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Draw Steel characteristic

Agility (AGL)

Agility (AGL) is a characteristic in Draw Steel: Speed, reflexes, and coordination, the characteristic behind ranged strikes, stealth, and acrobatics.

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Key facts

Abbreviation
AGL
Derived Stats
Ranged attacks, Stealth, Acrobatics, Initiative, Riding

Overview

Agility covers everything a hero does with quick hands and quick feet: shooting, sneaking, picking locks, riding, and getting out of the way. In a game where positioning and forced movement decide fights, a high Agility hero reaches the right square first and reliably rolls into the higher tiers on ranged abilities.

How it works

Range: -2 to 5, set during character creation. Power rolls: Add Agility to 2d10 for Agility-based abilities and tests. Totals of 11 or lower are tier 1, 12 to 16 tier 2, 17 or higher tier 3. Skills: Dance, Drive, Fletching, Hide, Pick Lock, Pick Pocket, Ride, Run, and Sneak are Agility tests. Classes: The Shadow's primary characteristic; the Null pairs Agility with Intuition.

Tips and playstyle

Best for: Shadows, Nulls, and heroes who fight at range or scout ahead of the party. Character concepts: Criminal cat burglar, polder scout, elf archer, entertainer acrobat who joined the fight. Synergies: Kits that boost ranged damage and distance lean on Agility, and Hide plus Sneak make a Shadow's stealth strikes land far more often.

Frequently asked questions

Does Agility determine initiative?

Draw Steel uses group initiative, with heroes and enemies alternating turns, so no individual initiative roll depends on Agility. Its value shows up in movement-heavy skills and ranged abilities instead.

Is Agility or Might better for a fighter?

It depends on the class. Furies want Might for melee. Shadows want Agility for stealth and precise strikes. Pick the characteristic your class's signature abilities use.