Starter Set Store
The Starter Set includes one flat-rate store, stocking only Common and Uncommon items, found in towns or from traveling merchants. Every module beyond the Starter Set builds its own store or stores, stocked to that module's own LVL and Rank band. Stock includes goods carrying the culture of any of the four planets with playable races, Zailister, Ignis, Omnè, and Tredeki (see Playable Races, below), though items are harder to find, and cost more, away from their native world (see Planetary Markets, pg. 4).
Condition and Quality: All store stock is fixed at Fair (Damaged) condition and Good quality, no d100 roll. Rolling for condition, quality, purity, or yield only applies to items discovered, looted, or crafted (see Refinement and Mining, pg. 4), just as with loot or discovery, a character skilled in the matching Profession who crafts an item rolls for its condition and quality, determining its value, and adds the score of that skill and any proficiency bonuses of the tree to the final results.
1. Armaments
Weapons and armor, Common and Uncommon only. Clothing, Under-Armor, Accessories, and Ammunition are sold here as well.
| Weapon | Category | Common | Uncommon |
|---|---|---|---|
| Hammer (1H) | 1H Melee | 15 Gold | 45 Gold |
| Mace (1H) | 1H Melee | 15 Gold | 45 Gold |
| Dagger | 1H Melee | 15 Gold | 45 Gold |
| Short Blade | 1H Melee | 15 Gold | 45 Gold |
| Hand Axe | 1H Melee | 15 Gold | 45 Gold |
| Club | 1H Melee | 15 Gold | 45 Gold |
| Sickle | 1H Melee | 15 Gold | 45 Gold |
| Short Staff (1H, may dual-wield) | 1H Melee | 15 Gold | 45 Gold |
| Jō (1H) | 1H Melee | 15 Gold | 45 Gold |
| Hammer (2H) | 2H Melee | 25 Gold | 75 Gold |
| Mace (2H) | 2H Melee | 25 Gold | 75 Gold |
| Quarterstaff (2H) | 2H Melee | 25 Gold | 75 Gold |
| Long Staff (2H) | 2H Melee | 25 Gold | 75 Gold |
| Bō (2H) | 2H Melee | 25 Gold | 75 Gold |
| Greataxe (2H) | 2H Melee | 25 Gold | 75 Gold |
| Warhammer (2H) | 2H Melee | 25 Gold | 75 Gold |
| Spear (2H) | 2H Melee | 25 Gold | 75 Gold |
| Short Bow | 1H Ranged | 10 Gold | 30 Gold |
| Heavy Crossbow (2H) | 2H Ranged | 30 Gold | 90 Gold |
| Slug Launcher (2H) | 2H Ranged | 30 Gold | 90 Gold |
| Longbow (2H) | 2H Ranged | 30 Gold | 90 Gold |
| Black Powder Weapon (2H) | 2H Ranged | 30 Gold | 90 Gold |
| Stave (2H, Caster) | Caster | 20 Gold | 60 Gold |
| Magic Scepter (1H) | Caster | 20 Gold | 60 Gold |
| Orb (1H) | Caster | 20 Gold | 60 Gold |
| Tome (1H) | Caster | 20 Gold | 60 Gold |
| Magic Dagger (1H) | Caster | 20 Gold | 60 Gold |
| Cauldron Focus (1H) | Caster | 20 Gold | 60 Gold |
| Totem (1H or 2H) | Caster | 20 Gold | 60 Gold |
| Arcane Focus / Wand (1H) | Caster | 20 Gold | 60 Gold |
Technologically Advanced Weapons (TAW), all at +10% over their category's base price (see Weapon Cards, pg. 4):
| TAW Weapon | Category | Common |
|---|---|---|
| Chthonic Dagger (1H) | 1H Melee | 17 Gold |
| Plasma Knife (1H) | 1H Melee | 17 Gold |
| Shock Baton (1H) | 1H Melee | 17 Gold |
| Nano-Edge Sword (1H) | 1H Melee | 17 Gold |
| Pulse Blade (1H) | 1H Melee | 17 Gold |
| Nano-Edge (2H) | 2H Melee | 28 Gold |
| Pulse Blade (2H) | 2H Melee | 28 Gold |
| Laser Pistol (1H) | 1H Ranged | 11 Gold |
