Slayers of Rings & Crowns

S O R C

SorC Terms, Systems, & Key Definitions


ATTRIBUTES

Attributes are innate predispositions that define your character’s cognitive and physical strengths. They are prerequisites for gear, tasks, and stats. Remnant points are determined by rolls and assigned to a remnant repository (rem repo) that has a slot representing each attribute. These points are either saved, as remnants to be spent later, or spent to unlock Talents, Skills, and Traits (TST) that cannot exceed the amount of points of their aligned attribute. To recap, points are assigned to attribute slots in the rem repo. Those points may be saved, or are spent on TST aligned to the respective att. slots. So if you have 6 points in your repo's Phisique attribute slot, you cannot have any TST aligned to Physique above 6, which would be difficult to do since different TST have different costs. Think of the remnant repository as a cash register. The attribute is what represents the bill type here, and the points represent the amount of bills being held there before being spent.

  • Physique: Physical strength and agility.
  • Fortitude: Toughness and resistance to ongoing effects (like poison or bleeding).
  • Artistry: Dexterity, craftsmanship, creativity and articulation.
  • Intellect: Intelligence, learning speed, problem-solving.
  • Wisdom: Memory, experience, and sound judgment.
  • Perception: Awareness and observation.
  • Resilience: Ability to absorb initial shock and damage (mental and physical); mitigates or prevents the first hit of harm.


TRAITS

Traits are special qualities or aptitudes that grant advantages during play. They are purchased with remnant points.

  • Courage
  • Vigilance
  • Constitution
  • Willpower
  • Evasion
  • Resistance
  • Toughness
  • Wit
  • Feign


VITALITY SYSTEM

The Vitality system uses stackable colored chips (10 points per chip) to represent and manage your character's performance.

  • Life (Red, L): Health and damage capacity.
  • Mana (Blue, M): Magical energy for spells and powers.
  • Stamina (Yellow, S): Immediate physical energy for actions/movement.
  • Endurance (Green, E): Long-term stamina—maximum actions/turns per day.

Caps (Maximum Extent): Determined by Fortitude.
Regeneration: Based on Spirit element and buffs.
Weight Penalties: At ≥50% Stamina capacity or carrying weight, you suffer penalties and are limited to basic actions.
Depletion & Recovery: Damage, movement, and other actions deplete chips; rest, spells, and potions restore them.



PROFESSIONS & VOCATIONAL SCHOOLS

Professions are unlocked by spending attribute points and grant access to skill trees. Characters of ALL professions, must acquire recipes, tools and sometimes workshops to perform craftsmanship and armament enhancements.

  • Talents: Learned through vocational schools/trainers, talebts are physical and cognitive practices players develope.
  • Skills: Profession-based, skill trees for crafting, gathering, and trade. (e.g., Blacksmith, Body Artist, Cook, Hunter, Stitcher, Apothecary, Engineer, etc.)
  • Traits: Buffs and special qualities, often learned or improved via trainers.

Progression in professions is by tiers (Apprentice, Journeyman, Expert, Artisan, Master, Grandmaster), each requiring experience and attribute investment.



RELICS & ATTUNEMENT

Relics are powerful mystical items that enhance Vitality or regeneration (Spirit), or both. They are attuned via unique rituals, quests, and faction affiliation, and are divided into:

  • Extent Relics: Increase maximum Life, Mana, Stamina, or Endurance.
  • Spirit Relics: Boost regeneration/recovery rates.
  • Hybrid Relics: Affect both extent and spirit; player chooses benefit on attunement.

Attunement: Requires an Attuner NPC and Faction standing. Ancient relics are rarer, offering bigger bonuses but more difficult attunement. Relics are usually found in pieces rather than whole.



SET BONUSES & UPGRADES

Certain gear sets provide bonuses when three core pieces acting as one ubit: Helmet/Pauldrons, Cuirass and Greaves AND thecset hloves and boots are qll worn. oy the gloves and boots may be swapped, but this removes the set bonus in favor of their own properties.

Enhancements

h2> Enhance gear through professions (Blacksmithing, Enchanting, etc.)v Yhere are many enhancements, including body art, geqr modifications, enchanting, socketing, nestibg and more.



