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Skill & Ability Section

Smoke & Sovereigns is a d100 system, which means that it operates on a percentage table. As a person about to embark on an adventure, you begin with a base 20% in the core abilities. What you choose for faction, class, archetype, and profession will then play into the final percentage as well as the point-buy.

Ability Section

In Smoke & Sovereigns abilities are the broad, fundamental traits that define your character’s innate talent and broad competencies. Instead of juggling dozens of individual skills every time you roll, abilities simplify gameplay by grouping related skills under a single, meaningful umbrella.

Each ability represents a distinct aspect of your character’s physical, mental, social, or mystical nature. When you attempt actions in the game, your ability score is the starting point, and skills then add specialized flavor and expertise on top of that.

Every skill you have falls under one of these seven core Abilities. When you roll, you usually combine your Ability score with a relevant skill level, but if you lack that skill, the Ability alone determines your baseline chance.

  • Might is the pure physical powerhouse group.
  • Agility includes all fine motor skills, speed, and ranged weapon use.
  • Wit covers all technical, scientific, and tactical thinking.
  • Guile is all about social interaction, influence, and manipulation.
  • Lore is your deep knowledge and occult skills.
  • Instinct reflects survival and environmental awareness skills.
  • Creativity focuses on artistic expression and design-based skills.

In table format it looks like this:

AbilityDescriptionSkills Assigned
MightRaw physical power, toughness, staminaStrength, Endurance, Resilience, Brawl, Melee
AgilityReflexes, dexterity, speed, finesseAgility, Speed, Stealth, Sleight of Hand, Marksmanship
WitLogical thinking, technical skill, strategyTinkering, Merchanistry, Craftwork, Salvage, Alchemy, Research, Investigation, Scrutiny, Tactical Strategy
GuileSocial cunning, charm, deception, presenceCommand, Persuasion, Intimidation, Deception, Diplomacy, Etiquette, Composure, Performance, Streetwise
LoreKnowledge of history, arcane, mysteriesLore, Arcana, Divination, Relic Tuning, Dreamwork, Hexcraft
InstinctSurvival intuition, awareness, environmental skillNavigation, Hazard Sense, Urban Scavenge, Resourcefulness, Survival, Animal Handling, Tracking
CreativityArtistic and inventive skill, design & presentationArtistry, Crafting, Creativity, Design, Presentation

How to Determine Ability Scores

During character creation, you distribute points or assign values to these seven Abilities to represent your character’s natural aptitudes and life experience. And you have control over how life has affected your character.

For example:

  • A battle-hardened warrior might have high Might and Instinct, but lower Creativity or Guile.
  • A clever diplomat might excel at Guile and Lore, but have less Might or Wit.
  • An inventor or tinkerer would favor Wit and Creativity.

You can, naturally, deviate from the stereotypes, but please communicate with your GM about your reasons why.

All Core Abilities must be at a minimum 20% at the START* of your character creation
You have a pool of 70 points that you can distribute as you wish where 1 point = 1%.

Please note that the max usable cap for Level 1 is 75%, which means that even though your ability score is higher, you have to roll 75 or lower for a success.

*It can shift lower once you add in your modifiers

Modifiers from Character Choices

Factions, Classes, Archetypes, and Augmentation each provide broad modifiers to Ability scores, reflecting the character’s origins and role.

These modifiers stack and apply before skills are calculated.

Each character choice also provides minor skill bonuses or penalties (±5%) to represent specialization or weakness.

Faction Modification

FactionMightAgilityGuileInstinctLoreWitCreativitySkill Bonuses (+5%)Skill Penalties (-5%)
High Thrones-50+10+5+10+5+5Diplomacy, EtiquetteSurvival, Brawl
Silver Guilds0+5+100+10+5+5Mechanistry, CraftworkStealth, Melee
Reavers+15+10+5+100+50Brawl, SurvivalEtiquette, Persuasion
Dwellers+10+15+15+50-50Stealth, Urban ScavengeCommand, Presentation

