Slayers of Rings & Crowns - Basic Rules
Work in progress. Additional content, expanded rules, and companion books are under active development.
Introduction
This book outlines the core mechanics of Slayers of Rings & Crowns. It covers character creation, combat, exploration, resource management, and the gameplay systems essential to understanding how to play. Additional books - including the Player and GM Codexes, Creature compendiums, and lore anthologies - provide expanded rules, detailed guides, and rich background to enhance your experience.
Foreword
Welcome to the universe of Essentia, home of Slayers of Rings & Crowns. SORC combines rich lore, diverse worlds, and a flexible system designed for both storytelling and character empowerment. Whether you're a seasoned adventurer or new to TTRPGs, SORC invites you to explore uncharted planets, uncover ancient prophecies, and forge your legend.
Here you'll experience a blend of craftsmanship, science, combat, magic, and myth, set against a backdrop of cosmic conflict and legendary quests spanning 13 planets in the universe of Essentia - illuminated by the main magic-radiating sun Adoria and its sister, the dying star Tawdry Dwarf.
About SORC
SORC is a tabletop role-playing game (TTRPG) set in the universe of Essentia. Features include two suns (Adoria and Tawdry Dwarf), multiple planets and moons, medieval combat, magic, advanced technology, and ancient prophecies. Players explore different worlds, engage in combat, and develop characters through a flexible progression system.
What You Need to Play
Participants
One GM and 1–5 players. (1 player requires at least two characters.)
Box Set
The box set comes with an adventure module and all its unique details and maps. Each module is developed by Ogre Adventurer and includes all components needed to run a campaign. The box set also includes a code that upgrades players to Pro membership at our webpage (optional). Character sheets, Lore Sheets, and punch-out Cards can also be ordered via the catalog included in the box set. GMs and players may run their own homebrew modules.
Other Supplies
- Pencils & Notepads - for notes and your character's journal, which is part of the game.
- Smartphone (recommended) - not required, but useful for SORC Beyond features, calculations, and timers.
What's in the Box
| Component | Description |
|---|---|
| Basic Rule Book | Available in paperback, hardcover, and PDF online. |
| Dice - 8× D10 | Split between two colors to represent the D100 universal percentile system. One color = tens digit, other = ones digit. |
| Dice - 6× D6 | Used for the recurring Attribute and TST (talents, skills, and Traits) development progression system. |
| Dice - 1× D4 | Boosts D100 Luck rolls at 4% per score in Luck (see Luck under Traits). |
| GM Codex | A booklet providing rules and tools for GMs not covered in the Basic Rules. |
| Character Profile Sheet | Holds personal information: name, race, gender, culture, key Stats, and character details. |
| Lore Sheet | A journal capturing background story, mission, personal notes, quest logs, important memories, locations, landmarks, and world interactions. |
| Vitality Chips | Life (red), Mana (blue), Stamina (yellow), Endurance (green). Any token or coin may substitute. |
| SORC Cards | A comprehensive card-based system to track Abilities, equipment (and enhancements), and Companions. |
| Reference Cards | Index-sized cards used to record enhanced stats and modifications to base cards without altering the originals. |
| Item Tracker Book | Track how many items you have based on your cards (e.g., potions). Mark boxes as used. |
The Dice - D100 System
SORC uses a D100 (percentile) universal dice rolling system. Roll two D10 of different colors - one represents the tens digit, the other the ones digit.
Tens = 0, Ones = 1 → result is 01
Tens = 7, Ones = 2 → result is 72
Two 0s → result is 100
For very rare (Divine, Legendary) items, roll D100 + D100 and add the two results. The minimum is 2 (01+01), the maximum is 200 (100+100). The odds of rolling either extreme are 0.01%.
Common Items vs. Rare Items
With D100 + D100, the results follow a bell curve - some totals are far more common than others. Wide ranges (e.g., 40–140) cover roughly 75% of all outcomes and represent common items. Specific single-integer targets (e.g., exactly 2 or exactly 200) represent items with a 0.01% drop chance.
Item Ranks & Drop Rates
| Rank | Default Drop Chance |
|---|---|
| Common | All entities drop Common loot |
| Uncommon | ~10% |
| Rare | ~7% |
| Unique | ~6% |
| Heroic | ~5% |
| Elite | ~4% |
| Legendary | ~3% |
| Divine | ~0.01% |
Loot rank is determined by the Host's rank. Each Host carries items of its own rank and all ranks below it. If the Host's level is far below the attacker's, it will likely drop nothing unless the Encounter is part of a quest.
Action Resolution
Every action in SORC is resolved by rolling a D100 against a target threshold (the DIFS - Difficulty Score) set by the difficulty of the task. Meet or exceed the threshold: success. Fall below: failure.
- Determine the base target number (from the character sheet, module, or GM).
- Add bonuses or subtract penalties from gear, buffs, Attributes, Traits, and skill scores.
- Roll D100 and compare the result to the final target number.
- Result ≥ target → success. Result < target → failure.
