SORC SORC

Appendix

This appendix consolidates reference material that supports the Modular, including Contribution Point tracking, damage-type information, basic attack proficiency, and rank-based attack and damage charts.

Contribution Points

A Contribution awards Contribution Points. Add them to the current tier's Contribution Score; that bucket determines Standing. Points do not carry between tiers. At the tier cap, move up one tier and set its Contribution Score to 0. When a Wrongdoing Point Loss brings the score to 0, move down one tier and set the lower tier's Contribution Score to half that tier's cap. Keep one record for each unaffiliated Individual and each Affiliation; every Affiliation member shares its record. Without a Culture default, a new record begins at Neutral with a Contribution Score of 0. Hated is permanent; Exalted has no cap.

From lowest to highest, the tiers are Hated, Disliked, Tolerable, Neutral, Liked, Respected, Adored, Cherished, and Exalted. Show the record's current tier and its Contribution Score; show an em dash for every inactive tier. A Character knows the record's tier or score only if they track it.

Standing sets attitude and combat response, not access. Tolerable and Neutral parties do not initiate harm; Disliked and Hated parties attack when the Character enters detection range. Affiliation members defend the Character starting at Liked; higher tiers do not increase that defense. Specific social reactions and access requirements, including Level and/or Rank, are listed on the relevant Individual, Affiliation, or story entry.

Culture is separate from Race. In an area associated with the Character's Culture, matching Individuals and Affiliations default to Liked with a Contribution Score of 0, and their listed Rivals default to Disliked with a Contribution Score of 0. Neglect cannot lower a record below that Culture-based default; direct actions can.

Praise and Blowback are separate states, not Contribution Point changes. Their triggers and effects are listed in the Standing rules and relevant entries. For the full GM procedure, see Contribution Points in the GM Codex.

Sentimental Damage Type Table

For a Sentimental Weapon, each class has a defined damage type for the class line, each path has a damage type for the path line, and each branch has a damage type for the branch line. All three lines accrue independently; see Sentimental Value above for the full accrual rules. Armor and Accessories use their own growth rules there. The complete table is listed on each class's entry (pg. 3). A consolidated version is provided here for reference.

Full Sentimental DMG type data for all 18 classes, their paths, and branches is listed on the individual class entries on pg. 3. This appendix will be expanded with consolidated tables as class development progresses.

Basic ATTKs and Weapon/Hand Proficiency

Basic ATTKs are very mundane attacks, not Abilities. They may be made with any readied Weapon the Character can physically wield, including a stick, spear, axe, or other ordinary Weapon. They use the ordinary attack and base damage rules for that Weapon, but receive no Weapon/Hand Proficiency bonus, Ability modifier, Path or Branch effect, weapon-specific Ability bonus, or other Ability text.

Learning an Ability grants Armament proficiency. When a Character learns an Ability, they become proficient in the Armament profile printed for that Ability and its Ability Tree. The profile can include Weapon Type, Weapon Style, Hand, Distance, Grade, Material, Variant, and any other listed restriction. The Character does not need to activate that Ability to use its learned Armament proficiency for a Basic ATTK.

Brawler Improvised Tools. A Brawler is proficient in Improvised Tools. Improvised Tools used as Weapons therefore do not incur the Basic ATTK Unproficient Weapon Penalty for a Brawler, even when no learned Ability lists that individual improvised Weapon.

Unproficient Weapons. If a Character makes a Basic ATTK with a Weapon that is not included in the Armament profile of any Ability they have learned, the attack is still allowed but takes a -5 penalty to Hit. This -5 is the Basic ATTK Unproficient Weapon Penalty; it is the value of X in the unproficient-Weapon rule. Proficiency removes this penalty, but never adds a Weapon/Hand Proficiency bonus to a Basic ATTK.

Weapon access and Ability access are separate. A Character may carry, ready, and make a Basic ATTK with any Weapon they can wield, whether or not they are proficient with it. Alignment Spectrum, Higher Power, Path, and Branch restrictions govern Abilities, not the Character's permission to make a mundane Basic ATTK.

Hit Bonus Chart, by Weapon Rank

Every attack: d100 + Hit bonus vs target PROTS. x is any additional modifier.

RankHit Main HandHit Off Hand
Common+8 ± x+4 ± x
Uncommon+14 ± x+7 ± x
Rare+20 ± x+10 ± x
Unique+23 ± x+12 ± x
Heroic+26 ± x+13 ± x
Elite+32 ± x+16 ± x
Legendary+38 ± x+19 ± x
Divine+50 ± x+25 ± x

DMG. Chart, Weapon Damage by Rank

x = Strength (Melee), Agility (Range), Acuity (spells) ± other modifiers. On a Critical Hit, add the respective score as a bonus on top of 2x damage dice.

Rank1H Weapon2H WeaponOff Hand (1H)
Common+2d6 ± x+4d6 ± x+1d4 ± x
Uncommon+3d6 ± x+6d6 ± x+1d6 ± x
Rare+4d6 ± x+8d6 ± x+2d6 ± x
Unique+5d6 ± x+10d6 ± x+3d6 ± x
Heroic+6d6 ± x+12d6 ± x+3d6 ± x
Elite+8d6 ± x+16d6 ± x+4d6 ± x
Legendary+10d6 ± x+20d6 ± x+5d6 ± x
Divine+12d6 ± x+24d6 ± x+6d6 ± x