Definitions, Index and Terminology
Index of Attributes
- Artistry (ART)
- Fortitude (FRT)
- Intellect (INT)
- Perception (PER)
- Physique (PHY)
- Resilience (RES)
- Wisdom (WIS)
Index of Traits
- Agility (ATT: Physique)
- Charisma (ATT: Artistry)
- Constitution (ATT: Fortitude)
- Courage (ATT: Fortitude)
- Deceit (ATT: Artistry)
- Defense (ATT: Physique)
- Dexterity (ATT: Artistry)
- Focus (ATT: Intellect)
- Grit (ATT: Physique)
- Intuition (ATT: Perception)
- Knowledge (ATT: Wisdom)
- Luck (ATT: Perception)
- Piety (ATT: Wisdom)
- Resistance (ATT: Resilience)
- Strength (ATT: Physique)
- Toughness (ATT: Physique)
- Vigilance (ATT: Perception)
- Vigor (ATT: Fortitude)
- Willpower (ATT: Intellect)
- Wit (ATT: Intellect)
Index of Vitality
- Life
- Mana
- Stamina
- Endurance
Player
Players are the participants of SORC games that create a character(s) by choosing its race, class, backstories, mission Statements and other various details. The player also narrates and builds the life of their character(s) throughout their life's journeys, changing the narrative and dynamics of the game's world(s). Players engage with the game's mechanics, collaborate with other players, and interact with the game world presented to them by the Game Master (GM).
Character
A character is a fictional persona created and controlled by a player within the TTRPG. Each character typically possesses Unique Traits, Abilities, backgrounds, and motivations that influence their actions and interactions within the game world. Characters can vary widely in nature, ranging from Heroic figures to complex antiheroes, each representing the player's narrative choices and role within the game. Sometimes the Character is referred to as the Player Character to distinguish between NPC Characters and Player Characters.
Game Master (GM)
The Game Master (abbreviated as GM) is the facilitator of the game's experience, responsible for guiding the narrative and overseeing the game's rules and mechanics. The GM narrates and sometimes even builds the game world, develops the story, portrays the game's Creatures and resolves the outcomes of player and NPC actions. The GM is a referee and ensures the game remains engaging and balanced, providing exploration challenges and opportunities for players to build their characters on.
NPC
An NPC (Non-Player Character) is a character in the game world - not a player character, but a living part of the world with their own story, role, and purpose. They serve as quest givers, faction leaders, vendors, enemies, and other story-driven figures that bring the world to life. Given their stats, the GM narrates NPC behaviors and rolls dice to determine outcomes.
MAC
MAC (Monsters, Animals, Creatures/Critters) are any living entity in the game world that is not a player character - beasts, monsters, flora, fauna, and everything in between. They can be hostile, neutral, or friendly, each a living part of the world's ecosystem with their own traits, behaviors, and roles. Given their stats, the GM narrates MAC behaviors and rolls dice to determine outcomes.
Monster
A monster is a hostile or adversarial inhabitant of the game world that creates challenges or threats to Player Characters. Monsters range from traditional fantasy creatures like dragons and ogres to races particularly made for SORC games, such as Boogers (giant frog-like species), Yawnies (sloth-like humanoids) and Pearling (an exotic race evolved from clans millions of years ago). Their characteristics, Abilities, and behaviors are defined by the rules of the game, and their purpose is usually to serve as obstacles for Player Characters to overcome in pursuit of quest objectives. Monsters consist of various hostile beings that serve as adversaries to players. They embody the antagonistic forces of the game world and are designed to challenge players with their lives.
Animal
An animal is a living creature that inhabits the game world. Animals can serve various roles such as sources of resources, obstacles, or even allies. They typically possess distinct behaviors and traits, contributing to the richness of the environment and the gameplay experience. Although Animals are often passive, and even friendly, any animals are territorial, defending their space from intruders, and some are protected or endangered, requiring careful interaction. They can also be temperamental, reacting aggressively if threatened or provoked, adding depth and realism to their role within the ecosystem.