Class Modification

ClassMightAgilityGuileInstinctLoreWitCreativitySkill Bonuses (+5%)Skill Penalties (-5%)
Artisan+0000+50+10Craftwork, ArtistryBrawl, Stealth
Gearwright+5+50+50+50Tinkering, SalvagePersuasion, Deception
Tinker0+5+5+50+5+10Tinkering, CraftworkBrawl, Command
Enforcer+15+5+50000Melee, IntimidationDiplomacy, Lore
Scavenger+5+10+10+10000Urban Scavenge, SurvivalEtiquette, Performance
Savant00+10+5+15+10+5Research, LoreStrength, Brawl
Envoy00+10+50+10+5Persuasion, DiplomacySurvival, Stealth
Surgeon+0+5+00+10+50Medicine, ResearchMelee, Command
Clergy00+5+10+10+100Persuasion, RitualsBrawl, Stealth
Mystic00+5+10+10+10+5Arcana, DivinationMelee, Intimidation
Merchant0+5+1000+100Merchanistry, NegotiationBrawl, Stealth
Gladiator+15+1000000Melee, BrawlResearch, Lore

Archetype Modification

ArchetypeBonus Penalty
The Wounded Warrior+20 Might, Proficient in Brawl, Endurance-5 Composure (haunted by losses)
The Reluctant Prophet+20 Lore, Proficient in Divination, Composure-5 Resilience (burdened by knowledge)
The Rogue Scholar+15 Wit, Proficient in Lore, Investigation-5 Composure (rebellious attitude)
The Cold Mechanist+15 Wit, Proficient in Tinkering, Craftwork-5 Composure (emotionally distant)
The Cunning Trickster+20 Guile, Proficient in Deception, Sleight of Hand-5 Composure (trust issues)
The Forsaken Zealot+20 Guile, Proficient in Hexcraft, Intimidation-5 Scrutiny (blinded by faith)
The Silent Sentinel+15 Instinct, Proficient in Stealth, Hazard Sense-5 Guile (stoic, less cunning)
The Dreamer+20 Creativity, Proficient in Persuasion, Creativity-5 Instinct (blinded by idealism)
The Grim Inquisitor+15 Lore, Proficient in Scrutiny, Command-5 Guile (harsh, merciless)
The Veiled Assassin+20 Agility, Proficient in Stealth, Melee-5 Composure (secretive, isolated)
The Gentle Healer+15 Creativity, Proficient in Alchemy, Diplomacy-5 Brawl (physically weaker)
The Lost Scion+15 Guile, Proficient in Etiquette Persuasion-5 Resilience (legacy struggles)
The Iron Judge+20 Might, Proficient in Command, Tactical Strategy-5 Diplomacy (unyielding)
The Doomed Martyr+15 Instinct, Proficient in Resilience, Composure-5 Strength (physically taxed)
The Haunted Mystic+20 Lore, Proficient in Old World Knowledge, Relic Tuning-5 Composure (fragile sanity)
The Defiant Survivor+15 Might, Proficient in Survival, Resourcefulness-5 Composure (stubbornness)
The Bloodied Gladiator+25 Might, Proficient in Melee, Intimidation-5 Resilience (brutal life)
The Mechanized Herald+15 Wit, Proficient in Marksmanship, Presentation-5 Stealth (noticeable augmentations)
The Relic Keeper+15 Lore, Proficient in Relic Tuning, Lore-5 Persuasion (obsession)
The Shielded Noble+15 Wit, Proficient in Etiquette, Endurance-5 Deception (trapped by expectations)

Augmentation Modification

AugmentationAbility Bonus (±%)Skill modifiers
Steam-Spine Vent+10 Might-5 Endurance (steam overload)
Neural Override Module+15 Wit-5 Resilience (vulnerability to shocks)
Clockwork Heart+15 Endurance-5 Composure (emotionally detached)
Living Ink Tattoos+10 Lore-5 Composure (emotional stress)
Syntheye Array+15 Instinct-5 Composure (sensory overload)
Vocal Modulator+10 Guile-5 Composure (voice distortion risk)
Mag Claw Prosthetic+15 Agility-5 Stealth (mechanical sounds)
Internal Forge Core+15 Might-5Resilience (heat buildup)
Bleedtech Neural Interface+15 Wit-5 Resilience (feedback shocks)
Springloaded Legs+20 Agility-5 Endurance (joint strain)
Empathy Dampener+15 Resilience-5 Composure (social distrust)
Memory Vault+20 Lore-5 Resilience (mental overload risk)
Gas Filtration Lungs+15 Endurance-5 Hazard Sense (filter maintenance)
Signal Scrambler+15 Guile-5 Communication (device interference)
Pulse Gauntlets+15 Might-5 Endurance (arm fatigue)
Ocular Data Recorder+10 Instinct-5 Resilience (data corruption risk)
Pressure Regulator Skin+10 Endurance-5 Resilience (cooldown need)
Thermal Absorber+15 Resilience-5 Endurance (venting vulnerability)
Neural Reflex Booster+20 Instinct-5 Resilience (neural fatigue)
No Augmentation0-5 Persuasion (risk of outcast status)

