Talents are specialized Actions that Characters acquire from their chosen Vocational Trees. These Actions come into play when Characters encounter interactive challenges in the game world. For example, a Scout may utilize their talents by carving a branch for a tool, starting a fire in the wilderness, or expertly guiding the party along a safer route. An Olympiad might demonstrate their prowess by leaping across a chasm, showcasing their agility and athleticism. Meanwhile, a Hacker could manipulate security systems or decipher complex codes, while a Thief might leverage their Talents to stealthily navigate through narrow alleys or pick locks with precision.
To access a talent from a Vocational Tree, Characters must first align themselves with that tree. This alignment is not without cost, as each association with a Vocational Tree grants specialized gear that Characters must carry in their backpacks, sacks, or pouches to effectively use their talents.
Players select Talents during Character Creation, and these Actions can be enhanced with each Class Level gained. The efficacy of each Talent depends on the investment Characters have made in their development over time, allowing for personalized growth and specialization. To initiate a Talent, Characters perform a roll using game-specific dice, apply any relevant modifiers, and compare the outcome against the challenge's Difficulty Score.
Just as is the case with skills, aside from assigning points at character class levels, talent experience grows through successful attempts, rewarding 2% progression, with exceptional rolls (natural 20) granting a 5% bonus, and poor outcomes (a roll of 1) resulting in a 2% setback.
Example 1: The Scout
The party is deep in the forest when they encounter a massive fallen tree blocking their path. The Scout, a Wood Elf named Syndle, recognizing an opportunity to employ her talent; Branches, steps forward.
Syndle: "I want to use my Branches talent to harvest a branch and create a makeshift lever to move the tree."
GM: "That sounds like a solid plan. Roll d20 and add your Artistry and Branches scores."
The Player rolls a d20 with a result of 12, and adds their Artistry score of +1 and Branches score of 2, resulting in a total of 15.
GM: "The Difficulty Score for harvesting the branch and carving it into a makeshift lever is 12, so you succeed! You've created a sturdy lever. How do you want to use it?"
Syndle: "I position it under the tree and push down to lift it. While Ongar, our Ogre Barbarian, presses it to swing just a few feet forward so we can get by. Ongar?” “Hruh?”
GM: "Roll a Strength check to see if you can move the tree. Remember to add any relevant modifiers."
(The player rolls d20 again, resulting in a 16 and adds their Strength score of +1 for a total of 17). While Ongar, who wasn't even needed, due to the lucky roll, pushes it 3 feet forward.
GM: "You manage to lift the tree enough for the party to squeeze through. Well done!"
Note: The Attribute score itself, in the above case Artistry, is what's used to modify roll results. There isn't a number that grants a bonus to attributes in this system, but scores are generally low until very high levels (see Attributes for more).
Example 2: The Olympiad
As the group approaches a narrow canyon, they see a wide gap they need to cross. There's a dead tree on the other side. The Barbarian, Ongar, spots an opportunity to showcase his athletic talent, Hurdle, from the Olympiad tree.
Ongar: "I want to attempt a Hurdle to clear the gap. I'll leave my pack here, but I will harness the rope, noting there's nothing on their end to tie it to. Once across, I'll fasten the rope to the tree. I'll then strap the rope around my waist, tying a tight knot and hurdle back across, the rope will stop my fall if I miss. Once across, I'll plant my feet and the party will shimmy across one by one. If I'm out of Stamina, I'll sit and eat, then Hurdle back across with the rope around my waist."
GM: "Sounds risky! The distance is about 15 feet away. Roll your d20 and add your Agility and Hurdle Scores."
The Player rolls a d20 and the result is a 14, adds their Agility score of +2 and Hurdle Score of +2, resulting in a total of 18.
GM: "The Difficulty Score for this jump is 16. You leap off the edge and soar through the air, landing safely on the other side, impressing the group!”
