Draw Steel (currently) has nine classes in the core "Heroes" rulebook.
Like in most RPGs, your class will determine a whole lot about how your character works and what kind of cool things they can do.
Each class has three subclasses, which you'll choose upon character creation at level 1, with each subclass providing certain features as you level up.
Each class also has its unique Heroic Resource. These all scale at similar rates, but in different ways. Every class gains a number of their resource equal to their Victories at the start of combat, and typically gets either 1d3 or 2 of it at the start of each turn, and then some class-specific way to generate more in the midst of combat.
Every class is deeply customizable: almost all of your combat abilities are ones that you'll choose as you build your character. Every class starts with two Signature abilities (which don't cost any resources) that they choose from a list of six or so. Then, they'll also pick Heroic abilities, which they can spend their Heroic Resource on. At level 1, you get abilities that cost 3 of your resource and one that costs 5, and as you get to higher levels, you'll get abilities that cost 7, 9, and then 11.
Classes also get various other features, either granted by the subclass you chose or just available to every character of that class.
So, what are the classes? Notably, each class is a variation on a common fantasy class, but sometimes with a distinctive twist.
Censor:
The Censor is Draw Steel's equivalent of the Paladin, a righteous divine warrior on a mission. Censors draw upon Wrath as their resource. All Censors have the ability to pick a target for Judgment, and can generate more Wrath when their judged target attacks them, or when they attack their judged target.
Conduit:
The Conduit is the Draw Steel take on a Priest or Cleric, channeling the power of the gods to smite foes and aid allies. Their resource is Piety, and they can pray to their god at the start of their turn to potentially get some extra Piety, at some risk. Clerics also have a special approach to subclasses, combining two Domains that their god represents to sort of build their own subclass.
Elementalist:
The Elementalist is your classic Wizard/Mage/Sorcerer class, channeling the power of the elements to blast foes and understand the underlying nature of the cosmos. Essence is your heroic resource, and you can get extra Essence simply when you or a nearby creature takes damage that isn't untyped (which I believe includes "physical damage") or holy, once a round. Notably, the "Green" elemental subclass includes some Druid-like features, including the ability to transform into various animal forms.
Fury:
The Fury is your Barbarian/Berserker class, attacking with brutal attacks and acting like a wrecking ball on the battlefield. Your resource is Ferocity, and you gain extra Ferocity when you take damage, as well as when you first become Winded (at 50% stamina) or Dying (at 0 or less Stamina). Like the Elementalist, one subclass here, the Stormwight, gives you some vaguely Druid-like options, allowing you to transform into beastly forms.
Null:
The Null is, kinda, the Monk/Martial Artist class, but with a particular emphasis on using psionics to shut down supernatural foes nearby. Nulls have an aura called a Null Field that can affect nearby creatures that reduces foes Potencies (their abilities' power to impose conditions) and can have other effects. Their resource is Discipline, and they can get more once a round when a foe in their Null Field takes its main action, and also when the Director uses a Malice ability (Malice being the kind of "Villainous Resource."
Shadow:
The Shadow is your Rogue/Assassin/Thief class, with lots of ways to move around the battlefield and evade enemies. Shadows' resource is Insight, and they can gain extra Insight when they use a Surge on an ability that deals damage (Surges are damage bonuses you can stock up in combat, and Shadows have a fair number of abilities that grant them). Additionally, your abilities can cost less Insight if you have an Edge or Double Edge on them (such as by being hidden from your target).
Tactician:
The Tactician is, kinda, the Warrior/Fighter class, but with a strong emphasis on leadership and empowering your allies. Tacticians can Mark a foe, giving allies an Edge of Power Rolls to attack them, along with other benefits. Your resource is Focus, and you can gain additional Focus when allies attack your Marked target, or when an ally nearby uses a Heroic ability.
Talent:
The Talent (which does have a 5E version) is your Psionic class, using mental abilities to damage foes and manipulate the battlefield. Your resource is Clarity, and you can gain extra when a creature is force-moved. The real hook, though, is that you can spend your Clarity into the negative, which gives you a special condition called Strained, and you take damage based on how far into the negative your Clarity is on each turn. Many of your abilities will have additional effects if you're Strained, usually with some sort of mixed benefit/cost.
Troubadour:
The Troubadour is Draw Steel's Bard Class, using wit, banter, and performance to thwart foes and aid allies. Your resource is Drama, and can generate additional Drama when certain events take place, such as a creature you can see rolling a critical hit. Drama continues to generate even if you're dead, and if you reach 30 Drama before the encounter ends, you can come back to life (notably, a hero dying, including yourself, grants 10 Drama).
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