| Plasma Thrower (1H) | 1H Ranged | 11 Gold |
| Chthonic Bow (1H) | 1H Ranged | 11 Gold |
| Shock Dart (1H) | 1H Ranged | 11 Gold |
| Pistol, Clip (1H) | 1H Ranged | 11 Gold |
| Pistol, Revolver (1H) | 1H Ranged | 11 Gold |
| Mini Sprayer (1H) | 1H Ranged | 11 Gold |
| Throwing Grenade, Smoke (1H) | 1H Ranged | 11 Gold |
| Throwing Grenade, Gas (1H) | 1H Ranged | 11 Gold |
| Throwing Grenade, Blinder (1H) | 1H Ranged | 11 Gold |
| Throwing Grenade, Sticky Plas (1H) | 1H Ranged | 11 Gold |
| Throwing Grenade, Explosive (1H) | 1H Ranged | 11 Gold |
| Plasma Cannon (2H) | 2H Ranged | 33 Gold |
| Railgun (2H) | 2H Ranged | 33 Gold |
| Shotgun (2H) | 2H Ranged | 33 Gold |
| Assault Rifle (2H) | 2H Ranged | 33 Gold |
| Sniper (2H) | 2H Ranged | 33 Gold |
| Chain Gun (2H) | 2H Ranged | 33 Gold |
Cultural Armaments, built from the cultures of playable races on Ignis, Omnè, and Tredeki (see Planetary Markets, pg. 4):
| Item | World | Cost |
|---|---|---|
| Obsidian War Club (1H Melee) | Ignis | 12 Gold |
| Ember-Fang Spear (2H Melee) | Ignis | 16 Gold |
| Ashhide Wrap (Light Armor) | Ignis | 14 Gold |
| TAW Sidearm, Common | Omnè | 180 Credits (Credits only) |
| TABA Light Suit | Omnè | 260 Credits (Credits only) |
| Crystal-Edged Blade (1H Melee) | Tredeki | 200 Credits (Credits only) |
| Warscar Plate (Medium Armor) | Tredeki | 260 Credits (Credits only) |
| Resonance Buckler | Tredeki | 175 Credits (Credits only) |
No Credit-to-Gold exchange rate exists yet, Omnè and Tredeki items marked "Credits only" cannot currently be bought with Gold; they're listed here as available stock for characters who carry Credits. Remember that TAW and TABA carry a -2 Hit and -2 Damage Penalty on Zailister and other Adoria-lit worlds, function at baseline on their native Tawdry Dwarf-lit worlds like Omnè and Tredeki themselves, and gain a +2 Hit and +2 Damage Bonus only beyond Tawdry Dwarf, in the uncharted worlds past Essentia's known thirteen planets, see Tech and Magic Across Essentia, pg. 4.
| Armor | Common | Uncommon |
|---|---|---|
| Delicate (Cloth, Silk) | 5 Gold | 15 Gold |
| Light (Leather, Hide) | 10 Gold | 30 Gold |
| Medium (Chain) | 60 Gold | 180 Gold |
| Heavy (Plate) | 1,200 Gold | 3,600 Gold |
| Dense | 2,000 Gold | 6,000 Gold |
| Composite | 3,000+ Gold | 9,000+ Gold |
| TABA Delicate | 5.5 Gold | 16.5 Gold |
| TABA Light | 11 Gold | 33 Gold |
| TABA Medium | 66 Gold | 198 Gold |
| TABA Heavy | 1,320 Gold | 3,960 Gold |
| Clothing | Cost |
|---|---|
| Traveler's Clothes | 2 Silver |
| Fine Clothes | 2 Gold |
| Plain Robes | 1 Gold |
| Cloak | 5 Silver |
| Boots, Plain | 3 Silver |
| Under-Armor | Cost |
|---|---|
| Padded Underlayer | 1 Gold |
| Quilted Gambeson | 2 Gold |
| Chain Liner | 3 Gold |
| Accessories | Cost |
|---|---|
| Charm (plain) | 2 Gold |
| Ring (plain) | 5 Gold |
| Amulet (plain) | 5 Gold |
| Cloak Clasp | 1 Gold |
| Belt | 1 Gold |
| Ammunition (Bundle) | Cost |
|---|---|
| Arrows | 1 Gold |
| Crossbow Bolts | 1 Gold |
| Sling Bullets | 3 Silver |
| Firearm Rounds | 2 Gold |
| Chthonic Cells (TAW) | 3 Gold |
2. Gear
Backpacks with tool kits that pair with Talent Trees and Professions, plus miscellaneous adventuring gear (see Basic Items, below).
