Skip to main content

Draw Steel skill

Drive

Drive is a skill in Draw Steel: Handling carts, chariots, sleds, and boats at speed and under pressure.

Last reviewed

Key facts

Characteristic
Agility

Overview

Drive is control of a vehicle: whipping a wagon team through a narrow gate, steering a chariot around wreckage, holding a longboat on course in surf, racing a stolen carriage through a city. It rewards fast hands and timing. It appears in chases, escapes, and travel that turns dangerous. Directors also call for it when the vehicle is damaged, the animals panic, or the driver must act while allies fight from the wagon bed.

How it works

Characteristic: Agility. Skill group: Agility skills. Test: 2d10 + Agility; 11 or lower is tier 1, 12 to 16 tier 2, 17 or higher tier 3. Training grants a benefit and unlocks attempts untrained heroes cannot make. How it is used: Tier 3 keeps the vehicle fast and steady, often gaining ground. Tier 2 holds course with a jolt or lost time. Tier 1 means a crash, a thrown passenger, or a stalled team. Edges and banes: A trained team, a good road, or an ally managing the animals grants an edge (+2). Darkness, a damaged wheel, or unfamiliar beasts impose a bane (-2).

Tips and playstyle

Best for: Parties that travel by wagon or water, and heroes who want to run getaway scenes. Character concepts: Caravan teamster, nomadic sled driver, chariot racer from the Gladiator career. Synergies: Handle Animals for calming teams, Navigate for choosing the route. A passenger with Alertness spots hazards early and can grant the driver an edge.

Frequently asked questions

Do I use Drive or Ride for a mount?

Ride covers a single animal you sit on. Drive covers teams pulling a vehicle and boats you steer.

Can I fight while driving?

Usually attacking is your action and driving your maneuver, with a bane on Drive if the situation is hectic.