Above: All Attempts were successful, but even if not, with the rope tied around his waist, the Barbarian had limitless attempts as long as the party were willing to help pull him up to safety if he narrowly missed. A bad miss would lead to hitting the cliff on the side, and the barbarian would sustain damage.
Example 3: The Hacker
Later, the party finds themselves in an abandoned facility, confronted by a door leading to potential critical supplies, locked by analog patterns. The Halfling Rogue Bordie, proficient in the Vocational Tree Hacker, steps forward, ready to engage the talent Decode.
Bordie: "I want to use my Bypass Security talent to decode the pattern and get us through that door."
GM: "The security system has a Difficulty Score of 14. Roll your d20 and add your intellect and Bypass scores."
The Player rolls a d20 and rolls a 13, then adds his intellect score of +2 and Bypass score of 1, totaling 16.
GM: "You have successfully bypassed the locking mechanism. The door clicks open, allowing the party to access the supplies inside."
Example 4: The Thief
As the party explores a bustling market, the party's human Strategist, Gwendalina, trained in the Thief tree, has a keen eye catching a glimpse of a particularly valuable trinket on a merchant's table.
Gwen: "From the Thief tree, I want to use my Escape Artist talent to pocket that trinket without getting caught."
GM: "Given the crowd and the merchant's keen eye, the Difficulty Score for this maneuver is 15. Roll your d20 and add your Agility and Nimble Escape scores."
The Player rolls a d20, resulting in 15, and adds their Agility score of +3 and EA score of 2, resulting in a total of 20.
GM: "You deftly slip the trinket into your pocket, unnoticed by the merchant or anyone else nearby. Nice work!"
Even if Gwen were spotted, she may have still gotten away using Escape Artist, or tried another talent, such as Feather Foot and/or Stasher (see Vocational Trees below).
Vocational Tree Choices (or back to Example 2)
Vocational Tree below, includes the tree’s name, attribute requirements, description, a list of its talents, their aligned attributes and descriptions, and a set of tools they use, each associated with certain talents. The tool kit comes with basic tools and others must be purchased or traded for, the latter are in red text and have the price next to it.
When performing Talents, Characters roll dice and receive the Score of the Talent(s) being performed as well as the Score of its aligned Attribute to add to the roll results, and in many cases other adjustments reliant on weather, environment, buffs, debuffs, Host interference or any other dynamic that interferes with the attempt.
A score can only be placed in a talent if it matches the aligned Attributes Score. For instance; if a Character has leveled and wants to place a point in Lift, he’ll need a Score of 1 in its aligned Attribute, STR. In order to reach a score of 2 in Lift, STR will need to have a score of 2.
Note: All Class, Talent and Profession Trees will be displayed in flowcharts. Items from toolkits must be in the Character’s possession to perform certain Talents. All adjustments to roll results are the sum of the talent and its aligned Attribute Scores.
Penalties and Bonuses to Talents
Overview:
Talents are specialized actions derived from Vocational Trees, enhanced or hindered by various factors during gameplay. Unlike Skills, Talents are primarily situational and context-dependent, with their effectiveness influenced by modifiers that reflect environmental, character, or narrative conditions.
Core Mechanics:
Base Result: When performing a Talent, roll the designated dice (typically d20) and add the Talent’s aligned Attribute Score plus any Talent-specific bonuses.
Modifiers: Apply situational bonuses or penalties based on circumstances, such as environmental difficulty, equipment, or narrative effects.
Example
A Hacker attempting to bypass security (Decode) rolls d20 + intellect + Bypass Talent + environmental bonuses.
A Thief picking a lock (Lock Expert) rolls d20 + Dexterity + Lockpicking bonus, minus penalties for poor lighting or interference.
Bonuses
Penalties
Special Rules
Situational Bonuses: Certain story or environment triggers may provide temporary bonuses (e.g., "Clear line of sight" +2).
Stacking Penalties/Bonuses: Multiple modifiers stack additively, but may be capped at ±5 to prevent extreme fluctuations, maintaining game balance.
