Book I — The Drifter

Chapter 2: The Soul

memoryerosionprogressioncore-mechanic

“You think the bullets are what kill you? No, son. The bullets just stop the heart. It’s the forgetting that kills the man.” — Father Jebediah, Redeemer Priest

Your character is defined by their soul. It is a resource. It is the fuel for your power, the armor against the madness of the Veil, and the only thing distinguishing you from the monsters you hunt.

This chapter covers three interlocking systems: the Memory Palace (the five Pillars that make you you), the Erosion track (the slow damage to that structure), and Experience (the way the structure grows when it isn’t crumbling).

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.

The Five Pillars

PillarSourceDescription
The ScarTragedyThe wound that defined you
The RootOriginA sensory detail of home
The DriveCallingWhy you keep fighting
The AnchorBondWho you love
The SecretHiddenWhat you hide from others

You create your first Memory (The Scar) when you choose your Tragedy. The remaining four Pillars are completed during the Finishing Touches step of character creation (see Chapter 1).

What Makes a Good Memory

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.

Using Memories

Memories interact with the game in three ways: as active fuel (the Spark), as passive defense (the Bulwark), and as psionic currency (the Fuel for Miracles).

The Spark (Active Benefit)

Once per session per Memory, you may Spark that Memory and invoke it for immediate benefit. Choose one of two options:

  • The Blaze: Narrate how the Memory motivates, guides, or empowers you in this moment. Sum the three highest dice instead of two on the relevant roll. Devastating on big rolls; lets a small pool punch above its weight.
  • The Ember: Narrate how the Memory steadies your resolve without directly aiding your action. Recover 2 Mettle instead of gaining dice. The pressure-release valve for long, draining scenes.

Each Memory can only be Sparked once per session, regardless of which benefit you choose. The narrative connection must be plausible. Sparking your Anchor (a person you love) for an Intimidation check is a stretch unless you can sell it (“The thought of what they’d do to her if I fail makes my voice colder than I’ve ever heard it”). The GM is the final arbiter. You cannot Spark during Downtime, only during active play.

The Bulwark (Passive Defense)

Your intact Memories form a barrier against mental intrusion and supernatural fear. The more of yourself that remains, the harder you are to break.

Intact MemoriesMental Defense Bonus
5 Memories+2
3–4 Memories+1
0–2 Memories+0

The Bulwark applies to ECHO + Resilience checks against Fear, ECHO + Focus checks against psionic intrusion, and any roll to resist effects targeting your sanity or sense of self. As your Memories burn away, your defenses crumble. A character with only one or two Memories left is fragile (vulnerable to Mindweavers, to the whispers of the Veil, and to their own unraveling mind).

The Fuel (Psionic Cost)

For Psionics, Memories are the ultimate currency. A Rank 5 Miracle costs one Memory, burned permanently. This is detailed in Chapter 6.

Even mundane characters can lose Memories. Backlash, full Erosion, and certain Veil-Born entities can all force a Memory Burn. The Palace is never truly safe.

Erosion: The Slow Poison

Erosion is the cumulative damage to your soul from touching the Current. Each use of Psionic power leaves a mark. Over time, these marks accumulate, wearing away the barriers between your mind and the Veil. Unlike Strain (the temporary fatigue from exertion), Erosion does not heal from rest.

Your Erosion capacity equals ECHO + 5. The full sources and recovery methods live in the Erosion keyword and the erosion-sources and strain-sources reference tables. The short version: Rank 3 Talents cost 1 Erosion, Rank 4 cost 2, two 1s on Bleed Dice (the Tear) cost 1, and exposure to Thin Places or supernatural horror can add more. Recovery is slow and deliberate (spending XP, indulging a Vice, or Anchoring with someone you love).

Veil Bleed: The Visible Cost

As Erosion accumulates, you don’t just lose points on an internal track. You change, and the world sees you change. This is Veil Bleed, and it progresses in four stages with worsening penalties and roleplay cues.

