S O R C SORC SORC

SORC Cards

Players use a comprehensive Card-based system to track their Abilities, Armaments, Companions and more (see below). Some upgradable Cards, such as Armaments, will be paired with a detailed reference Card, also called a "ref. Card," for tracking enhancements, modifications, buffs, curses, and special Traits, allowing characters to customize and adapt their gear and allies over time. Basic Cards that are stacked also use a reference chart to keep track of the value consumed. Mob Cards are often in groups and the amount of Mobs within any given group is represented by Tokens.

SORC Card hierarchy

SORC Cards are organized by what the Card represents. The back identifies the main Card category and the front identifies the specific form and its rules. Action Cards contain Ability Cards, Talent Cards, and Skills Cards; Ability Cards contain Martial Abilities and Spell Abilities. Armament Cards contain Weapon Cards and Armor Cards. Accessories are worn Armor, and Artifacts are Weapons held in the Offhand. Equipment is the broad category for Gear and Items. Gear Cards, Item Cards, Special Item Cards, Companion Cards, Vehicle SORC Cards, Encounter Cards, Lore Cards, and Game Engine Cards each have their own use in play.

Card Rank uses the shared Common-to-Divine ladder. A Character's Rank must meet or exceed the printed Rank to use Armament and player-kept Companion Cards. Equipment Rank describes rarity and may affect price without restricting use by itself. Encounter Cards use the same Rank ladder; each Module lists which Encounter Ranks are challengeable based on its actual Rank or Level. A Module sets access requirements for its Areas. Encounter Cards include NPC, Boss, Mob, Myriad, Mechanism, Vehicle, and Environmental forms. Companion, Armament, and Equipment Cards use their own categories and Rank rules. Card Rank, Variant, Alignment, Condition, Quality, Value, and other numbers are rules or statistics printed on a Card, not Card categories. A Variant is an Armament statistic. Ambivalent is an Artifact Alignment, not an Armament Variant.

NPC vendor listings state stock and accepted payment. Vendors may sell Armament Cards, Companion Cards, and Equipment, including Gear and Item Cards. Vendor-purchased Cards are Bound to the buyer and cannot be traded. Accepted payment may include the vendor's currency, Armament Tokens, Trials of Combat reward currency at Trial Vendors, Quest turn-ins, and other accepted item turn-ins. Zailister remains the universe's reserve currency hub.

Companion Cards represent bonded Companions. Mechanisms appear as Encounter Cards. Vehicle SORC Cards represent manufactured machines and may also appear in Encounter form.

Each Box Set includes the essential SORC Cards for its respective module's level or rank, along with information such as stats, lore, reference codes and QR codes that guide Players to book or online pages that have further information of each card respectively.

Basic printable cut outs of SORC Cards are available at our website, along with a PDF lighter version of the game.

*Recipes are needed to craft items, so any item that can be crafted comes with a recipe and each recipe has instructions, life and a material list. Items that cannot be crafted can be discovered in the world.

Every SORC Card NEEDED in a module to perform any talent, skill, or Trait comes with a basic Common punch out style SORC Card to ensure a seamless and enjoyable gaming experience.

Uncommon Cards are included in box sets as well, but Uncommon Cards are more Rare. For example: you've created a Cleric that can begin his adventures proficient in all 1h blunt weapons, so the box set would have basic Common weapons, such as: 1h hammer and 1h mace, but a 1h flail, a bit stronger and maybe more exquisite, is less Common (Uncommon). Now you can still retrieve the flail, but not from every vendor in the game, you'd need to find it.

Why Use SORC Cards?

SORC is a pretty crunchy game with a lot of elements and features, so the Cards make things more manageable. There are also a lot of elements in the game, including abilities, spells, and items available, so instead of flipping through pages, Players and GMs will have their own Cards that work in conjunction and are referenced to books. They are also designed to speed up encounters, ensuring that Players can access essential information at a glance without flipping through rulebooks. Each card includes QR codes for trading digital versions and linking to online resources, such as lore, crafting recipes, and supplemental materials, as well as book and page numbers for deeper reference.

