06 Skills

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Skills represent some of the most basic and yet most fundamental abilities your character
possesses. As your character advances in level, he can gain new skills and improve his existing
skills dramatically.

Acquiring Skills
Each level, your character gains a number of skill ranks dependent upon your class plus your
Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill. You
can never have more ranks in a skill than x5 your level. In addition, each class has a number of
favored skills, called class skills. It is easier for your character to become more proficient in these
skills, as they represent part of his professional training and constant practice. If you have more
than one class and both grant you a class skill bonus, these bonuses do not stack. The number of
skill ranks you gain is on display along with the listing of class skills on each classes listing.
st
Normal characters gain 5 skill ranks at 1 level and 1 additional skill rank per class level
afterwards. If you select a level in a new class, all of its class skills are automatically added to
your list of class skills. Untrained Class skills can only have skills x3 the characters level.

Set Skills Level Skill Points Max Skill Points Max


When a player starts they gain a certain amount of (Class skill) (untrained)
skills based on their Intelligence Mod to mark as a set 01 05 03
skill (+1 extra one for Human characters). This skill can 02 10 06
be any choice skill even if it is not a choice available
03 15 09
through their class. Once chosen the skill cannot be
04 20 12
changed and it will continue to max out for their level as
05 25 15
the character levels (example at 1 the skill is 5 points,
at 2 its set to 10, 3 its set to 15 and so on increasing 5 06 30 18
points per level). New Set Skills can be gained if the 07 35 21
players Intelligence Mod increases (cannot be a 08 40 24
temporary increase). Additionally if a player’s INT Mod 09 45 27
decreases a set skill is lost (this can be ether temp or 10 50 30
not) and the loss is counted as a form of memory loss. 11 55 33
Because Set Skills are maxed the player cannot add 12 60 36
skill points to it to raise a skill higher than their levels 13 65 39
max score. 14 70 42
15 75 45
Skill Checks 16 80 48
When your character uses a skill, he isn’t guaranteed 17 85 51
success. In order to determine success, whenever you 18 90 54
attempt to use a skill, you must make a skill check. 19 95 57
When you make a skill check, you roll 1d20 and then 20 100 60
add your ranks and the appropriate ability score 20+ 100 60 +3 for every
modifier to the result of this check. Skills can be further level increase
modified by a wide variety of sources—by your race, by Till 99
a class ability, by equipment, by powers, techniques, or
ability effects or empowered items, and so on. See below for a summary of skill check bonuses. If
the result of your skill check is equal to or greater than the difficulty class (or DC) of the task you
are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have
varying levels of success and failure depending on how much your check is above or below the
required DC. Some skill checks are opposed by the target’s skill check. When making an
opposed skill check, the attempt is successful if your check result exceeds the result of the target.
Matched equally is seen a failure on both sides.

Taking 10 and Taking 20


A skill check represents an attempt to accomplish some goal, usually while under some sort of
time pressure or distraction. Sometimes, though, a character can use a skill under more favorable
conditions, increasing the odds of success.

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Taking 10: When your character is not in immediate danger or distracted, you may choose to
take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10.
For many routine tasks, taking 10 makes them automatically successful. Distractions or threats
(such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely
a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll
might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in
situations where a particularly high roll wouldn’t help.

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the
skill being attempted carries no penalties for failure, you can take 20.In other words, if you a d20
roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just
calculate your result as if you had rolled a 20. Taking 20 means you are trying until you get it right,
and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as
making a single check would take (usually 2 minutes for a skill that takes 1 round or less to
perform). Since taking 20 assumes that your character will fail many times before succeeding,
your character would automatically incur any penalties for failure before he or she could complete
the task (hence why it is generally not allowed with skills that carry such penalties). Common
“take 20” skills include Demolitions, Disable Device, Escape Artist, Notice and Open Lock (when
attempting to find traps).

Rolling 1: When the player is rolling a skill and gets the result of a Natural 1 on a d20 they fail at
the skill no matter how much they have in the skill ranks.
Rolling 20: In past d20 games a result of a 20 is a natural success. That is not the case here.
Instead it is taken as 20 to the skill many skills however on the result of a 20 are considered a
masterpiece, (when crafting, performing social actions, a piece of knowledge or even performing
an action) the result is that this is the way to make a masterwork item in game or to gain positive
reputation towards your character by creating a impressive action. Its also good to note that a 20
at times may also grant a bonus to future rolls for a given time.

Ability Checks and Mana/ Power/ Chi User Level Checks: The normal take 10 and take 20
rules apply for ability checks. Neither rule applies to concentration checks or chi user level checks.

Tools and Assistance


As a player, runs through a game they may come across the need to perform a higher then
possible result in a skill roll then possible. To aid this certain tools and gaining the assistance of
skilled people in the same skill will help aid the skill roll with a set bonus. For unknown assistance
of a NPC the GM can figure out the NPC’s skill number and roll. The character then grants a
bonus of +5 for every 5 points in their roll result. However gaining assistance does not grant a
result of a 20 from the NPC when they are assisting. The result of a 20 can only come from a
players roll. In the case of tools or certain environments (example: a blacksmith shop grants a
bonus to crafting weapons) grant a set bonus based on their entry in the rules or set by the GM.
Tools and Assistance is the only way to go beyond the skill limit of 100 for vastly complicated skill
checks.

