Rules reference
Skills in Draw Steel
Skills overview and how checks typically work. 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
Skills describe trained competence. Use this page to quickly understand what the skill list covers and how to pick priorities.
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
Skills
Showing 54 of 54
AlchemyArchitectureBlacksmithingBragClimbCookCraftCriminal UnderworldCultureDanceDeceiveDisrupt MagicDressDriveEnduranceEngineeringFletchingFlirtGather RumorsHandle AnimalsHealHideHistoryIntimidateJumpLeadLeather WorkingLieLiftMagic LoreMechanicsMedicineMusicNatureNavigatePerformPersuadePick LockPick PocketRead PersonReligionRideRumorsRunSearchSneakSwimTacticsTerrain LoreTrackAlertnessMonstersPsionicsTimescape
Full Draw Steel skills list (54)
| Skill | Linked attribute | Description |
|---|---|---|
| Alchemy | Reason | Creating and identifying alchemical substances |
| Alertness | Intuition | Noticing threats, ambushes, and subtle environmental changes |
| Architecture | Reason | Understanding and designing structures and fortifications |
| Blacksmithing | Might | Forging and repairing metal items and weapons |
| Brag | Presence | Boasting and exaggerating to impress or intimidate |
| Climb | Might | Scaling walls, cliffs, and other vertical surfaces |
| Cook | Reason | Preparing meals and identifying edible substances |
| Craft | Reason | Creating and repairing mundane items |
| Criminal Underworld | Intuition | Navigating criminal networks and understanding illegal operations |
| Culture | Reason | Knowledge of customs, traditions, and social norms |
| Dance | Agility | Performing and understanding dance forms |
| Deceive | Presence | Lying convincingly and creating false impressions |
| Disrupt Magic | Reason | Interfering with magical effects and enchantments |
| Dress | Presence | Creating disguises and presenting a particular appearance |
| Drive | Agility | Operating vehicles and mounts at speed |
| Endurance | Might | Withstanding physical hardship and fatigue |
| Engineering | Reason | Designing and understanding mechanical devices |
| Fletching | Agility | Crafting arrows, bolts, and other projectiles |
| Flirt | Presence | Using charm and romantic attention to influence others |
| Gather Rumors | Presence | Collecting gossip and information in social settings |
| Handle Animals | Intuition | Calming, training, and communicating with animals |
| Heal | Intuition | Treating wounds and diagnosing ailments |
| Hide | Agility | Concealing yourself from observation |
| History | Reason | Knowledge of historical events and civilizations |
| Intimidate | Might | Using threats and imposing presence to coerce others |
| Jump | Might | Leaping across gaps and over obstacles |
| Lead | Presence | Inspiring and directing others in coordinated efforts |
| Leather Working | Reason | Creating and repairing leather goods and armor |
| Lie | Presence | Telling falsehoods convincingly under pressure |
| Lift | Might | Carrying heavy objects and feats of raw strength |
| Magic Lore | Reason | Knowledge of magical theory, traditions, and arcane phenomena |
| Mechanics | Reason | Operating, repairing, and sabotaging mechanical devices |
| Medicine | Reason | Diagnosing diseases and understanding anatomy |
| Monsters | Reason | Knowledge of creatures, their weaknesses, and behaviors |
| Music | Presence | Playing instruments and performing vocal music |
| Nature | Intuition | Knowledge of plants, animals, terrain, and natural phenomena |
| Navigate | Intuition | Finding your way in unfamiliar territory and reading maps |
| Perform | Presence | Acting, oratory, and putting on a show |
| Persuade | Presence | Convincing others through reasoned argument and diplomacy |
| Pick Lock | Agility | Opening locks without the proper key |
| Pick Pocket | Agility | Stealing items from others without being noticed |
| Psionics | Intuition | Knowledge of psionic phenomena and mental powers |
| Read Person | Intuition | Detecting lies, reading body language, and gauging intentions |
| Religion | Reason | Knowledge of deities, religious practices, and divine phenomena |
| Ride | Agility | Riding and controlling mounts |
| Rumors | Intuition | Evaluating the truthfulness and importance of gossip |
| Run | Agility | Sprinting and maintaining speed over distance |
| Search | Intuition | Finding hidden objects, secret doors, and concealed items |
| Sneak | Agility | Moving silently and avoiding detection |
| Swim | Might | Moving through water and resisting currents |
| Tactics | Reason | Military strategy, battlefield analysis, and combat planning |
| Terrain Lore | Intuition | Knowledge of geographic features and weather patterns |
| Timescape | Reason | Knowledge of planar travel and the structure of the timescape |
| Track | Intuition | Following footprints, signs of passage, and trail markers |
Examples
Example: When to roll
Roll when the outcome is uncertain and matters. If it’s routine and no one at the table cares about failure, just succeed and move on.
Example: Make stakes explicit
Before rolling, say what success gives you and what failure costs (time, exposure, resources, harm).
Common mistakes (smallest fix)
- Mistake: Rolling without stakes. Fix: Say what success changes and what failure costs before rolling.
- Mistake: Treating failure as ‘nothing happens’. Fix: Fail forward: you still learn something, but pay a cost (time, exposure, resources, harm).
Build guides for Draw Steel
Fury berserker
Aggressive melee combat with rage-fueled abilities.
Tactician commander
Battlefield control and ally coordination.
Shadow operative
Stealth, assassination, and hit-and-run tactics.
Elementalist controller
Elemental magic for area denial and damage.
Conduit healer
Divine channeling for healing and support.
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?