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Draw Steel skill

Run

Run is a skill in Draw Steel: Sprinting, chasing, and keeping pace over long distances without slowing.

Last reviewed

Key facts

Characteristic
Agility

Overview

Run covers footraces, chases through crowded streets, sprinting to a gate before it closes, and covering miles at a steady pace. It is an Agility skill because footwork and rhythm matter more than raw power when speed is the goal. It comes up in pursuits both ways: chasing a fleeing thief and outrunning a collapsing tunnel. Directors also use it for messenger runs, racing a rival to a destination, and keeping up with a fast enemy over rough ground.

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 catches your quarry, wins the race, or arrives in time. Tier 2 keeps pace or arrives late but intact. Tier 1 loses ground or leaves you exhausted. Edges and banes: Clear footing, knowing the streets, or a head start grants an edge (+2). Difficult terrain, heavy armor, or being slowed imposes a bane (-2).

Tips and playstyle

Best for: Scouts, messengers, and mobile strikers who reposition constantly. Character concepts: Polder courier, urban Criminal used to fleeing the watch, festival circuit athlete. Synergies: Jump for obstacles mid-chase, Endurance for distances measured in hours, Alertness for spotting the shortcut before the quarry takes it.

Frequently asked questions

Is Run just my speed statistic?

No. Speed is how many squares you move on a turn. Run is a test for a contested or prolonged chase or race.

Can Run help me escape combat?

It decides whether you break away once you are out of reach. Leaving an adjacent enemy still gives them a free strike.