Draw Steel Compendium is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC.
Director Reference¶
This document serves as a quick-lookup tool for rules with a primary focus on being the destination of links throughout notes, session prep, Screens, etc. Its designed for Obsidian, but could be easily tweaked for other markdown utilities.
Characteristics¶
Characteristic | Description |
---|---|
Might | Physical strength |
Agility | Physical coordination and nimbleness |
Reason | Mental acumen and education |
Intuition | Observation and instinct |
Presence | Force of personality |
Skills¶
- If a Skill applies to a #Power Roll, the roll gets a
+2
bonus
Crafting¶
- Alchemy
- Architecture
- Blacksmithing
- Fletching
- Forgery
- Jewelry
- Mechanics
- Tailoring
Also See: Draw Steel Rules: Crafting Skills
Exploration¶
- Climb
- Drive
- Endurance
- Gymnastics
- Heal
- Jump
- Lift
- Navigate
Also See: Draw Steel Rules: Exploration Skills
Interpersonal¶
- Brag
- Empathize
- Flirt
- Gamble
- Handle Animals
- Interrogate
- Intimidate
- Lead
- Lie
- Music
- Perform
- Persuade
- Read Person
Also See: Draw Steel Rules: Interpersonal Skills
Intrigue¶
- Alertness
- Conceal Object
- Disguise
- Eavesdrop
- Escape Artist
- Hide
- Pick Lock
- Pick Pocket
- Sabotage
- Search,
- Sneak
- Track
Also See: Draw Steel Rules: Draw Steel Rules: Intrigue Skills
Lore¶
- Culture
- Criminal Underworld
- History
- Magic
- Monsters
- Nature
- Psionics
- Religion
- Rumors
- Society
- Timescape
Also See: Draw Steel Rules: Draw Steel Rules: Lore Skills
Power Roll¶
2d10 + Characteristic + 2 (Skill) ± 2 (Edge/Bane) + Bonuses
- #Double Edge and #Double Bane shift tier up or down
- Nat 19-20: Extra Action and Auto tier-3 regardless of modifiers
Also see Draw Steel Rules: Power Rolls
Mixed Edges and Banes¶
- Add all Edges (max 2) as "Effective Edges"
- Add all Banes (max 2) as "Effective Banes"
- Subtract Effective Banes from Effective Edges
- Ex: 3 Edges and 1 Bane results in a single #Edge
Also see: Draw Steel Rules: Rolling with Edges and Banes
Edge¶
+2
to #Power Roll- Also see #Double Edge and #Mixed Edges and Banes
Also see Draw Steel Rules: Edge
Double Edge¶
- Bump up to next tier in #Power Roll
- Also see #Edge and #Mixed Edges and Banes
Also see Draw Steel Rules: Edge
Bane¶
-2
to #Power Roll- Also see #Double Bane and #Mixed Edges and Banes
Also see: Draw Steel Rules: Bane
Double Bane¶
- Bump down to previous tier in #Power Roll
- Also see #Bane and #Mixed Edges and Banes
Also see: Draw Steel Rules: Bane
Tests¶
Also see: Draw Steel Rules: Tests
Easy Test¶
name: Easy Test
t1: Failure
t2: Success
t3: Success + reward
Also see: Draw Steel Rules: Easy Tests
Medium Test¶
name: Medium Test
t1: Failure + consequence
t2: Success + consequence
t3: Success
crit: Success + reward
Also see: Draw Steel Rules: Medium Tests
Hard Test¶
name: Medium Test
t1: Failure + consequence
t2: Failure
t3: Success
crit: Success + reward
Also see: Draw Steel Rules: Hard Tests
Consequence¶
- Default Consequences
- +2 Villain Power
- Hero takes
1d6 damage
Also see: - Draw Steel Rules: Failure with a Consequence - Draw Steel Rules: Success with a Consequence - Draw Steel Rules: Option: Let Players Pitch Consequences and Rewards
Reward¶
- Default Reward: #Hero Token
Assist¶
name: Assist on a Test
t1: Make things worse, Test takes a Bane
t2: Grant an Edge on Test
t3: Grant a Double-Edge on Test
Also see: Draw Steel Rules: Assist a Test
Montage Test¶
- Set the scene, describe the various challenges
- 1/round: Each hero makes #Tests, #Assist, use item, use ability, etc or do nothing
- Each Test has its own difficulty
- Tests can auto-succeed, have Edges, or take Banes