Formula for Applying Modifiers:

  1. Start with Base Ability scores (20%)
  2. Distribute your 70 points
  3. Add Faction modifier
  4. Add Class modifier
  5. Add Augmentation modifier
  6. Add Archetype modifier
  7. Apply Level 1 cap of 75% — if total exceeds 75%, mark it down to 75%. Later levels can utilize the higher score.

Progression and Levels are handled in the Handbook for Players

Why Use Abilities Instead of Skills?

  • Streamlines Gameplay: Abilities act as the backbone of your character's capabilities, making rolls quick and intuitive. When you don’t have a relevant skill, you still rely on the ability for a baseline chance.
  • Supports Versatility: Skills add specialization, but abilities ensure all characters have a meaningful chance to act, even outside their expertise.
  • Guides Character Growth: As your character trains and develops, improving an ability enhances all related skills, encouraging broad development and roleplay.
  • Clarifies Outcomes: Abilities help the Game Master quickly assess how tough or skilled a character is, shaping challenges and storytelling.

Skill Section

Skills are the fine-toothed gears of your character’s capabilities, the specific expressions of your broader Abilities. While Abilities define your general potential - raw strength, quick thinking, or social cunning - skills show how that potential manifests in the grit and grind of Varnaxis and beyond. A skill roll comes into play whenever the outcome of an action is uncertain, risky, or opposed: persuading a suspicious Guildmaster, navigating the toxin-choked rivers of the Shattermarch, dismantling a clockwork turret under fire, or reading the sigils on a relic dredged from the ruins.

Each skill is tied to a Core Ability (as defined in the tables below), but your training, profession, and experience can make you expert in certain ones, turning ordinary rolls into signature moves. In this world of steam, soot, and scheming, skills aren’t just numbers on a page, they’re the difference between walking away with your prize or never walking away at all.

If you roll for a skill that is unaffected by your character choices, you use the corresponding Ability to determine a success or failure.

How to use Skills in play

Skill % = Final Ability Score + Skill Modifiers

  • The Ability score is the base score for all skills related to that ability. That means you only need to roll once if you’re making, e.g. a general “Might” check.
  • The Skill score is where your character differs from others, shaped by past experiences and professions.
  • For example, a “Research” check would start with your Lore ability base, modified by any relevant skill bonuses.

There are three types of Skill modifiers in this system:

  • Score bonus, as stated by your Character Choices
  • Proficient: You add +1d10
  • Expert: You add +2d10

Skill Sets

The Skills fall under the umbrella of the corresponding Ability, but there are also other ways to categorize the skills.

You have MIGHT and AGILITY, which are the Physical skills. The things you do with your body and how good you are at them. It is your agility, your strength, stamina, your hand-eye coordination, and how well you can endure certain situations and environments.

GUILE refers to your Social Skills which are a must to navigate the politics and relationships with other people. These skills determine how others see you, or rather, how you manage to make yourself look and be perceived.

Knowledge is power, but can also be a death sentence if you happen across the wrong scroll or relic. These LORE skills inform how you handle and retain information, both book-wise and perceived by you in the world around you.

Your WIT are the skills that pertain to the technological and mechanical part of what you can do with the knowledge and experience you have, as well as tactical thinking.

In Varnaxis, your INSTINCT is key to your survival. These are crucial skills for any adventuring party who are tossed into the unknown and the wild.

Lastly, it is somewhat of a truth that the right story can start a riot, a crafted token can open a guarded door, and a well-timed flourish can buy you the heartbeat you need to survive. Your CREATIVITY skills aren’t just “soft skills”, they are weapons, tools, and currency in a city where every faction knows the value of spectacle.