Creature
A creature is a broad term that encompasses any living entity within the game world, including both friendly and neutral beings. This includes Critters (bugs and insects), sentient races, animals, magical beings, and even monsters, usually created. Creatures play many roles, including allies, antagonists, both harmful (like mosquitoes) and helpful elements (like edible mushrooms), as well as assist Player Characters in background elements within the narrative and game mechanics. Creatures encompass a wide variety of living beings, often with Unique Abilities or characteristics not limited to sentience. They can be allies or adversaries and play multiple roles in the ecosystem of the game world.
Critter
A Critter is a small, often inconspicuous creature within the game world, such as bugs, insects, small mammals, or tiny magical beings. Despite their size, Critters can have significant roles - serving as pests, sources of resources, or even carriers of special lore or toxins. They are often highly adaptable, elusive, or quick, and may be territorial or skittish, reacting defensively when threatened. Critters enrich the ecosystem, providing players with opportunities for interaction, collection, or discovery.
Species
A species refers to a distinct group of living beings within the game world, categorized based on shared biological, cultural, or magical characteristics. Each species may possess Unique Traits, Abilities, and cultural significance, shaping their interactions and roles within the game environment.
Higher Power Species
A higher power species consists of beings that possess extraordinary Abilities and heightened intellect, often exhibiting Traits associated with advanced knowledge, spiritual connection, or Divine influence. These beings might serve as guides, guardians, or powerful allies in the game world.
Humanoid Species
Humanoid species are those resembling human characteristics in appearance and behavior but may vary in specific Attributes such as size, skin color, and additional features like horns, claws, or tails. This includes races such as elves, dwarves, and halflings.
Mythical Species
Mythical species are extraordinary beings often rooted in legend, folklore, or ancient tales. They possess unique traits, magical abilities, or divine attributes that set them apart from ordinary creatures and races. These species are typically rare, revered, or feared within the game world, and they often play pivotal roles in the lore, quests, or divine interactions. Their presence can influence the balance of power, inspire awe, or serve as powerful allies or formidable foes.
Beast Species
Any feral Fauna or Monster with a high amount (x or above to be determined) of strength, Toughness and Willpower. Beasts are typically characterized as feral creatures, often possessing heightened physical Attributes. They can range from powerful predators to wild, untamed animals and can interact with the game world as threats or companions.
Pest Species
Pest species include smaller, often innocuous creatures that populate the game world. These beings can range from insects to tiny mammals and often provide Unique resources or lore. Although Pests are small, many small beings such as spiders, centipedes and other insects carry extremely powerful venoms. Small reptiles and fish, such as; poisonous frogs, venomous snakes, lizards and fish respectively can kill with a single strike. Small animals such as; rats, shrews, lemurs, porcupines, skunks, rabbits, cats, boar, foxes and binturong. Vermin of flight such as; harpy eagles, bats, swifts, squirrels, owls and parrots.
Elemental Species
Elemental species embody the fundamental forces of nature, such as fire, water, earth, and air. They often possess Abilities related to their elemental nature and can shape the environment and gameplay through their powerful elemental connections.
Non-Organic Species
Non-Organic species are constructed or mechanical beings with no biological needs - built rather than born, and powered by an external energy source rather than a metabolism. This includes Droids, Robots, Automatons, Androids, Spacecraft, and Vehicles (hover, water, ground and flight). They are categorized by their power source: Electric, Gas, Photon, Quantum, Steam, Coal, and Magic-powered. A Non-Organic being's power source determines its upkeep, vulnerabilities (such as EMP or water exposure), and what fuel or charge it requires to keep operating.
Extraterrestrial Species
Extraterrestrial species refer to beings from beyond the known realms, often featuring Unique biological and cultural Traits. These species might introduce new mechanics, Abilities, and narratives, expanding the game world's diversity.
Reptilian Species
Reptilian species are characterized by scaly skin, cold-blooded physiology, and a variety of adaptations to diverse environments. These beings may include lizardfolk, dragons, and other reptilian creatures, often possessing Unique Traits and skills.
Amphibian Species
Amphibian species are creatures that thrive in both aquatic and terrestrial environments, often characterized by moist, smooth skin and the ability to adapt between land and water. They include frogs, salamanders, and newts, and may possess magical or unique traits such as camouflage or toxic skin. Amphibians often play crucial roles in ecosystems as indicators of environmental health and can serve as allies or foes depending on their nature.
