Character Customization
Character Customization in SORC begins, at the table, by selecting a race and class, then allocating attributes using a combination of dice rolls and point spending. As characters level up, players repeat this process to unlock talents, skills, and traits (TSTs), which are tracked through the character's album and profile pages. Characters also develop rank as they progress in their class level.
The character's inventory tracks items without penalty up to encumbrance limits, and additional pages within the album allow for tracking personal history, relationships, and achievements. Each character is assigned a unique ID for online tracking, trading, and achievements.
The character profile sheet serves as a central record, displaying key details like background, mission, reputation, and standing, along with customizable elements such as portraits, armor, and weapons. Customization is also available online via SORC Beyond.
Character information is organized on two sheets:
- Character Profile Sheet: Displays key details such as name, race, class, level, and vital statistics.
- Lore Sheet: Contains your background story and mission statement, home logs, family logs, quest logs, vital information gathered, archives, and personal notes. Maps, locations, landmarks, and wayfarer stone logs are also kept here. It's expected that Lore Sheets will stack as players develop their characters.
Character Profile Details
Birth
Player's Name, Nickname, Character Portrait or Photo, Age, Gender, and a Character Unique Identification (UID) — a random 5-unit number combination exclusive to players that use SORC Beyond's online features.
Character UID
Character IDs are RNG numbers provided by SORC servers. No two IDs are alike, to avoid conflict between online characters that share the same name and to track both paid-for and discovered entities.
Race
Upon creation, characters choose between 40 races and subraces from three size categories: Goliath, Standard, and Small.
Class
Choose between 16 distinct main class trees, 48 paths (3 per main class), followed by 48 branches. Players may choose between main class trees freely, as long as they meet trait proficiencies.
Innate Details
Character details that are solely role-playing elements. The amount of detail is entirely up to the player.
Developing Details
Height, weight and frame, cultural style, crest, tattoos/marks/scars, facial features, eye color, hair color and style, skin tone, and voice tone. N/A and Unknown (UKN) can be used to fill out any details at the player's discretion.
Inventory and Value
Characters list the items they have on their person. They can hold as many items as the player wishes, without penalty, as long as total weight doesn't exceed their Burdened or Encumbrance Threshold. Characters may also keep items in their Home, in banks, vaults, or storage. Players can also bury or stash items and log them in their journals.
Background
The character's story and background information. Were you a stowaway, runaway, escapee, or sent on a pilgrimage? The GM has information on how the party found one another. Characters may create a detailed version of their story in their Journal Page.
Mission Statement
A note to give the character goals and accolades to strive for, and to remind players of the values and goals their character was built on. Mission progress is kept in the Journal Pages.
Prestige
A character's Prestige measures their identity as it develops through in-game decisions — both feats and downfalls. It reflects how the surrounding world perceives your character: how Hosts (NPCs, Beasts, Creatures, Critters, and even other player characters) respond to you. Whether loved, hated, or in between, your character will be treated accordingly throughout their journey.
Playable Races
The selection of playable races in SORC offers a vast and diverse array of options, ranging from towering Goliaths to tiny yet cunning Small folk. Each race has its own traits, cultural backgrounds, and physical characteristics. Culture is determined by the background the player chooses. Every member of a race begins with the same statistics — culture does not change this, though characters may develop into any culture.
Note: Races in grey text are not available for the beginner set; however their lore and other details can still be viewed. Full descriptions on playable races are pending upon further development.
Goliath Races
Goliaths are towering beings, typically 7 to 9 feet tall, known for their impressive strength, endurance, and commanding presence.
- Bast — Agile feline humanoids with innate magic, embodying grace and deep connection to nature.
- Bugbear — Tall, primal predators with coarse fur and impressive hunting prowess, combining brute force with cunning.
- Centyr — Mythical beings with human torsos and animal lower bodies, distinguished by horns and hooved or tail features, skilled with bows and musical instruments. Centyrs favor Bard classes.
- Firbolg — Gentle giants with a profound bond to nature, telepathically communicating with animals and plants.
- Hawkbear — Majestic hybrid with the strength of a bear and the flight of a hawk, capable of soaring and striking from above.
- Troll (Common) — Highly adaptable and versatile, known for exceptional resilience and resourcefulness. Thick, leathery skin provides natural protection.
- Bridge Troll — Dwell near cities and bridges, known for riddles and tolls that test travelers' wit.
- Mountain Troll — Cold-hardened trolls that dwell at high elevations; formidable climbers and fierce protectors of their mountain domains.