- Villain Points and Hope Tokens are granted as normal
- Each character cant use same Skill twice (by default)
- Cant Test against the same challenge twice (by default)
- Ends after 2 rounds or when success/failure limit is reached
Difficulty | Success Limit | Failure Limit |
---|---|---|
Easy | 5 (pc ) |
5 (pc ) |
Moderate | 6 (pc + 1 ) |
4 (pc - 1 , min 2) |
Hard | 7 (pc + 2 ) |
3 (pc - 2 , min 2) |
pc
= Player Count
Montage Outcome | Condition | Description |
---|---|---|
Total Success | Achieve Success Limit | Achieve goal. 1 #Victories for easy/moderate Montage Test, 2 #Victories for hard test |
Partial Success | Finish with 2 more Successes than Failures | Achieve goal, but with complication or cost. 1 #Victories for moderate/hard Montage Test |
Total Failure | Finish with 1 or less Successes than Failures | Don't achieve goal, but story doesn't come to a halt. |
Also see: - Draw Steel Rules: Montage Tests - Draw Steel Rules: Montage Test Outcomes - Draw Steel Rules: Montage Test Difficulty
Initiative¶
- Creatures not ready are #Surprised
- If all creatures on one side are Surprised, other side goes first
- Otherwise, roll
dice: d10
: Heroes go first on 6+
Also see: - Draw Steel Rules: Combat Round - Draw Steel Rules: Alternative Initiative
Surprised¶
- Creatures caught off guard at beginning of encounter
- Lasts until end of first round
- No #Triggered Action nor Free Triggered Actions
- Attacks and Damaging AoEs against have #Edge
- #Bane on Resistance Rolls
Also see: Draw Steel Rules: Determine Surprise
Turn¶
- Player gets 1 #Action, 1 #Maneuver, and 1 #Movement
- Unlimited Free Maneuvers
- #Action can convert to #Maneuver or #Movement
- #Movement can be split up
Also see: - Draw Steel Rules: Taking a Turn - Draw Steel Rules: Creatures Take Turns
Triggered Action¶
%% TODO %%
Also see: - Draw Steel Rules: Triggered Action - Draw Steel Rules: Triggered Actions and Free Triggered Actions
Free Triggered Action¶
- Same rules as #Triggered Action, but unlimited
Also see: Draw Steel Rules: Triggered Actions and Free Triggered Actions
Opportunity Attack¶
- Cost: #Free Triggered Action
- When creature within #Melee Free Strike #Reach moves out of it without Shifting
- Make #Melee Free Strike against creature
- Cannot have #Bane on the attack
Also see: Draw Steel Rules: Opportunity Attacks
Flanking¶
- Edge on melee attacks
- Line from center of space to center of ally
- Must pass through 2 corners or 2 sides of enemy
Also see: Draw Steel Rules: Flanking
Falling¶
- Trigger for falls 2 squares or more
- Damage =
2 * (squares - Agility Score)
- Land #Prone if damaged
- Landing on creature
- They take same damage
- You land #Prone in nearest unoccupied space of choice
- Falling into 1+ square of liquid: reduce height by 4 squares
- Downward #Forced Movement is considered falling
- 100 squares in the first round, 100 squares at end of each subsequent round
Also see: Draw Steel Rules: Falling
Difficult Terrain¶
- Costs 1 additional movement to move into a square of Difficult Terrain
Also see: Draw Steel Rules: Difficult Terrain
High Ground¶
- Gain an Edge on Attacks
- Bottom of your space must be above the target's space
Also see: Draw Steel Rules: High Ground
Weakness¶
- Increase damage by
X
amount - Applies to each instance of damage of the Weakness type
damage weakness X
applies to all damage types- Applied before #Immunity
Also see: Draw Steel Rules: Damage Weakness
Immunity¶
- Reduce damage by
X
amount - Applies to each instance of damage of the Immunity type
all
means they take no damage of that type- Applied last
- Doesn't stack, use highest Immunity only
Also see: Draw Steel Rules: Damage Immunity