MIGHT Skill SetDescription
StrengthLifting, breaking, carrying
EndurancePhysical resistance to toxins, fatigue, extreme temperature & weather
ResilienceMental resistance to prolonged hardships, failure, torture, psychic influences
BrawlUnarmed combat or fighting with improvised weapons
MeleeCombat with blades, clubs, and other handheld weapons

 

AGILITY Skill SetDescription
AgilityBalance, parkour, swimming, jumps, finesse movement, athletics, acrobatics, climbing
SpeedSprinting, chasing, initiative
StealthMoving silently, blending into shadows, hiding, evading detection
Sleight of HandPickpocketing, palming small objects, fine manual trickery
MarksmanshipPistols, rifles, crossbows, and other ranged weapons
GUILE Skill SetDescription
CommandInspiring loyalty or obedience, asserting authority
PersuasionConvincing others through logic, charm, or reason
IntimidationForcing compliance through fear or presence
DeceptionBluffing, lying, and misdirection
DiplomacyNavigating tense negotiations, mediating disputes, and influencing decisions between rivals
EtiquetteNavigating noble courts, clergy or guild protocol
ComposureResist fear, interrogation, panic, keep calm under horror
PerformanceEntertain, inspire, ritual display
StreetwiseFinding contacts, rumors, or goods in illicit circles
INSTINCT Skill SetDescription
NavigationCharting safe paths and routes
Hazard SenseDetecting traps, structural failure, avoid sudden environmental danger or ambushes
Urban ScavengeFinding hidden stashes, abandoned caches, or overlooked resources
ResourcefulnessImprovising tools, shelter, or solutions from scavenged or limited resources
SurvivalFirst Aid, forage, herblore, setting up camp, read the terrain
Animal HandlingTraining, calming, or controlling beasts
TrackingFollowing trails, reading signs of movement, hunting a target/prey
LORE Skill SetDescription
Lore (choose focus)Focus: History, Religion, Occult (Relic), Engineering, Cryptography, Scrap Origin, Natural Science, Biology
Old World KnowledgeArcana. Understanding pre-Silence relics, forgotten sciences, and the mystics surrounding them
DivinationInterpreting omens and signs
Relic TuningUsing, resisting, or controlling strange artifacts
DreamworkNavigation prophetic or shared dreamscapes
HexcraftMundane curses, wards, charms, and superstition rites
WIT Skill SetDescription
ResearchGathering and compiling information from disparate sources
InvestigationForensic searching, reading scenes, following paper trails
ScrutinyReading body language, detecting lies, spotting hidden motives
Tactical StrategyPlanning operations, anticipating enemy moves, coordinating allies in combat, political maneuvering
TinkeringField repairs, quick jury-rigs under pressure, small creations. Includes lockwork and powderwork
MechanistryAdvanced machine repair and construction, engineering, working with large, complicated systems
CraftworkSmithing, tailoring, woodwork, artisan trades
SalvageIdentifying and extracting valuable scrap or relics
AlchemyBrewing concoctions, refining fuels, creating toxins/potions, producing medicine using chemical and mystical processes
CREATIVITY Skill SetDescription
ArtistryPaining, sculpting, sewing, engraving. Creating symbols of power, faction propaganda, hidden messages
CraftingBuilding or repairing tools, trinkets, weapons, mechanical oddities by hand
Creative PerfomanceUsing performance (music/storytelling/dance) for distraction, morale boosts, or coded communication. Improvising solutions in high-pressure situations, thinking outside the box
DesignCreating blueprints, patterns, layouts for machines, handcrafts, devices, architectural plans
PresentationShowmanship, personal flair that enhance persuasion, intimidation, leadership or status

Professions

In Smoke & Sovereigns, your past experience matters for the present. Your profession(s) make you an Expert in certain skills. Past profession gives you Proficient, current profession gives Expert. If both match, you start with Expert in that skill right away.

