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Skill | Crafting (Mind)

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Crafting measures your ability to design, build, repair, and modify physical items using tools, raw materials, and applied knowledge. It represents practical experience, technical precision, and discipline within a chosen specialty—be it blacksmithing, woodworking, tailoring, brewing, or similar hands-on trades.

When you first select this skill, you must declare a specialty (e.g., Weaponsmithing, Carpentry, Leatherworking, Bowyer/Fletcher, etc.). Each specialty is tracked separately, and additional specialties can be gained through focused play and GM approval.

Characters who want to build traps, mechanical tools, or disabling devices—such as tripwires, snare traps, or sabotage rigs—do so through Crafting, not class abilities. If you’re playing a rogue-type character, this is your path to trapmaking. You’ll need an appropriate specialty (like Engineering, Tinkering, or Bowyer/Fletcher) and the materials to build. Alacrity leaves those tools open to anyone who trains the skill—not just one archetype.

Typical Uses:

Situational Modifiers:
Use the Difficulty Ladder to reflect time, tools, materials, and working conditions:

Working Without Training:

Specialization Options:
Characters may gain additional specialties through focused downtime, roleplay, or training. Each specialty is tracked as a separate skill entry (e.g., Blacksmithing 60%, Leatherworking 25%). GMs may require time, access to materials, and narrative justification to expand crafting proficiencies.

Companion Skills:

Narrative Examples:

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File Created: 04/30/2025
Last Modified: 04/30/2025