Hide and Sneak¶
Also see: Draw Steel Rules: Hide and Sneak
Cover¶
- Obstructions grant #Bane on attacks and AoE effects
- Obstructions block at least 1/2 of their form
Also see: Draw Steel Rules: Cover
Concealment¶
- Grant #Bane on Attacks
- Effects that fully obscure a creature, but offer no protection
- Concealed creatures can be targeted (unless #Hidden)
Also see: Draw Steel Rules: Concealment
Invisibility¶
- Always have #Concealment
- Can be targeted (unless also #Hidden)
- #Tests to find #Hidden + Invisible creature takes a #Bane
Also see: Draw Steel Rules: Invisible Creatures
Hidden¶
- See #Hide to become Hidden with a #Maneuver
- When Hidden from creature
- Gain Edge on attacks against them
- They can't target you with attacks
- No longer Hidden from creature if
- No longer have #Cover and #Concealment
- Use ability
- Interact with enemy
- Move without #Sneaking
- Make noise or reveal yourself
- Can be searched for
Also see: - Draw Steel Rules: Hiding - Draw Steel Rules: Hide Maneuver
Sneaking¶
- Move at half speed
- Must end movement in #Cover or #Concealment
- Make an Agility Test to remain #Hidden
Also see: Draw Steel Rules: Sneak
Action¶
Common Actions:
Also see: Draw Steel Rules#ACTIONS
Catch Breath¶
- Cost: #Action + 1 #Recovery
- Gain 1/3 max stamina
- Gain effects of the #Defend action (Attacks have #Double Bane)
- Cannot use while #Dying
Also see: Draw Steel Rules: Catch Breath
Charge¶
- Cost: #Action
- Move up to Speed, make Melee #Free Strike
- Cannot #Shift
Also see: Draw Steel Rules: Charge
Defend¶
- Cost: #Action
- Attacks against you have #Double Bane
- No benefit if a creature is #Taunted by you
Also see: Draw Steel Rules: Defend
Free Strike¶
Also see: - Draw Steel Rules: Free Strike - Draw Steel Rules: Free Strikes
Melee Free Strike¶
name: Melee Weapon Free Strike
keywords: Attack, Melee, Weapon
type: Action
distance: Reach
target: 1 creature or object
roll: Power Roll + Might or Agility
t1: 2 damage
t2: 6 damage
t3: 9 damage
- Used in #Opportunity Attack, etc
- Kit can modify these stats
- Made with unarmed strike or #Improvised Weapon
- Damage type can change based on improvised weapon
Also see: - Draw Steel Rules: Melee Weapon Free Strike - Draw Steel Rules: Free Strike - Draw Steel Rules: Free Strikes
Ranged Free Strike¶
name: Ranged Weapon Free Strike
keywords: Attack, Ranged, Weapon
type: Action
distance: Ranged 5
target: 1 creature or object
roll: Power Roll + Might or Agility
t1: 2 damage
t2: 5 damage
t3: 8 damage
- Kit can modify these stats
- Made with #Improvised Weapon if kit doesn't provide a
Ranged
Weapon - Damage type can change based on improvised weapon
Also see: - Draw Steel Rules: Ranged Weapon Free Strike - Draw Steel Rules: Free Strike - Draw Steel Rules: Free Strikes
Heal¶
- Cost: #Action
- Adjacent ally either
- Expends their #Recovery and gains 1/3 stamina
- Makes #Resistance Roll against a
(resistance ends)
effect
Also see: Draw Steel Rules: Heal
Use Additional Movement or Maneuver¶
Also see: Draw Steel Rules: Taking a Turn
Free Maneuver¶
- Same rules as Maneuvers, but unlimited
Also see: Draw Steel Rules: Free Maneuvers
Maneuver¶
Common Maneuvers:
- #Aid Attack
- #Drink Potion
- #Escape Grab
- #Grab
- #Hide
- #Knockback
- #Make or Assist on a Test
- #Standup
- #Search for Hidden Creatures
- #Knock off a Creature that Climbed You
Also see: Draw Steel Rules: Maneuvers
Aid Attack¶
- Cost: #Maneuver
- Choose an enemy within reach
- Grant Edge to an ally's next attack against that creature before your next turn
Also see: Draw Steel Rules: Aid Attack
Drink Potion¶
- Cost: #Maneuver
- Drink or administer a potion to an adjacent creature.
