SORC SORC

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.

WeaponCategoryCommonUncommon
Hammer (1H)1H Melee15 Gold45 Gold
Mace (1H)1H Melee15 Gold45 Gold
Dagger1H Melee15 Gold45 Gold
Short Blade1H Melee15 Gold45 Gold
Hand Axe1H Melee15 Gold45 Gold
Club1H Melee15 Gold45 Gold
Sickle1H Melee15 Gold45 Gold
Short Staff (1H, may dual-wield)1H Melee15 Gold45 Gold
Jō (1H)1H Melee15 Gold45 Gold
Hammer (2H)2H Melee25 Gold75 Gold
Mace (2H)2H Melee25 Gold75 Gold
Quarterstaff (2H)2H Melee25 Gold75 Gold
Long Staff (2H)2H Melee25 Gold75 Gold
Bō (2H)2H Melee25 Gold75 Gold
Greataxe (2H)2H Melee25 Gold75 Gold
Warhammer (2H)2H Melee25 Gold75 Gold
Spear (2H)2H Melee25 Gold75 Gold
Short Bow1H Ranged10 Gold30 Gold
Heavy Crossbow (2H)2H Ranged30 Gold90 Gold
Slug Launcher (2H)2H Ranged30 Gold90 Gold
Longbow (2H)2H Ranged30 Gold90 Gold
Black Powder Weapon (2H)2H Ranged30 Gold90 Gold
Stave (2H, Caster)Caster20 Gold60 Gold
Magic Scepter (1H)Caster20 Gold60 Gold
Orb (1H)Caster20 Gold60 Gold
Tome (1H)Caster20 Gold60 Gold
Magic Dagger (1H)Caster20 Gold60 Gold
Cauldron Focus (1H)Caster20 Gold60 Gold
Totem (1H or 2H)Caster20 Gold60 Gold
Arcane Focus / Wand (1H)Caster20 Gold60 Gold

Technologically Advanced Weapons (TAW), all at +10% over their category's base price (see Weapon Cards, pg. 4):

TAW WeaponCategoryCommon
Chthonic Dagger (1H)1H Melee17 Gold
Plasma Knife (1H)1H Melee17 Gold
Shock Baton (1H)1H Melee17 Gold
Nano-Edge Sword (1H)1H Melee17 Gold
Pulse Blade (1H)1H Melee17 Gold
Nano-Edge (2H)2H Melee28 Gold
Pulse Blade (2H)2H Melee28 Gold
Laser Pistol (1H)1H Ranged11 Gold
Plasma Thrower (1H)1H Ranged11 Gold
Chthonic Bow (1H)1H Ranged11 Gold
Shock Dart (1H)1H Ranged11 Gold
Pistol, Clip (1H)1H Ranged11 Gold
Pistol, Revolver (1H)1H Ranged11 Gold
Mini Sprayer (1H)1H Ranged11 Gold
Throwing Grenade, Smoke (1H)1H Ranged11 Gold
Throwing Grenade, Gas (1H)1H Ranged11 Gold
Throwing Grenade, Blinder (1H)1H Ranged11 Gold
Throwing Grenade, Sticky Plas (1H)1H Ranged11 Gold
Throwing Grenade, Explosive (1H)1H Ranged11 Gold
Plasma Cannon (2H)2H Ranged33 Gold
Railgun (2H)2H Ranged33 Gold
Shotgun (2H)2H Ranged33 Gold
Assault Rifle (2H)2H Ranged33 Gold
Sniper (2H)2H Ranged33 Gold
Chain Gun (2H)2H Ranged33 Gold

Cultural Armaments, built from the cultures of playable races on Ignis, Omnè, and Tredeki (see Planetary Markets, pg. 4):

ItemWorldCost
Obsidian War Club (1H Melee)Ignis12 Gold
Ember-Fang Spear (2H Melee)Ignis16 Gold
Ashhide Wrap (Light Armor)Ignis14 Gold
TAW Sidearm, CommonOmnè180 Credits (Credits only)
TABA Light SuitOmnè260 Credits (Credits only)
Crystal-Edged Blade (1H Melee)Tredeki200 Credits (Credits only)
Warscar Plate (Medium Armor)Tredeki260 Credits (Credits only)
Resonance BucklerTredeki175 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.

