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:
| Ability | Description | Skills Assigned |
|---|---|---|
| Might | Raw physical power, toughness, stamina | Strength, Endurance, Resilience, Brawl, Melee |
| Agility | Reflexes, dexterity, speed, finesse | Agility, Speed, Stealth, Sleight of Hand, Marksmanship |
| Wit | Logical thinking, technical skill, strategy | Tinkering, Merchanistry, Craftwork, Salvage, Alchemy, Research, Investigation, Scrutiny, Tactical Strategy |
| Guile | Social cunning, charm, deception, presence | Command, Persuasion, Intimidation, Deception, Diplomacy, Etiquette, Composure, Performance, Streetwise |
| Lore | Knowledge of history, arcane, mysteries | Lore, Arcana, Divination, Relic Tuning, Dreamwork, Hexcraft |
| Instinct | Survival intuition, awareness, environmental skill | Navigation, Hazard Sense, Urban Scavenge, Resourcefulness, Survival, Animal Handling, Tracking |
| Creativity | Artistic and inventive skill, design & presentation | Artistry, 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.
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
| Faction | Might | Agility | Guile | Instinct | Lore | Wit | Creativity | Skill Bonuses (+5%) | Skill Penalties (-5%) |
|---|---|---|---|---|---|---|---|---|---|
| High Thrones | -5 | 0 | +10 | +5 | +10 | +5 | +5 | Diplomacy, Etiquette | Survival, Brawl |
| Silver Guilds | 0 | +5 | +10 | 0 | +10 | +5 | +5 | Mechanistry, Craftwork | Stealth, Melee |
| Reavers | +15 | +10 | +5 | +10 | 0 | +5 | 0 | Brawl, Survival | Etiquette, Persuasion |
| Dwellers | +10 | +15 | +15 | +5 | 0 | -5 | 0 | Stealth, Urban Scavenge | Command, Presentation |
Class Modification
| Class | Might | Agility | Guile | Instinct | Lore | Wit | Creativity | Skill Bonuses (+5%) | Skill Penalties (-5%) |
|---|---|---|---|---|---|---|---|---|---|
| Artisan | +0 | 0 | 0 | 0 | +5 | 0 | +10 | Craftwork, Artistry | Brawl, Stealth |
| Gearwright | +5 | +5 | 0 | +5 | 0 | +5 | 0 | Tinkering, Salvage | Persuasion, Deception |
| Tinker | 0 | +5 | +5 | +5 | 0 | +5 | +10 | Tinkering, Craftwork | Brawl, Command |
| Enforcer | +15 | +5 | +5 | 0 | 0 | 0 | 0 | Melee, Intimidation | Diplomacy, Lore |
| Scavenger | +5 | +10 | +10 | +10 | 0 | 0 | 0 | Urban Scavenge, Survival | Etiquette, Performance |
| Savant | 0 | 0 | +10 | +5 | +15 | +10 | +5 | Research, Lore | Strength, Brawl |
| Envoy | 0 | 0 | +10 | +5 | 0 | +10 | +5 | Persuasion, Diplomacy | Survival, Stealth |
| Surgeon | +0 | +5 | +0 | 0 | +10 | +5 | 0 | Medicine, Research | Melee, Command |
| Clergy | 0 | 0 | +5 | +10 | +10 | +10 | 0 | Persuasion, Rituals | Brawl, Stealth |
| Mystic | 0 | 0 | +5 | +10 | +10 | +10 | +5 | Arcana, Divination | Melee, Intimidation |
| Merchant | 0 | +5 | +10 | 0 | 0 | +10 | 0 | Merchanistry, Negotiation | Brawl, Stealth |
| Gladiator | +15 | +10 | 0 | 0 | 0 | 0 | 0 | Melee, Brawl | Research, Lore |
Archetype Modification
| Archetype | Bonus | 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
| Augmentation | Ability 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 Augmentation | 0 | -5 Persuasion (risk of outcast status) |
Formula for Applying Modifiers:
- Start with Base Ability scores (20%)
- Distribute your 70 points
- Add Faction modifier
- Add Class modifier
- Add Augmentation modifier
- Add Archetype modifier
- Apply Level 1 cap of 75% — if total exceeds 75%, mark it down to 75%. Later levels can utilize the higher score.