Also see: Draw Steel Rules: Drink Potion
Escape Grab¶
- Cost: #Maneuver
name: Escape Grab
roll: Might or Agility Resistance Roll
t1: Fail to escape
t2: Escape, but grabber can [#Free Strike](<#free-strike>) against you
t3: Escape
notes: "[#Bane](<#bane>) if grabber is larger size"
Also see: Draw Steel Rules: Escape Grab
Grab¶
- Cost: #Maneuver
- Target must be same size or smaller and adjacent
- Can only grab one creature at a time
- Also see #Grabbed
name: Grab a creature
keywords: Melee
type: Maneuver
distance: Reach 1
target: 1 creature the same size or smaller than you
roll: Power Roll + Might
t1: No effect
t2: Choose: Grab, but target gets [#Free Strike](<#free-strike>) OR don't grab
t3: Grab the creature
note: "[#Edge](<#edge>) if target is smaller"
- When you have successfully #Grabbed a creature
- When you move, you bring the grabbed creature with you
- If their #Weight is greater than yours, your speed is halved
- You can "place" the #Grabbed creature in an adjacent square with a #Maneuver
- You can end the Grab at any time (no Action)
- (Speculation) the previously #Grabbed creature is placed in an adjacent square of their choice
- When you move, you bring the grabbed creature with you
Also see: - Draw Steel Rules: Grab - Draw Steel Rules: Grabbed
Hide¶
- Cost: #Maneuver
- Become #Hidden
- Must have #Cover or #Concealment
- Foe cannot observe you hiding
- In combat, you automatically hide
- Outside combat, you may need a Hide (Skill) Test
- See #Hide and Sneak for more details
Also see: Draw Steel Rules: Hide
Knockback¶
- Cost: #Maneuver
- Target must be same size or smaller and adjacent
- Cannot be used when you are #Grabbed
name: Knockback
keywords: Melee
type: Maneuver
distance: Reach 1
target: 1 creature the same size or smaller than you
roll: Power Roll + Might
t1: Push 1
t2: Push 2
t3: Push 3
Also see: Draw Steel Rules: Knockback
Make or Assist on a Test¶
- Cost: #Maneuver
- Most #Tests and Assists on Tests are a Maneuver
- Complex or time-consuming Tests may take an #Action or more
- Tests that require no time are usually Free Maneuvers
Also see: Draw Steel Rules: Make or Assist a Test
Stand up¶
Also see: Draw Steel Rules: Stand Up
Search for Hidden Creatures¶
- Cost: #Maneuver
- Must be within 10 squares
- Must have #Line of Effect
name: Searching for Hidden Creatures
keywords: "-"
type: Maneuver
distance: Burst 10
target: All creatures
roll: Power Roll + Intuition
t1: You find any hidden creatures with an Agility of 0 or lower and who don't have the Hide skill
t2: You find any hidden creatures who don't have the Hide skill
t3: You find all hidden creatures
notes:
- You must have LoE to a creature in order to find them
- As part of this Maneuver, you can reveal any creatures you find to allies within 10 sqaures of you
Also see: - Draw Steel Rules: Search for Hidden Creatures - Draw Steel Rules: Searching for Hidden Creatures
Knock off a Creature that Climbed You¶
name: Avoid being knocked off a creature
roll: Power Roll + Might or Agility
t1: Fall off into adjacent unoccupied space using normal falling rules
