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FASA Games, Inc. • Sea Snake & Leatherworking
Page 1 of 1

Sea Snake & Leatherworking

Posted: Sun Aug 30, 2015 2:51 pm
by Sangius
Ahoy Mateys!

The glorious crew of my ship were able to kill a Sea Snake during the last playsession (we're only circle 2, so we were somewhat proud of our achievement). My T'skrang was bitten into his tail quite badly by the beast and would now like to have a leatherworker produce a tail-protection out of the skin of the snake. Since he wants the rest of the crew to profit too, he wants to pay them for the leather. The skin has been fiercely pierced in several spots and I couldn't find any suggestions for what it could be worth. Also, how much would a leatherworker take for crafting such an armor? And how would you handle additional armour for a tail mechanic wise?

Re: Sea Snake & Leatherworking

Posted: Sun Aug 30, 2015 5:05 pm
by Telarus_KSC

Re: Sea Snake & Leatherworking

Posted: Tue Sep 01, 2015 9:18 am
by Sangius
Thanks a ton for your input, Telarus! Anyone else care to peer review it? I don't have a good enough grasp on the ED mechanics yet myself to be a good judge (although it all sounds very reasonable).

Re: Sea Snake & Leatherworking

Posted: Tue Sep 01, 2015 3:07 pm
by Razan_GM
Ed4 PG p.403
T’skrang pay a fitting fee when buying armor or clothing to accommodate for their tail, multiply the Cost by 1.1. If the armor or clothing covers the tail instead of just providing a hole for it, multiply by 1.25 instead.

So most armors can have tail pieces already build in, they just cost more. No need for additional rules.

Because Sea snake skin isnt mentioned to be worth any exact money, as many other creatures hide its just normal skin not worth too much.

So its just ingredient, armor made of it would have normal stats, just look better (or worse). Craftsmen would take 25%-100% more if he never used such skin. So for just tail piece it would be about 25%-50% of selected leather armor cost.

Sea Snake Leather Skora (T'skrang Tail "Gauntlet") 50 Sp
Attached Weapon, Size 1/ +1 Unarmed Damage. Counts as a Buckler, +1 Physical Defense.
Add +3 to all Avoid Blow tests this round, apply a -2 penalty to all other tests for the round if used in this way.
This penalty will stack with the penalty for a Tail Attack.

A bit too many bonuses from mundane item. Its either a weapon or a "shield". And why would it give +3 bonus (or any) to Avoid Blow?
p.53 A t’skrang may also attach a melee weapon of up to Size 2 to his tail, and this is treated as an Attached Weapon (see p. 406).

Re: Sea Snake & Leatherworking

Posted: Tue Sep 01, 2015 5:30 pm
by freid78

Re: Sea Snake & Leatherworking

Posted: Tue Sep 01, 2015 10:42 pm
by Telarus_KSC
Reading back, I did stick too closely to the Skora rules from the Namegivers book, which is supposed to be a metal gauntlet over the tail used primarily for Parrying (but as Parry was subsumed into Avoid Blow I shifted the bonus), and specialists in the Skora style can actually double the bonuses. I'd probably reduce the AV bonus to +1 for leather, and leave the +3 for metal ones.

You could just make the leather one a Buckler (which now gives Phys Defense, not Armor).

Re: Sea Snake & Leatherworking

Posted: Wed Sep 02, 2015 7:25 am
by freid78
since shields give physical/mystical bonus, it should on itself be enough. Just remove that avoid blow bonus which makes no sense. Also, stop with funky rules like Skora. There's no Skora in ED4, and it wont make it to ED4 either.

Re: Sea Snake & Leatherworking

Posted: Wed Sep 02, 2015 10:37 am
by Sangius
It appears, freid78 is anti-funky. For shame! ;)

Re: Sea Snake & Leatherworking

Posted: Wed Sep 02, 2015 6:54 pm
by Razan_GM
Thread Items are for a bit of funky, and for alot are Treasures :P

Re: Sea Snake & Leatherworking

Posted: Thu Sep 03, 2015 9:48 am
by Mataxes
Some good ideas here in general.

The simplest way to go, I think, is the one that looks at the relative cost for t'skrang clothing/armor that covers the tail -- that extra 25% mentioned by Razan. So, assuming you're looking for the equivalent of standard leather armor, it costs 10 silver for a full suit, a "tail piece" would be 2 silver, 5 copper. Materials value is commonly 1/2 that, so a piece of leather that size would be valued at a little over a silver.

As far as what additional effect that might have, it depends. If the character normally wears armor better than leather (or whatever quality you decide to make it), I wouldn't have it add any mechanical bonus (they already have a higher armor rating). If they don't... that gets a bit trickier.

ED4 isn't really built with a hit location mechanic, and prior versions of "piecemeal" armor rules mainly did that to determine an effective overall armor value. You could allow a character to use called shot target a specific location to take advantage of piecemeal armor, but if you go that route it should probably be applied equally. It's a bit more crunch than I'm into, personally.