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 | Engineering, Labor, 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. That is the price of the gift. Psionics are distrusted and hunted by the Redeemers, and they 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. The walls are built from who you are: the experiences that shaped you, the people you love, the secrets you keep, the wounds you carry. In The Veil & Lead, that fortress is the Memory Palace, and it consists of five distinct slots called Pillars.
When the Veil tries to tear your mind apart, or when you draw upon the chaotic energy of the Current, these Memories are the sandbags holding back the flood. They are your anchors to humanity, your fuel for desperate moments, and ultimately the currency you spend to change the world.
You already have your first Memory (The Scar) from Step 3. Now write the other four.
| Pillar | Source | What It Is |
|---|---|---|
| The Scar | Tragedy | The wound that defined you |
| The Root | Origin | A sensory detail of home |
| The Drive | Calling | Why you keep fighting |
| The Anchor | Bond | Who you love |
| The Secret | Hidden | What you hide from others |
Creating Meaningful Memories
The best Memories share four qualities:
- Sensory and specific. A Memory should evoke sight, sound, smell, taste, or touch. “The smell of coal smoke and my mother’s cough” is stronger than “I grew up poor.”
- Emotionally resonant. The Memory should carry weight. When you invoke it, you should feel something.
- Brief. A single sentence or short phrase. Memories are impressions, not essays.
- Actionable. You should be able to imagine situations where this Memory could motivate or guide your character.
A bad Memory is generic (“I had a happy childhood”). A good Memory is the splinter you can’t pull out.
THE SCAR (Tragedy)
The wound that defined you.
Your Scar is the Memory that broke you, and in breaking, shaped who you became. It emerges from your Tragedy, the event during character creation that changed everything. A good Scar captures the moment of impact: the sensory details burned into your mind during trauma. This is the Memory that wakes you at night. It hurts to recall, and that pain has power.
Scar Prompts by Tragedy
| Tragedy | Example Scars |
|---|---|
| The Raid | ”The smell of burning pine and my sister’s scream.” / “Boot prints in the blood on the kitchen floor.” |
| The Debt | ”The Baron’s gold ring as he signed the papers.” / “My father’s hands shaking as he handed over the deed.” |
| The Miracle | ”The blue light in the darkness that shouldn’t have been there.” / “The warmth in my chest when everything else was cold.” |
| The Duel | ”The surprise on my brother’s face when he fell.” / “The weight of the pistol and how easy it was.” |
| The Illness | ”The taste of bitter medicine and my mother’s tears.” / “The fever dreams where I spoke to something in the dark.” |
| The Betrayal | ”The dust from his boots as he walked away with everything.” / “Her smile the moment before I understood.” |
Sparking The Scar: The Scar can be invoked when drawing strength from old pain, channeling rage or grief, or refusing to let history repeat itself.
THE ROOT (Origin)
A sensory detail of home.
Your Root is where you came from, a single vivid impression that captures the place that made you. It ties to your Origin and represents the environment that shaped your earliest self. The Root grounds you. When everything else is chaos, this Memory reminds you that you existed before the Frontier tried to kill you.
Root Prompts by Origin
| Origin | Example Roots |
|---|---|
| Consortium City-Born | ”The hiss of steam pipes in the walls.” / “Gaslight on wet cobblestones at midnight.” / “The taste of coal dust in every breath.” |
| Dust-Born | ”The silence before a sandstorm.” / “The smell of my mother’s tent after rain.” / “Stars undimmed by smoke or gas-light.” |
| Veil-Touched | ”The hum that only I could hear.” / “The cold spot in my childhood room.” / “My reflection blinking when I didn’t.” |
| Rail-Rider | ”The rhythm of wheels on endless track.” / “The smell of a dozen strangers in a boxcar.” / “The horizon always moving, never arriving.” |
Sparking The Root: The Root can be invoked when navigating your home terrain, understanding people from your background, drawing on skills learned in childhood, or finding comfort in familiar things.
THE DRIVE (Calling)
Why you keep fighting.