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.
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 Set | Description |
|---|---|
| Strength | Lifting, breaking, carrying |
| Endurance | Physical resistance to toxins, fatigue, extreme temperature & weather |
| Resilience | Mental resistance to prolonged hardships, failure, torture, psychic influences |
| Brawl | Unarmed combat or fighting with improvised weapons |
| Melee | Combat with blades, clubs, and other handheld weapons |
| AGILITY Skill Set | Description |
|---|---|
| Agility | Balance, parkour, swimming, jumps, finesse movement, athletics, acrobatics, climbing |
| Speed | Sprinting, chasing, initiative |
| Stealth | Moving silently, blending into shadows, hiding, evading detection |
| Sleight of Hand | Pickpocketing, palming small objects, fine manual trickery |
| Marksmanship | Pistols, rifles, crossbows, and other ranged weapons |
| GUILE Skill Set | Description |
|---|---|
| Command | Inspiring loyalty or obedience, asserting authority |
| Persuasion | Convincing others through logic, charm, or reason |
| Intimidation | Forcing compliance through fear or presence |
| Deception | Bluffing, lying, and misdirection |
| Diplomacy | Navigating tense negotiations, mediating disputes, and influencing decisions between rivals |
| Etiquette | Navigating noble courts, clergy or guild protocol |
| Composure | Resist fear, interrogation, panic, keep calm under horror |
| Performance | Entertain, inspire, ritual display |
| Streetwise | Finding contacts, rumors, or goods in illicit circles |
| INSTINCT Skill Set | Description |
|---|---|
| Navigation | Charting safe paths and routes |
| Hazard Sense | Detecting traps, structural failure, avoid sudden environmental danger or ambushes |
| Urban Scavenge | Finding hidden stashes, abandoned caches, or overlooked resources |
| Resourcefulness | Improvising tools, shelter, or solutions from scavenged or limited resources |
| Survival | First Aid, forage, herblore, setting up camp, read the terrain |
| Animal Handling | Training, calming, or controlling beasts |
| Tracking | Following trails, reading signs of movement, hunting a target/prey |
| LORE Skill Set | Description |
|---|---|
| Lore (choose focus) | Focus: History, Religion, Occult (Relic), Engineering, Cryptography, Scrap Origin, Natural Science, Biology |
| Old World Knowledge | Arcana. Understanding pre-Silence relics, forgotten sciences, and the mystics surrounding them |
| Divination | Interpreting omens and signs |
| Relic Tuning | Using, resisting, or controlling strange artifacts |
| Dreamwork | Navigation prophetic or shared dreamscapes |
| Hexcraft | Mundane curses, wards, charms, and superstition rites |
| WIT Skill Set | Description |
|---|---|
| Research | Gathering and compiling information from disparate sources |
| Investigation | Forensic searching, reading scenes, following paper trails |
| Scrutiny | Reading body language, detecting lies, spotting hidden motives |
| Tactical Strategy | Planning operations, anticipating enemy moves, coordinating allies in combat, political maneuvering |
| Tinkering | Field repairs, quick jury-rigs under pressure, small creations. Includes lockwork and powderwork |
| Mechanistry | Advanced machine repair and construction, engineering, working with large, complicated systems |
| Craftwork | Smithing, tailoring, woodwork, artisan trades |
| Salvage | Identifying and extracting valuable scrap or relics |
| Alchemy | Brewing concoctions, refining fuels, creating toxins/potions, producing medicine using chemical and mystical processes |
| CREATIVITY Skill Set | Description |
|---|---|
| Artistry | Paining, sculpting, sewing, engraving. Creating symbols of power, faction propaganda, hidden messages |
| Crafting | Building or repairing tools, trinkets, weapons, mechanical oddities by hand |
| Creative Perfomance | Using performance (music/storytelling/dance) for distraction, morale boosts, or coded communication. Improvising solutions in high-pressure situations, thinking outside the box |
| Design | Creating blueprints, patterns, layouts for machines, handcrafts, devices, architectural plans |
| Presentation | Showmanship, 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.