| Kit | Standard | Advanced (Omnè import) |
|---|---|---|
| Thief's Kit | 10 Gold | 140 Gold |
| Hacker's Kit | 12 Gold | 160 Gold |
| Apothecary's Kit | 10 Gold | 140 Gold |
| Alchemist's Kit | 12 Gold | 160 Gold |
| Blacksmith's Kit | 15 Gold | 200 Gold |
| Enchanter's Kit | 15 Gold | 200 Gold |
| Scout's Kit | 10 Gold | 140 Gold |
| Theologist's Kit | 10 Gold | 140 Gold |
Remaining Talent Tree and Profession Kits are still being itemized (see Planetary Markets, pg. 4), this list will grow as they're published.
3. Basic Items
Cheap, mundane items every character carries alongside their armaments (see Adventuring Gear, pg. 4, for the full priced list), rope, flint and steel, torches, and more.
| Item | Cost | Weight | Notes |
|---|---|---|---|
| Backpack | 2 Gold | 5 lbs | Standard carrying capacity |
| Bedroll | 1 Gold | 7 lbs | |
| Belt Pouch | 5 Silver | 1 lb | |
| Blanket | 5 Silver | 3 lbs | |
| Candle | 1 Copper | Negligible | Burns 1 hour; dim light |
| Chalk (1 piece) | 1 Copper | Negligible | |
| Crowbar | 2 Gold | 5 lbs | |
| Fishing Tackle | 1 Gold | 4 lbs | |
| Flask or Tankard | 2 Copper | 1 lb | |
| Flint and Steel | 5 Silver | 1 lb | See Tinderbox |
| Grappling Hook | 2 Gold | 4 lbs | |
| Hammer, Small | 1 Gold | 3 lbs | |
| Ladder, 10 ft. | 1 Gold | 25 lbs | |
| Lantern | 5 Gold | 2 lbs | Bright light 30 ft.; burns 1 Oil Flask per 6 hours |
| Manacles | 2 Gold | 6 lbs | |
| Mirror, Steel | 5 Gold | 0.5 lb | |
| Oil Flask | 1 Silver | 1 lb | Fuels a lantern for 6 hours |
| Piton | 5 Copper | 0.25 lb | |
| Rations (1 day) | 5 Silver | 2 lbs | |
| Rope, Hempen (50 ft.) | 1 Gold | 10 lbs | |
| Rope, Silk (50 ft.) | 10 Gold | 5 lbs | |
| Sack | 1 Silver | 0.5 lb | |
| Sewing Needle | 5 Copper | Negligible | |
| Shovel | 2 Gold | 5 lbs | |
| Signal Whistle | 5 Copper | Negligible | |
| Tent, 2-person | 2 Gold | 20 lbs | |
| Tinderbox | 5 Silver | 1 lb | |
| Torch | 1 Copper | 1 lb | Bright light 20 ft.; burns 1 hour |
| Waterskin | 2 Silver | 5 lbs (full) | |
| Whetstone | 1 Silver | 1 lb |
4. Special Items
Holy symbols and other items that can be used to create trinkets and makeshift tools.
| Item | Cost | Notes |
|---|---|---|
| Holy Symbol | 5 Gold | Required focus for Avenger, Overseer, and other faith-bound classes |
| Prayer Beads | 2 Gold | Ritual focus, alternative to a Holy Symbol |
| Reliquary Case | 10 Gold | Holds a Holy Symbol or relic safely |
| Ancestor Totem | 5 Gold | Shaman ritual focus |
| Ritual Bowl | 3 Gold | Used in rituals and brewing |
| Component Pouch | 3 Gold | Holds spell components |
| Spell Focus Pouch | 3 Gold | Holds a Caster's small foci |
| Ink and Quill | 2 Gold | For scribing scrolls and journals |
| Scrap Metal Bundle | 1 Gold | Makeshift tool component |
| Salvaged Gear Bundle | 2 Gold | Makeshift tool or trinket component |
| Bone Talisman of the Ember Kin (Ignis) | 5 Gold | Ritual charm, wards off scorching wind |
| Cinder-Bound Torchstone (Ignis) | 6 Gold | Holds a living ember; relit by chant |
5. Magical Items
Magical items, scrolls, potions, and more, Common and Uncommon only.