Beyond gameplay, cards also enhance the narrative and personalization of the game, and even while not directly in play, they are showcased in the home, including; gardens, trophy rooms, closets and other spaces.

Acquiring SORC Cards

Cards come as default Punch Outs in each adventure module. Each set of Cards in a box set is determined by its module's level, for instance; module v. 0.01 is for levels 1-5 and includes the basic Common Cards (see table). Each Card is paired to its own Card quest, with some as simple as: "go see town merchant to acquire your equipment…" Lore Cards, which also come in every box set, are paired to special Lore Quests already present in the module - the Card is what guides the party to them (refer to Lore Cards below). GMs can distribute default Cards in any manner they see fit.

Cards found in box sets have a rank matched to the level of the box set's module:

Module LevelLore Card Rank
1 - 5Common Cards
5 - 10Uncommon Cards
10 - 15Rare Cards
15 - 18Unique Cards
18 - 21Heroic Cards
21 - 24Elite Cards
24 - 28Legendary Cards
28 - 30Divine Cards

The Character must be at the same rank as the Lore Card to use it. See Ranks above.

Looking at the table above, each Module only comes with Cards of a rank associated with the module's level. This is done with the assumption that Players have already developed a character up to the level and rank of their newly purchased module. This will also discourage cheating since there is no other way to acquire default Cards that are packaged onto our box sets.

There are Lore Cards, but Lore Card ranks are also associated with the module's level and rank (see Lore Cards below).

Each Card rank Rare and above is paired with a quest or other method of obtaining it. Each Card also has its own unique reference code for easy identification and lookup.

Card Reference System

Every SORC Card has a unique reference code displayed in the color of the card's rank. This code follows the format MOD###-00x, where:

Example: A Common Skeleton from Module 1, Card 1 would be referenced as MOD001-001. Players can search for this code in the module's downloadable PDF to find additional details, lore, and supplemental materials.

The reference code color matches the card's rank, making it easy to identify card rarity at a glance:

Armament Cards

These Cards work similarly in that they are restricted by class. There will be five Punch Out sets for each basic armor and weapon type with beginner sets and Players will evolve their Armaments, even as sets with bonuses, as they enhance their Armaments.

This box set heavily prepares 4 Players and a GM for play but up to five or six Players could participate. Each set will come with sheets of punch out SORC Cards. Armaments will each come in sets of 4 in the case that 4 Players choose similar main classes. This means there will be 4 of the same leather set, 4 of the same plate set, 4 of the same chainmail set and so forth.

Below are the sets of punchout basic Common Armament and Companion Cards included in this set. One handed weapons (1h) are main hand by default, but offhand versions are available upon character proficiency. Armaments and Companions also have their own required proficiencies. The rules are displaying the front and back of the Cards separately, but the box set punch outs will have the fronts and backs printed on the face and back of the sheets.

The weapon choices below require class proficiency. For instance, a one handed magic dagger can only be used by certain classes, at certain levels or their class path, such as; level 1 main class mage.

Armor Cards

Below are examples of a Common Full Plate Set included in a level 1-5 Box Set, followed by a Xamrahon (Red) Scale Legendary Set included in a Level 24-28 Box Set as the Rules state.

[Armor Card examples, visuals included with module box sets]

Armor Quality

The quality of crafted armor (Poor to Masterful) directly affects its value. Higher quality generally provides better protection and potential for enhancements.

Armor QualityRoll d100Value Change
Poor1-7-5% value decrease
Good8-300% value
Extravagant31-603% value increase, +1 CHA
Exquisite61-804% value increase, +2 CHA
Masterful81-1005% value increase, +3 CHA

The armor's rank (Common to Divine) indicates its origin, craftsmanship level, or discovery status and influences its overall condition and potential enhancements:

Armor Condition

Armor condition is calculated as the Character receives it, and every level thereafter. To determine condition roll d100. 1 of 3 conditions; excellent, fair and broken (may require mats to fix/complete). Condition determines the cost of repairs.