t2: Slide down creature in adjacent unoccupied space, no damage, no prone
t3: Continue to hold onto creature
indent: 1
Also see: Draw Steel Rules: Climbing Other Creatures
Movement¶
- Cannot move more than speed, even if an ability allows them to
- Reminder: Can convert #Action into #Movement or #Maneuver
Also see: Draw Steel Rules: Movement
Shift¶
- Move up to half max speed
- Cannot be targeted by #Opportunity Attack
- Whenever allowed to move (not forced)
Also see: Draw Steel Rules: Shifting
Burrow¶
- Can move through dirt horizontally or vertically
- No need to be concerned with breath
- Cant move through solid stone, etc
Also see: Draw Steel Rules: Burrow
Climb¶
- Climb Speed: Can move vertically and horizontally across surfaces at full speed
- Otherwise: Each square costs 2 movement
- If difficult, a Might Test may be required
- On failure: unable to move, but movement is not expended
Also see: Draw Steel Rules: Climb or Swim
Climb a Creature¶
%% TODO is this a maneuver? %%
name: Climb an unwilling creature
roll: Power Roll + Might or Agility
t1: Fail to climb creature and it may make a Free Strike against you
t2: Fail to climb the creature
t3: Climb the creature
- Creature must be larger size than you
- Gain an Edge on melee attacks against a creature you climb/ride
- Once you climb a creature, they can attempt to knock you off
- If knocked #Prone while climbing/riding, fall and land #Prone in unoccupied adjacent space
Also see: Draw Steel Rules: Climbing Other Creatures
Swim¶
- Swim Speed: Can move through liquids at full speed
- Otherwise: Each square costs 2 movement
- If difficult, a Might Test may be required
- On failure: unable to move, but movement is not expended
Also see: Draw Steel Rules: Climb of Swim
Jump¶
- When allowed to move
- Long jump
- Up to Might or Agility squares long
- 1 square high
- Running Long Jump
- Move 2+ squares in straight line before jump
- Jump 1 additional square long
- 2 additional squares high
- Cannot jump longer than movement allows
- Can attempt to jump farther with an Easy Might Test:
name: Jump farther than normal
roll: Power Roll + Might
t1: Jump no additional squares
t2: Jump 1 additional square
t3: Jump 2 additonal squares
indent: 1
Also see: Draw Steel Rules: Jump
Crawl¶
- If #Prone, movement costs 1 additional movement per square
Also see: Draw Steel Rules: Crawl
Fly¶
- Can move speed horizontally and vertically
- Can hover midair
- Fall #Prone if knocked #Prone or speed reduced to 0
Also see: Draw Steel Rules: Fly
Teleport¶
- Doesn't provoke Opportunity Attacks
- Bypass obstacles
- Must have #Line of Effect from source location to destination
- Destination cannot be occupied by object or creature
- Does not use your movement
- If you're #Prone:
- Ends #Grabbed and #Restrained #Conditions
Also see: Draw Steel Rules: Teleport
Forced Movement¶
- Can move fewer squares than indicated.
- Ignores #Difficult Terrain and doesn't provoke #Opportunity Attacks.
- Target affected by damaging/effect terrain as if they moved willingly.
