You are skilled in a craft or profession. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems.
Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks:
Craft (chemical): mix chemicals to create acids, bases, explosives and poisonous substances
Craft (electronic): build or repair electronic hardware, such as computers or smartphones
Craft (mechanical): build or repair mechanical objects
Craft (pharmaceutical): compound medicinal drugs to aid in recovery
Craft (structural): build wooden, concrete or metal structures
Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase DC for this equipment varies by Craft skill.
Make an item related to your profession from raw materials. You must first succeed at a Wealth check to acquire the materials. After 4 days of work, attempt a Crafting check against a DC set by the GM.
Success: You successfully create the item.Failure: You fail to complete the item, but you salvage the raw materials for their full value. You must start over.Critical Failure: You ruin the raw materials. To try again, you must make a new Wealth check and start over.You attempt a skill check to remember a bit of knowledge about your profession and related topics. Spend 1 Action and make a Craft check to Recall Knowledge related to your profession. The GM determines the DCs for such checks.
Critical Success: You recall the knowledge accurately and gain additional information or context.Success: You recall the knowledge accurately or gain a useful clue about your current situation.Critical Failure: You recall incorrect information or gain an erroneous or misleading clue.Fix a damaged item using a repair kit and a stable surface. Spend 10 Minutes to make a Craft check with your appropriate profession to try and repair something related to that profession. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. Making repairs may require a Wealth check for parts. You cannot Repair a completely destroyed object (0 HP).
Critical Success: You restore 10 HP to the item, plus an additional 2 HP per Proficiency Tier you have in Craft.Success: You restore 5 HP to the item, plus an additional 1 HP per Proficiency Tier you have in Craft.Critical Failure: You deal 2d6 damage to the item (apply the item's Hardness normally).