ConditionRoll d100Repair Cost
Excellent81-100Item's value
Fair11-802× item's value
Broken1-103× item's value

This is part of the maintenance fee discussed earlier in the document. Basic supplies, such as ammunition, food, and basic items also factor into the cost. Note: You never run out of these supplies between levels but the fee relies on the value of the items. For instance, if your Character uses Mythical Arrows, the charge at each level will be the charge of an infinite amount of Mythical Arrows. If the arrows are crafted, it's the cost of the materials (see recipes).

Weapon Cards

Below are the sets of punchout Common Weapon Cards included in this box set. These are placeholders until the Cards for this level 1 through level 5 box set are complete.

Example Martial Weapons: Melee (visuals included with module box sets)

Martial Weapons: Ranged

Caster Weapons

Technologically Advanced Weapons (TAW)

Technologically Advanced Weapons, TAWs, are modern or futuristic Armaments that utilize cutting-edge technology, engineering, and scientific principles to deliver superior firepower, precision, and versatility. TAW and TBA (technologically advanced body armor) are inventions from races (including human species) *native to planets below:

Excerpt from Into the Uncharted Worlds of Essentia:
- Tawdry Dwarf (the smaller, dying star)
10. Corpus Caeleste
11. Undeximus
12. Omnè Malum
13. Tredeki

*Although not as technologically inclined as the people of the aforementioned planets, people native to Zail have inherited the Ability to manufacture TAG (technologically advanced gear). Up until being introduced to TAG, dwarves and gnomes had invented and manufactured equipment driven from steam and gun powder, but nothing as advanced as the TAG seen in these examples.

TAW Melee

TAW Ranged

Lore Cards

Lore Cards come with every box set. The rank of Lore Cards included is dictated by the level of the module-for instance, Hold's Keep Valley v. 0.01 is for levels between 1 and 5. Lore Cards lead Players to special Lore Quests built into the module - the Card is what guides the party to them, with the highest-rank Cards pointing to the most exclusive and challenging quests in that module.

Reminder: Each module comes with punchout Cards of the rank matched to its level (see table above). A level 1-5 module includes Common Cards, a level 5-10 module includes Uncommon Cards, and so on. Lost Cards can be downloaded for free online using the box set code, or ordered through our catalog for a fee.

These Cards can represent any category within the SORC Card system, with the rank representative to this document's hierarchy displayed below. As with all SORC Cards, each Lore Card is printed on matte/designed card stock and includes the respective stats and an image of what it represents, along with a QR code that provides access to its digital version. The QR code must be refreshed periodically to maintain digital access, so Players should keep track of them and avoid losing. Players may trade Cards that are *not useful to them, such as plate when they can only wear leather. This also ensures any new owner of the Card maintains digital access.

*Keep in mind, in SORC you can choose various classes, so they could acquire the proficiency to wear plate armor. Also note characters have a class Ability cap, so there's a fine line between power and diversity.

Lore Cards lead parties to special quests called Lore Quests. Lore Quests are Elite quests already built into the module - the quests and their rewards are there, and the Lore Card is what guides the party to them and triggers the item drop.

If you get a Lore Card, you'll be led to the quest and eventually you'll discover the Lore Card that the GM acquired in the box set. Just like the Common punch out Cards that always come as a set in the box, the GM holds onto Lore Cards until the party earns them. The GM will lead the Players to the area of which to achieve the goal.

For example:
Rare: Igor's Helm (of STR) - Igor the Ogre Chief
The party would need to retrieve the Helm from Igor, an ogre chieftain, buried deep below the snowy forests of Mt. Olympiad. The party is led to a rogue Vanwa camp that blends hidden in nooks between hard to reach tight canyon slots above the mountain's base. The Vanwa are at war with the ogres in the area and the camp is an expedition camp in search of Igor, who is the chieftain of the buried Mountain Ogres.

Lore Quests and Lore Cards are both relevant to the level of the module and already built into it - the Card is simply what puts the party on the path to finding them. If the source of the Lore Card's element is gone, e.g. if Igor has already been killed, the party will find the Card in an alternate manner explained in the module or improvised by the GM. The goal is to get the Lore Card to the party but to also make it fun, exciting and challenging.