Your Drive is the reason you haven’t laid down and let the ash bury you. It connects to your Calling and represents your purpose, the thing that pushes you forward when your body wants to stop. The Drive is forward-looking. Where The Scar is about what happened to you, The Drive is about what you’re going to do about it.
Drive Prompts by Calling
| Calling | Example Drives |
|---|---|
| Gunhand | ”Someone has to hold the line.” / “They killed everyone I swore to protect. I’m still counting.” |
| Muck-Raker | ”There’s wealth enough to escape this life.” / “My family eats because of what I find.” |
| High-Roller | ”The next hand could change everything.” / “I’ll never be powerless again.” |
| Shepherd | ”I’ve seen what waits beyond death. My job is keeping people on this side.” / “Someone has to tend the wounded.” |
| Rail-Jack | ”The rails belong to everyone, not just the Consortium.” / “If it runs on steam, I can break it. Or fix it.” |
| Psy-Slinger | ”This curse might as well be useful.” / “Power is the only freedom that matters.” |
| Mindweaver | ”If I don’t control this, it controls me.” / “I see what people hide. Someone has to.” |
| Seer | ”I’ve seen how this ends. I’m trying to change it.” / “The future is a wound I keep picking at.” |
| Flesh Shaper | ”Bodies break. I fix them. It’s simple.” / “Pain is just information.” |
| Bastion Soul | ”The Current took everything from me. Now I’m the wall it breaks against.” / “I refuse to bend.” |
Sparking The Drive: The Drive can be invoked when pushing through exhaustion, refusing to abandon your purpose, acting in accordance with your core motivation, or inspiring others with your conviction.
THE ANCHOR (Bond)
Who you love.
Your Anchor is a person, someone whose existence reminds you that you’re still human. They might be living or dead, present or distant, known to the party or kept private. What matters is that they matter to you more than survival itself.
The Anchor has special mechanical significance. The Anchoring recovery method (which clears 2 Erosion during Downtime) requires a meaningful scene with someone connected to your Anchor Memory. If your Anchor is burned and the slot remains empty, you cannot use Anchoring until you Harden a new Memory in that Pillar.
Anchor Prompts
- A spouse, lover, or former flame whose face you still see when you close your eyes
- A child (yours by blood or by choice) whose future you’re fighting for
- A mentor who believed in you when no one else did
- A sibling who still writes letters you can’t bring yourself to answer
- A dead friend whose voice you still hear giving advice
- A rival whose respect matters more than you’ll admit
- A stranger you failed to save, whose memory drives you to save others
Sparking The Anchor: The Anchor can be invoked when protecting someone who reminds you of your Anchor, acting as your Anchor would want you to act, fighting to return to someone who waits for you, or drawing strength from the knowledge that someone believes in you.
THE SECRET (Hidden)
What you hide from others.
Your Secret is something true about you that you don’t want known. It might be shameful, dangerous, illegal, or simply private, but it’s yours alone, and its exposure would change how others see you.
The Secret is narrative fuel for the GM. At some point during the campaign, your Secret will threaten to surface. Strangers will appear who know what you’ve done. Evidence will emerge. Someone will ask the wrong question. How you handle that moment defines your character.
When you create your Secret, consider sharing it privately with the GM while keeping it hidden from other players. The reveal becomes more powerful when the other characters learn it alongside their players.
Secret Prompts
- A crime you committed that someone else was blamed for
- A betrayal you’re ashamed of, buried so deep you almost believe your own lies
- The truth about your origins, who your parents really were, or what you really are
- Something you witnessed that powerful people want kept quiet
- A deal you made with someone (or something) you shouldn’t have trusted
- A desire you can’t admit to yourself, let alone anyone else
- A connection to a faction you’ve publicly rejected
- A death you caused that wasn’t as justified as you’ve told yourself
Sparking The Secret: The Secret can be invoked when using knowledge from your hidden past, lying to protect your history, acting to keep your secret buried, or drawing on skills or connections tied to the person you’re pretending not to be.
For how Memories are Sparked (The Blaze and The Ember), how they form your Bulwark against mental intrusion, how they Burn when Erosion breaks you, and how empty slots are Hardened into something new, see Chapter 2: The Soul.
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, with a 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.