SORC SORC

Formulas Reference

This section provides a quick reference for all essential formulas players and GMs need to resolve game mechanics. For detailed explanations and worked examples, see the full sections referenced below.

Trait Mechanics

Trait Mechanics summarizes how Trait scores convert into secondary effects and resource or ability benefits during play.

Trait Tier (Secondary Effects, SCR 10+): Effect tier = floor(Trait SCR ÷ 10), tier 0 below score 10. Tier determines Chips regenerated per Turn (Constitution, Willpower, Grit, Vigor) or Ability Cooldown resets per encounter (all other Traits). See Traits (TST), pg. 2.

Combat Mechanics

Combat Mechanics collects the formulas used to resolve protection, initiative, critical hits, and weapon damage during encounters.

PROTS (Protection Score): Base Armor Scr. + Defense Trait (martial/Nature attacks) OR Resistance Trait (Spell attacks) + shield Armor Scr. + all modifiers (buffs, debuffs, environmental). These two Traits never both apply to the same attack. See Combat, pg. 5.

Initiative: Base Speed + Agility Trait + Intuition Trait. On a tie, Luck breaks the tie. See Combat, pg. 5.

Critical Hit: Roll result 96-100 deals 2x damage dice + source bonus (Strength for melee, Agility for martial ranged, Acuity for spells). See Combat, pg. 5.

Weapon Damage: dmg = xd6 ± x, where x = Strength (melee), Agility (ranged), or Acuity (spells), plus all other modifiers. See Combat, pg. 5.

Ability Mechanics

Ability Mechanics explains how slot level and available vitality pools determine the cost and frequency of Martial and Spell abilities.

Vitality Cost: Chip Cost = ceil(Slot LVL ÷ 2), minimum 2. Martial costs Stamina, Spell costs Mana. Both also cost at least 1 action. See Card Format Specifications, pg. 5.

Ability Uses Tier: N = floor(Max Pool ÷ Cost). Map N to tier: N≥12 = Unlimited, N 6-11 = 3/Round, N 4-5 = 2/Round, N 3 = 1/Round, N 2 = 3/Day, N 1 = 2/Day. See Card Format Specifications, pg. 5.

Skills & Crafting

Skills & Crafting provides the checks and rarity benchmarks used to resolve skilled work and determine its difficulty.

Crafting Check: d100 + Skill SCR + Aligned ATTR Modifier vs. DIFS. See Skills (TST), pg. 2.

Difficulty by Rarity: Common DIFS 40-50, Uncommon 55-65, Rare 70-80, Unique+ 85+. See Skills (TST), pg. 2.

Wellness & Vitality

Wellness & Vitality describes how health tiers and Wellness percentages alter recovery timing and the size and regeneration of Apex and Spirit pools.

Trait Tier (Health & Wellness): Tier = floor(Health score ÷ 10). Below 75% Wellness, each tier adds 2 days to Wellness tick length (slows decline). At 75%+ Wellness, each tier removes 1 day from tick length, minimum 1 day (accelerates recovery). See Wellness, pg. 2.

Wellness Impact on Apex & Spirit: Apex and Spirit are multiplied by Wellness: Below 75%, multiplier decreases 1% per 1% below 75%. At 75%+, multiplier increases 1% per 1% above 75%. Low Wellness shrinks pools and slows regeneration; high Wellness expands pools and speeds regeneration. See Wellness, pg. 2.

Quick Reference Table: Trait Tier Effects

This table maps Trait scores to their effect tiers and the corresponding Vitality Chips or Ability cooldown resets available at each range.

Trait SCRTierVitality Chips / Ability Resets
1-40None (not yet active)
5-911
10-1422
15-1933
20-2444
25-2955
30-3466
35-3977
4088
Reference: This section summarizes essential formulas in one place for quick lookup. Full explanations, worked examples, and GM guidance are available in the main sections referenced above. For formulas and mechanics not covered by players or GMs in active gameplay, see the hidden Formula file (Keep-Formulas-Hidden.html) for complete derivations.