| Profession | Expert Skill 1 | Expert Skill 2 |
|---|---|---|
| Inventor | Crafting | Mechanistry |
| Gilded Alchemist | Alchemy | Craftwork |
| Opulent Chef | Presentation | Etiquette |
| High Thrones Designer | Design | Craftwork |
| Sommelier | Etiquette | Performance |
| Grand Architect | Design | Presentation |
| Junk Sculptor | Urban Scavenge | Crafting |
| Lightkeeper | Tinkering | Streetwise |
| Performer | Creative Performance | Performance |
| Soulbinder | Dreamwork | Tinkering |
| Cogsmith | Tinkering | Craftwork |
| Clockwork Artificer | Craftwork | Artistry |
| Circuit Whisperer | Tinkering | Salvage |
| Outlaw Engineer | Tactical Strategy | Mechanistry |
| Automaton Engineer | Artistry | Mechanistry |
| Technomancer | Old World Knowledge | Tinkering |
| Brassworks Engineer | Mechanistry | Design |
| Shadow Mechanic | Tinkering | Streetwise |
| Skyway Engineers | Mechanistry | Craftwork |
| Herald Mechanic | Urban Scavenge | Resourcefulness |
| Creed Investigator | Investigation | Scrutiny |
| Riot Arm | Scrutiny | Brawl |
| Fume Warden | Strength | Endurance |
| Iron Enforcer | Strength | Speed |
| Mechanical Beastmaster | Animal Handling | Tinkering |
| Rogue Tactician | Tactical Strategy | Streetwise |
| Regulatory Inspector | Investigation | Stealth |
| Cogwarden | Tinkering | Scrutiny |
| Marsh Runner | Navigation | Survival |
| Wasteland Diver | Navigation | Endurance |
| Dustwalker | Hazard Sense | Resourcefulness |
| Relic Hunter | Relic Tuning | Survival |
| Skyship Crew | Navigation | Tracking |
| Guild Cartographer | Navigation | Artistry |
| Scrap Collector | Salvage | Streetwise |
| Vault Rat | Hazard Sense | Navigation |
| Chrono-Archivist | Lore (choose) | Research |
| Guild Historian | Lore (History) | Research |
| Highborn Curator | Lore (choose) | Diplomacy |
| Throne Scribe | Research | Streetwise |
| Librarian of the Lost | Old World Knowledge | Lore (choose) |
| Gilded Archeologist | Lore (History) | Survival |
| Lore-Weaver | Lore (All) | Resourcefulness |
| Runesmith | Relic Tuning | Tinkering |
| Mechanical Arbiter | Intimidation | Diplomacy |
| Crown Diplomat | Diplomacy | Etiquette |
| High Thrones Warlord | Scrutiny | Command |
| Cogsmith Guildmaster | Etiquette | Performance |
| Brass Tongue | Persuasion | Composure |
| Sovereign Ambassador | Diplomacy | Persuasion |
| Ironclad Consul | Command | Intimidation |
| Shadow Operative | Tactical Strategy | Streetwise |
| Forager | Survival | Streetwise |
| Brass Nurse | Survival | Composure |
| Salvage Cleric | Salvage | Lore (Medicine) |
| Rust Priest | Navigation | Survival |
| Cog Surgeon | Resourcefulness | Salvage |
| Ironmender | Tinkering | Survival |
| Industrial Chaplain | Persuasion | Performance |
| Wasteland Missionary | Survival | Tracking |
| High Priest/Priestess | Persuasion | Resilience |
| Bone Oracle | Divination | Urban Scavenge |
| Salvage Seer | Urban Scavenge | Research |
| Silent Apostle | Resilience | Old World Knowledge |
| Old World Mystic | Lore (Relic) | Old World Knowledge |
| Pastbinder | Research | Investigation |
| Dreamwalker | Dreamwork | Persuasion |
| Guardian of the Silence | Brawl | Persuasion |
| Rust Walker | Divination | Dreamwork |
| Cog Prophet | Divination | Command |
| Sliver Merchant | Persuasion | Urban Scavenge |
| Memory Broker | Investigation | Deception |
| Vaultwarden | Hazard Sense | Agility |
| Smuggler | Deception | Streetwise |
| Curio Collector | Old World Knowledge | Diplomacy |
| Market Dealer | Scrutiny | Agility |
| Gear Gladiator | Melee | Performance |
| Bounty Hunter | Tracking | Intimidation |
| Marauder | Tactical Strategy | Brawl |
| Gearblade Duelist | Melee | Agility |
| Outlaw Saboteur | Resourcefulness | Survival |
| Thrones Champion | Melee | Tactical Strategy |
| Factory Worker | Crafting | Resilience |
| Sewage Mechanic | Mechanistry | Hazard Sense |
| Urban Scout | Speed | Navigation |
| Underground Courier | Stealth | Streetwise |
| Rat Catcher | Animal Handling | Tracking |
| Town Crier | Presentation | Persuasion |
| Apothecary | Alchemy | Research |
| Bodyguard | Intimidation | Agility |
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.
