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Draw Steel Character Creation

Draw your steel.

Tactical fantasy with a 2d10 Power Roll and three tiers of effect on every action. Pick an ancestry, a culture, a career, a class, and a kit — then go be a hero.

Quick reference

5
Characteristics
12
Ancestries
9
Classes
2d10
Power Roll

Step 1: Choose an Ancestry

Ancestry determines innate traits, signature abilities, and starting features. Draw Steel rosters human and non-human heritages with strong silhouettes.

Devil
Infernal heritage; fey-pact descendants
Dragon Knight
Draconic blood, scaled fortitude
Dwarf
Stone-rooted, methodical, kin-bound
Elf (High)
Long-lived, civilised, magic-attuned
Elf (Wode)
Long-lived, wild, primal-attuned
Hakaan
Large-statured warrior-people
Human
Adaptable, broadly-distributed baseline
Memonek
Memory-bonded, archive-keepers
Orc
Communal, honor-driven, hardy
Polder
Small-statured, hearth-bound
Revenant
Returned from death with purpose
Time Raider
Displaced from another era

Step 2: Choose a Culture

Culture is built in three parts. Combine one from each to describe your heritage and earn languages plus a culture-granted skill.

Environment
nomadic, rural, secluded, urban, wilderness
Organization
anarchic, bureaucratic, communal
Upbringing
academic, creative, illegal, labor, martial, noble

Step 3: Choose a Career

Your Career represents life before becoming a hero. It grants a skill and gives you a starting hook — connections, contacts, debts, or rivals.

Aristocrat
Artisan
Criminal
Entertainer
Gladiator
Laborer
Magesinger
Sage

Step 4: Choose a Class

Class defines your heroic abilities, your primary characteristic, your stamina tier, and the heroic resource that fuels your signature moves.

Censor
Reason

Psionic support / controller

Stamina: Medium

Conduit
Intuition

Divine healer / support

Stamina: Medium

Elementalist
Reason

Elemental damage / controller

Stamina: Low

Fury
Might

Melee damage dealer

Stamina: High

Null
Intuition

Anti-magic controller

Stamina: Medium

Shadow
Agility

Stealth striker

Stamina: Low-Medium

Tactician
Reason

Martial leader / support

Stamina: High

Talent
Presence

Psionic striker

Stamina: Medium

Troubadour
Presence

Inspirational support / utility

Stamina: Medium

Step 5: Choose a Kit

Your Kit is your combat loadout — weapons, armor, fighting style. Each kit modifies Stamina, Speed, Stability, melee damage, ranged damage, and weapon distance.

Martial

Physical weapons and armor. Available to every class.

Caster

Supernatural focus. Boosts ability damage and range.

Hybrid

Blends martial and magical approaches.

Step 6: Set characteristics

Five characteristics, each ranging from -2 to +5. They're added to power rolls when you take actions or use abilities.

MGT (Might)

Physical power, endurance, and the ability to overpower others.

AGL (Agility)

Speed, reflexes, hand-eye coordination, nimbleness.

RSN (Reason)

Logic, memory, deduction, technical knowledge.

INU (Intuition)

Awareness, instinct, empathy, connection to the supernatural.

PRS (Presence)

Force of personality, leadership, charm, social influence.

Lean into your primary

Each class has a primary characteristic — Fury wants high Might, Shadow wants high Agility, Talent wants high Presence. Draw Steel rewards committing: don't leave your primary at +2 if you can take +4.

The Power Roll

Every action that's not a free move uses the same dice: 2d10 + characteristic (+ modifiers). Compare to tier thresholds — most abilities have three tiers of effect.

Tier 1
11 or lower

Minimum effect — you still do something, but it's the weakest version.

Tier 2
12 to 16

Solid result. The most common outcome.

Tier 3
17 or higher

Maximum effect. Critical hits land here.

Edges (+2) and banes (-2)

Multiple edges don't stack — you get +2 maximum. Multiple banes give -2 max. Edges and banes cancel each other one-for-one when both apply. Natural 19 or 20 on the 2d10 (before modifiers) is a critical hit and counts as tier 3.

Derived stats

Stamina
Class base + kit + (Might if applicable)
Reach 0 → dying
Recoveries
Spend to restore Stamina (~⅓ max each)
Refilled on a full rest
Speed
Base 5 squares, modified by kit
Difficult terrain costs double
Stability
Base 0, increased by kit and class features
Reduces forced-movement distance
Heroic Resource

Each class has a unique resource it earns and spends during combat — Fury's Rage, Tactician's Focus, Shadow's Insight, Elementalist's Essence, Talent's Focus. Read your class's resource rules carefully; they're the engine of your signature moves.

Draw Steel FAQ

What is the Power Roll?
How do edges and banes work?
What's the characteristic range?
What is a Kit?
How does Culture work?
What are Heroic Resources?

Build your Draw Steel hero

Open the guided builder for a walkthrough, or jump straight to the sheet if you know the kit you want.