Fish Species
Fish species encompass a wide variety of aquatic beings, from small, harmless schooling fish to large, predatory species. They can inhabit lakes, rivers, oceans, and magical waters, often with specialized abilities like bioluminescence, camouflage, or venomous defenses. Fish are vital for the aquatic ecosystem and can be resources for food, ingredients, or even magical components for characters and craft.
Mammal Species
Mammal species include a diverse range of warm-blooded, hairy or fur-covered creatures that inhabit land, air, or water. They range from small rodents to large predators and herbivores, often possessing traits such as intelligence, social behavior, or special senses. Mammals can be domesticated, tamed, or wild, serving roles as companions, mounts, or threats within the game world, and often have complex interactions with the environment and player characters.
Bird Species
Bird species encompass a wide variety of flying and non-flying avian creatures that inhabit the game world. They range from small, colorful songbirds and scavengers to large raptors like eagles and owls. Birds often possess unique traits such as keen eyesight, flight abilities, or magical properties like communication with spirits or magical signaling. They play vital roles in ecosystems as pollinators, messengers, or predators, and can serve as allies, mounts, or sources of resources for players depending on their species and behavior.
Insect & Bug Species
Insect and bug species include a vast array of small to medium-sized creatures, ranging from harmless pollinators to deadly predators. Many possess unique adaptations such as venomous stings, chitinous armor, or magical properties imbued in their exoskeletons. These beings often play crucial roles in ecosystems, serving as pollinators, prey, or carriers of potent substances. Some insect species are domesticated or cultivated for resources like silk, venom, or alchemical ingredients, while others are considered pests or mystical entities with special abilities.
Flora and Fauna Species
Flora refers to the plant life present in the game world, including trees, shrubs, flowers, and any other vegetative elements that contribute to the environment. Flora can serve various narrative functions, such as providing resources (like healing herbs), creating obstacles (such as dense thickets), or enhancing the setting's atmosphere. Players may interact with flora in numerous ways, including discovery, harvesting, and even communication and/or combat. Flora encompasses all plant life within the game world, including trees, flowers, herbs, and magical plants. These species can have various uses in gameplay, including crafting, healing, or as obstacles during exploration.
Fauna encompasses the animal life within the game world, including any creatures that are not classified as Creatures or NPCs. This can range from Common wildlife to fantastical creatures Unique to the game setting. Fauna can contribute to the ecosystem of the game world, serve as potential allies or threats, and provide opportunities for players to engage with their environment. Interactions with fauna provide resources to Player Characters in the game by; hunting, taming, farming and through quests or exploration often unfolding mysteries through the study of various species. Fauna represent the animal life of the game world, ranging from common wildlife to mythical beasts. They contribute to the ecosystem and may provide players with opportunities for quest-related interactions or resources.
Additional Definitions
Class
A class denotes a specific role or archetype that dictates a character's Abilities, strengths, and combat style. Each class comes with a Unique set of skills and Attributes, influencing how they interact with the game's mechanics, contribute to a party, and face challenges within the game world.
Talents
Talents are specialized non-combat actions characters acquire from Talent Trees, reflecting their training, innate gifts, or experiences. They provide unique advantages in exploration, social, and situational challenges. Each tree grants access to specific talents and a toolkit characters must carry to perform them. Additional talent trees are released with each module and its expansions.
- Mole - Specializes in stealth, spying, and infiltration.
- Olympiad - Focuses on athletic and physical feats.
- Scout - Emphasizes exploration and survival.
- Tactician - Specializes in strategic and leadership abilities.
- Theologist - Centers on faith, protection, and healing.
- Trader - Relates to negotiation, commerce, and social influence.
- Traveler - Features talents for movement, adaptation, and survival.
- Bounty Hunter - Focuses on tracking, combat, and intimidation.
- Crypt Raider - Explores ancient dungeons and tombs, navigating traps, puzzles, and artifacts.
- Hacker - Manipulates security systems and deciphers complex codes and mechanisms.
- Thief - Navigates confined spaces, picks locks, and pockets items with precision.
Talent and Profession Bonuses: Races vs. Classes
Favorite Talent Trees and Professions work differently depending on whether they're granted by a Race or a Class.
Races: A favored Talent Tree grants +1 to talent rolls within that tree. A favored Profession grants bonus experience toward proficiency.
