Perks

Crafting Perks

This section presents crafting perks in alphabetical order.

Area of Expertise

Choose one skill you already have from the crafting skill group. Whenever you obtain a tier 1 outcome on an easy or medium test using this skill, you treat it as a tier 2 outcome instead. Additionally, if you spend 1 minute inspecting an object related to the chosen skill, you can estimate its value and learn of any flaws in its construction.

Expert Artisan

Whenever you make a test as part of a crafting or research project that uses a skill you already have from the crafting skill group, you can make the power roll twice and use either roll.

Handy

Whenever you make a test to craft something and don't have a skill that applies to the test, you gain a +1 bonus to the power roll.

Improvisation Creation

Without needing to make a test—and even without tools—you can quickly jury-rig or repair a mundane item or piece of equipment related to a skill you have from the crafting skill group. That item lasts for 1 hour or works for one use or activation (whichever comes first, as the Director determines), then breaks beyond repair. For example, if you have the Carpentry skill, you could repair a rickety wooden bridge long enough for a group of creatures to cross it, or build a simple shovel made of wood that can be used for 1 hour.

Inspired Artisan

When you make a project roll using a skill from the crafting skill group, you can spend a hero token to make another project roll for the same project as part of the same respite activity. You can't use this perk more than once per respite.

Traveling Artisan

On any day when you don't take a respite, you can spend 1 uninterrupted hour working on a crafting project using a skill you have from the crafting skill group. If you do so, you gain 1d10 project points toward that project.

Perks and Tests

The existence of specific perks doesn't mean that a hero can't attempt the task related to a perk without having that perk. Aside from supernatural perks, a Director can always allow a hero to attempt a mundane task mentioned in a perk by making a test. Perks are special because they allow a hero to attempt a specific task without a test, and often give a better result than a successful test—or even a test with a reward would give.

For example, can a hero catch a falling ally if they don't have the I've Got You perk? A Director can absolutely allow it, but might decide that the hero needs to succeed on a Might test to accomplish the task, using a main action or maneuver to prepare for it. Being able to catch an ally automatically as a free triggered action is what the perk gets you!