Example: If Igor is already dead or missing, the GM will begin a new narrative to assist the party in finding the Helm of STR. There is a Lore Quest for every possible Lore Card that may drop.

Moving forward, without any spoilers, the Vanwa offer handsome rewards for proof that Igor is dead, and with either thought or combat, you'll have the prize. Lore Cards aren't always dropped, they may be gifted by NPCs, discovered or acquired in other ways.

Upon defeating Igor, the helmet drops. All members that can wear the plate helm would roll for it, and if nobody can, everyone rolls for it. The winner of any members that can wear plate is now empowered by the helm. Players awarded whose characters cannot wear the helm can either trade it online for something they can use, or save it for potential later use.

A Module or source sets access requirements and determines which Lore Cards it awards. Every Lore Card uses the shared Common-to-Divine Rank ladder; Character Level does not cap Character Rank, which is determined by banked Armament RP.

Players keep the physical Cards they acquire; a Card is not handed over in a trade. Digital trades take place through the server. When a Card is traded digitally, online use transfers to the receiving Player, while the original Player keeps the physical Card for tabletop play and loses online use of that Card. Its QR code no longer refreshes online access for the original Player. Companion Cards marked Eaten remain unusable by that Character; each Character's Eaten record is tracked separately.

Note: SORC is first and foremost a TTRPG played AT the table. Written content, such as Modules, Maps, Cards and other text included in the box set can be obtained digitally using the Box Set Code.

A lighter, free PDF version of the game is also available, and includes printable Cards, the rules, and other materials for table play.

Players who prefer offline play can use the catalog included in the box set.

Basic Item Cards

Basic item Cards can be obtained through different means, such as discovery, purchasing from shop vendors, trading, gifting, and more. Each box set includes a variety of item Cards that are relevant to the module and its designated levels.

Items like consumables (such as healing pots, Vitality fortification, or materials), collectables (hobby items, artifacts, Relics, quest items, hunter's skins and neat, trophies and so forth) are represented by individual Cards.

For example, a healing potion Card might say it contains 10 potions on its description, rather than carrying all 10 separate Cards. You can stack or combine them, as long as your Character has the *strength or space to manage carrying them.

*Drafts, wagons, hirelings etc. can help here. You can also store items in storage, vaults or your home.

Special Items Cards

Special Items Cards represent Unique and often Rare objects that can influence your Character or the game world. These include event tickets, quest items, items that alter your appearance or attire, powerful artifacts, scroll Spells, potions that grant buffs, and specialized Armaments. They often carry lore, special effects, or functions that can significantly impact your adventures or character customization.

Players track the use of stacked items with the Tracker Sheet. This includes ammunition, consumables, crafting materials, currency, and other item quantities. Up to 20 individual tokens may be stacked. For larger quantities, record the total on the Tracker Sheet. Each time a unit is used, consumed, destroyed, or otherwise lost, update the remaining quantity.

Encounter Cards

Encounter Cards represent the various beings that populate the game world, whether as monsters, NPC quest givers and faction leaders, or other creatures, Critters and beasts, including flora and fauna. They contain the essential Stats, Traits, Abilities, and characteristics that define these hosts, much like character profile sheets do for Players. Encounter Cards help GMs manage and reference the Stats and special Traits of creatures and NPCs during gameplay. Each box set has its own Unique Encounter Cards that are included in the GM kit. Encounter Cards are held exclusively by the GM - Players do not see or handle them.

Encounter Types

There are several different types of Encounter Cards, each designed to represent a specific category of beings or situations Players may encounter.

NPC Cards
NPC Cards detail non-Player Characters, such as quest givers, faction leaders, vendors, or other story-driven figures. These cards include relevant stats, traits, and abilities for interactions and challenges involving NPCs.

Boss Cards
Boss Cards represent powerful, unique adversaries that serve as major challenges or story milestones. They include advanced stats, special abilities, and traits to make these encounters distinct and memorable.

Mob Cards
Mob Cards represent one Mob or groups of similar enemies encountered together, such as squads of guards or packs of creatures. Each Card uses Encounter Tokens to track the number of individual enemies present.