- Ignores falling rules until forced movement is finished; then apply #Falling rules
Also see: - Draw Steel Rules: Forced Movement - Draw Steel Rules: Forced into a Fall
Push X¶
- #Forced Movement X squares in straight line away from you
- Vertical only allowed if
vertical
keyword is included - Sloped movement allowed if 1 square or less vertically
Also see: Draw Steel Rules: Forced Movement
Pull X¶
- #Forced Movement X squares in straight line towards from you
- Vertical only allowed if
vertical
keyword is included - Sloped movement allowed if 1 square or less vertically
Also see: Draw Steel Rules: Forced Movement
Slide X¶
- #Forced Movement X squares in any direction, not vertical
Also see: Draw Steel Rules: Forced Movement
Stability¶
- Reduce #Forced Movement squares up to Stability score
Also see: Draw Steel Rules: Stability
Slamming Into Creatures¶
- #Forced Movement into another creature:
- Both take 1 damage per remaining square
- #Forced Movement of an object into a creature:
- Creature takes 1 damage per remaining square
- Take damage once, regardless of size
- Attacks/Effects that also force movement: creatures slammed into by the corpse still take damage (Director's discretion)
- You can Pull or Slide a creature into yourself
Also see: Draw Steel Rules: Slamming into Creatures
Forced Movement of Objects¶
- If creature is lighter than the object, use #Slamming Into Objects rules
- Otherwise, use #Hurling Through Objects rules
Slamming Into Objects¶
- Conditions:
- #Forced Movement into a stationary object
- Creature is lighter than the object
- (if equal or heavier, use #Hurling Through Objects rules)
- Movement ends
- Creature takes 1 damage per remaining square.
- If downward, apply #Falling rules
Also see: Draw Steel Rules: Slamming into Objects
Hurling Through Objects¶
- Conditions:
- #Forced Movement into a stationary object
- Creature weight is equal-to or heavier than the object
- (if lighter, use #Slamming Into Objects rules)
- Movement can continue if any remains after object destruction
Material | Squares of #Forced Movement to destroy 1 square of material | Damage to creature |
---|---|---|
Glass | 1 | 1 |
Wood | 3 | 3 |
Stone | 6 | 6 |
Metal | 9 | 9 |
Also see: Draw Steel Rules: Hurling Through Objects
Damage to objects during #Forced Movement¶
Material | Stamina per 1 square of object |
---|---|
Wood | 3 |
Stone | 6 |
Metal | 9 |
Other, fragile | (Any damage destroys) |
Also see: Draw Steel Rules: Object Stamina
Conditions¶
Official Conditions
Pseudo-Conditions
- Covered
- Concealed
- #Death
- Defending
- #Dying
- #Falling
- #Flanking
- #Hidden
- #High Ground
- Invisible
- #Sneaking
- #Unconscious
- #Winded
Also see: Draw Steel Rules: Conditions
Bleeding¶
- Can't regain Stamina
Also see: Draw Steel Rules: Bleeding
Dazed¶
- On your turn, can only do one of #Action, #Maneuver, or #Movement
- Cannot use #Triggered Action, #Free Triggered Action, or #Free Maneuver
Also see: Draw Steel Rules: Dazed
Frightened¶
- Attacks against source of fear take a #Bane
- Creature that Frightened you has #Edge on their Attacks
- Cant willingly move closer to source of fear if you know location
- When Frightened twice, new source replaces the old
Also see: Draw Steel Rules: Frightened
Grabbed¶
- Speed is 0
- Can't be force moved
- Can't use #Knockback maneuver
- Your Attacks take a #Bane when they don't target the Grabber
- If you #Teleport or the Grabber is force moved to a non-adjacent square, you are no longer Grabbed
- Also see #Grab and #Escape Grab
Also see: Draw Steel Rules: Grabbed
Prone¶
- Flat on ground
- Attacks you make have a #Bane
- Melee Attacks against you have an #Edge
