Skip to main content

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.

Copyable 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, Elf, Hakaan, Human, and more
  • 5 characteristics: Might, Agility, Reason, Intuition, Presence
  • Edge & bane system: Each edge adds +2, each bane subtracts -2
  • 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 (smallest fix)
  • 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.

Draw Steel FAQ

How do Power Rolls work in Draw Steel?
What are edges and banes in Draw Steel?
What are the classes in Draw Steel?
How does culture work in Draw Steel?

Use RPG Stack while you play

Keep characters, rules references, and tools in one place.