S O R C SORC SORC

SORC Cards

Players use a comprehensive Card-based system to track their Spells and 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.

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 spells, abilities, 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 Code for easy reference to our books and servers, its own lore, and a code. See Armor Card Examples, front and back below.

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 (Shoddy to Masterful) directly affects its value. Higher quality generally provides better protection and potential for enhancements.

Armor QualityRoll d100Value Change
Shoddy1–7−5% 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:
8. Octavo
9. Angeligla
- Tawdry Dwarf (the smaller, dying star)
10. Corpus Caeleste
11. Undecimus
12. Omnè Malum
13. Tredici

*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.

The maximum rank a character can achieve is limited by their level. When designing box sets or awarding Lore Cards, do not include items requiring a rank higher than what the highest level in that set allows:

This system allows players to keep their Cards physically at home and trade physical Cards with real life fellows. Once traded on the server, the digital version of the Card changes, and the QR code on the physical Card can no longer be used to refresh.

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 paper versions of cut out Cards, the rules and anything else that allows people to play SORC. Free players can also join campaign lobbies, but cannot host them as stated in SORC Beyond.

Players that want to avoid online altogether can re-order elements through 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, rune stones, 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 Cards with stacked items using an Item Tracker Book. Each time you use one, you mark it down there. If you have multiple stacked Cards, you'll update the number of items remaining in your book. This helps you manage your inventory and stay within your encumbrance limits.

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.

Types of Encounter Cards

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

NPC Encounter Cards
NPC Encounter Cards specifically detail non-player characters, such as quest givers, faction leaders, vendors, or other story-driven figures. These cards include relevant stats, traits, and abilities, helping GMs quickly reference and run interactions or challenges involving NPCs.

Boss Encounter Cards
Boss Encounter 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 Encounter Cards
Mob Encounter Cards represent either 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 and manage their status during play.

Companion Encounter Cards
Companion Encounter Cards represent allies, pets, mounts, or hirelings that can accompany and assist player characters. These cards provide relevant stats and abilities for each companion, making it easy to manage their role in the adventure.

Mechanical Encounter Cards
Mechanical Cards are non-organic Cards that are either discovered (as Lore Cards), purchased, or crafted, such as an engineer crafting a helicopter, ground vehicle, hovering racer or mech, or a scientist providing parts for technologically advanced vessels such as spacecraft. Different races and cultures have different advantages and disadvantages with certain processions. For instance; gnomes are good with modifiers, tinkering and gadgets, while dwarves are good with mechanical things like mechs. Humans on Zail are the most versatile race, but other humans native to planets further from Zail's main magic emitting sun Adoria don't have the advantage of magic and are experts with advanced technology, like spacecraft.

Players will choose their own human backgrounds and cultures, if any (maybe unknown) and although will not have advantages or disadvantages based on their culture, they'll find materials and recipes of certain projects more commonly, and even exclusively. For instance, rare food recipes might only be found in certain regions because the dish, or its buffing Stats, didn't appeal to other cultures. Wood for a warship may only be found in a region native to Nordkin and so on.

Biological Encounter Cards
Biological Encounter Cards cover living flora and fauna, from small critters to giant beanstalks. These cards represent natural entities that may be hazardous or beneficial, depending on their unique properties or effects.

Environmental Encounter Cards
Environmental Encounter 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.

Companion Cards

Companions are; guardians, companions, pets, *mounts, drafts, ruminants, temps (hirelings and summons), and other allies that characters can acquire. They have their own Stats that adhere to the Companion's meaningful role. These Stats are innate Stats and never change.

*Mounts can be either Guardians or Drafts. Small races can often use their Pets as mounts as well.

Above is an extremely Rare Legendary Red Strider, an example of a Companion that would only be dropped in a level 30 box set adventure and could not be used until all prerequisites are met by its owner. The Lore Quest to obtain this Card must be completed. This Card, as all Lore Cards, is tradable.

Characters start with three Companion slots; behemoth, large and small. Behemoths can reach colossal sizes and are extremely rare. Large size Companions are anywhere from a standard humanoid size to the size of a Centyr (4 spaces), and small Companions are smaller creatures typically the size of a rodent or small bird but can be as tiny as an insect or bug.

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. Companions of rank Rare and above can be resurrected the same way Characters can (see dying and death below). Until resurrected, passing Companions 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 come in many forms, encompassing a variety of allies such as pets, mounts, guardians, angelics, hirelings, and more. These variants provide support in combat, travel, and exploration, each with Unique roles and restrictions. They also create meaningful character relationships, many with their own back stories and mission statements.

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

Angelics (hover): Powerful winged beings that shift between radiant, shadowy and even physical forms, embodying both Divine and infernal Traits. They are revered or feared as protectors and adversaries throughout the realms. Angelics are said to even protect the keepers.

Draft: Working animals and haulers, often used for hauling loads, plowing fields, or carrying supplies. They are the dependable animals that support daily life and labor, commonly kept on farms, homesteads, or in stables within a character's home or community.

Ruminants: Animals like cows, sheep, or geese provide resources such as milk, wool, and eggs. Rumor has it, some geese lay golden eggs. Characters can raise and harvest these resources on their farms or homesteads.

Note: there are also vehicles in SORC, including ships of the sea and air, organic and mechanical, mundane and technologically advanced.

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.

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.

Companions (humanoid): Humanoid races that accompany small race characters. They provide support and assistance, working closely with small characters as they face challenges and explore the game world.

Temps (size null): 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.

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 Beyond 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.

Consolidation Cards

The GM will have a Consolidation Card (CC) for each character's consolidated Stats for easy reference. Players also have a copy of this.

Note: Various Cards can be mounted with size restrictions. Small races have no restrictions on size (behemoth, standard or small), and can even mount their pets. Goliath races can only mount Behemoth sizes and standard if strong. Standard sized races can mount Behemoth and standard. Certain Companions may not be mounted, such as Angelics.