ErosionStageMechanical Penalty
1–2TremorNone (symptoms only: headaches, nosebleeds, trembling hands)
3–4Flicker−2 dice to Awareness (hallucinations at the edge of vision)
5–6Scarring−2 dice to Social checks (minor memory gaps; you unsettle people)
7+Threshold−3 dice to both Awareness and Social (can’t tell hallucination from reality)
FullBreakBurn 1 Memory, reset Erosion to 0

The roleplay cues matter as much as the penalties. A Veil-Bled character acts differently. Describe the symptoms. Comment on the wrongness. React to things others don’t see. Veil Bleed is meant to be a horror you live with, not a number you minimize.

The Break: Burning a Memory

When your Erosion track fills completely, you experience a Break. One of your Memories is torn away, consumed by the Current, dissolved into the static between worlds.

  1. Choose a Memory. You decide which Pillar to sacrifice. The choice should reflect the narrative. If you’ve been pushing yourself in combat, perhaps The Drive goes. If you’ve been ignoring your relationships, perhaps The Anchor.
  2. Strike it from your sheet. The Memory is gone. You forget it immediately and completely. You cannot remember what it was, only that something is missing.
  3. Reset your Erosion. The track returns to 0. The wound has closed, but part of you closed with it.

Other characters might notice the change before you do. Your personality shifts. Old habits disappear. The person they knew is slightly different now, and you can’t explain why.

The Empty Slot

An empty Memory slot affects you in several ways:

  • Reduced Bulwark. Fewer Memories means a lower Mental Defense bonus.
  • No Spark. You cannot Spark a Memory that doesn’t exist.
  • Anchoring blocked. If your Anchor slot is empty, you cannot use Anchoring (the +2 Erosion recovery method) until you Harden a new Memory there.
  • Narrative weight. The GM may describe moments where you reach for something that isn’t there: a name you can’t remember, a reflex tied to an identity you no longer have.

Hardening: Forging a New Memory

When you have an empty slot, you can eventually fill it. The process is called Hardening, and the result is a Hardened Memory.

Hardened Memories are built from recent pain. They function like original Memories, but they are different in character. Where original Memories might be warm, hopeful, or joyful, Hardened Memories are forged in the aftermath of loss — determination where there was once hope, vengeance where there was once love, survival where there was once belonging.

Requirements

  • Cost: 8 XP.
  • Timing: Downtime only. You cannot Harden during active play.
  • The Absence: You cannot Harden a Memory during the same Downtime in which it was burned. You must live with the empty slot for at least one session. The void must be felt before it can be filled.
  • Narrative Source: The new Memory must stem from events that occurred after the original was lost. You are building something new from recent experience.
  • Scene Requirement: Roleplay a brief scene, solo or with others, that establishes the moment this new Memory crystallized.

What a Hardened Memory Can Fuel

A Hardened Memory counts toward your Bulwark and can be burned by Erosion or spent on Miracles like any other. But its Spark is restricted by emotional register. It can fuel your survival, not your joy.

Hardened Memories CAN be Sparked forThey CANNOT be Sparked for
Survival and enduranceCharm, seduction, or gentle persuasion
Violence and aggressionJoyful creativity or playful improvisation
Fear, grief, or cold determinationHopeful inspiration
Protecting what remainsTender emotional connection
Vengeance or justiceAppeals to innocence or mercy

This restriction reflects the nature of what you’ve become. The shift in tone is the point. A Hardened Memory reads like “The grave I dug for her with my bare hands” where the original read “Maeve’s laugh on a summer evening.” Write it into a scene during play: your character noticing what’s left, what’s grown in the wound.

The Hollow

When your fifth and final Memory is burned, you become Hollow.

