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Draw Steel skill

Navigate

Navigate is a skill in Draw Steel: Finding and holding a route through unfamiliar country, by landmark, star, chart, or instinct.

Last reviewed

Key facts

Characteristic
Intuition

Overview

Navigate is route-finding: choosing the pass that will still be open, keeping a bearing in fog, reading a chart made by someone who never saw the coast, knowing when the party has been walking in a circle for an hour. It is an Intuition skill because it is constant orientation against a changing world. It comes up on overland journeys, at sea, underground, and in any place where being lost costs supplies, time, or the element of surprise.

How it works

Characteristic: Intuition. Skill group: Intuition skills. Test: 2d10 + Intuition; 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 finds the fastest safe route and keeps to it. Tier 2 arrives, late or by a harder path. Tier 1 gets the party lost, burning a day of supplies or walking into trouble. Edges and banes: Maps, clear skies, landmarks, or a route you have walked before grant an edge (+2). Storms, featureless terrain, magical misdirection, and traveling by night impose a bane (-2).

Tips and playstyle

Best for: Any party that treats travel as part of the adventure rather than a cut scene. Character concepts: Laborer career caravan guide, nomadic culture pathfinder, a sailor who reads stars before charts. Synergies: Terrain Lore to know what the map means, Nature for weather and forage on the way, Ride and Drive for the vehicles that carry you along the route.

Frequently asked questions

How often is a Navigate test called for?

Usually once per leg of a journey or per major decision point, not per hour. The Director sets the pace.

Does having a map remove the test?

No, but it grants an edge. A bad or deliberately falsified map can impose a bane instead.