S O R C

SORC Basic Rules

Introduction

This book outlines the core mechanics of Slayers of Rings & Crowns. It covers character creation, combat, exploration, resource management, and gameplay systems essential to understanding how to play the game. Additional books, including the Player and GM Codexes, monster compendiums, 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, the provider of Slayers of Rings & Crowns' worlds. SORC combines rich lore, diverse worlds, and a flexible system designed for both storytelling and with 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 legend.

Our goal is to create an immersive experience where your choices matter and the universe evolves with your actions. Here you'll experience a blend of craftsmanship, science, combat, magic, and myth, set against a backdrop of cosmic conflict and legendary quests.

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. 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 ancient prophecies. Players explore different worlds, engage in combat, and develop their characters through a flexible progression system.

Prologue and Game Setting

(Contained within the adventure module included in each box set.)

Needed to Play

Participants and Components

One GM and 1–5 players (1 player requires at least two characters).

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 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 Adventurer's P.O. Box. GMs and players can run their own homebrew modules as well.

Pencils and Notepads

You'll need these to write down notes and your character's journal, which is part of the game.

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

Basic Rule Book

The basic rules come in paperback, hard cover, and PDF online forms.

Dice

  • Eight D10, split between two colors, to represent outcomes attempting to reach target thresholds of our universal D100 system.
  • Six D6, mostly for a reoccurring progression system. See Attribute and TST (talents, skills and traits) development.
  • 1D4, to boost D100 Luck rolls at 4% per Score in Luck. See Luck under Traits.
  • D4 and D6 are periodically used to modify rolls, at the mercy of the GM or respective module.

GM Codex

The GM Codex includes its own set of punch out cards, the module, dice, maps and other tools to help GMs keep the game fun and exciting. GMs also hold Equipment and Item cards, such as armament cards, and pass them along as players discover or earn them for their characters.

Player Codex

The Player Codex includes: basic rules sheet, chips, dice, and other essentials in order to play the game.

Character Profile Sheets

A sheet that holds all of the character's personal information, such as name, race, gender, culture, key stats and character details. Each box comes with 16 detailed character sheets.

Lore Sheets

A 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.

Vitality Chips (like poker chips)

  • Lifeblood (red)
  • Mana (blue)
  • Stamina (yellow)
  • Endurance (green)

Any token or coin can be used in place of the chips.

SORC Cards

Players use a comprehensive card-based system to track their abilities, equipment (and enhancements), and fellowships. Each card has its original base stats, conditions and rarity, and is paired with a detailed index card for noting modifications, buffs, curses, and special traits, allowing characters to customize and adapt their gear and allies over time without ruining their base cards. Refer to SORC Cards for details.

The Boneyard

The boneyard is where passing fellowships, broken gear, spent items and other cards that are incapacitated for an indefinite amount of time go. Once resurrected, repaired or re-stocked respectively, the cards go back to the table.

Reference Cards

Reference Cards are index-sized cards used to add or record enhanced stats and modifications to base cards. They stack underneath the original card, with exposed tabs that display the consolidated, updated information. 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.

Item Tracker Book

Use this book to track how many items you have based on your cards, like potions. Each time you use one, mark a box. When all boxes are marked, the item goes back to the GM. You can carry multiple cards if your character has the strength or space, but keep in mind your limits. You can typically restock these types of cards from NPC vendor shops, loot, etc.

Basic Rules Overview

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 is dependent on stamina and terrain.

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

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.

The Dice

SORC utilizes the d100 universal percentile dice rolling system and implements two different colors of D10. Xd6 is also rolled during progression, damage and often to modify D100 results.

Actions in SORC typically have a target number expressed as a percentage. You roll a d100 (percentile die). If the roll is equal to or greater than your target number, the action succeeds; if it's less than the value, it fails.

Action Resolution

Determine the target number by starting with a base percentage set by your character sheet or the GM (e.g., 40% for disarming a trap).

Modify the Chance

Add bonuses or subtract penalties determined by gear, buffs, attributes, traits and scores of things like talents and skills. The total after modifications becomes your final target number.

To determine d100, roll two ten-sided dice to generate a number from 1 to 100. One die (usually one color) represents the tens digit, and the other (a different color) represents the ones digit. 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 base chance of 40% (DIFS). 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 gets 40 — easily disarming the trap.

A Monk uses the trait Deceit (score 4) to play dead against a wizard with Intuition (score 4). The bonuses balance out. The DIFS is 50. The player rolls d100 and gets 54 — the Monk successfully fools enemies.

A Bast fighter with Vigilance (5) boosts instinctive awareness by 5. The GM sets a base chance of 50% to avoid surprise. The player rolls d100 and hits a 60, total 65 — the party easily avoids ambush. Against a thieve's guild of rogues and assassins, the DIFS would be higher, maybe 85%.

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.

Mapping

This map system is designed to allow parties near one another to communicate with each other as long as they've uploaded their location(s) to SORC servers and have an available means to reach one another — for instance a soldier class's "Call to Arms," a warrior's "Regroup," or a Scout's "Call Forth." Various sizes and designs of graph paper will be used to coordinate movement, combat, and traveling.

Reading the Map (Descending Scale)

  • The Universe: Essentia
  • The Planet: Zailister — large, round celestial bodies orbiting a star.
  • The Continent: Nivis — sovereign masses of land containing all below.
  • The Region: Shadowfen — large areas that divide continents.
  • The Territory: The Pearl Coast — large areas of regions, including settlements and metropoli.
  • The Area: Ase's Crypt (pyramid) — places within a character's view.
  • The Space: The elevator — structures and small areas within the character's reach.