- Sand Troll — Desert-adapted survivors skilled at camouflaging and enduring extreme heat.
- Village Troll — Stoic protectors of their communities, living in harmony with nature.
- Ogre — Towering and muscular, known for immense strength and ferocity in battle.
Standard Sized Races (5–7 feet)
- Drāco Blood — Dragon-blooded humans with innate charisma and strength, capable of wielding powerful draconic magic.
- Arctic Dwarf — Cold-weather explorers with exceptional endurance in the harshest icy terrains.
- Ash Dwarf — Originate from volcanic regions, uniquely adapted to extreme heat. Emphasize stone study and volcanic smelting for martial combat.
- Common Dwarf — Sturdy and resilient, known for craftsmanship, endurance, and hearty nature. Thrive in mountain halls and underground cities.
- Glimmerstone Dwarf — Master miners and treasure hunters with exceptional talent for uncovering hidden gems. Possess "Mineral Instincts" and the skill "Greed" which marks targets for increased rare loot chances.
- Red Dwarf — Mystical volcanic dwellers wielding mastery over fire and molten energies. Renowned for fiery spells and molten enchantments.
- Arch Elf — Elegant and martial, masters of sword, shield, and arcane arts, building magnificent kingdoms in mountain forests.
- Common Elf — Graceful forest dwellers skilled in archery and nature magic, living in harmony with woodland environments.
- High Elf — Versatile spellcasters and ranged combatants with a deep appreciation for knowledge and tradition.
- Helf (Half-Elf) — Adaptable hybrids inheriting traits from both humans and elves, excelling in magic, diplomacy, and versatile pursuits.
- Sylvan Elf — Deeply connected to nature, skilled in wilderness survival and communicating with flora and fauna.
- Underdark Elf (Drow) — Shadowy subterranean elves wielding dark magic and expert combat skills.
- Gnoll — Fierce hyena-like humanoids driven by primal instincts, thriving in tribal societies and combat.
- Imperials — Arch Elf/Drow hybrids. Pearl skin by day, opal skin by night.
- Human — The most versatile of all races.
Small Races (3–5 feet)
Characterized by agility, stealth, and dexterity — excellent at sneaking and navigating tight spaces.
- Brownling — Whimsical smallfolk with artistic talents, deep cultural roots, and a love for nature and community.
- Gnome — Curious and inventive, masters of engineering and magic, thriving in vibrant underground communities.
- Goblorc — Clever, muscular hybrids of goblin and orc, skilled in traps, tactics, and crafting.
- Hobbling — Muscular, agile hybrids of hobgoblin and halfling, skilled in tactical combat and stealth.
- Halfling — Cheerful and resourceful, excelling in stealth, luck, and survival, often living in hidden communities.
- Miceling — Tiny, agile mouse-like beings with sharp senses, excelling in stealth and exploration.
- Pinkling — Mysterious tricksters with pinkish skin, masters of deception, manipulation, and great scouts, thieves, and fishermen.
- Ratkin — Nimble subterranean survivors with sharp claws and excellent senses, expert at stealth.
- Snow Dwarf — Hardy mountain dwellers with exceptional endurance in icy and snowy environments.
- Wood Elf — Small, stealthy guardians of forests, masters of archery and natural magic.
- Yawnie — Calm, long-lived sloth-like humanoids with exceptional stealth and connection to nature, often serving as monks or rangers.
Religion, Politics & The War
Religion: Your faith, like culture, is determined by your background by default; however players can choose their own faith or play as an atheist or ambivalent.
Politics: Players can delve into the world of politics or avoid it altogether. There will be reoccurring elections throughout different regions of Zailister and other planets.
The War: Between the Noble and Purge forces, you can join the war, provide aid, or stay completely ambivalent. To be part of the Feral forces, player characters must be of fey descent. More on Religion, War, and Politics in The Stories of Zailister.
Playable Classes
After choosing their race, players choose from a variety of structured main classes, each with its own armament strengths and weaknesses. Each main class begins with its own native abilities granted between levels 1 through 3. Players are not restricted to what weapons they can use, but they won't be able to use them unless they have chosen abilities that utilize them.
Each main class tree, from its first native ability through the third branch, contains a total of 30 abilities. A character can learn 59 abilities in any order they choose — 30 through one path, maxing its potential, and 29 in a second, or distributed across multiple class trees, as long as they don't exceed the ability cap.
Note: Classes in grey text are not available for the beginner set. Full descriptions on playable classes are pending upon further development.
