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Draw Steel skill

Leather Working

Leather Working is a skill in Draw Steel: Cutting, stitching, and treating hides into armor, harness, packs, and gear that survives the road.

Last reviewed

Key facts

Characteristic
Reason

Overview

Leather Working is the tanner's and saddler's craft: turning a hide into usable leather, fitting a brigandine to a specific body, repairing a split strap before it fails on a climb, judging whether a piece of armor was made well or made cheap. It is a Reason skill because it is measurement, pattern, and process. It comes up during downtime, after a fight that shredded someone's kit, when the party skins something unusual, and whenever a scrap of tooled leather is the only clue to who made it.

How it works

Characteristic: Reason. Skill group: Reason skills. Test: 2d10 + Reason; 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 or repairs a piece that fits and holds. Tier 2 produces serviceable work with a flaw. Tier 1 wastes the hide, and a bad repair can fail at the worst moment. Edges and banes: Proper tools, a tannery, and quality hide grant an edge (+2). Fresh untreated skins, improvised tools, monster hide, or rushing the job imposes a bane (-2).

Tips and playstyle

Best for: Heroes who maintain their own kit, and parties who turn hunts into equipment. Character concepts: Artisan career leatherworker, Laborer from a tannery district, a wilderness culture hunter who wastes nothing. Synergies: Craft for general fabrication, Blacksmithing for the metal fittings, Nature and Monsters to know what a hide is worth.

Frequently asked questions

Can I make armor from a monster's hide?

The Director decides what unusual materials allow. Expect a bane on the work and Monsters knowledge as a prerequisite.

Does this skill improve my kit's bonuses?

No. Kit bonuses are fixed. Leather Working repairs, fits, and produces gear in the story, not new statistics.