5.a SagaBorn BRP Crafting

Crafting

Crafting is used to repair or make new items.

  • Alchemy – making potions, poultices, and chemicals.
  • Artificing – creation of magic items.
  • Blacksmithing – creation and repair of arms and armor.
  • Carpentry – creation of wood objects and items.
  • Cooking – creation of food which gives small benefits.
  • Leather Working – creation and repair of leather items.
  • Poisoner – creation of basic poisons.
  • Tinkerer – creation of tool kits,traps, and adventuring gear.

Basics

A character can attempt to craft 150 gp (retail cost) worth of goods for 50% of the cost. Based on their crafting rolls is how successful they are.

Most crafts need a kit or crafting room to make items.

Fumble: Nothing is crafted, and you lose the money.

Failure: Nothing is made, but you salvage the crafting resources.

Success: you make 150 gp worth of goods for 50%* of the price.

Special Success: See Crafting Description.

Critical Success: See Crafting Description.

*Percentage is based on the level of your shop, with the base cost being 50%.

How to craft items

Crafting has a base cost of materials, time investment, crafting station, and a crafting skill requirement. Some items may have a rare crafting material or level requirement. When a character spends one week of downtime crafting, they make 150 gp worth of goods for half the price. If the crafter’s room is at the masterwork level, the discount is 60%. Items made with kits have no discount. 

The week is spent sourcing and purchasing materials as well as crafting. Under most crafting skills, there is a “Weekly Kit” that allows crafters to just “purchase” a base kit that can be made in one week. This is to make crafting quicker at the table. 

SkillCrafting Station RequirementTimeRetail Cost of Goods MadeCraftable Items
AlchemyAlchemy Lab1 Week150 gpAlchemical substances
ArtificeMage Lab1 Week150 gpImbued items
BlacksmithingSmithy1 Week150 gpMetal items, weapons, and armor
BrewingVariable; Brewery1 DayVariableCoffee, Teas, Alcohol
CarpentryWoodworker’s Bench1 Week150 gpArmor, bows, arrows, furniture
CookingCooking Kit; KitchenVariableVariableFood
LeatherworkingLeatherworker’s Room1 Week150 gpAny leather item
PoisonerPoisoner’s Room1 Week 150 gpAny basic poison
TinkererTinker’s Pack, Tinker’s Room1 Week150 gpKits and traps

Alchemy

Alchemy allows for the crafting of any alchemical substance at 50% retail cost. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.

Alchemy Craft Bonuses: 

  • Special: Crafted items add +1d4 to their effects.
  • Critical: Crafted Items add +4 to their effects.
Alchemical Substances
ItemRetail PriceCost to MakeWeightEffects
Acid10 gp5 gp1 lb
Alchemist’s Fire20 gp10 gp1 lb
Antitoxin50 gp25 gp— 
Black Rock40 gp20 gp1 oz
Healing Salve30 gp15 gp1 lbHeals target 1d4+2
Smokestick20 gp10 gp1/2 lb
Totem Bag (1 use)45 gp22 gp1.2 lb
Universal Solvent25 gp12 gp— 

Alchemist’s Weekly Kit: 

Retail Cost: 150 gp

Acid Vial (10 gp)

Alchemist’s Fire (20 gp)

Black Rock Vial (40 gp)

2x Healing Salves (60 gp)

Smokestick (20 gp)

Artifice

Artificing allows for the crafting of any imbued item at a discounted price. The discount is based on the type of crafting room. Imbue item with spells: retail cost is spell mana x40 gp per charge (minimum 20 gp). One item can hold only one spell with indefinite charges. Items can not be used to learn the enchanted spell, but anyone can use the item to cast the spell. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.

Artifice Craft Bonuses: 

  • Special: Crafted items at 40% of normal cost.
  • Critical: Reagents found around the lab, crafted Items are free.
Spell ManaRetail PriceCost to Artifice
020 gp10 gp
140 gp20 gp
280 gp40 gp
3120 gp60 gp
4160 gp80 gp
5200 gp100 gp
6260 gp130 gp
7300 gp150 gp
8400 gp200 gp

Blacksmithing

Blacksmithing allows for the crafting of any metal item at a discounted price. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts. Crafted items can be weapons, armor, tools, or other mundane items. Special items can be crafted or repaired based on level.

Blacksmithing Craft Bonuses: 

  • Special: Crafted ammuniton adds +1d4 to their effects.
  • Crafted Items add +4 to ammunition. All smithed items considered mastercraft.
Talent LevelItems CraftedItems Repaired
3Cold iron, mundane metal itemsAll mundane metals, cold iron, silver (ammunition, weapons, etc)
5SilverAmarnium, Aradan steel, metal Legacy items, tritium 
7Amarnium, Aradan steel, metal Legacy items, tritium Metal artifacts

Carpentry

Carpentry allows for the crafting of any wooden item at a discounted price. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts. Crafted items can be weapons, armor, tools, or other mundane items. Special items can be crafted or repaired based on level.

Carpentry Craft Bonuses: 

  • Crafted ammo gains +1.
  • Special: Crafted items add +1d4+1 to their effects.
  • Critical: Crafted Items add +5 to their effects and are considered mastercraft.
Talent LevelItems CraftedItems Repaired
3Mundane wooden itemsMundane wooden items (arrows, bows, shields, etc.)
5Elfwood, wooden Legacy items
7Elfwood, wooden Legacy items Wooden artifacts

Cooking and Brewing

Cooking is a craft that can be done at home or on the road.

If spending a week cooking in your Stronghold or a kitchen, a hero can craft 7 food items. On the road, a cook may try and craft a single days meal per rest period but must succeed at a Crafting check to cook any food with a Bonus. The cost to cook one of these meals is 1 gp. 