ArmorCommonUncommon
Delicate (Cloth, Silk)5 Gold15 Gold
Light (Leather, Hide)10 Gold30 Gold
Medium (Chain)60 Gold180 Gold
Heavy (Plate)1,200 Gold3,600 Gold
Dense2,000 Gold6,000 Gold
Composite3,000+ Gold9,000+ Gold
TABA Delicate5.5 Gold16.5 Gold
TABA Light11 Gold33 Gold
TABA Medium66 Gold198 Gold
TABA Heavy1,320 Gold3,960 Gold
ClothingCost
Traveler's Clothes2 Silver
Fine Clothes2 Gold
Plain Robes1 Gold
Cloak5 Silver
Boots, Plain3 Silver
Under-ArmorCost
Padded Underlayer1 Gold
Quilted Gambeson2 Gold
Chain Liner3 Gold
AccessoriesCost
Charm (plain)2 Gold
Ring (plain)5 Gold
Amulet (plain)5 Gold
Cloak Clasp1 Gold
Belt1 Gold
Ammunition (Bundle)Cost
Arrows1 Gold
Crossbow Bolts1 Gold
Sling Bullets3 Silver
Firearm Rounds2 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).

KitStandardAdvanced (Omnè import)
Thief's Kit10 Gold140 Gold
Hacker's Kit12 Gold160 Gold
Apothecary's Kit10 Gold140 Gold
Alchemist's Kit12 Gold160 Gold
Blacksmith's Kit15 Gold200 Gold
Enchanter's Kit15 Gold200 Gold
Scout's Kit10 Gold140 Gold
Theologist's Kit10 Gold140 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.

ItemCostWeightNotes
Backpack2 Gold5 lbsStandard carrying capacity
Bedroll1 Gold7 lbs
Belt Pouch5 Silver1 lb
Blanket5 Silver3 lbs
Candle1 CopperNegligibleBurns 1 hour; dim light
Chalk (1 piece)1 CopperNegligible
Crowbar2 Gold5 lbs
Fishing Tackle1 Gold4 lbs
Flask or Tankard2 Copper1 lb
Flint and Steel5 Silver1 lbSee Tinderbox
Grappling Hook2 Gold4 lbs
Hammer, Small1 Gold3 lbs
Ladder, 10 ft.1 Gold25 lbs
Lantern5 Gold2 lbsBright light 30 ft.; burns 1 Oil Flask per 6 hours
Manacles2 Gold6 lbs
Mirror, Steel5 Gold0.5 lb
Oil Flask1 Silver1 lbFuels a lantern for 6 hours
Piton5 Copper0.25 lb
Rations (1 day)5 Silver2 lbs
Rope, Hempen (50 ft.)1 Gold10 lbs
Rope, Silk (50 ft.)10 Gold5 lbs
Sack1 Silver0.5 lb
Sewing Needle5 CopperNegligible
Shovel2 Gold5 lbs
Signal Whistle5 CopperNegligible
Tent, 2-person2 Gold20 lbs
Tinderbox5 Silver1 lb
Torch1 Copper1 lbBright light 20 ft.; burns 1 hour
Waterskin2 Silver5 lbs (full)
Whetstone1 Silver1 lb

4. Special Items

Holy symbols and other items that can be used to create trinkets and makeshift tools.

ItemCostNotes
Holy Symbol5 GoldRequired focus for Avenger, Overseer, and other faith-bound classes
Prayer Beads2 GoldRitual focus, alternative to a Holy Symbol
Reliquary Case10 GoldHolds a Holy Symbol or relic safely
Ancestor Totem5 GoldShaman ritual focus
Ritual Bowl3 GoldUsed in rituals and brewing
Component Pouch3 GoldHolds spell components
Spell Focus Pouch3 GoldHolds a Caster's small foci
Ink and Quill2 GoldFor scribing scrolls and journals
Scrap Metal Bundle1 GoldMakeshift tool component
Salvaged Gear Bundle2 GoldMakeshift tool or trinket component
Bone Talisman of the Ember Kin (Ignis)5 GoldRitual charm, wards off scorching wind
Cinder-Bound Torchstone (Ignis)6 GoldHolds a living ember; relit by chant

5. Magical Items

Magical items, scrolls, potions, and more, Common and Uncommon only.

PotionRestoresCommonUncommon
Minor Life DraughtLife15 Gold45 Gold
Minor Mana DraughtMana12 Gold36 Gold
Minor Stamina DraughtStamina10 Gold30 Gold
Minor Endurance DraughtEndurance10 Gold30 Gold
ScrollClassCommonUncommon
Scroll of Minor MendAvenger20 Gold60 Gold
Scroll of Divine LightAvenger20 Gold60 Gold
Scroll of BlessingAvenger20 Gold60 Gold
Scroll of Arcane BoltSorcerer20 Gold60 Gold
Scroll of Mana SurgeSorcerer20 Gold60 Gold
Scroll of Minor WardSorcerer20 Gold60 Gold
Scroll of Shadow VeilStrategist20 Gold60 Gold
Scroll of WhisperStrategist20 Gold60 Gold
Scroll of FlickerStrategist20 Gold60 Gold
Scroll of HexWitch20 Gold60 Gold
Scroll of Brew TossWitch20 Gold60 Gold
Scroll of Moonlit StepWitch20 Gold60 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.