Crafting
You use Crafting to make, understand and repair items. For each rank in this skill you gain 1 level of Advantage on Lore checks about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures (usually including constructs; the GM decides which creatures count).
Tool proficiency. At 1 rank in Crafting, choose one Crafting tool set you're proficient with, and one more at 3, 5, 7, 9 and 11 ranks. With a proficient tool set you use your full Crafting bonus. With one you aren't proficient in, you can do only simple mundane work and roll with Intellect alone, and you can't make Masterwork, magical or alchemical items. The tool-set table and the full crafting process are in Crafting & Treasure.
Actions
Repair (Exploration, Manipulate)
Requires: A repair kit.
You spend 10 minutes fixing a damaged item, setting it on a stable surface and working on it with a repair kit in both hands. The GM sets the DC, usually the same as crafting the item in the first place. A destroyed item can't be repaired.
Critical Success: You restore twice as much Durability as on a success.
Success: You restore 6 Durability, plus 6 more for each step of Crafting training: 12 at 1 Rank, 18 at 2 Ranks, 24 at 5 Ranks and 30 at 9 Ranks.
Failure: You couldn't repair the item.
Critical Failure: You deal 2d6 damage to the item (its Hardness applies).
Craft (Downtime, Manipulate, Trained)
You try to make an item, a rune or a batch of items from raw materials. Alchemical Concoctions need the Alchemical Crafting talent, magic items need the Magical Crafting talent, and some items need other specific talents. To Craft an item: its level must be your level or lower; you need Ranks in Crafting equal to at least half its level, rounded up; you must be proficient with the right tool set; and you must have the materials. Some items also need a workshop, a formula or a specific talent. A formula is usually optional for common items (though it makes the work easier); for Uncommon or rarer items you need a formula or an example to copy, unless a rule says otherwise. The full process is in Crafting and Treasure.
Identify Alchemy (Concentrate, Exploration, Trained, Secret)
Requires: Access to alchemist's tools.
With 10 minutes of testing using alchemist's tools, you work out what an alchemical item is. If you're interrupted, you have to start again.
Success: You identify the item and how to activate it.
Failure: You can't identify the item, but you can try again.
Critical Failure: You mistake it for a different item of the GM's choice.