Crafts is the skill of working with tools or machinery to produce products, for good or ill.
Overcome: Crafts allows you to use, build, break, or fix machinery, 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.
Create an Advantage: ou 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.
Attack: 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 to Fight to wield it well!
Defend: 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.