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Rules reference

Conditions in Draw Steel

Status effects and how they impact characters and play. Draw Steel is a heroic tactical RPG by MCDM Productions that uses a 2d10 Power Roll system with tier-based results. Characters are defined by their ancestry, culture, career, class, and kit. The game emphasizes cinematic combat, meaningful character choices, and a world where heroes stand against overwhelming darkness.

Key points

Conditions define mechanical states that alter what a character can do. Use this page to quickly understand the most common effects and how to resolve them.

Copyable facts
  • 2d10 Power Roll with 3 tiers: Tier 1 (≤11), Tier 2 (12–16), Tier 3 (17+)
  • 9 classes: Censor, Conduit, Elementalist, Fury, Null, Shadow, Tactician, Talent, Troubadour
  • 12 ancestries: Devil, Dragon Knight, Dwarf, Elf, Hakaan, Human, and more
  • 5 characteristics: Might, Agility, Reason, Intuition, Presence
  • Edge & bane system: Each edge adds +2, each bane subtracts -2
  • Kit system: Equipment loadouts that define your combat style
Examples
Example: Tracking active conditions

When a condition is applied, note the source and duration. At the start of each turn (or scene), check which conditions expire or escalate.

Example: Stacking and priority

Some systems let conditions stack; others replace. Check your system’s rules for which takes precedence when multiple effects overlap.

Common mistakes (smallest fix)
  • Mistake: Forgetting to clear expired conditions. Fix: Check condition durations at the start of each turn or scene.
  • Mistake: Treating conditions as flavor only. Fix: Apply the mechanical penalty or restriction every time it's relevant.

Draw Steel FAQ

How do Power Rolls work in Draw Steel?
What are edges and banes in Draw Steel?
What are the classes in Draw Steel?
How does culture work in Draw Steel?

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