Class Tree Overview
Avenger
Native Avenger Abilities Lvl 1–3. Restricted to blunt weapons.
- Cleric (1h blunt + shield, all armor lighter than chain) — Holy · Oracle · Warpriest
- Monk (blunt wood only, cloth/leather) — Chanter · Shapeflow · Qirateka
- Priest (1h or 2h blunt, cloth) — Shadow Weaver · Discipline · Salii
Barbarian
Strong and agile. Players choose between chain mail or leather based on their style.
- Destroyer — Bloodrager · Frenzied · Mauler
- Cimmerian — Beast (Lion, Raven, or Ram forms) · Nomad · Ghost
- Mountaineer — Amazon · Beast Master · Predator
Bard
- Strumalong (harp, guitar, mandolin, or violin) — Stroller · Melodist · Plucker
- Percussionist (drums, confusion, party morale) — Pounder · Distorter · Rattler
- Serenade (hypnosis, flutes, lutes, ocarina) — Sprite · Songbird · Charmer
Doom Knight
- Death Guard — Scourge · Umbral Lord · Dread Knight
- Death Bringer — Death Lord · Death Knight · Decaymancer
- Lordsman — Radiant Knight · Paragon Knight · Sentinel
Druid
- Celestial (damage/heals caster) — Starduster · Lunar · Solar
- Hyborian — Ursidae (tanky) · Metamorpher (animals/beasts) · Rager
- Dreamcryer (chants and weapon combos) — Dreamcaster · Nightmare · Lorekeeper
Fighter
- Brawler (hand-to-hand, environmental objects, intimidation) — Bruiser · Enforcer · Unarmed
- Juggernaut (shields, parry, toughness) — Vanguard · Reaver · Rumbler
- Hero — Combatant · Merc Zealot · Vigilante
Magic User
- Trickster — Jester · Shadow Dancer · Arcana
- Mage — Ruinmaster (portals/gates) · Chronomancer · Blood Mage
- Illusionist — Metamorphiser · Astral Weaver · Shapeshifter
Marksman
- Bowman — Bandit · Archer · Amazon
- Gunner (black powder) — Gun Slinger · Duelist · Wrangler
- Ranger — Keeper · Forest Guardian · Wood Warden
Overseer
- Crusader — Devout · Blessed Knight · Trojan
- Paladin — Radiant · Templar · Guardian
- Archon — Battleguard · Defender · Legionnaire
Shaman
- Medicine Man — Fire Breather · Bone Collector · Earthbound
- Primordial (mantras) — Astromancer · Ancestral · Stormbringer
- Ritualist (voodooism, summoner of dead, black magic) — Ceremonial · Runecrafter · Hexbinder
Sorcerer
- Conjurer — Planes Walker · Magus · Psionic
- Seer — Mystic · Clairvoyant · Prophet
- Wizard — Magister · Battlecryer · Transmuter
Strategist
- Rogue — Assassin · Recon · Shroud
- Shadow Stalker — Wraith · Abyssal · Specter
- Spellblade — Shadowblade · Phantom Blade · Sprightly (animated weapons)
Tyrant
- Berserker (dual weapon) — Blitzer · Shredder · Fury
- Demolisher (2h weapon) — Brute · Rampager · Bone Crusher
- War Cryer — Celestial · Paincaster · Dagger Dancer
Warlock
- Grimlock — Fiend · Changeling · Hexblade
- Bloodlock — Vampire · Blood Knight · Tormentor
- Necromancer — Summoner · Inquisitor · …
Warrior
- Armorer (ranged and melee) — Ironclad · Champion · Bulwark
- Blade Master (all melee, spears, lances, hand-to-hand) — Savage Slayer · Gladiator · Duelist
- Warlord (sub path caster) — Stormbringer · Runeblades · Sun Thrower
Witch
- Norwitch — Frostbane · Cryomancer · Arctic Witch
- Lunar — Dreamweaver · Moonfire · Starborn
- Brewmaster — Hag · Green Witch · Shrew
Science Fiction Classes pending.
Class Restrictions & Cross-Classing
Players are not restricted to one class tree. They can select abilities from multiple trees to create versatile or specialized characters, provided they meet proficiency requirements. To learn new abilities, characters must visit trainers scattered across the world, which may involve quests or exploring dangerous areas.
† Monks, clerics, and paladins cannot use unholy weapons unless they fall from their higher power, which restricts all abilities of the tree. Fallen classes have their own main class trees requiring 10 levels in the former main class. Fallen abilities are powerful but affect prestige, alignment, and reputation.