Classes: A favorite Talent Tree waives the cost to open that tree. A favorite Profession grants a flat bonus to proficiency rate.
Skills
Skills are craftsmanship-based actions tied to a character's chosen profession. They cover creating items, gathering resources, and performing tasks that require knowledge, tools, recipes, and a suitable work area. Additional professions are released with each module and its expansions.
- Blacksmith - Forges and repairs weapons, armor, and tools from metal, with the ability to enchant and upgrade items.
- Cook - Crafts nourishing meals, beverages, and potions with various effects using rare and common ingredients.
- Hunter - Tracks, captures, and dispatches game, masters stealth, bushcraft, and animal taming.
- Stitcher - Repairs and creates garments, armor, and magical clothing with advanced tailoring and enchanting techniques.
- Apothecary - Creates healing tinctures, restorative salves, and potions using herbs and natural ingredients.
- Body Artist - Designs tattoos and piercings infused with magical or technological enhancements.
- Engineer - Builds mechanical systems, devices, and structures, solving practical and technical challenges.
- Scientist - Explores scientific and arcane phenomena, innovates through experiment and inquiry.
- Tinker - Repairs and invents gadgets, blending artistry and practical problem-solving.
- Gem Crafter - Shapes and enchants stones and gems, producing decorative items and magical artifacts.
- Artificer - Combines magic and technology to craft powerful items and unravel mechanisms.
- Enchanter - Imbues items with magical effects, harmonizing craft with arcane power.
- Witchcrafter - Channels folklore and primal energies to create charms, curses, and herbal brews.
- Woodworker - Crafts structures, furniture, and wooden items, vital for building communities and settlements.
- Stonesmith - Constructs buildings and structures using stone, brick, clay, and cement, focusing on durability and aesthetics.
- Alchemist - Transmutes substances into potions, explosives, and elixirs with unpredictable effects.
- Cyberneticist - Designs and implants cybernetic enhancements, melding flesh with technology for upgrades.
- Nanotechnician - Manipulates nanomachines for healing, crafting, sabotage, or adaptation.
- Drone Operator - Builds and commands drones for exploration, surveillance, or combat.
- Holo-Artist - Creates holographic art, advertisements, or environments with advanced tech.
- Bioengineer - Breeds or modifies organisms for utility, defense, or companionship.
- Quantum Mechanic - Repairs and crafts devices manipulating time, space, or probability.
- Synth-Chef - Prepares advanced meals with synthetic ingredients, providing buffs or effects.
- Starship Mechanic - Repairs and upgrades starships, mechs, and tech vehicles.
- Psionic Crafter - Crafts items or implants to amplify, focus, or shield psionic powers.
- Roboticist - Creates and programs robots and androids for diverse tasks.
- Data Broker - Collects and sells valuable information, hacking and social engineering for influence.
- Tech Salvager - Recovers, repurposes, and upgrades old or alien technology.
- Genetic Tailor - Designs and applies custom genetic modifications for cosmetic or functional upgrades.
- Shieldwright - Crafts energy shields, personal force fields, and defensive tech.
Abilities
Abilities are Unique combat mechanics or techniques that characters can utilize in battle. Each Ability typically involves a defined effect, ranging from offensive attacks or defensive maneuvers to support measures that bolster allies or hinder foes. Abilities play a crucial role in shaping the outcome of Encounters and influencing strategies.
Nature Drawn Abilities
Nature Drawn Abilities are nonmagical effects rooted in physical force, leverage, momentum, or natural law rather than magic. They cost 5 Endurance per use and are exclusive to characters with a Caster Weapon readied. A character must reach Hero rank before learning one of the same rank. They are learned from Nature Wardens of a rank equal to the Nature Drawn Ability - the Ability's rank remains unchanged if the Character rank falls, but the character may not perform it.
Spell Drawn Abilities
Spell Drawn Abilities are genuinely magical effects. They cost 5 Endurance per use and are exclusive to characters with a Martial Weapon readied. A character must reach Hero rank before learning one of the same rank. They are learned from Spell Masters of a rank equal to the Spell Drawn Ability - the Ability's rank remains unchanged if the Character rank falls, but the character may not perform it.
