| Basic Rules Pamphlet | The Basic Rules come as paperbacks in the box set. Hard cover and pdf online forms are also available. |
| GM Booklet | The GM Booklet replaces the former GM Sheet. It gives the GM a compact place for encounter notes, scene references, token values, and rulings while the GM Codex remains the full rules reference. |
| Character Sheet | The Character Sheet records character details, Attributes, Traits, each Vitality score, Apex, and Spirit. See Character Sheet for the interactive Sheet. |
| Tracker Sheet | The Tracker Sheet records anything consumed, destroyed, reloaded, repaired, or recharged when one token represents more than one unit. It covers encounter members, ammunition, consumables, crafting materials, currency, and every Armament variant, including weapons, armor, throwing support, magical armaments, mechanical equipment, and technologically advanced equipment. It also records charges, fuel, batteries, heat cycles, and the condition or recharge state stated by the card. A token that represents 1 may simply be stacked. Every SORC Card that uses quantities or recharge works in conjunction with this Sheet. |
| Progression Sheet | The Progression Sheet records Level, Companion data such as Mood, Growth, Wellness, and Rank. |
| Stats Sheet | The Stats Sheet records Vitality regeneration rate, Hit, damage-over-time and other damage-over-time markers, ranges, active buffs and debuffs, and the character's active state. Armament recharge state and current readiness may be referenced here, while the Tracker Sheet holds the charge or quantity count. |
| Journal | The Journal captures a character's background story, mission statement, personal notes, quest logs, lore, and important memories as the story unfolds. See Journal itself. |
| SORC Cards | The SORC Card system is organized into Action Cards, Armament Cards, Gear Cards, Item Cards, Special Item Cards, Companion Cards, Encounter Cards, Lore Cards, and Game Engine Cards. Action Cards contain Abilities, Talents, and Skills; Abilities split into Martial Abilities and Spell Abilities. Armament Cards use Weapon and Armor forms: Accessories are worn Armor and Artifacts are Weapons held in the Offhand. Encounter Cards include NPC, Boss, Mob, Myriad, Mechanical, Biological, and Environmental forms. Rank, Variant, Alignment, Condition, Quality, Value, and other numbers are Card rules or statistics, not replacement categories. All card quantities work in conjunction with the Tracker Sheet. Refer to SORC Card hierarchy for details. |
| Vitality Chips | Stackable chips in four colors: Life (red), Mana (blue), Stamina (yellow), Endurance (green). Add or remove chips at the table as they're spent, regenerated, determined by Spirit, or changed by an effect like a HoT, DoT, or Channel spell. Note: When using the PDF version, any token or coin can be used in place of the Chips. |
| Reset/Recharge Chips | A fifth chip color, placed on any Card with a Cooldown (CD) or Recharge (RECHRG) limit, including Ability Cards and Armament Cards. Add or remove chips as they reset, reload, recharge, or are restored; no math at the table. See How to Read a Card. |
| Encounter Tokens | Used to track the number of entries in an Encounter. See Encounter Tokens for details. Not the same component as Ability Reset/Recharge Chips above. |
| 5 x 5 Graph Paper | The play surface for combat, movement and mapping. Each big square is five feet, with each small square representing one foot. Draw the encounter on it, place the party, and read distance straight off the grid. |