S O R CSORCSORC

Slayers of Rings & Crowns - Basic Rules

Work in progress. Additional content, expanded rules, and companion books are under active development.

Introduction

This book outlines the core mechanics of Slayers of Rings & Crowns. This book covers character creation, combat, exploration, resource management, time and movement, and several game engines and gameplay systems essential to understanding how to play the game. Additional books, including; the Player and GM Codexes, creature compendiums and planet and lore anthologies, provide expanded rules, detailed guides, and rich background to enhance your experience. Use this as a reference to learn the fundamental rules that drive your adventures in the universe of Essentia.

Foreword

Welcome to the universe of Essentia, a world of two suns, 13 planets, many moons and is the provider of Slayers of Rings & Crowns' adventuring. SORC combines rich lore, diverse worlds, and a flexible system designed for both storytelling and adventuring that provides many ways to empower your character. Whether you're a seasoned adventurer or new to tabletop RPGs, SORC invites you to explore uncharted planets, uncover ancient prophecies, and forge your Character into a Legend.

Our goal is to create an immersive experience where your choices matter and the universe adheres to your Character's actions. Here you'll experience a blend of craftsmanship and combat set against a backdrop of cosmic conflict and world shaping events.

We thank all the players, storytellers, and creators who may bring Essentia to life. Stay tuned for updates, expansions, and community events.

About

SORC is a tabletop role playing game (TTRPG) set in the universe of Essentia. Essentia features two suns; the main magic radiating sun Adoria and its sister, the dying star Tawdry Dwarf, multiple planets and moons, medieval combat, magic, advanced technology, and an ancient prophecy practiced on the Characters' starting planet, Zailister. Players explore different worlds, engage in combat, and develop their characters through a flexible progression system.

Atlas of Zailister

Map of Zailister
Zailister - 10,023 Eons of Adoria. Notable: Thalor (Umbra Ocean), Dunkleosteus (Citrine Ocean), and The Ring's Shadow.

Needed to Play

Participants and Components

One GM and 1 - 5 players (1 requires at least two characters). Players can also be picked up via our world lobbies.

Box Set

The box set comes with an adventure module and all of its Unique details and maps. Modules come in a box developed by Ogre Adventurer and include all of the components needed to run a campaign. The box set also includes a box set code that upgrades players to Pro Member status at our webpage, but this is optional. Character sheets, Lore Sheets and punchout Cards can also be ordered from the catalog that lists Ogre Adventurers P.O Box. GMs and players can run their own homebrew modules as well. There's also a free lighter PDF version available at our website for Basic Members, but you'll need your own components.

Pencils and Notepads

You'll need this to write down notes. You'll also have other sheets with data to fill out, such as character journals, character sheets, inventory sheets, and attribute repository, enhancement index card and more. See below for details.

Smartphone (recommended)

An online device is not needed but recommended for SORC Beyond features (see below), basic calculations, timers etc. Wifi or data also recommended to access SORC Beyond (name pending).

SORC Beyond

Each box comes with a Unique code that allows for online digital content, for printing and other tools. Materials can also be ordered via mail using the SORC Catalog included in this box.

In the Box

ComponentDescription
Basic Rule BookThe Basic Rules come as paperbacks in the box set. Hard cover and pdf online forms are also available.
Dice - 8x D10Split between two colors, to represent outcomes attempting to reach target thresholds of our universal D100 system.
Dice - 6x D6Mostly for a reoccurring progression system. See Attribute and TST (talents, skills and Traits) development below.
Dice - 1x D4To boost D100 Luck rolls at 4% per Score in Luck. See Luck under Traits below.
GM CodexA small paperback version of the GM Codex providing rules and instructions for GMs is included with the Basic Rules.
Character SheetsA sheet that holds all of the character's personal information, such as name, race, gender, culture, Key Stats and character details.
Lore SheetsA journal that captures your character's background story, mission, personal notes, quest logs, and important memories. It helps track your character's narrative development, locations, landmarks, and world interactions as your story unfolds.
Repository SheetA formatted Repository used to record points saved or spent on Attributes and TST (see below).
Item Tracker SheetInventory Sheets for characters keep track of stacked items on Item Cards.
SORC CardsPlayers use a comprehensive Card-based system to track their Abilities, Armaments (and their enhancements) and Companions. Each Card Type has its own layout, Stat and Conditions. Refer to SORC Cards below for details.
Reference CardsReference Cards are index sized Cards used to add or record enhanced Stats and modifications to base Cards. The index card is placed underneath an Armament Card, whether it be weapon or armor, with exposed tabs that display the consolidated, updated information to reference on the fly. This setup allows players to see all current Stats and effects at a glance, keeping the base Card unchanged while tracking buffs, curses, or other changes during gameplay.
Vitality Chips (like poker Chips)Life (red), Mana (blue), Stamina (yellow), Endurance (green). If using the PDF version, any Token or coin can be used in place of the Chips.

