Skills in SORC are specialized abilities directly tied to a character’s chosen Profession and form the backbone of their craftsmanship. Each Profession provides access to a unique set of skills, allowing characters to perform intricate tasks - such as forging weapons, preparing elaborate meals, or crafting potent remedies - that define their role and expertise within the game world. As characters gain experience and invest aptitude points, their skills progress through multiple tiers, unlocking advanced techniques and recipes that enhance their craftsmanship. Success with skills relies on a blend of experience, appropriate tools, and situational modifiers, making the development of professional skills a key driver of both creative problem-solving and character progression.
Professions are unlocked by initially investing 2 points, enabling point allocation to skills during creation and progression. Skills progress through specific tiers, each requires aptitude points. Aptitude is granted similarly to REM Points for Character Level progression.
Apprentice: x apt. points
Journeyman: x apt. points
Expert: x apt. points
Artisan: x apt. points
Master: x apt. points
Grandmaster: x apt. points
Skills require dice rolls, adjusted by relevant modifiers, to meet or exceed each recipe’s given Difficulty Score (DIFS) or if the GM Chooses, adjusted by them. Refer to “Host Development” for more on this.
There are various levels of completion of crafting attempts;
Result Value Ladder for Crafted items in ascending order:
The above values are determined randomly exactly how Rarity of Host encounters are.
Perfect items are never found or discovered, only crafted because Perfect items only hold their attributes to whom they were made for. Wielded or worn by anyone besides who they were made for, unparallel items lose their special abilities and attributes. For more information on loot and discovery, refer to; Currency, Loot, Crafting and Discovery.
Successful attempts advance the story and award experience, enhancing skills and unlocking more complex recipes and abilities as characters progress. Starting at the Apprentice level, characters can discover or purchase recipes, with the ability to create new ones at the Artisan level. Recipes align with the skill level - from Apprentice through Grandmaster - providing benefits that scale with the Character’s expertise.
Before delving into each Profession tree, we'll first take a look at how the tree system works. Profession trees display the progression of skills and abilities available within each Profession. The table is divided into three main categories, such as Smithy (weapons & armor), Utility & Gear (tools, items, components), and Arcane & Advanced Craft (enchantments, upgrades, and techcraft). Each row represents a new level of skill or specialization.
Each cell describes a specific skill or crafting ability. It provides a base recipe, the required materials, and the tools or workshop needed. Itens of base recipes will vary, depending on the sources of their respective planets and regions. For instance; "Raw Meat" coukd be that od a sacred fish, dinosaur or dwindling dodo. in the same regard, an ignot coild refer to various different types of metals. These particulars also determine the cost of materils and value, in sny respective currency. Some skills may have multiple recipes or applications.
The rightmost column lists the Prerequisites for each skill. These include the Point Cost, minimum attribute score (such as Artistry), required scores in earlier skills, and a reminder to check the cell for specific recipes, tools, or workshop requirements.
You progress through a Profession tree by first unlocking basic skills at the top, then meeting the requirements to unlock more advanced options in later rows.
Materials can be hunted, gathered, mined, or harvested, or purchased from vendors. Availability and pricing may depend on the vendor or your standing with certain factions. Some materials or recipes may only be available through trade, questing, or exploration.
Tools and workshops are required for crafting, as listed in each recipe. Advanced skills may need specialized equipment or rare components.
Characters may select from this list at creation or through in-game progression. Skills and recipes are tied to Profession trees. Some professions may become NPC-only upon retirement. Profession Skills also bridge with certain Talents characters learn from Talent Trees.
Work While Away: Profession work doesn't stop just because a session ends. A character can keep crafting, training, or running their trade in the real-world stretch between sessions, resolved as a batch of Crafting Resolution checks at the start of the next session, capped at one in-game day's worth of that character's Endurance. See Work While Away (Between Sessions), Basic Rules pg. 5.
| Profession | Description |
|---|---|
| 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 - covering bushcraft, skinning, leatherworking, beastry, and animal taming, crafting leather, fur, and hide armor from the hides they take. |
| 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. |
| 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. |
| Carpenter | Works wood into structures, furniture, and fine items alike, from framing a house to carving a chair, vital for building communities and settlements. |
| Sculptor | Sculpts clay, ivory, bone, stone, and wood into weapons, armor, pipes, steins, musical instruments, and other crafted objects. |
| Stonesmith | Constructs buildings and structures using stone, brick, clay, and cement, focusing on durability and aesthetics. |
| Farmhand | Tends crops, raises livestock, and supports communities through agricultural labor. |
| 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 technology. |
| Bioengineer | Breeds or modifies organisms for utility, defense, or companionship. |
| Mechanic | Repairs and maintains vehicles, machinery, and complex systems across land, sea, air, and space. |
| Psionic Crafter | Crafts items or implants to amplify, focus, or shield psionic powers. |
| Roboticist | Creates and programs robots and androids for diverse tasks. |
| Mole | Spy. Collects and sells valuable information, with expertise in hacking and social engineering for influence. |
| Hauler | Overland logistics and travel only, wagon and caravan routes, ambush and highway robbery, smuggling, salvaging ruins and war zones, brokering, and commandeering wagons or other land vehicles. Ships, void-faring, and other on-water logistics fall under the Quartermaster Profession's Mariner specialty instead. |
| Shipwright | Builds, repairs, and maintains vessels of every kind, sea, air, and void alike, gathering or sourcing materials to craft a hull from scratch at a forgiving discount over a shipyard commission, or securing better deals buying one outright. Owning or building a ship-type Home (see Home and Family, Basic Rules pg. 4) is what calls for this Profession, running one day to day is the Quartermaster Profession's specialty instead. |
Crafting output isn't the only thing a Profession grants. Every Profession also comes with a handful of signature gear pieces, the tools and trade-wear of that craft, that carry a small mechanical bonus on top of whatever the Character is actually crafting.
| Profession | Gear | Donned/Drawn | Functions As |
|---|---|---|---|
| Cook | Meat Mallet | Drawn | 1h Warhammer (Blunt) |
| Cook | Leather Apron | Donned | Bonus to Armor Score (Armor Scr.) and Dexterity |
| Cook | Chef's Hat | Donned | Bonus to Charisma |
| Armorer (Blacksmith) | Forge Pincers | Drawn | Grab (Grapple/Grab check bonus) |
| Armorer (Blacksmith) | Smithing Apron | Donned | Bonus to Armor Scr. and Strength |
| Armorer (Blacksmith) | Work Gloves | Donned | Bonus to Grapple checks and resisting Disarm |
| Tinker | Utility Tool (a Pincer) | Drawn | Grab (Grapple/Grab check bonus) |
| Tinker | Spudger | Drawn | Basic wand, a Spell focus |
| Tinker | Tool Vest | Donned | Bonus to Armor Scr. and Dexterity |
| Tinker | Lens-Goggles | Donned | Bonus to Hit vs. constructs, automatons, and other mechanical targets |