defense, Speed, Initiative, Mettle, Strain Cap, Erosion Cap |
| 8 | Final Details | Name, personal item, §20 Scrip, gear |
Worked Example: Caleb “Sundown Stitch” Vance
Caleb grew up in the rail-yards of Rustwater, a Rail-Rider Origin, taking +1 QUICK and Finesse 1. His parents were debt-laborers who died when the Consortium repossessed the family homestead: his Tragedy is The Debt (+1 SWAY), and his Scar is “The Baron’s gold ring as he signed the papers.”
He takes the Psy-Slinger Calling (+1 QUICK). He distributes his 6 Calling Skill Points as Ballistics 2, Channel 2, Awareness 1, Force 1, and selects Ghost Bullet (Rank 1) plus one Mundane Talent. His gear: a Rune-Etched Revolver (Psionic Focus) and a Heavy Coat. As a Psionic, he starts with 1 Erosion already marked.
For Freebies, he puts +1 into ECHO and spends 4 Skill Points on Focus 1, Brawl 1, Stealth 1, and a second rank of Awareness.
Final Attributes: IRON 1, GRIT 1, QUICK 3, SAVVY 1, SWAY 2, ECHO 2. Final Skills: Ballistics 2, Channel 2, Awareness 2, Finesse 1, Force 1, Focus 1, Brawl 1, Stealth 1. Derived: Vitality 9, Defense 11, Speed 6, Initiative 5, Mettle 1, Strain Cap 4, Erosion Cap 7 (1 already marked).
His remaining Memories: The Root: “The rhythm of boxcar wheels and cold coffee at dawn.” The Drive: “Because the Baron’s still alive somewhere, and his ring still fits.” The Anchor: “My sister Lily, who works the wash-line at Rustwater.” The Secret: “I hear my father’s voice when I channel.”
Caleb is a fragile thing, one good Strain Cap of 4 and a single point of Vitality over the baseline, which is exactly the point. He has reasons to fight and reasons to be careful. He is ready for the long road.