Bearing • Combat • Craft • Deduce • Discern • Education • Infamy • Marksman • Network • Prowl • Resolve•Standing • Travel • Vigor • Vim
SO MANY CRAFTS
Crafts is the skill of making, repairing, or maintaining things, however you do it. As with other Skills, it represents a certain genius above the Mediocre, but it deserves a closer look owing to its extraordinarily broad scope.
The default skill is called Crafts because it’s what we use in the examples. Like Combat, it's a broad-based, catch-all skill designed to represent everything from cooking to aeronautical engineering, so because of that it really begs an Aspect. As with other Aspects, this can be as broad or as niche as you wish, within limits; a Mechanics or Cooking specialty is nice and broad, but DaVinci Was An Incompetent Cretin is pushing it.
Overcome an Obstacle
Crafts allows you to build, break, or fix things, presuming you have the time and tools you need. Often, actions with Crafts happen as one component of a more complex situation, making it a popular skill for challenges. For example, if you’re just fixing a broken door, neither success nor failure is interesting; you should just succeed and move on. Now, if you’re trying to get your car to start while a pack of werewolves is hunting you…
Create an Advantage
You can use Crafts to create aspects representing features of a piece of machinery, pointing out useful features or strengths you can use to your advantage (Armor-Plated, Rugged Construction) or a vulnerability for you to exploit (Flaw in the Cross-Beam, Hasty Work).
Creating Crafts advantages can also take the form of quick and dirty sabotage or jury-rigging on mechanical objects in the scene. For example, you might create a Makeshift Pulley to help you get to the platform above you, or throw something into the ballista that’s firing on you to give it a Jammed Pivoting Joint and make it harder to hit you.
You probably won’t use Crafts to attack in a conflict, unless the conflict is specifically about using machinery, like with siege weaponry. GMs and players, talk over the likelihood of this happening in your game if you have someone who is really interested in taking this skill. Usually, weapons you craft are likely to be used with other skills to attack—a guy who makes a sword still needs Combat to wield it well!
As with attacking, Crafts doesn’t defend, unless you’re somehow using it as the skill to control a piece of machinery that you block with.
- Always Making Useful Things. You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.
- Better than New! Whenever you succeed with style on an overcome action to repair a piece of machinery, you can immediately give it a new situation aspect (with a free invoke) reflecting the improvements you’ve made, instead of just a boost.
- Surgical Strikes. When using Crafts in a conflict involving machinery, you can filter out unwanted targets from whole-zone attacks without having to divide up your shifts (normally, you’d need to divide your roll between your targets).
If building constructs and creating items is a big part of your game, check out Extras for a discussion of what might result from the use of Crafts.