Book I — The Drifter
Chapter 1: The Long Road
“Out here, you don’t get to be born. You get to survive being born. There’s a difference.” — Frontier midwife’s saying
Every character in The Veil & Lead is a survivor of something. The world ended forty-seven years ago, and what walks the dust now is the second or third generation of people who have made peace with that fact — or refused to. Your character emerged from somewhere, lost something that shaped them, and chose a way to make a living in the wreckage.
This chapter walks the seven steps of building that character. Take your time. The choices here are mechanical, but they are also the seeds of every scene to come.
The Baseline
Starting characters in The Veil & Lead are competent, not heroic. You are a journeyman, not a saint. You have skills enough to take work, training enough to survive a fair fight, and exactly one terrible memory that taught you who you are.
Mechanically, every starting character has:
- Six Attributes (IRON, GRIT, QUICK, SAVVY, SWAY, ECHO), each at Rank 1, with a pool of 7 points to distribute (Rank cap 4 at creation, hard cap 5 ever).
- One Origin, which provides a free Skill at Rank 2 and a Specialization.
- One Tragedy, which forms your Scar (the first of your five Core Memories) and grants one mechanical hook.
- One Calling, which provides starting Talents, gear, and a role identity.
- Skills purchased with 30 XP at character-creation costs (see the XP Progression Costs reference table).
- Five Core Memories filling your Memory Palace — the Scar from Tragedy, plus the Root, Drive, Anchor, and Secret defined during Finishing Touches.
The full mechanical reference for attribute caps, starting XP, and skill costs lives in the xp-progression-costs reference table. This chapter focuses on the order of operations and the narrative work each step is asking you to do.
Step 1: Choose Your Origin
Your Origin is where you came from — the place and people that raised you, the dialect you speak when you’re angry, the food you crave when you’re homesick. The Frontier has four canonical origins: Consortium City, Dust-Born, Rim-Born, and Outsider.
Each Origin grants:
- A starting Skill at Rank 2 (e.g., Consortium City gives you Society 2; Dust-Born gives you Frontier 2).
- A free Specialization in that Skill.
- A handful of cultural prompts that suggest accents, biases, and family ties.
Look through the four Origin files and pick the one that fits the story you want to tell. Don’t optimize. The mechanical bonus is small; the roleplay leverage is large.
Step 2: Choose Your Tragedy
Every player character is broken before the campaign starts. The break is your Tragedy, and the wound is your Scar — the first Pillar of your Memory Palace.
The six canonical Tragedies are The Raid, The Debt, The Lost, The Mistake, The Mark, and The Reckoning. Each is associated with a sensory prompt for your Scar Memory (the smell of burning pine, the gold ring as he signed the papers, the dust on his boots as he walked away) and a mechanical hook that activates in play.
Tragedies are not flavor. They will come up at the table. The Raid produces characters who hesitate at the sound of horses. The Debt produces characters who refuse to owe anyone anything. The Mark produces characters who can’t sleep with their back to a door. Choose a Tragedy you want to play through, not around.
Your Scar is the only Memory you build during Step 2; the other four Pillars come later.
Step 3: Choose Your Calling
Your Calling is your archetype — the role you fill on the Frontier. Five are mundane: Gunhand (the soldier and brawler), Muck-Raker (miner and demolitions), High-Roller (gambler and face), Shepherd (medic and protector), Rail-Jack (engineer and saboteur). Five are Psionic: Psy-Slinger, Mindweaver, Seer, Flesh Shaper, Bastion Soul — one for each of the five Disciplines.
Each Calling file specifies:
- A handful of starting Talents (Rank 1, and a Calling-Talent unique to the archetype).
- A list of starting gear appropriate to the role.
- A suggested primary Attribute and primary Skill.
- An identity prompt — how this Calling fits into Frontier society.
Psionic Callings additionally have:
- A required ECHO rank (minimum 2 at creation).
- A starting Focus item (signature firearm for Psy-Slingers, surgical tools for Flesh Shapers, etc.).
- Access to a single Discipline and its Rank 1 Talents.
If you take a Psionic Calling, you commit to the long-term cost of Erosion. Read Chapter 2 (The Soul) before you finalize this decision.
Step 4: Distribute Attributes
You have 6 Attribute Points to distribute across the six Attributes, on top of the Rank 1 baseline. (So your maximum starting Attribute is 1 + 4 = Rank 5… but spending all 6 points on one Attribute leaves the other five at 1, which is brutal.)
The Attributes are:
- IRON — physical strength, raw force, intimidation.
