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Rules reference

Attributes in Draw Steel

What attributes mean and how to use them at the table. 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

Attributes describe your broad capability. In play, they usually combine with skills (or directly with a roll mechanic) to resolve actions.

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
What’s in this system
Examples
Example: Attributes set your default approach

If you want to solve problems physically, invest in physical attributes; if you want social leverage, invest socially. Your skills make that approach reliable.

Example: Don’t spread too thin

Pick 1-2 ‘core’ attribute areas for your concept and accept a weakness to keep choices meaningful.

Common mistakes
  • Mistake: Spreading points evenly. Fix: Pick 1-2 strengths that match your concept and accept a weakness.
  • Mistake: Ignoring how attributes connect to rolls. Fix: Check what combines with skills (or what the system uses most) and build around that.

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