CURRENCY & ECONOMY

Multiple types of currency exist, including coins (silver, electrum, gold, platinum), rare gems, dusts, and digital credits (on advanced planets). Special trade items (e.g., star dust, moon dust, gem dust, angelic dust) serve different purposes, auch as race relient mana recovery and crafting materials. Triwls of combat has uta own currency, weigh includes, leafs, wreaths, honor points and more.

  • Silver, Electrum, Gold, Platinum coins (regional variations apply)
  • Gemstones (Diamond, Opal, Pearl, Ruby, Sapphire, Emerald, etc.)
  • Dusts (Gold dust, Diamond dust, Gem dust, Star dust, etc.)
  • Digital currency (used on advanced worlds)
  • Special tokens (Honor Badges, Battlement Crowns, etc.)

Zail is the central trade hub and reserve currency planet. Currency may not be honored on all planets—conversion is required for trade between systems.



EXPERIENCE, PROGRESSION & UPGRADES

Characters gain experience (XP) through quests, crafting, combat, and exploration. Leveling up increases Vitality, attributes, relic slots, and skill points. Upgrades occur via crafting, attunement, and attribute point allocation.



ADDITIONAL KEY TERMS & SYSTEMS

Player
The individual who creates and controls a character, making decisions, roleplaying, and engaging with the world.

Character
Your persona in SorC; a player-controlled entity with unique attributes, background, progression, and role.

Game Master (GM)
The facilitator, storyteller, and rules arbiter, controlling the world, NPCs, and encounters.

Host
Any living being in the game (NPC, monster, critter, etc.) controlled by the GM or story.

Race
Cultural/ethnic group within a species, affecting starting stats, bonuses, and lore.

Species
Biological/magical classification—broad category for all beings.

Monster, Creature, Beast, Critter, etc.
Varied classifications for adversaries, allies, and ambient life; see monster manual for specifics.

Class
Defines base abilities, strengths, and progression paths for your character (e.g., warrior, mage, rogue).

Talents
Special actions or aptitudes learned in vocational schools, requiring trainers and attribute minimums.

Skills
Profession-based, skill trees for crafting, artistry, gathering, and trade; tied to professions.

Traits
Special characteristics purchased and improved with attribute points. Used for combat and non-combat checks.

Abilities
Combat or skill techniques, including spells, martial moves, and special actions, often gated by prerequisites and class or race.

Fellowship
Companions, pets, mounts, summons, and allies supporting you in battle and exploration.

Prestige & Standing
Your reputation, alignment, and moral compass, dynamically affecting interactions and opportunities.

Mission Statement
Your character’s core motivation or quest directive.

Background
History, culture, and formative events shaping your character’s worldview and relationships.

Set Bonus
Bonus granted when three main armor pieces from a set are equipped. Gloves/boots can be swapped but lose the set bonus in favor of their own effects.



OTHER IMPORTANT TERMS

  • XP: Experience Points
  • HP: Hit Points (called Life in SorC)
  • AP: Action Points/Attack Power
  • TP: Technique Points
  • AoE: Area of Effect
  • CC: Crowd Control
  • DoT: Damage over Time
  • HoT: Heal over Time
  • PvE: Player vs. Environment
  • PvP: Player vs. Player
  • PK: Player Kill
  • LFM: Looking for More
  • OT/MT: Off/Main Tank
  • RNG: Random Number Generation (dice or loot rolls)
  • OOC: Out of Character
  • LOS: Line of Sight
  • SD: Spell Damage
  • CD: Cooldown
  • EHP: Effective Hit Points
  • RP: Role Play
  • WB: World Boss
  • CAP: Max stat without buffs
  • Kite: Tactically avoid/drag enemies in combat
  • Wipe: Party defeat
  • Buff/Debuff: Positive/negative effects on stats or performance
  • Remnant: Unspent attribute points that can be saved for next level


EXPLORATION, CRAFTING & DISCOVERY

The loot and crafting system uses rarity tables, dice, and reference values for both crafted and discovered items. Crafted items have escalating value tiers (Shoddy, Good, Extravagant, Exquisite, Masterful, Perfect), while loot is based on host rarity (Common, Uncommon, Rare, Heroic, Epic, Legendary, Unique).



REFERENCES

  • See Player’s Codex for full profession/skill tree details.
  • See GM's Guide for all advanced mechanics.
  • See “Currency, Loot, Crafting & Discovery” for tables and calculation examples.