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Fletching (Draw Steel)

Skills

Definition

Fletching covers cutting shafts, setting heads, binding feathers, and making sling stones, darts, and crossbow bolts. It is an Agility skill because balance and fine handwork decide whether a projectile flies true. Its job is keeping ranged fighters supplied: restocking in downtime, salvaging spent ammunition in the field, recognizing where a captured arrow was made, and producing specialty ammunition such as whistling or fire arrows when the Director allows.

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 produces excellent ammunition or a full restock in the time available. Tier 2 yields a usable batch with some waste. Tier 1 means few usable pieces. **Edges and banes**: Proper tools and seasoned wood grant an edge (+2). Green wood, no workspace, or rushed work imposes a bane (-2).

Tips

**Best for**: Archers and crossbow users who want independence from shops, and anyone playing a hunter. **Character concepts**: Wilderness culture hunter, Artisan career bowyer, mercenary quartermaster. **Synergies**: Craft for the bows themselves, Alchemy for treated arrowheads, Track and Nature for a hunter who makes their own kit.

Frequently asked questions

Do I have to track ammunition in play?

That is the table's choice. Fletching matters most when the Director does track it or you want ammunition with a special property.

Can I make a bow with Fletching?

Fletching covers projectiles. Bows and crossbows fall under Craft, though the Director may allow overlap for a bowyer.

Further Reading