| Potion | Restores | Common | Uncommon |
|---|---|---|---|
| Minor Life Draught | Life | 15 Gold | 45 Gold |
| Minor Mana Draught | Mana | 12 Gold | 36 Gold |
| Minor Stamina Draught | Stamina | 10 Gold | 30 Gold |
| Minor Endurance Draught | Endurance | 10 Gold | 30 Gold |
| Scroll | Class | Common | Uncommon |
|---|---|---|---|
| Scroll of Minor Mend | Avenger | 20 Gold | 60 Gold |
| Scroll of Divine Light | Avenger | 20 Gold | 60 Gold |
| Scroll of Blessing | Avenger | 20 Gold | 60 Gold |
| Scroll of Arcane Bolt | Sorcerer | 20 Gold | 60 Gold |
| Scroll of Mana Surge | Sorcerer | 20 Gold | 60 Gold |
| Scroll of Minor Ward | Sorcerer | 20 Gold | 60 Gold |
| Scroll of Shadow Veil | Strategist | 20 Gold | 60 Gold |
| Scroll of Whisper | Strategist | 20 Gold | 60 Gold |
| Scroll of Flicker | Strategist | 20 Gold | 60 Gold |
| Scroll of Hex | Witch | 20 Gold | 60 Gold |
| Scroll of Brew Toss | Witch | 20 Gold | 60 Gold |
| Scroll of Moonlit Step | Witch | 20 Gold | 60 Gold |
Scrolls listed above use each class's own Tier Spell (see Playable Classes, pg. 3), each is a one-time, single-use casting of that Spell at LVL 1 potency, usable by any character regardless of class.
Starter Set Overview
The Starter Set contains a curated selection of playable races and classes designed for new Players to begin their adventures at LVLs 1-5. These options are fully supported with Martial Abilities, Spell Abilities, and equipment needed to get started. Additional races and classes become available in the full ruleset beyond LVL 5.
A word to new tables: SORC is a long game by design. The LVLs covered by this Starter Set represent months of real play, not a weekend, and that is the point. Characters start strong and grow into legends, with new modules, expansions, and content releasing to carry every stage of the journey.
Starter Set Playable Races
- Dwarf, Common, Sturdy and resilient craftspeople known for their endurance in mountain halls and underground cities.
- Elf (Common), Graceful forest dwellers skilled in archery and nature magic who live in harmony with their woodland environment.
- Halfling, Small folk who build their lives around comfort and community while possessing an uncanny knack for lucky outcomes.
- Human, The most versatile of all races, natural communicators and traders whose adaptability allows them to thrive across every corner of Essentia.
- Ogre, Towering and muscular warriors known for their immense strength and a rigid code of respect earned through power.
Refer to the Playable Races section for full details on each race.
Starter Set Playable Classes
- Avenger, Faith-driven warriors devoted to a higher power who channel divine protection and healing through blunt weapons.
- Barbarian, Fierce and relentless hunters who draw power from primal instinct and excel in brutal melee combat.
- Fighter, The most adaptable martial class in Essentia, defined by mastery of raw combat fundamentals and unmatched weapon mastery earned through sheer repetition and battlefield Experience.
- Marksman, Precision-focused ranged combatants who dominate at distance through superior positioning and weapon mastery.
- Sorcerer, Born with raw arcane power in their blood, Sorcerers channel extraordinary spells through Stave and cloth.
- Strategist, Calculating predators who use intelligence and deception to dismantle opponents before combat even begins.
- Witch, Ancient practitioners of earth, moon, and brew magic who draw power from nature's oldest cycles and apply curses with unpredictable mastery.
Refer to the Playable Classes section for full details on each class.
Journal
Contains a character's background story and mission Statement, home logs, family logs, quest logs, vital information gathered, archives, and personal notes to capture their narrative development, kept as Lore, a category of pages within the Journal, not a separate sheet of its own. Maps, locations, landmarks and Wayfarer logs (see Animated Wayfarer, pg. 5) are also kept here.
Standard scratch paper is recommended to provide space for notes, quick references, or ideas during gameplay. This will help with the Journal.
Home logs and family logs run deep enough to warrant their own sheet, properties, their rooms and storage, and family members. See the Home & Family Booklet below.