Myriad Cards
Myriad Cards represent large Mob groups, such as swarms, armies, herds, schools, prides, packs, and hordes.

Vehicle Cards
Vehicle Cards represent a Vehicle when it is run as an encounter and provide encounter information for the Vehicle SORC Card.

Mechanism Cards
Mechanism Cards represent non-organic devices such as traps, locked doors, pressure plates, combination locks, puzzles, and other mechanisms. The Module assigns each Card to its Area and sets its Token Threshold; each token represents one attempt at that mechanism.

Environmental Cards
Environmental Cards represent natural features and phenomena such as terrain, weather, earthquakes, or tornadoes. These cards describe environmental effects that influence gameplay based on the setting.

Vehicle SORC Cards

Vehicle SORC Cards represent engineered, manufactured, always non-organic machines with no biological needs. Vehicles may come in the form of remote-controlled or piloted machines, serving as a means of travel, Droids (autonomous task-built machines), Automatons (mechanical constructs, often arcane-powered), Robots (humanoid machines capable of social interaction), Drones (small aerial or surveillance units), Mechs (treking or flying mechanical war machines). Vehicles follow the same bonding, upkeep, and Mood rules as Companions, but remain Vehicle SORC Cards, not Mechanisms or Companion Cards; their upkeep consists of maintenance, charging, oil, and repair rather than food and rest.

Vehicle SORC Cards may be discovered as Lore Cards, purchased, or crafted. Examples include helicopters, ground vehicles, hovering racers, Mechs, and spacecraft. Vehicle designs, professions, materials, and recipes may vary by race, culture, and region. Players may choose their own human backgrounds and cultures, if any (maybe unknown), and may find materials and recipes for certain projects more commonly or exclusively in particular places. For instance, rare food recipes might be found only in regions where the dish or its effects appeal to the local culture; wood for a warship may be found in a region native to Nordian.

Companion Cards

Companions are MAC, Beasts, Monsters, and NPCs that guide Characters along their journeys. Player-kept Companion forms include Pets, Guardians, Agathions (hovering magical beings), Cohorts (NPCs), Temps (hirelings and summons), Drafts (heavy animals or beasts bred to pull loads), and Provisions (hooved mammals providing dairy, fiber, wool, meat, and leather). Cameos are special story-bearing NPC Companions: they accompany the party only while present, keep their living quarters outside a Character's property, and never rejoin after leaving. They are not player-kept and do not use Tier or Rank exchanges. There are no Averse Companion types, although races do have Favored Companions that bond faster and cost less to maintain. Each player-kept Companion Card lists one Companion Tier's statistics. Performance Tiers separately track current performance, recorded in the Companion slot on the Character Sheet.

Companion Cards are awarded through quests, drops, or other in-game events. A Character may acquire a Card above their current Character Rank; it remains in Quarters until the Character qualifies to use or exchange it. Character Rank must meet or exceed the Card's printed Rank for use. The GM keeps physical Cards until the award, then gives the acquired Card to the Player. Common and Uncommon Companion Cards come as punch outs in each box set; Rare and higher Ranks follow the same award process.

Some Companions can be mounted when their Card permits it and they can bear the rider's weight and practical size. Mounting also requires that the Companion likes the rider (see Mood) and that the rider has the STR and/or AGI to ride it. Tiny Companions can be mounted by Tiny entities, including those temporarily shrunk by magic. See the Companion Mounting rules.

Above is an extremely Rare Legendary Red Strider, an example of a Companion Card that could be awarded in a high-level Module. It can be used when the Character's Rank meets or exceeds the Card's printed Rank and all Card-specific prerequisites are met. The Lore Quest to obtain this Card must be completed; the Companion Card is tradable digitally through The Exchange.

Characters have five Companion slots: Tiny, Small, Standard, Goliath, and Behemoth. A Behemoth occupies the Behemoth, Goliath, and Standard slots. A character can therefore accompany up to five Companions at once, or three when one of those Companions is a Behemoth. Dragons are never Companions; drakes, wyverns and other lesser draconic creatures are. Behemoths can reach colossal sizes and are extremely rare. Goliath-sized Companions range from large humanoid-sized creatures up to the scale of a Centyr (4 spaces). Standard-sized Companions are humanoid-sized. Small Companions are roughly the size of a rodent or small bird. Tiny Companions are the smallest, typically insects, bugs, or very small creatures.