  • Your character is no longer playable; they become an NPC under the GM’s control.
  • The body remains. It still walks, breathes, and reacts to stimuli. The meat continues.
  • The identity is gone. You remember nothing. No name, no history, no connections.
  • Something else may remain. The Current fills empty vessels. Some Hollows turn violent, lashing out at anything that moves; some go passive, standing in place until they starve; some become actively malevolent, hosting fragments of the Veil that wanted a door into the world.

The fate of the Hollow is grim. The Circle of Ash maintains sanctuaries where the empty shells are cared for by those who hope the person inside might someday return — they never do. The Redeemers burn Hollows on sight, considering the empty body a vessel for corruption. Most Hollows simply wander until something kills them; the Frontier is not kind to those who can’t remember to eat, sleep, or hide.

The threat of becoming Hollow is the ultimate check on Psionic power. Every Miracle costs a Memory; every severe Backlash risks one. The math is simple and terrible: use enough power, and you will eventually erase yourself. The only true protection is restraint. And on the Frontier, restraint is a luxury few can afford.

Experience and Progression

XP is the way your character grows. You earn it at session end, and you spend it during Downtime. Both are summarized in the xp-awards and xp-progression-costs reference tables.

Earning XP

The session-end checklist:

  • Survival: 1 XP for living through the session.
  • The Struggle: 1 XP for overcoming a significant threat (combat, social, or environmental).
  • The Discovery: 1 XP for learning a secret about the Veil, the Factions, or the world.
  • The Flaw: 1 XP for letting your Tragedy, Secret, or bonds complicate the scene — nomination-based; the table calls it out for you.
  • The Lesson: 1 XP for suffering a critical failure or major setback.

Typical session: 3–4 XP.

Beyond session XP, Milestones award larger chunks: Arc Completion (5 XP), Nemesis Defeated (3 XP), Faction Shift (2 XP), and Memory Forged/Hardened (2 XP).

The Burden Award is unique to Psionics: +1 XP at session end if they used Rank 3+ abilities and suffered meaningful narrative consequences (visions, stigma, Erosion, Memory burn). This offsets the Psionic XP tax.

Spending XP

XP is spent during Downtime. The standard purchases:

PurchaseCostNotes
Attribute increase10 / 15 / 20 / 30 XPRank 1→2 / 2→3 / 3→4 / 4→5
Skill increase4 / 6 / 9 / 15 XPRank 0→1 / 1→2 / 2→3 / 3→4
Specialization5 XPRequires Skill Rank 3+; one per Skill
Mundane Talent4 XPRequires the relevant Skill at Rank 1+
Psionic Talent (Rank 1–2)4 XPRequires ECHO ≥ Rank, Channel 1+
Psionic Talent (Rank 3–4)6 XPRequires ECHO ≥ Rank, Mentor or Grimoire
Psionic Talent (Rank 5)8 XPRequires ECHO 5, Mentor or Grimoire, GM approval
Clear 1 Erosion2 XP
Increase Mettle Cap8 XPMaximum +2 over a career
Harden a Memory8 XP

The opportunity cost is the real cost. Every 4 XP you spend on a new Talent is 4 XP you didn’t spend raising your Channel skill, clearing your Erosion, or hardening your Anchor. Choose what you can live without.

The Legend Track

Separate from XP, your character has a Legend score (0–10) that tracks fame and notoriety. Legend is not bought with XP — it is awarded by the GM for deeds that spread through word of mouth (killing a named Boss NPC, surviving a full Tension Pool Rupture without fleeing, winning a public duel, completing a politics-shifting contract, or a public spectacle like spending §100+ in a night).

Legend brings both benefits and consequences:

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 out

At Legend 5+, the GM rolls 1d10 each session on the Bounty Board. If the roll comes in under your Legend, your fame catches up with you, escalating from a local tough looking for a fight, to a faction agent on your trail, to a supernatural predator that’s caught your scent. Legend is the trade-off between living in shadow and being someone: at Legend 7+, you can’t pass through a town without the bartender asking what really happened at Ojo del Diablo.