Aptitudes
Aptitudes are race-specific characteristics outside of combat, distinct from Abilities. Where Abilities are combat techniques, Aptitudes reflect a race's innate non-combat talents - such as a Glimmerstone Dwarf's instinct for mineral deposits, or a Bast's reputation for cheating death. Each race may have one or more Aptitudes, listed on its race card.
Inaptitudes
Inaptitudes are the built-in drawbacks that come paired with a race's Aptitudes - the cost of whatever made that race exceptional in the first place. Where an Aptitude grants an innate non-combat talent, an Inaptitude is the corresponding weakness or restriction tied to it, such as a Drevane's distrust of artificial structures or a Skrath's inability to hold civic rank. Every race lists its Inaptitude directly beneath its Aptitude on its race card.
Miracles
Miracles are powerful, divinely-granted boons rewarded to characters of Hero rank and above, earned by completing Miracle Quests. A character is not entitled to a Miracle simply for reaching Hero rank - it must be earned through the quest itself. The strength of the Miracle granted is determined by the milestones and achievements completed during that quest - more thorough, difficult, or complete quest resolution yields a stronger Miracle.
Traits
Traits are inherent survival characteristics that a character possesses, granting them advantages in difficult situations or challenges. These Traits can represent resilience, adaptability, or specialized aptitudes, often functioning to mitigate risks or boost performance in specific scenarios within the game world. Traits are a variety of different special actions that include survival, delegation and mitigation. Different than talents that are more or less non combat actions and different than skills which are profession related so players have many ways to empower their characters.
Gear
Armaments, Equipment and Items. Any equipment.
Loot
Items dropped by defeated Hostile Creatures.
Buff
Positive effects applied to characters or allies; can enhance Stats, Abilities, or performance.
Debuff
Negative effects applied to Hostile Creatures or oneself; can reduce Stats, Abilities, or overall performance.
Consumable
Items used for temporary effects, such as potions or food.
Role Definitions
- Healer: A character specialized in recovery and support.
- Tank: A character designed to absorb damage and control enemy interactions.
- DPS: Damage Per Second; refers to characters focused on dealing damage.
- Support: A character who aids teammates through buffs or resources, excluding healing.
Game Features
- Background
- Mission Statement - A customized life quest chain discussed between the GM and player, then developed and managed by the GM. Mission Statements do not truly end - even when the central goal is achieved, the completion generates rising events. For example, if a character pursues revenge, the target's associations, affiliates, and family may seek revenge in return, extending the chain. The GM has module tools to support Mission Statement development and continuation.
- Prestige
- Quest: Objectives given to players to achieve rewards or progress the story.
- Dungeon: An area designed for groups, typically featuring many challenges and Hostile Creatures.
- Raid: Large scale Encounters designed for multiple players to complete.
- APs: Achievement Points (points earned by completing specific activities).
- SPs: Spirit Points.
General Terms
XP
Experience Points.
Life
A term used to identify the threshold of a Character or NPC's limit before reaching death.
AP
Action Points / Attack Power (increases the damage of physical attacks).
TP
Technique Points.
DPS
Damage Per Second (a measure of damage output).
HPS
Healing Per Second (a measure of healing output).
AoE
Area of Effect (referring to Spells/Abilities that affect multiple targets within a specified area).
PBAE
Point Blank Area of Effect.
CC
Crowd Control (Abilities or effects that hinder or control opponent actions).
DoT
Damage over Time (effects that inflict damage over a period instead of all at once).
HoT
Heal over Time (effects that heal over a period instead of all at once).
PvE
Player vs. Environment (content involving NPCs, quests, and dungeons).
PvP
Player vs. Player (content involving combat against other players, see Trials of Combat).
PK
Player Kill.
LFM
Looking for More.
AFK
Away From Keyboard.
OT
Off Tank (secondary tank, usually handles additional Hostile Creatures).
MT
Main Tank (the primary tank in a group/raid).
RNG
Random Number Generator (often related to loot generation or effect determination).
OOC
Out of Character (in roleplaying contexts).
OOS
Out of Spirit.
LOS
Line of Sight (the Ability to see or target Hostile Creatures based on obstructions).
Link
A term referring to connecting Hostile Creatures in combat, causing others to join if one is attacked.
Single Target
An Ability or attack that affects only one Hostile or ally at a time.
SD
Spell Damage.