All food cooked in advance of an adventure is made to last and has a 14 day shelf life. Any bonuses gained from the food last 24 hours. A hero may only have one bonus from food and/or drink.

Cooking Craft Bonuses: 

  • Special: Crafted items at 40% of normal cost.
  • Critical: Reagents found around the lab, crafted Items are free.
FoodBonus
Black Coffee Cake+5% to a chosen Awareness Skill
Trail Sausages+1 Saga Point
Adventurer’s Bread+5% to Stamina
Jerky+5% to Agility
Cabbage Soup+5% to Spirit

Brewing creates drinks that give small bonuses. While some brewed drinks can easily be crafted on the road, others, such as beer or liquor, require a brewery. Any bonuses gained from the drinks last 24 hours. A hero may only have one bonus from food and/or drink.

DrinkBonus
Hand-pressed Coffee+5% to a chosen Awareness Skill
Fruit Tea+1 Saga Point
Steeped Tea+5% to Stamina
Fermented Tea+5% to Agility
Citrus Infused Water+5% to Spirit
Small Batch Whisky, Vodka+5% to Effort
Small Batch Rum+5% to a chosen Persuasion Skill

Leatherworking

Leatherworking allows for the crafting of any imbued item at a discounted price. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts. Crafted items can be armor, clothing, or other mundane items. Special items can be crafted or repaired based on level.

Leatherworking Craft Bonuses: 

  • Special: Crafted items at 40% of normal cost.
  • Critical: Mastercrafted item.
LevelItems CraftedItems Repaired
3Mundane leather itemsMundane leather items
5Leather Legacy items
7Leather Legacy items Leather artifacts

Special Leather Items

NameRetail PriceCost to CraftWgt.
Adventurer’s Boot Grips40 gp20 gp1 lb.
Climbing Harness Kit80 gp40 gp3 lbs.
Expert’s Saddle30 gp15 gp15 lbs.

Adventurer’s Boot Grips

A set of spiked thick soles, attached via leather straps, giving the wearer the ability to traverse most difficult terrain as normal ground. Single Use. One round to don. Ignore Difficult Terrain for a single encounter.

Climbing Harness Kit

Single Use. Climb at 1/2 your normal speed.

Expert’s Saddle

The Expert’s Saddle gives +2 to any Heroic Actions to resist being unsaddled.

Poisoner

Being a poisoner allows for the crafting of any basic poison at a discounted price. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.

Poisoner Craft Bonuses: 

  • Special: Crafted items add +1d2 to their POT.
  • Critical: Crafted Items add +1d4+1 to their POT.

Basic Poisons

PoisonTypeFort DCOnsetEffectCureRetail PriceCost to Craft
KonkIngested, inhaled, injury12InstantFall asleep for 2 minutes1 save40 gp20 gp
BloodboilIngested, inhaled, injury12Instant1d6 damage1 save40 gp20 gp
Wooley eyeIngested, inhaled, injury12InstantDazed for 3 rounds1 save40 gp20 gp

Harvested Recipes

Harvested poisons (poisons and venoms taken from monsters and creatures) still have a cost to distill and craft, so the 20 gp per dose is still applicable, though they have no further costs.

Example:

Xyla and her friends defeated a wyvere. She spent the time harvesting venom from its tail stingers, which makes a rare poison worth 3000 gp. She can take that venom back to her hideout and craft one dose for 20 gp. She may then keep it for her own use or sell it for 3000 gp, which is quite a profit. The amount of venom or poison extracted from a beast is up to the SG, which may be one, two, or ten doses.

Tinkerer

Tinkering allows for the discounted crafting of kits and traps. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.

Tinkerer Craft Bonuses: 

  • Special: Crafted items at 40% of normal cost. Traps gain +1d4 to damage.
  • Critical: Mastercrafted item. Traps gain +1d6+1 to damage.
Tools, and Kits
NameRetail PriceCost to CraftWeight
Climber’s kit80 gp40 gp5 lbs
Healer’s kit50 gp25 gp1 lb
Musical instrument5 gp2 gpVaries 1-8 lb
Thieves’ tools30 gp15 gp1 lb
Tinker’s kit100 gp50 gp3 lbs
Basic Traps
CRAverage DamageBase AttackBase Skill DC (Awareness, Thievery)Retail PriceCost to Craft
CR11d6+101625 gp12 gp
CR22d6+122050 gp25 gp
CR33d6+1422100 gp50 gp
CR44d6+1624200 gp100 gp

Specialty Items

These are the basic rules for crafting. Crafting other items should be agreed upon between 

Player and GM.

An example would be siege weapons. They do not fit in any category, so the adventurers might all team up to build different parts. If three heroes used blacksmithing, leatherwork, and carpentry, they could build a light catapult (500 gp retail cost) in one week. They could build a medium catapult (700 gp retail cost) in two weeks. With an additional two crafter allies, they could build a medium catapult in a single week.

Marketplace

Crafting Materials

The following is the base cost and weight for materials used in crafting. Most of these materials are common in cities, though some may be more scarce in villages. These represent generic items used in the crafting of each trade.

TypeCostWeight
Alchemical Materials10 gp1 lb per 10 gp
Artificing Goods10 gp1 lb per 10 gp
Blacksmithing Materials10 gp5 lb per 10 gp
Carpenter’s Goods10 gp10 lb per 10 gp
Leatherworking Supplies10 gp5 lb per 10 gp
Poisoner’s Elements10 gp1/2 lb per 10 gp
Tinker’s Materials10 gp1 lb per 10 gp