Basic Rules

Players create and develop characters by assigning dice rolls to Attributes, unlocking skills, and managing resources like health, magic, and stamina. Combat involves tactical attacks, resistances, and limb-specific targeting, while movement dependent on stamina and terrain.

Note: GMs are provided with comprehensive details on each subject below, enabling them to seamlessly add relevant information for players to inquire about.

The Dice - D100 System

Our game utilizes the D100 (sometimes D100 + D100 for Rare/Divine items) universal percentile dice rolling system. Two D10 of a different color are rolled. One color represents the one's place while the other color represents the tens place. So if a 1 is rolled for the ones place and a 0 is rolled for the tens place, the result is 01. If a 2 is rolled for the ones place and a 7 for the tens place, the result is 72. If two 0s are rolled, the result is 100. Finally, for very rare items, Divine, Legendary etc, D100 + D100 is rolled. Repeat the process above and add the two results:

01 + 72 = 73

The odds of rolling 01 + 01 to equal the integer 2 or 00 + 00 to equal the integer 200 are astronomically rare, 0.01% chance but only Divine items of Lore have single integer target ranges.

Note: D6 is often rolled during progression, damage and often to modify D100 results.

Understanding Drops, Loot and Discovery

Using dice to reach target thresholds of; loot, drops, discoveries and other rewards provides a flexible way to control how often players find valuable items or uncover new opportunities. By adjusting the number of dice rolled and how they are combined, you can fine-tune the balance between frequent, more common rewards and rare, prestigious items. This system allows for dynamic and engaging gameplay, where the chances of getting what you want feel both rewarding and fair.

Item Ranks & Drop Rates

RankDefault Drop Chance
CommonAll entities will drop Common loot
Uncommon~10%
Rare~7%
Heroic~5%
Elite~4%
Legendary~3%
Divine~0.01%

Loot rank is determined by the Creature's Rank. Each Creature will carry items of its own rank and all ranks below it, but the likelihood of obtaining loot decreases as the Creature's rank increases. If the Creature's level and rank are significantly below the attacker's, it will likely drop nothing unless part of a quest.

Action Resolution

In SORC, every action is resolved by rolling a D100 (percentile die) against a target threshold set by the difficulty of the task. If the roll meets or exceeds that threshold, the action succeeds. If it falls below, it fails.

  • The player performs the action
  • The difficulty sets the threshold
  • The roll determines the outcome

Target Number

A predefined value that represents the difficulty of an action or challenge. To succeed, players must roll a D100 and meet or exceed this target number. For challenges outside of combat, this is called the DIFS (Difficulty Score), which sets how hard it is to overcome obstacles like disarming traps or hiding. In combat scenarios, the PROTS (Protection Score) functions as the target number an attacker must meet or surpass with their attack roll to land a Hit on an opponent. In both cases, players roll a D100, add relevant modifiers, and compare the result to the Target Number to determine success or failure.

Modify the Chance

To determine D100, roll two ten-sided dice to generate a number from 1 to 100. One ten-sided die (usually of one color) represents the tens digit, and the other (of a different color) represents the ones digit, which together form the result from 1 to 100. For example, if the red die (tens) shows 4 and the black die (ones) shows 7, the total roll is 47.

Compare the Roll

If the roll is equal to or greater than your target number, the action succeeds. If the roll is less than that value, it fails.

Examples

A Rogue is trying to disarm a trap with a DIFS of 40% (or d100 result of 40). From the Thief talent tree, the Rogue has a score of 5 in trap tech, granting a +5 bonus, so the rogue only needs to roll a 35. The player rolls a D100 and rolls a 40, easily disarming the trap.

A Monk, during combat decides to use his Trait deceit which he has a score of 4 in to play dead to avoid further loss of Life. He is trying to fool a wizard with a Trait score in Intuition of 4, so their bonuses balance out. They are also the same level, and the DIFS to fool the wizard is 50. The player rolls D100 and rolls a 54, so the Monk successfully fools Hostile Creatures and avoids being surprised.

A Bast fighter with the Trait Vigilance of 5 boosts their instinctive awareness by 5. The GM sets a base chance of 50% to avoid surprise. The player rolls D100 and Hits a 60, so the total is 65 and the party easily avoids being surprised by a group of sand men fighters. If the group trying to surprise the group were strategists, rogues and an assassin of a thieve's guild, the DIFS would behave higher, maybe 85% to suspect the ambush.

Additional Notes: Traits and Attributes typically modify target numbers as bonuses or Penalties, they are not rolled directly. The same mechanic applies across combat, crafting, social interactions, and exploration. The outcome depends on whether your roll meets or exceeds the target number, affecting your resources and the story.

Read Prologue