- GRIT — endurance, willpower, Strain capacity.
- QUICK — reflexes, agility, the basis of Initiative and Defense.
- SAVVY — perception, intuition, situational awareness.
- SWAY — charm, deceit, presence.
- ECHO — psionic capacity, soul depth, Erosion capacity.
Non-Psionic characters can leave ECHO at Rank 1; Psionic Callings require ECHO 2 minimum. Higher ECHO grants larger Erosion capacity (ECHO + 5) and access to higher-Rank Talents (ECHO must equal or exceed the Talent’s Rank to attempt it).
Attribute caps are Rank 5 at all stages of play; you cannot raise an Attribute above 5 even with XP.
Step 5: Spend Starting XP on Skills
You begin with 30 XP to spend on Skills, using the standard progression costs (4 XP for Rank 0→1, 6 XP for 1→2, 9 XP for 2→3, 15 XP for 3→4). Cap at Rank 4 at creation. See the xp-progression-costs reference table for the full schedule.
There are 25 Skills across five categories (Combat, Physical, Social, Mental, Frontier/Psionic). Your Origin gives you one at Rank 2 free; your Calling suggests one or two more as primary picks. Beyond that, choose Skills that match the kind of character you want to play.
A common opening spread for a starting character: one Skill at Rank 3, two Skills at Rank 2, three Skills at Rank 1. That spends 24 XP. The remaining 6 XP can buy two more Rank 1 Skills or save for a Specialization later.
Step 6: Equipment
Your Calling gives you a starting gear loadout. Beyond that, starting characters receive §50 Scrip (Consortium paper currency) plus a region-appropriate bundle of essentials — waterskin, bedroll, rations for one week, basic clothing.
Special Calling considerations:
- Psy-Slingers begin with a Bonded Focus firearm — the same gun they will channel through for the rest of their career.
- Flesh Shapers begin with Surgical Tools that double as their Focus.
- Bastion Souls begin with an Iron Token or salt-circle kit appropriate to their work.
- Seers begin with a deck of cards, a set of bone dice, or another divination Focus.
- Mindweavers begin with a small mirror, prism, or scrying object.
Special ammunition (Salt Rounds, Iron-Core, Ghost-Rock Dust) is purchased separately and is expensive — see the equipment files for prices.
Step 7: Finishing Touches
You have one Memory — the Scar. You need four more to complete your Memory Palace. Fill them in this order:
- The Root (Origin) — a sensory anchor to home. Specific and small. “The smell of coal smoke and my mother’s cough.” “The way the rope creaked when grandfather lit the lantern.”
- The Drive (Calling) — why you keep doing what you do. “Because someone has to stand between them and the dark.” “Because the Consortium took everything, and I’m taking it back.”
- The Anchor (Bond) — who you love or owe. A name. A face. “Eliza’s laugh on a summer evening.” “The promise I made over Jacob’s grave.”
- The Secret — what you hide. The thing that would cost you everything if it surfaced. “I’m the one who set the fire.” “I’m not who I say I am.”
Each Memory is one sentence. Each should be specific, sensory, and emotionally weighted. Refer to the Memory Palace rules in Chapter 2 for the full guidance.
Once your five Pillars are set, name your character, decide their pronouns and rough appearance, and you are ready for the table.
Worked Example: Caleb “Sundown Stitch” Vance
Caleb is a Psy-Slinger. He grew up in the rail-yards of Rustwater (Rim-Born Origin → Frontier 2 + Specialization: Rail-Towns). His parents were debt-laborers who died when the Consortium repossessed the family homestead — that’s his Tragedy: The Debt, and his Scar is “The Baron’s gold ring as he signed the papers.”
He chose the Psy-Slinger Calling — Channel + Ballistics. Primary Attribute: QUICK 4. ECHO 2 (minimum). IRON 2, GRIT 2, SAVVY 3, SWAY 1. He spent his 30 XP on Ballistics 3, Channel 2, Awareness 2, Brawl 1.
He took the Psy-Slinger starting kit: a rune-etched Peacemaker (Bonded Focus), 24 rounds, a duster, a knife, and §50 in Scrip. He starts with three Talents: Ghost Bullet (Rank 1 Cantrip), Tracer Round (Rank 1 Cantrip), and the Psy-Slinger Calling Talent.
His remaining Memories: The Root — “The taste of black coffee at the rail-yard 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 sometimes hear my father’s voice when I channel.”
Caleb is now a character. He has skills, gear, a discipline, and a memory palace. He has reasons to fight and reasons to be careful. He is ready for the long road.