Example Application:
A Scout uses Sense Danger at night (+2 bonus) but faces heavy rain (-2 penalty). The total modifier is +0, so the roll is d20 + Scout’s WIS + 0.
Talent Vocational Tree Example
Vocational Tree: Crypt Raider
Prereq: AGI 2 | INT 1 | DET 1
Alignment: Open
Crypt Raider
Crypt Raiders (Raider) are explorers specializing in the depths of ancient dungeons and hidden tombs, adept at surviving treacherous environments through keen intuition and agility. With skills in navigation, trap detection, and artifact understanding, they unravel mysteries of forgotten places while keeping their party safe from lurking dangers. The Raider Voc. Tree is perfect for players who want to perform thief-like talents without alignment restrictions.
1. Dungeoneering (WIS): Your understanding of complex environments aids in navigating structures and claustrophobic paths, improving survival against traps and nocturnal foes.
2. Bandwagoner (AGI): Boosts morale and cohesion, providing party members bonuses to their defenses against threats within their path, based on the sum of your Bandwagoner and AGI scores.
3. Chimneying (AGI): Grants bonuses to climbing and descending, allowing access into new areas.
4. Spot Structure (INT): Enhances ability to identify architectural anomalies, often hidden in dark, underwater, or forested environments.
5. Rat’s Ribs (AGI): Helps slip through tight spaces.
6. Detect Trap (WIS): Gives bonuses to recognize traps, passively detecting ones with a score at least half of the trap’s Difficulty Score.
7. Puzzle Solver (INT): Improves effectiveness with mechanisms and riddles, deciphering cryptic puzzles and mazes.
8. Keep Calm (DET): Maintains composure under pressure, reducing panic and fear, and can help remove fear effects from allies.
9. Dark Vision (DET): Grants 2 feet of dark vision per talent score.
10. Dark Senses (WIS): Improves perception in darkness; cannot exceed Dark Vision score.
11. Master of Earth (INT): Identifies materials and structural strength, aiding decisions in breaking through surfaces or listening.
12. Drip Drop (DET): Identifies water sources, aiding survival and hydration.
13. Language Deceased (WIS): Deciphers ancient texts, providing bonuses for understanding inscriptions.
14. Innate Senses (WIS): Detect subtle environmental changes, with Vigilance Survival Trait Score added.
15. Backtrack (WIS): Navigates complex environments with bonuses when retracing steps, opposed by Innate Senses if interference occurs.
16. Historic Clue (WIS): Reveals the history of structures.
17. Historic Echo (ART): Witnesses historic events via holographic projection, requires the Holographic Projector (see kit below).
18. Archaeology (WIS): Understands artifacts and relics; rarity increases difficulty.
19. Leprechaun's Sack (INT): Reduces gem and coin weight, easing transport.
20. Rope and String Proficiency (ART): Enhances trap setting and securing effectiveness.
21. Treasure Sense (WIS): Detects hidden treasures within 5 feet per Talent score.
Crypt Raider Kit and Tools:
Movement in SorC is calculated while characters are engaged in direct gameplay. Whether moving into a defensive position, sprinting to get away, or, your character's Movement speed is a vital part of tactical outcomes. This includes crossing rough terrain, climbing a rope while burdened by heavy gear, leaping across a ravine under duress, or advancing into hazardous environments - all requiring attribute checks. Additionally, stamina consumption is factored in, imposing penalties when stamina is low. The Survival Trait Vigilance may influence outcomes that pertain to initiative.
Combat: Each combat turn represents 6 seconds. Every second of activity, in this case Combat Abilities, consumes 1 SP; a normal turn therefore costs 6 SP. Extra “partial” seconds cost additional SP and may reduce your reserve for the next turn.
