Game Features
Home and Family
A Character may establish a Family, with or without a significant other. They may marry, adopt children, have children together, build Family bonds through the Trust system with people they meet during their adventures, or combine these paths. A Character needs a Home large enough for their Family. An owned Home must have one room per Family member.
Each Family member has their own Character Sheet and tracked stats. Family members may acquire Armaments and Items as SORC Cards.
Each player may choose one Family member for one weekly Expedition. An Expedition lasts one real-world week, during which the selected Family member gains Expedition Experience. Once each real-world week, the GM resolves all Family Expeditions and downtime for the party’s Families in one batch, regardless of how many sessions take place that week. The GM determines and administers the Experience, Items, and Currency gained or lost during each Expedition. An Expedition may involve battle and may result in death.
Family members may gain Levels at Home or during Expeditions by applying banked Expedition Experience. Rank may be established only during an Expedition, based on its qualifying outcomes. Family members may receive Items they find during Expeditions or receive as gifts at Home.
Growth advances through age or time and develops Vitality. Growth does not use either Experience pool.
Levels develop Attributes and Traits.
Each Family member may work and have one Profession. The Player chooses how to allocate Homemaker Experience to that Profession. During an Expedition, Profession advancement is limited to 10 percentage points toward its next milestone per real-world day.
The Family handles Home upkeep and security.
Family members earn two types of Experience: Expedition Experience and Homemaker Experience. Expedition Experience is earned through Expeditions and spent on Character Level advancement. It may be banked and applied to a Level at Home or during an Expedition. Homemaker Experience is earned through completed Family, Home, and work responsibilities and spent on Profession advancement.
Complex Rule Set only.
Encounter Tokens
Encounter Tokens are used to define a fixed or randomly generated number of entries of an Encounter. For instance, there are 5 mob cards and a boss card; each mob card can be a value of x ≥ 1, either described on the card, directed in the module, or determined by the GM.
Example: The party has entered Queen Goblin's den, and she is accompanied by 1 steward, a jester, 4 goblin guardsmen and 6 scouts. There is only one Mob Card (see SORC Cards below) for each of them (so each has its own stats), but each card has a number of monster Tokens to represent the number of mobs, so there are 6 Tokens on the goblin scout Mob Card. Each time one is defeated, whether it's killed, runs, etc, the Token goes to the boneyard (see below). This same rule applies to anything, for example, the goblin den is also booby trapped x 12, so 12 †Encounter Tokens.
†This is why they're called Encounter Tokens and not just "mob tokens." See Mob, Boss and Mechanical Cards below.
The Boneyard
The boneyard is where passing Companions, broken gear, spent items and other Cards that are incapacitated for an indefinite amount of time go. Once resurrected, repaired or re-stocked respectively, the Cards go back to the table.
Complex Rule Set only.