Create tool is used for people who create hammers, weapons, armor, fishing rods, and all manner of other tools to assist people in carrying out their duties.
This allows you to create things that characters carry around with them. When you make a tool, pick what the item does and then pick what skill it will add bonus dice for. A sword gives bonus dice for melee, a suit of armor gives bonus dice for defense, a hammer and tongs will create a tool that helps you forge other tools, and a sufficiently spooky outfit will give you a bonus to intimidate.
The next step is to determine the required resources and make sure they're available. You roll the create tool skill and may make a tool in rating up to successes rolled, and requiring resources to create equal to its rating. The tool will then add its rating to whatever it helps with.
No character may benefit more than one tool for any particular job. If one follower uses several tools, only the highest bonus counts.
The create tool skill can be used without resources as a support to create disposable items, stored until the follower needs it. So if you roll 3 successes to make some fire arrows, those can grant +3 to a roll if used in one turn, or +1 to 3 different rolls. Wooden shields are light and good for blocking right up until they break. Smoke bombs can hide a thief in an emergency. Glass weapons are fragile but hold a perfectly sharp edge. A bit of creativity can get you some bonuses stored up quickly. But this doesn't get you the permanent boosts that come in quite handy.
Creating a temporary tool takes a couple dozen minutes and creating a permanent tool takes days.
Build structure is used by masons, engineers, excavators, and other people who create structures. The most involved, structures usually use up your wood and stone, and they occupy an entire area. A structure could be a small building, a room, a ship, or something of the like. To create a structure, roll build structure and count up successes. You can create a structure whose rating is less than or equal to successes rolled
The rating of the building determines the number of people that can take advantage of its amenities at one time. Those will be discussed below. A workshop rating 3 can host 3 craftsmen taking advantage of any amenities.
Craft amenity is used by various tradesmen to turn raw materials into furniture and equipment in a building. Roll create amenity to create something beneficial in a structure. It costs 1 resource of the appropriate type to make an amenity. No one may benefit from or take a penalty from more than one amenity at once.
Amenities can add extra dice to actions performed in or in relation to a structure, or provide a penalty. Consider an archery tower with the amenities height advantage, arrow slits, and warning beacon. Say the archery tower is rating 3. Anyone using that structure might use height advantage for a bonus to rolls to see something or hit with a ranged attack. The arrow slits would provide a penalty for attackers to hit someone in the structure. The warning beacon might add bonus dice to social rolls to warn people or rouse them to action. There is no limit to the number of amenities that can be added to a structure except by common sense.
Develop is the ability to build up infrastructure and create or improve a development . First, pick which development you wish to improve, or a sub-development you wish to create.Your roll this skill and add ticks of development equal to successes rolled. When a development gets enough ticks equal to its current rating plus 1, remove that many ticks and upgrade it. No development can go up more than 1 level in a year.
Also, each archon gets to add 1 tick to each develepment each year. (This section needs a cost or a rework)
Gather is relatively simple. If, in your adventures, you come across an easy trove of resources that you can quickly gather, use gather to harvest them whether it's mining ore or picking berries. If those resources are not being gathered from the wild, but instead from a nearby locked chest, try steal instead.
This determines the quantity and quality of items you have with you. Your house will likely have an amenity such as storage space that grants you a bonus to this. You can roll stock to declare you have an item with you, reducing the need to list everything on your character beforehand. The difficulty of the stock roll is determined by the odds you would have that item with you. This is 1 for any item you would almost assuredly have on you. Failing this means you lost or forgot the item. 3 or more covers items you would possibly have on you. 5 is a good difficulty for things you are very unlikely to have on you. A sword would be difficulty 1 for a swordsman, difficulty 3 for a wizard, and difficulty 5 or higher for a pacifist.
Rolling for a more specific item, such as a sword with the symbol of a boar's head on it would increase the difficlty by a few points unless that is your character's symbol or there's another reason why you'd be more likely to have a sword with that symbol on it than without it. Cost is also a factor. A more valuable sword would be a harder roll than a basic one.
Artisan is your basic ability to create art of any kind. It works like a social skill. Simply write down the dice you get to make the art and the social skill that determines its effect, and anytime anyone takes a minute to appreciate it, roll as if you're using a social skill against the target, even if you're not in the room. If you write a book on the doctrines of your archon, you can treat that as a preach action against anyone who reads a chapter. If you paint a terrifying work then anyone who takes the time to view it can feel the horror you attempted to convey.
Once someone has experienced a piece of art, they are generally not affected by it again. But they may roll artisan or perceive to experience the effect again, gaining new insights into the piece.
Creating a work of art is like creating a tool as far as resources costs are concerned.