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Rules reference

Advancement in Draw Steel

How progression works and how to track it. Draw Steel is a heroic tactical RPG by MCDM Productions that uses a 2d10 Power Roll system with tier-based results. Characters are defined by their ancestry, culture, career, class, and kit. The game emphasizes cinematic combat, meaningful character choices, and a world where heroes stand against overwhelming darkness.

Key points

Advancement is about tracking change over time and keeping it transparent to the table.

Key facts
  • 2d10 Power Roll with 3 tiers: Tier 1 (≤11), Tier 2 (12-16), Tier 3 (17+)
  • 9 classes: Censor, Conduit, Elementalist, Fury, Null, Shadow, Tactician, Talent, Troubadour
  • 12 ancestries: Devil, Dragon Knight, Dwarf, Hakaan, High Elf, Human, Wode Elf, and more
  • 5 characteristics: Might, Agility, Reason, Intuition, Presence
  • Edge & bane system: one edge is +2, one bane is -2; a double edge or bane shifts the tier instead of stacking further
  • Kit system: Equipment loadouts that define your combat style
Advancement workflow

Draw Steel progression: earn XP from encounters and milestones, level up to gain new abilities, improve characteristics, and unlock subclass features.

Advancement loop
  • Earn XP from completing encounters, achieving story goals, and milestones.
  • Each level: gain new abilities (or upgrade existing ones), possibly improve a characteristic, and unlock the next tier of your subclass.
  • Stamina and Recoveries increase per your class table.
  • Kit can be swapped at level-up to reflect new equipment or fighting style.
Heroic resource growth
  • Higher levels unlock stronger abilities that cost more heroic resource to use.
  • Resource generation improves (more triggers, higher tier bonuses) as you level.
Examples
Example: Avoid XP drift

Record XP gains/spends right after sessions and keep a short history so the table can audit decisions later.

Example: Buy toward concept

Spend to reinforce what you want to do in scenes, not to chase every niche option.

Common mistakes
  • Mistake: XP drift (nobody remembers what changed). Fix: Record gains/spends right after sessions and keep a short history.
  • Mistake: Buying upgrades that don’t show up in play. Fix: Spend toward your concept and the scenes you actually get.

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