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Draw Steel Tactician Guide

Introduction The Tactician is the quintessential leader, with many of their abilities focused on directing allies to take actions or otherwise supporting them. They are also masters of warfare, being able to make use of two kits at once, and choosing a Tactical Doctrine which describes the kind of battlefield strategy they use. For each choice I've assigned a star rating based on how powerful I think the option is and how often it will be useful, as well as a short explanation. Base Features The heroic resource Focus fuels the Tactician's abilities, and you gain more of it the first time each round that an ally uses a heroic ability, and the first time each round anyone on your team damages an enemy that you have marked. The Mark maneuver gives your team a permanent edge against the target, which once established will be permanently available to bounce around the encounter to whichever target is most relevant to take out next. Marking an enemy is the first priority in an encoun...

Draw Steel Shadow Guide

Introduction The Shadow is a mobile assassin type character who has been trained by a secret College in the ways of stealth, magic, and infiltration; each of which teach a different set of features. The Shadow has access to a combination of melee and ranged abilities, which can make their choice of kit just as important as their choice of College for how the class develops. For each choice I've assigned a star rating based on how powerful I think the option is and how often it will be useful, as well as a short explanation. Base Features The heroic resource Insight fuels the Shadow's abilities, and they can only get more of it each round by dealing damage to an enemy that is improved by a surge. Because their default Insight gain is based on a 1d3 this could leave you with as little as 2 Insight gain a turn, which is pretty rough given the variety of extra ways the Shadow has to spend it. To make up for this the Shadow spends 1 less Insight on heroic abilities which have an edg...

Draw Steel Null Guide

Introduction The Null is an unarmed warrior who uses their physical and mental prowess to psionically beat their enemies to a pulp. The mastery the Null has over their being gives them a Tradition, which shapes many of the psionic abilities they can make use of. For each choice I've assigned a star rating based on how powerful I think the option is and how often it will be useful, as well as a short explanation. Base Features One of the most unique features the Null gets is their "Null Field", which is an aura that the Null can keep permanently active around them until they are dying. This field by default makes it harder for enemies within it to affect you or your allies with debilitating effects. The Null Field can be temporarily enhanced with other effects such as "Synaptic Break" making the enemy more easily affected by your conditions, which is an amazing benefit to make your whole team better at using their most impactful abilities. The heroic resource Dis...

Draw Steel Fury Guide

Introduction The Fury channels the primordial energy that underlies the Timescape into their martial prowess. This aspect of chaos manifests as their Ferocity, and the Primordial Aspect that shapes many of the features they will gain as they progress. Beyond the Primordial Aspect, Stormwight Fury's in particular can branch out into separate builds based on the animal form they choose as each encourages you to be good at different things For each choice I've assigned a star rating based on how powerful I think the option is and how often it will be useful, as well as a short explanation. Base Features The heroic resource Ferocity fuels the Fury's abilities, and how you gain more of it is centred around taking damage. As a melee focused character it shouldn't be a problem taking damage every round, and there are ways to damage yourself just in case. Becoming winded for your first 1d3 bonus Ferocity is basically guaranteed in any given combat, while becoming dying is quite...