Attributes, Abilities & Specialties

CRAFTS

Description: This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, leatherworking, metallurgy, or even mechanical expertise such as car repair. You must always choose a specialization in Crafts. In addition to creating or repairing, a specialization suggests a certain degree of related knowledge (such as recognizing famous practitioners) or the ability to appraise (or break) other works in their chosen field.

Allowed Specialties*: Artisan (Specific Trade), Construction, Gunsmith, Blacksmith, Mechanic

Rules: You gain a free, mandatory specialty upon taking your first dot in this Ability. You cannot benefit from this Ability, when attempting a non-specialized task. You simply roll the base attribute as normal, though do not suffer an additional untrained penalty.

  • Shooting guns is easy. Knowing how guns work is a bit more complicated. The Gunsmith specialty reflects a practical knowledge of weapon manufacture, modification, design and repair. The various levels cover expanding categories of firearms expertise. Given time, tools, and enough dots in this Skill, you can fix guns, craft firearms and unique ammo from scratch.
    • This specialty is required to perform certain supernatural feats (like Matter and Forces Effects) to alter or supercharge mundane firearms in various ways.
  • The Construction specialty covers reasonable things involved in building (or flipping a house). Divergent skill sets like carpentry or plumbing are collected together for aesthetic, narrative purposes. Blacksmith is anything requiring a forge.

  • Mechanic will cover most anything requiring an engine, even though something like Technology or Computers will need to be paired with it for the most modern vehicles. (For vehicle repair, modification, hotwiring, and car-stripping rules, see M20 Core pg. 463-464).

  • The Artisan (Specific Trade) specialty remains for those with a truly unique or niche pursuit that doesn’t seem right for Artistry.

    Story Example: You need to board up the door to your haven in record speed – and it needs to be durable, too! Roll Wits + Crafts (difficulty 7).
  • Crafts is especially useful for werewolves who hope to make fetishes. It’s easier to convince a spirit to enter a vessel that’s made well, after all.