- Must #Crawl to move
- Cant #Climb, #Swim, #Jump, or #Fly
- If climbing, jumping or flying when knocked Prone, you fall
- Can #Stand up (#Maneuver)
- Can intentionally fall Prone as #Free Maneuver
- Get up with #Free Maneuver (only if voluntarily prone)
Also see: - Draw Steel Rules: Prone - Draw Steel Rules: Stand Up
Restrained¶
- Speed is 0
- Can't be Force Moved
- Your Attacks take a #Bane
- Attacks and #Area of Effect abilities against you have an #Edge
- You have a #Bane on Might and Agility Resistance Rolls
- If you #Teleport you are no longer Restrained
Also see: Draw Steel Rules: Restrained
Slowed¶
- Speed is reduced to
2
unless already lower
Also see: Draw Steel Rules: Slowed
Taunted¶
- #Double Bane on Attacks that don't include the Taunter
- When Taunted twice, new condition replaces the old
Also see: Draw Steel Rules: Taunted
Weakened¶
- All ability Power Rolls and #Tests have a #Bane
- Not Resistance Rolls
Also see: Draw Steel Rules: Weakened
Unconscious¶
- Can't take #Action, #Maneuver, #Free Maneuver, #Triggered Action, or #Free Triggered Action
- Speed is 0
- Unaware of your surroundings
- You are #Prone
- Attacks against you have a #Double Edge
- When you wake up from unconsciousness, can stand up with #Free Maneuver
- Otherwise, use #Stand up rules
Also see: Draw Steel Rules: Unconscious
Attack¶
%% TODO - keep this? %%
- An ability with the
Attack
keyword - #Area of Effect are not Attacks
Also see: Draw Steel Rules: Attack
Knock Unconscious¶
- Whenever a damaging would kill them, attacker can choose to knock them #Unconscience
- If knocked #Unconscience in this way, they die if any damage is taken
- Creatures remain #Unconscience for 1 hour
- Then regain 1 Stamina and regain consciousness
- Heroes remain #Unconscience for 1 hour
- Then they can spend a #Recovery to heal and regain consciousness
- If no Recoveries are available, they remain #Unconscience until they complete a #Respite
Also see: Draw Steel Rules: Knocking Creatures Out
Area of Effect¶
%% TODO %%
- Origin Square
- Must be within your #Line of Effect
- Must be within the
within X
distance to you
- Does not pass through barriers and doesn't spread around corners
- #Area of Effect are not Attacks
Also see: - Draw Steel Rules: Area Abilities
Effects¶
- End when the encounter is over, unless otherwise specified
- Effect typically applies after damage to all targets
- Effects always apply unless otherwise specified
Also see: - Draw Steel Rules: Effect - Draw Steel Rules: Abilities with Damage and Effects
EoT¶
- "End of Turn"
- Effect lasts until end of the creature's next turn
Also see: Draw Steel Rules: EoT
EoE¶
- "End of Encounter"
- Effect lasts until the end of the encounter
Resistance Roll¶
- aka "(
CHARACTERISTIC
resistance ends)" - Creature makes a resistance roll and the of their (?) turn to remove the effect
name: End Effect with Resistance Roll
roll: Power Roll + [CHARACTERISTIC]
t1: The effect persists
t2: The effect ends at the end of your next turn
t3: The effect ends immediately
Also see: - Draw Steel Rules: Resistance Rolls - Draw Steel Rules: Resistance Rolls and Effects
Line of Effect¶
- Low if unobstructed line from any of your corners to any of their corners
- No LoE if solid object completely blocks
- Flimsy or fragile obstructions (ex: glass) don't block LoE (Director discretion)
Also see: Draw Steel Rules: Line of Effect
Straight Line¶
*Also see: Draw Steel Rules: Straight Line
Improvised Weapons¶
- Any weapons not included in your #Kit count as an Improvised Weapon
- Feet/Fists are Improvised Weapons unless using a #Kit with Unarmed Strikes
- Gain no bonus from your #Kit
