This skill is used to add flavor to your character. It cannot be used to give a character any extra power in-game nor does it guarantee any information from the Plot Committee, although the Plot Committee may take it into consideration when distributing information or plotlines. For instance, if you have Craftsman: Sailor and a module involves capturing a boat from pirates, your skill could come in handy.
For every Craftsman skill bought, a character will receive one silver piece at check-in for each Logistics Period of the event they are checking in for. This money is received up front even if the player is not able to attend the entire event. This represents income you receive from your skill. Therefore, Craftsman skills must be skills that would provide an income. Craftsman: Good Looking or Craftsman: Lazybones would not be acceptable.
You can buy multiple levels in any Craftsman skill. If you have Craftsman: Astrologer, you can earn a living at it, but if you have purchased that particular Craftsman skill ten times, then you’re one of the top astrologers around; after all, you earn a gold a day just from that skill!
When choosing a Craftsman skill, you cannot duplicate or imply other in-game skills. Craftsman: Herbalist is pretty much the same thing as Herbal Lore, and Craftsman: Leathersmith is covered under Blacksmith.
Example Craftsman skills might include (but are not limited to) actor, architect, artist, astrologer, baker, bard, barrister, bookbinder, bookkeeper, brewer, builder, butcher, calligrapher, candlemaker, carpenter, cartographer, cartwright, cobbler, farmer, farrier, fisher, fletcher, forester, gambler, glassblower, gravedigger, hatter, hunter, innkeeper, jeweler, lenscrafter, lumberjack, mapmaker, mason, masseuse, moneylender, musician, miller, miner, navigator, painter, potter, rat catcher, sage (specify field of study), sailor, scout, scribe, sculptor, silversmith, singer, tailor, tavernkeeper, tracker, trapper, undertaker, veterinarian, and weaver.