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Craftsman

Represents the ability of a character to make, break, or repair objects. Art objects with no practical use use Perform instead. Use of this skill typically requires a workshop, which determines the maximum quality of object that can be worked. Characters with a Power skill can use this skill to create magical items.

Making Stuff

Given time, tools and materials a character can create stuff; although in game terms it can be time consuming. Improving an item can take less time (typically 24 hours for 3 improvements), but those improvements do not last from session to session.

Fixing Stuff

For devices with stress tracks the difficulty to clear them is the quality of the item and take only a few hours. Mild consequences take a few hours, a Moderate can take a day, a Severe takes a week, while an Extreme requires it to be completely rebuilt. For devices without stress tracks the difficulty is equal to its quality or resources' cost, whichever is higher. Failing a repair roll can be made up retroactively, each increased step on the Time Increment table gives a +1 to the roll up to a maximum of +4.

Breaking Stuff

Craftsman can be used to dismantle or break stuff. Using this skill a character can attack an object or place temporary aspects.

Stunt Prerequisite Description Page1)
Apprentice 1 broad category, -1 Time 71
Journeyman Apprentice +1 with broad category, +2 with speciality 71
Master Journeyman -2 DC with broad category, Instead of Scholarship 71
Crafter’s Connections Journeyman Complement Contacts 71
Crafter’s Reputation Journeyman Complement Rapport 71
Artisan Apprentice +1 craft time yields object with Art Quality-2 71
Personal Device Own special/unique device with 3 improvements 71
Universal Device 1/session gets Personal Device with 2 improvements 71
Armourer 1 Craftsman stunt -1 DC, -1 Time for weapons and armor 71
Engineer -2 cost rating for construct 71
Sapper +3 to fire/explosion rating vs structures 72
She’ll Hold Together 1 Craft Stunt -1 DC, -1 Time to repair vehicles 72
Shipwright -2 Cost rating for vessels 72
Siege Engineer +2 bonus to declare weakness/strength of structure 72
Traps +1 trap point per effort 72
Good As New -1 Quality to repair item 73
Rush Job -4 Time to repair item, but consequences remain 73
To the Mallet Born -2 Time to repair item 73
Thump of Restoration To the Mallet Born FP + skill = immediate repair for effort exchanges 73
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Page numbers are in the Legends of Anglerre book until otherwise noted