- Used for Weapon Attacks
Also see: Draw Steel Rules: Improvised Weapons
Mounted Combat¶
%% TODO %%
Also see: Draw Steel Rules: Mounted Combat
Temporary Stamina¶
- Temp Stamina is lost first
- No upper limit
- Restoring Stamina does not restore Temporary Stamina
- Does not stack, pick greater value
- Lost when you finish a #Respite
- Not used when calculating Max Stamina
Also see: Draw Steel Rules: Temporary Stamina
Recovery¶
- #Catch Breath (Action + your Recovery): gain 1/3 max stamina
- #Heal (Action + their Recovery): adjacent ally gains 1/3 stamina
- Recovery Value: 1/3 max stamina
- Can be spent freely in non-dangerous situations
- Regain all Recoveries after a #Respite
- Director-controlled creatures dont have Recoveries
- But they may still heal 1/3 max Stamina if creature uses an ability that allows then to use a Recovery
Also see: - Draw Steel Rules: Recoveries - Draw Steel Rules: Recoveries and Recovery Value
Recovery Value¶
- 1/2 max Stamina
- Also see #Recovery
Also see: - Draw Steel Rules: Recoveries - Draw Steel Rules: Recoveries and Recovery Value
Winded¶
- If Stamina is less than or equal to half of max Stamina
- Others know when you are Winded
Also see: Draw Steel Rules: Winded
Dying¶
- Considered Dying if Stamina is less than 0
- Can't take the #Catch Breath Action in combat (can outside combat)
- Lose
dice: 1d6
Stamina after you- Make Might or Agility Test
- Use an #Action, #Maneuver or #Triggered Action
- Stamina loss cannot be prevented
- You Die if Stamina reaches negative your #Winded value
Also see: Draw Steel Rules: Dying and Death
Death¶
- You die if you Stamina is less than or equal to negative your #Winded value
- (Negative 1/2 max Stamina)
- Cannot be brought back to life except through special items
- Director-controlled creatures die when their Stamina reaches 0
Also see: Draw Steel Rules: Dying and Death
Respite¶
- 24 hours uninterrupted
- Restore all recoveries
- #Victories convert to XP (See #Leveling)
Also see: Draw Steel Rules: Respite
Leveling¶
Level | XP (~Victories) |
---|---|
1 | 0-9 |
2 | 10-24 |
3 | 25-39 |
4 | 40-54 |
5 | 55-69 |
6 | 70-84 |
7 | 85-99 |
8 | 100-114 |
9 | 115-129 |
10 | 130+ |
Also see: Draw Steel Rules: Heroic Advancement
Victories¶
- 1 Victory per challenge
- Tough challenges (bosses) grant 2 Victories
- Converted to XP during #Respite (See #Leveling)
Also see: - Draw Steel Rules: Victories - Draw Steel Rules: Victories Reset - Draw Steel Rules: Victories After Combat - Draw Steel Rules: Victories After Non-Combat Challenges - Draw Steel Rules: For the Director: Awarding Victories
Hero Token¶
- Spent on a Hero's turn or when they take damage
- No Action required
- Regain #Recovery Value Stamina (1/3 Max)
- No upper limit
- Can be awarded to individual Hero or to group as a whole
Also see: - Draw Steel Rules: Hero Tokens - Draw Steel Rules: For the Director: Awarding Hero Tokens
Villain Power¶
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Negotiation¶
%% TODO %%
Also see: Draw Steel Rules: Negotiation
Languages¶
[!info]- Language Connections and Hierarchy ![[Languages.png]]
Also see: - Draw Steel Rules: Language - Draw Steel Rules: Language Usage
Classes¶
- Censor (in development)
- Draw Steel Rules: Conduit
- Draw Steel Rules: Elementalist
- Draw Steel Rules: Fury
- Null (in development)
- Draw Steel Rules: Shadow
- Draw Steel Rules: Tactician
- Talent (in development)
- Troubadour (in development)
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%%Stamina Example%%¶
Example for Hero with 24 Max Stamina
-12 0 12 24
|------------|------------+------------|---------------
Dead Dying Winded Temp Stamina