Repairing Actions

Characters can use their Crafting Skill to repair gear. Deterioration confronts a Crafting action as if it was an NPC with a Skill equal to the amount of deterioration on the gear, and it plays as many cards as the level of the gear (one if normal or improvised; two if magical or forged; three if legendary). Additionally, certain situational effects might give disadvantages to the character as determined by the GM. Here are some examples: The time it takes to perform a repairing action is up to the GM (repairing only a few points of deterioration on an improvised weapon might be possible to perform in a turn, but repairing a forged weapon that has been badly damaged might take hours or even days). A successful repairing action removes all the deterioration on the gear. A failed repairing action has no further effects, unless the character fails by five or more points and the GM sees it fit (the GM can determine to add further deterioration or even claim that the gear is no longer possible to repair).
 * The character performing the action does not have any appropriate tools for it.
 * The character is performing the action without parts for replacements or adequate materials.