ProfessionExpert Skill 1Expert Skill 2
InventorCraftingMechanistry
Gilded AlchemistAlchemyCraftwork
Opulent ChefPresentationEtiquette
High Thrones DesignerDesignCraftwork
SommelierEtiquettePerformance
Grand ArchitectDesignPresentation
Junk SculptorUrban ScavengeCrafting
LightkeeperTinkeringStreetwise
PerformerCreative PerformancePerformance
SoulbinderDreamworkTinkering
CogsmithTinkeringCraftwork
Clockwork ArtificerCraftworkArtistry
Circuit WhispererTinkeringSalvage
Outlaw EngineerTactical StrategyMechanistry
Automaton EngineerArtistryMechanistry
TechnomancerOld World KnowledgeTinkering
Brassworks EngineerMechanistryDesign
Shadow MechanicTinkeringStreetwise
Skyway EngineersMechanistryCraftwork
Herald MechanicUrban ScavengeResourcefulness
Creed InvestigatorInvestigationScrutiny
Riot ArmScrutinyBrawl
Fume WardenStrengthEndurance
Iron EnforcerStrengthSpeed
Mechanical BeastmasterAnimal HandlingTinkering
Rogue TacticianTactical StrategyStreetwise
Regulatory InspectorInvestigationStealth
CogwardenTinkeringScrutiny
Marsh RunnerNavigationSurvival
Wasteland DiverNavigationEndurance
DustwalkerHazard SenseResourcefulness
Relic HunterRelic TuningSurvival
Skyship CrewNavigationTracking
Guild CartographerNavigationArtistry
Scrap CollectorSalvageStreetwise
Vault RatHazard SenseNavigation
Chrono-ArchivistLore (choose)Research
Guild HistorianLore (History)Research
Highborn CuratorLore (choose)Diplomacy
Throne ScribeResearchStreetwise
Librarian of the LostOld World KnowledgeLore (choose)
Gilded Archeologist Lore (History)Survival
Lore-WeaverLore (All)Resourcefulness
RunesmithRelic TuningTinkering
Mechanical ArbiterIntimidationDiplomacy
Crown DiplomatDiplomacyEtiquette
High Thrones WarlordScrutinyCommand
Cogsmith GuildmasterEtiquettePerformance
Brass TonguePersuasionComposure
Sovereign AmbassadorDiplomacyPersuasion
Ironclad ConsulCommandIntimidation
Shadow OperativeTactical StrategyStreetwise
ForagerSurvivalStreetwise
Brass NurseSurvivalComposure
Salvage ClericSalvageLore (Medicine)
Rust PriestNavigationSurvival
Cog SurgeonResourcefulnessSalvage
IronmenderTinkeringSurvival
Industrial ChaplainPersuasionPerformance
Wasteland MissionarySurvivalTracking
High Priest/PriestessPersuasionResilience
Bone OracleDivinationUrban Scavenge
Salvage SeerUrban ScavengeResearch
Silent ApostleResilienceOld World Knowledge
Old World MysticLore (Relic)Old World Knowledge
PastbinderResearchInvestigation
DreamwalkerDreamworkPersuasion
Guardian of the SilenceBrawlPersuasion
Rust WalkerDivinationDreamwork
Cog ProphetDivinationCommand
Sliver MerchantPersuasionUrban Scavenge
Memory BrokerInvestigationDeception
VaultwardenHazard SenseAgility
SmugglerDeceptionStreetwise
Curio CollectorOld World KnowledgeDiplomacy
Market DealerScrutinyAgility
Gear GladiatorMeleePerformance
Bounty HunterTrackingIntimidation
MarauderTactical StrategyBrawl
Gearblade DuelistMeleeAgility
Outlaw SaboteurResourcefulnessSurvival
Thrones ChampionMeleeTactical Strategy
Factory WorkerCraftingResilience
Sewage MechanicMechanistryHazard Sense
Urban ScoutSpeedNavigation
Underground CourierStealthStreetwise
Rat CatcherAnimal HandlingTracking
Town CrierPresentationPersuasion
ApothecaryAlchemyResearch
BodyguardIntimidationAgility

How To Play

When you attempt an action, you roll against a target number based on your Ability + relevant Skill level.

If you lack the skill, you roll based on the Ability alone, this represents a basic competence or natural talent. This balance means your character always has a chance to succeed, but expertise makes success more reliable.

Abilities also influence resistances, defense, attacks, attempts, and define your overall health (HP) and ability to withstand stress and fatigue.

What's next?