Stamina (SP): Stamina represents your immediate physical energy. In combat, SP regenerates at a rate of approximately 1 SP per 3 seconds of downtime (without buffs or magic). During narrative travel, SP regenerates at roughly 1 SP per minute. When SP falls below 25% of the maximum, Movement speed is reduced by 25% and all actions - such as walking or executing special maneuvers - cost 50% more SP. At 0 SP, the character becomes Exhausted and cannot perform complex actions until at least 25% of SP is recovered. (If you start your turn at 0 SP, you receive one free move; however, any attacks of opportunity triggered by that move must still be resolved.
Endurance: Endurance reflects a Character's total number of natural turns available per day.
Base Speed: Base Speed is determined by race size from three categories, Goliath, Standard and Small, and is measured in feet per turn. On a small scale local map each graph square is a unit of 40 ft, and on a smaller scale action map, each square is set at 5 ft. per unit. For world map schematics, see Traveling in the following section.
Note: these are the base speeds by race size, and some races of the same size may be faster than others, for instance; humans, the most balanced of all races, have the standard base speed of 30 feet per turn, while elven races have a base speed of 40 (equal to a Goliath’s base speed).
A character’s Base Speed - reflecting each race’s unique speed - serves as a benchmark for calculating Movement Stamina costs. Additionally, characters and hosts (see definitions below) receive one free Movement during combat as a surge of adrenaline, as long as Movement isn't impaired.
Initiative determines the order of participants in which actions unfold during an encounter. Each character develops an Initiative Score derived from core attributes and basic physical traits. Each character’s Initiative Score is determined by various factors:
Given: Base Modifier = 1
Initiative Score = (2 × AGI SCR) + STR SCR + (Base Speed × Modifier)
Here, the given Base Modifier is 1. This Modifier is subject to change, for instance; a character receives a temporary speed boost (e.g., a 20% increase), the Modifier becomes 1.2. If the character’s Movement is impaired, i.e. rooted, set the Modifier to 0. Take note that the actual score of the attribute, the atts. is the actual modifier and the factoring interval.
Attributes factor into initiative due to the following reasons: A character's Agility Score enhances speed. Strength contributes to imposing presence. Finally, Base Speed measures natural pace.
Note: It's important to mention Attributes Scores, ATTS., in SorC don't have a modifier other than the ATTS. itself. For instance; consider a character has an Agility Score of 3, AGI (3), so the unit that modifies rolls aligned to Agility is 3.
Although 4 of the Attributes and survival traits (ST) are not included into the Initiative Score, Game Modules, or the GM, situationally grant bonuses for character's during not only initiative, but movement altogether. For instance, the ST Vigilance, for exceptional alertness helping with initiative due to the act of surprise. Likewise, the GM might incorporate additional modifiers based on their own styles, including Combat Abilities and scores of Player Characters’ other four ATTS. aside from STR and AGI.
As the table below displays, Movement speeds vary by type, terrain, and environmental factors. The following SP costs are measured per 5 feet, reflecting the character’s Base Speed.
| Movement Type | SP Cost per 5 ft |
|---|---|
| Flat Walking | 1 SP |
| Flat Running/Dashing | 2 SP |
| Rough Terrain (Walking) | 1.5 SP |
| Rough Terrain (Dashing) | 3 SP |
| Moderate Slope (Uphill) | 2 SP |
| Steep Slope (Uphill) | 3 SP |
| Controlled Downhill | 0.5 – 1 SP |
| Vertical Climbing | 4 SP (plus possible penalties from failed checks) |
| Aquatic Movement (Swimming) | 2.5 SP |
Silent/Stealth Movement* requires a successful talent check and may adjust SP costs further based on situational awareness. GM’s and Modules may have unique conditions that restrict or enhance Movement speeds not disatrd on the table above.
Additional factors such as momentum, environmental conditions, or coordinated group tactics can provide modifiers to these base costs at the direction of the Game Module and/or GM.