CD
Cooldown (the time before a skill or Ability can be used again).
RMT
Real Money Trading.
ELB
Effective Life.
TBD
To Be Determined (for unresolved aspects of game mechanics or content).
OOM
Out of Mana.
RP
Role Play (acting or roleplaying as a character).
CAP
The highest number a skill or Ability can be granted without a buff.
PROTS
Protection Score. AS + all defensive modifiers. The target number attackers must meet or beat.
DIFS
Difficulty Score. The target number for non-combat skill checks and Panic Checks.
TST
Talents, Skills, and Traits - the three types of character development points.
AS
Armor Score. The base protection value of a piece of armor before modifiers.
ATT
Attribute. The innate capacities that define a character's core capabilities. Seven Attributes: Artistry (ART), Fortitude (FRT), Intellect (INT), Perception (PER), Physique (PHY), Resilience (RES), Wisdom (WIS).
Attribute Score
Attribute Score. The numerical value assigned to an Attribute, used as a modifier and prerequisite for gear, talents, skills, and Traits.
VIT Score
Vitality Score. The numerical value of any individual Vitality resource - Life, Mana, Stamina, or Endurance - tracked through Chips and capped by Apex.
Trait Score
Trait Score. The numerical value of an individual Trait, used as a modifier to d100 rolls and as a prerequisite for abilities and gear. Cannot exceed the score of its aligned Attribute Score. Capped at 40.
MAC
Monsters, Animals, Creatures/Critters - any living entity in the game world.
Tech Advanced Weapons (TAW) / Tech Advanced Body Armor (TABA)
Technologically Advanced Weapons / Body Armor. Invented by races native to advanced planets (Omne, Angeligla, etc.).
LST
Limb-Specific Targeting. Aim at body parts for bonus damage; penalty to hit applies.
UID
Character Unique Identification - an RNG number from SORC servers, exclusive to each online character.
Lore Quest
A special elite quest built into a module, triggered by a Lore Card. The card guides the party to it.
Wayfarer
Short for Animated Wayfarer - a living magical companion that ports its owner to the nearest fire or water source and develops new abilities as it levels. Comes in eleven forms. See Movement rules for full details.
Boneyard
Where passing Companions of Rare rank and above, broken gear, spent items, and incapacitated Cards go until resurrected, repaired, or restocked. Common and Uncommon Companions that die are permanently lost and do not go to the boneyard. Upon resurrection, a Companion's mood resets to Annoyed - the lowest mood tier.
Companion Slot Sizes
Characters have four Companion slots - one of each size: Tiny, Small, Standard, and Large/Goliath/Behemoth. The fourth slot is shared - a character may have a Large, Goliath-sized, or Behemoth-sized Companion, but only one. Tiny: insects, bugs, and the very smallest creatures. Small: roughly rodent to small bird in size. Standard: humanoid-sized up to the size of a large horse. Large: creatures occupying 2x2 squares. Goliath: large humanoid-scale creatures up to the scale of a Centyr (4 spaces). Behemoth: colossal creatures, extremely rare. Goliath-sized races can mount Large companions or anything larger.
Miscellaneous Terms
BG
Battleground (areas for structured PvP).
GZ
Grats.
Zerg
A term sometimes used in reference to overwhelming numbers.
Guild
A player community group.
Gear
Equipment that enhances a character's Attributes and powers.
Link
When a mob of Creatures attacks when you've attacked their nearby allies.
Rare Find
Such as a Unique pet find a Hunter can attempt to calm, capture and eventually try to tame as their own pet.
Nerf
A reduction in power/effectiveness of a class, item, or Ability.
Buff
A positive effect or enhancement applied to a character.
Debuff
A negative effect imposed upon a character.
Res
Resurrection (bringing a character back to life).
Set Bonus
All armor comes as complete sets - there are no individual pieces. A three-part bonus applies to sets at Heroic rank and above: Main Bonus (all pieces), Gloves Bonus, and Boots Bonus. Only gloves and boots may be replaced - doing so removes their respective bonus and reduces the Main Bonus by 25% each. Permanently broken once pieces are swapped. Only the Cuirass may receive a set-level enhancement.
Kite
To maneuver Hostile Creatures to avoid damage or mechanics.
Wipe
When the whole party/group is wiped out during an Encounter.