With the work you've done in Character Generator you got the narrative skeleton of your character. With your Abilities and Skills defined, you know have the mechanical portion locked in. How well they act, react and adapt in the shifting dangers of Varnaxis.

You are ready to take on Varnaxis!

If you haven't already, now is the time to head over to the Handbook for Players to read over the rules, the d100 system and familiarize yourself with the way this system differs from others you may know.

The Handbook covers everything from making d100 rolls, to how Conviction, Stress & Fatigue works, to the ebb and flow of combat, downtime, training and progression. This is where the world stops being just ink and become a living, unpredictable machine and one you'll have to navigate, influence, and survive in to carve out your story and fate.

The Stats: In Smoke & Sovereigns, there are in total 7 Abilities, with 46 skills, which in turn are affected by 4 Factions, 12 Classes, 20 Archetypes, 20 Augmentations, and 90 Professions.


Example: Player Character

Base Ability scores: all 7 abilities start at 20%

Player has 70 points to distribute among the 7 abilities as they wish

Faction and Class modifiers applied first to Abilities

Archetype and Augmentation modifiers next

Final score capped at 75% for Level 1

Step 1: Start with base Abilities at 20% each

AbilityBase Score
Might20%
Agility20%
Guile20%
Instinct20%
Lore20%
Wit20%
Creativity20%

Step 2: Player distributes 70 points as they wish

Player allocation example:

AbilityBase + AllocationExplanation
Might20% + 10% = 30%Physical strength important
Agility20% + 15% = 35%For reflexes and movement
Guile20% + 10% = 40%For deception and cunning
Instinct20% + 5% = 25%Situational awareness
Lore20% + 10% = 30%Knowledge about the world
Wit20% + 10% = 30%Quick thinking and problem-solving
Creativity20% + 10% = 30%For crafting and artistry

Total points used: 70

Step 3: Apply Faction modifiers

Sliver Guilds give:

  • +5 Agility
  • +10 Guile
  • +10 Lore
  • +5 Wit
  • +5 Creativity
  • +5 Mechanistry, Craftwork (added to Skill Section)
  • -5 Stealth, Melee (added to Skill Section)
AbilityBeforeModAfter
Might30%030%
Agility35%+540%
Guile30%+1040%
Instinct25%025%
Lore30%+1040%
Wit30%+535%
Creativity30%+535%

Step 4: Apply Class modifiers

Tinker gives:

  • +5 Agility
  • +5 Guile
  • +5 Instinct
  • +5 Wit
  • +10 Creativity
  • +5 Tinkering, Craftwork (added to Skill Section)
  • -5 Brawl, Command (added to Skill Section)
AbilityBeforeModAfter
Might30%030%
Agility40%+545%
Guile40%+545%
Instinct25%+530%
Lore40%040%
Wit35%+540%
Creativity35%+1045%

Step 5: Apply Archetype modifiers

The Rogue Scholar gives:

  • +15 Wit
  • Proficient in Lore, Investigation (added to Skill section)
  • -5 Composure (added to Skill section)
AbilityBeforeModAfter
Might30%030%
Agility45%045%
Guile45%045%
Instinct30%030%
Lore40%040%
Wit40%+1555%
Creativity45%045%

Step 6: Apply Augmentation modifiers

Neural Override Module provides the following modifers:

  • +15 With
  • -5 Resilience (when malfunctioning, added to Skill section)

AbilityBeforeModAfter
Might30%030%
Agility45%045%
Guile45%045%
Instinct30%030%
Lore40%040%
Wit55%+1570%
Creativity45%045%

Step 7: Apply Level 1 cap of 75%

No ability exceeds 75%, so no change.

Final Ability Scores
AbilityFinal Score
Might30%
Agility45%
Guile45%
Instinct30%
Lore40%
Wit70%
Creativity45%

This character used to be a Brassworks Engineer but is now a Technomancer.

Final Skill modifiers: 

Bonus: +5 Tinkering, +10 Craftwork, +5 Mechanistry

Penalties: -5 Composure, -5 Command, -5 Brawl, -5 Stealth, -5 Melee, -5 Resilience (when malfunction)

Proficiency (+1d10): Lore (Engineering), Investigation, Mechanistry, Design

Expert (+2d10): Tinkering, Old World Knowledge


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