Many movement challenges require the combined use of multiple attributes to determine success and allocated SP costs. For example, using only your hands to tear leather with precision demands both raw Strength and Artistry. The Strength check ensures the character can exert enough force to tear the leather, while the Artistry check reflects the necessary dexterity of the hands and fingers to produce a clean precise yield. Although there is no penalty for failure, the materials are ruined and the SP fir the effort is still exhausted.
Another example is climbing a rope: During a standard rope climb, a character might combine a Strength check with an Artistry to maintain a controlled and stable ascent. However, if the character attempts to climb the rope rapidly, Agility becomes an additional factor. This Agility check evaluates the character's ability to maintain balance while ascending at a higher speed. A successful rapid ascent may reduce SP costs or offer other benefits, whereas a failed check could result in increased SP expenditure or a loss of footing, with the latter causing potential damage.
| Movement Type | SP Cost per 5 ft |
|---|---|
| Flat Walking | 1 SP |
| Flat Running/Dashing | 2 SP |
| Rough Terrain Walking | 1.5 SP |
| Rough Terrain Dashing | 3 SP |
| Moderate Slope Uphill | 2 SP |
| Steep Slope Uphill | 3 SP |
| Controlled Downhill | ~0.5–1 SP |
| Vertical Climbing | 4 SP (plus overload or check penalties) |
Regeneration: In Combat: 1 SP per 3 seconds of downtime. Narrative/Travel:Approximately 1 SP per minute.
Low Stamina Effects: Below 25% of max: Movement speed reduced by 25%. All SP costs increase by 50%. At 0 SP: The Character becomes Exhausted, unable to execute complex actions until at least 25% of SP is restored.
Players can upgrade their wayfarer by ranking in the talent scout, professional navigator, exploration milestones, and/or an engineer who calibrates the compass. The more they progress in these areas, the more they unlock the potential of their Wayfarer.
Taverns are a crucial part of the Wayfarer's experience. These establishments are filled with mini-games, quests, and opportunities to restore health and magic. Players can engage in activities such as arm wrestling, gambling, drinking games, and listening to rumors and fables. They can also replenish their health and magic while resting in these safe havens.
In addition to taverns, players can teleport to other structures with lobbies, hearth rooms, dens, and other public areas. If their Wayfarer is highly developed, they can even traverse random unknown locations.
The Wayfarer's is an integral part of this travel system, allowing players to navigate the world with ease. As they progress and level up their Wayfarer, they will unlock new abilities and increase their range and frequency of teleportation.
Linking a hearth to the Wayfarer is a process requiring a series of successful rolls modified by the Wayfarer's stats and level. This allows players to teleport to specific hearths they've linked, making it easier to navigate the world and return to familiar locations.
Overall, the Wayfarer's is a powerful tool that enables players to explore the world conveniently. As they develop their Wayfarer, they unlock new abilities and increase their range and frequency of teleportation, making it an essential part of their adventuring experience.
Movement Types are Defined by Terrain and Mode: Each method - from walking, sprinting, and rough-terrain navigation to climbing - has clear SP costs. STR/AGI and Weight Are Critical: Climbing: Requires a STR check if carrying more than 75% capacity; heavier loads increase SP costs. Sprinting: Benefits from higher AGI, but heavy loads (over 50% capacity) reduce effective speed and increase SP consumption. Stamina and Endurance Govern How Long You Can Push: SP is consumed by every movement type and regenerates slowly without magical aid. Low SP imposes speed penalties and increased costs, so careful management is key. Survival Traits Help Mitigate Costs: Vigilance lowers SP costs during alert, complex maneuvers. Evasion reduces the extra penalties associated with high-speed or rough-terrain actions.
Play unique campaigns where the worlds of SorC change at your parties hands and desires. Continue campaigns that ended with periodic expansions. These campaigns allow for dynamic storytelling, player-driven world changes, and modular adventures that grow with the group.
Below is a comprehensive list of terms used throughout SorC, including definitions and mechanics for gameplay, combat, resources, and more.
Index and Terminology