These allies support in combat, travel, and exploration, with Unique Abilities, such as mounts like the Stormstrider, a fast, weather-sensitive creature-adding depth to gameplay and character interactions. Each Companion Card may or may not be restricted to character class and race. If your Common or Uncommon Companion dies, you lose them forever.

Common Companions are easier to acquire, but characters may develop bonds with their Companions, and may want to be careful with their lives, eventually providing them a safe keep, like a home. Common and Uncommon are the Companions that always come in box sets as punch out Cards. If your Common or Uncommon Companion dies, you lose them permanently - they cannot be resurrected. Companions of rank Rare and above can be resurrected the same way Characters can (see dying and death). Until resurrected, passing Companions of Rare rank and above go to the boneyard.

Companions need rest, care, and proper nourishment. While they can survive without your direct care, their performance is influenced by their overall condition. They have three tiers of performance Stats: the basic tier, which provides standard capabilities; the improved tier, offering enhanced Abilities and resilience; and the Elite tier, where the Companion reaches peak performance with maximum effectiveness in travel, combat, and support roles. Your management and care determine which tier they operate in during your adventures.

Hirelings can come in various forms, including; squires, bodyguards, cartographers, experts, henchmen etc.

Companion Variants

Companions have seven forms: Pets, Guardians, Agathions (hovering magical beings), Cohorts (NPCs), Temps (hirelings and summons), Drafts (heavy animals or beasts bred to pull loads), and Provisions (hooved mammals providing dairy, fiber, wool, meat and leather). Each form has its own roles and restrictions.

Pets (small or tiny): Rodents, mammals, marsupials, critters and bugs, etc. From most Rare to most Common.

Guardians: Guardians can be hired by just about any character, but hirelings are not cheap, and expect pay per day. Guardians are like larger pets. Characters can mount them and they can fight by their owners' side. If they're not taken care of, they won't respond. Feed them.

Agathions (hovering magical beings): Magical beings that hover and may shift between radiant, shadowy and physical forms, embodying Divine or infernal Traits. They are revered or feared as protectors and adversaries throughout the realms. Agathions are said to even protect the keepers.

Cohorts (NPCs): Humanoid companions that accompany characters. They provide support and assistance, working closely with their bonded character as they face challenges and explore the game world.

Temps: Temps include summoned creatures, magic constructs, hirelings, or other temporary allies that assist the party for a limited time. They are versatile resources to support the party's needs during their adventures.

Drafts: Heavy animals or beasts bred to pull loads. They can carry supplies and support daily work, and are commonly kept on farms, homesteads, or in stables within a character's home or community.

Provisions: Hooved mammals providing dairy, fiber, wool, meat and leather. Characters can raise them and harvest resources as listed on their Companion Cards.

Different Companion types are restricted to specific classes, such as warlocks and rangers respectively using summons and guardians. Scrolls or other magical methods may be used for temps and hirelings may be rented from various hosts throughout the world. Refer to section .00x for more on Companions.

Prize Cards

Prize Cards are physical SORC Cards that are not tied to any specific module or level. They are among the prizes that can be won through the SORC Web community program using Community Points, no cash required. Prize Cards may represent any category within the SORC Card system: Armaments, Companions, Special Items, Lore Cards, and more, and can range from Common to Divine in rank.

Prize Cards function identically to their standard counterparts once in play and are fully tradable. Their QR codes provide the same digital access as any other SORC Card and must be refreshed periodically to maintain that access.

Note: Prize Cards are not bound to a box set code and supplement your collection. A free PDF version of the game is available for those without a box set.

Mounting: A Companion can be mounted when its Card permits it and it can bear the rider's weight and practical size. Mounting also requires that the Companion likes the rider (see Mood) and that the rider has the STR and/or AGI to ride it. Tiny Companions can be mounted by Tiny entities, including those temporarily shrunk by magic. See the Companion Mounting rules.