Page 72-73: Crafting (INT)
The ability to create, disassemble, upgrade, and repair things. What things? All kinds of things!
Focuses: When you take your first rank in Crafting you get to pick a Focus. Also, every fourth Rank you get to pick a Focus (That means you get them at 1, 4, 8, 12, etc). Remember that Ranks are the Skill Points actually spent, not the Bonus. Your focus represents what kind of stuff you can craft. There are ten default Focuses but an individual setting can add more as appropriate. When you make a Crafting Check it uses one Focus and only one, whichever is most appropriate. So if you are crafting plate armor it will use Metalworking; yes, it has leather straps and belts, but the majority is metal. If you do not have the needed Focus then you are considered Untrained, meaning no matter how big your bonus you cannot get higher than 15.
Tools: You need tools to craft and each focus has its own tools. Without tools you are considered Untrained. If you are at a Workshop, such as at your house, you get a Threat Range bonus.
Magic Items: Even with the Focus and Ranks you cannot craft potions or enchantments without taking the necessary feats or having the ability from some other source. Like you need Alchemy Basics to make Elixirs.
Knowledge: Whatever is appropriate to your Focuses. Including important information on structural weaknesses and strengths that could be very useful if used properly, like how to breach a stone wall if you have Stonecutting.
Build or Improve Object (Downtime)
Talk to your GM and tell them that you want to forge an Uber Sword of DOOM! You give him the stats and he approves so you roll Crafting with a Metalworking Focus. You need time though, so you can only do this if you have enough free time; the item lists have the time needed to build things. After you roll you check Table 2.9 to see how much value your Crafting had. If you make enough to craft the item, success, if not... well, you can finish it later, and if what you are crafting is big and complex, like building a boat in your basement, expect to take several crafting sessions. With a Critical Success you get a bonus, with a Critical Failure you get a penalty, plus or minus 50% respectively. And if you have raw materials from somewhere you can use that to boost the roll, or spend silver to buy them for the same effect, but in either case only up to a value equal to your Crafting Check. If you exceed the needed total you can craft more than one of the same item if you get a high enough result, like make several bottles of healing potion, and any remaining leftover is returned as cash.
Not just for money, but it could be used for that (Metalworking for coins, Inscription for bills). This is also for forging documents, forging a signature, forging artwork. Pretty much making a fake of anything. Your result plus ten is the DC to detect that the item is fake. No mention of what effect Criticals have. I would thing a Success would give an Error Range penalty to people trying to detect the fakeness while a Failure would make it stand out as obvious.
The opposite of "Build or Improve Object". You take something apart and get to keep the recovered materials for your own use. A Critical Success gives you more stuff while a Critical Failure gives you nothing but a pile of worthless junk.
Improvise (1 Full Action)
Lets you quickly scrounge up materials to use in place of the proper item, only works with really simple items. The GM has to approve it and checks made with the item are considered Untrained, unless you get a Critical Success. If you Critically Fail then you cannot try again. The usefulness of this seems dubious to me due to the Untrained penalty.
Same as build, but the target value is half of the build cost.
Page 73-74: Disguise (CHA)
Lets you physically appear as someone else, or at least, not as you. This is NOT used for imitating someone else's speech or mannerisms, that would be Bluff.
Tools: You need Actor's Props or you are considered Untrained and anything more than the most basic of disguises are impossible. And a proper Workshop, like a dressing room at the opera, gives you a Threat Range bonus.
Knowledge: How to dress appropriately, fake injury or deformity, hide weapons in your outfit.
Check Modifiers and the required time vary depending on the situation. Simply covering an obvious scar takes only a few minutes and has no effect on the Check, while trying to look like Quasimodo could impose a -8 penalty and take an hour. Also, some disguise checks are straight up impossible, there is no way an ogre could pass himself off as a pech, but he might pass as a giant with the right look. Your result is the DC for others to see through your disguise, they make checks whenever you do something that would warrant them, like act out of character for a person your are imitating, or fall under the scrutiny of a guard that is checking guests at a door. If someone beats your check, then that person knows that you are in disguise, but that is all; others do not know unless they tell and they do not know who you really are, just that you are not who you appear to be. With a Critical Success others suffer an Error Range penalty when trying to see through and with a Critical Failure you are as bad as a mall Santa's fake beard.