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
| Ability | Base Score |
|---|---|
| Might | 20% |
| Agility | 20% |
| Guile | 20% |
| Instinct | 20% |
| Lore | 20% |
| Wit | 20% |
| Creativity | 20% |
Step 2: Player distributes 70 points as they wish
Player allocation example:
| Ability | Base + Allocation | Explanation |
|---|---|---|
| Might | 20% + 10% = 30% | Physical strength important |
| Agility | 20% + 15% = 35% | For reflexes and movement |
| Guile | 20% + 10% = 40% | For deception and cunning |
| Instinct | 20% + 5% = 25% | Situational awareness |
| Lore | 20% + 10% = 30% | Knowledge about the world |
| Wit | 20% + 10% = 30% | Quick thinking and problem-solving |
| Creativity | 20% + 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)
| Ability | Before | Mod | After |
|---|---|---|---|
| Might | 30% | 0 | 30% |
| Agility | 35% | +5 | 40% |
| Guile | 30% | +10 | 40% |
| Instinct | 25% | 0 | 25% |
| Lore | 30% | +10 | 40% |
| Wit | 30% | +5 | 35% |
| Creativity | 30% | +5 | 35% |
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)
| Ability | Before | Mod | After |
|---|---|---|---|
| Might | 30% | 0 | 30% |
| Agility | 40% | +5 | 45% |
| Guile | 40% | +5 | 45% |
| Instinct | 25% | +5 | 30% |
| Lore | 40% | 0 | 40% |
| Wit | 35% | +5 | 40% |
| Creativity | 35% | +10 | 45% |
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)
| Ability | Before | Mod | After |
|---|---|---|---|
| Might | 30% | 0 | 30% |
| Agility | 45% | 0 | 45% |
| Guile | 45% | 0 | 45% |
| Instinct | 30% | 0 | 30% |
| Lore | 40% | 0 | 40% |
| Wit | 40% | +15 | 55% |
| Creativity | 45% | 0 | 45% |
Step 6: Apply Augmentation modifiers
Neural Override Module provides the following modifers:
- +15 With
- -5 Resilience (when malfunctioning, added to Skill section)
| Ability | Before | Mod | After |
|---|---|---|---|
| Might | 30% | 0 | 30% |
| Agility | 45% | 0 | 45% |
| Guile | 45% | 0 | 45% |
| Instinct | 30% | 0 | 30% |
| Lore | 40% | 0 | 40% |
| Wit | 55% | +15 | 70% |
| Creativity | 45% | 0 | 45% |
Step 7: Apply Level 1 cap of 75%
No ability exceeds 75%, so no change.
Final Ability Scores
| Ability | Final Score |
|---|---|
| Might | 30% |
| Agility | 45% |
| Guile | 45% |
| Instinct | 30% |
| Lore | 40% |
| Wit | 70% |
| Creativity | 45% |
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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