Aid Another (Players Only)


You can help someone achieve success on a skill check by making the same kind of skill check
in a cooperative effort. If you roll a 10 or higher on your check, the character you’re helping gets a
+10 bonus on his or her check. (You can’t take 10 on a skill check to aid another.) In many cases,
a character’s help won’t be beneficial, or only a limited number of characters can help at once.
In cases where the skill restricts who can achieve certain results, such as trying to open a lock,
you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone. The
GM might impose further restrictions to aiding another on a case-by-case basis as well.

Skill Descriptions
This section describes each skill, including common uses and typical modifiers. Characters can
sometimes use skills for purposes other than those noted here, at the GM’s discretion. For a

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complete summary of all of the skills, see below. Skill descriptions adhere to the following
guidelines.

Skill Name: The skill name line includes (in addition to the name of the skill) the following
information.

Key Ability: The abbreviation of the ability whose modifier applies to the skill check.

Trained Only: If this notation is included in the skill name line, you must have at least 1 rank in the
skill to use it. If this notation is omitted, the skill can be used untrained (with a rank of 0). If any
special notes apply to trained or untrained use, they are covered in the Untrained section (see
below).

Armor Check Penalty: If this notation is included in the skill name line, an armor check penalty
applies) to checks using this skill. If this entry is absent, an armor check penalty does not apply.

Description: The skill name line is followed by a general description of what using the skill
represents.

Check: What a character (“you” in the skill description) can do with a successful skill check and
the check’s Difficulty Class (DC).

Action: The type of action using the skill requires, or the amount of time required for a check.

Try Again: Any conditions that apply to successive attempts to use the skill successfully. If the
skill doesn’t allow you to attempt the same task more than once, or if failure carries an inherent
penalty (such as with the Climb skill), you can’t take 20.

Special: Notes the effects of rolling a natural 20 or any other effects caused by the skill.

Restriction: This describes a restriction or limit to a skills use at a time or place.

Untrained: This entry indicates what a character without at least 1 rank in the skill can do with it.
If this entry doesn’t appear, it means that the skill functions normally for untrained characters (if it
can be used untrained) or that an untrained character can’t attempt checks with this skill (for skills
that are designated “Trained Only”).

Skill Summary:
Acrobatics - DEX - allows you to do flips and walk tight rope and such
Animal Empathy - SPI - used to befriend or command animal
Appraise - INT- used to determine the value of an item
Atonement – SPI – used to connect and communicate with nature and elements
Bluff - CHA - used to tell a good lie
Climb - STR - allows you to scale surfaces
Concentration - END - maintains control over difficult tasks
Control Shape - END - used to change from one form to the next
Craft (One craft from the list below) - INT- creates something
Demolitions - WIS - allows you to safely or not destroy things
Decipher Script - INT- used to read coded messages as well as research for information
Diplomacy - CHA - used to help befriend others
Disable Device - WIS - allows you to safely disarm traps
Disguise - CHA - change the way you look
Drive - DEX - Used in driving vehicles on land
Empathy – SPI – Used to read the minds of creatures or people
Escape Artist - DEX- allows you to escape bonds or grapples
Forgery - INT - used to write codes or make fake copies of paperwork

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Gamble - CHA - used to wager in games or cheat at games


Gather Info - COM- used to gather info from people
Intimidate - CHA- used to cause fear in target
Jump - STR - Allows you to jump distances
Knowledge (one Knowledge from the list below) - INT- ones knowledge of a subject
Martial Arts - STR- used to perform acts of Strength, perform some attacks and learn techniques
Medical - WIS - used to treat injuries and sickness
Navigate - INT - used to tell direction and maintain a course
Notice – WIS – used to detect noises and sights at distances, as well as detect truths
Open Lock - WIS - used to Open locked doors
Perform (performance type) - CHA - used to perform music, speech or dance.
Pick Pocket - DEX - used to take or place things in pocket without being noticed
Pilot - DEX - Used to drive/fly a ship
Profession (one form the list below) - WIS - secondary job
Read Lips - INT- used to read lips when listen cant be made
Repair - INT - used to fix broken items or vehicles
Ride - DEX - Used in Riding horses or such
Search - WIS - used to find hidden things
Seduction - COM - the art of charming someone
Stealth – DEX – lets a character move quietly and hidden from the notice of others
Streetwise - INT - Being able to identify the signs and gangs of the street
Survival - WIS - used to forage for food and water, skin hides, set traps
Swim - STR - used to swim
Taunt - CHA - Used to insult others
Use Rope - DEX - Used in making knots or binding people or things
Use Magic Device – CHA – used to control magical items and the powers they hold within
Use Technology – INT – used to hack computers, understand difficult mechanics and more

Knowledge Skills:
Area - info on a given island or town
Astrology – grants info on the heavens and helps in predictions of the future
Biology - info on Anatomy and biology
Foreign Culture - info on foreign ways and lifestyles
Geography - info on locations of known world
History - info on world history
Law - info on laws
Mechanics - info on machines
Military Science - technology and strategies of the military
Nature - info on all things natural
Ninjutsu – info and a understanding of ninja techniques and ways
Occult - info on the Dark and hidden Art
Poisons - info on poisons and venoms
Programing – info and understanding of computer language
Religion - info on religions

Craft Skills:
Armor / Clothing - create normal armor
Chemistry / alchemy - create/identify basic chemicals, powders
Cooking / Brewing - cook food and brewing stews and alcohol
Items / Jewelry - create basic items
Machines/Technology - create basic machines and advance Tech
Vehicles - create basic vehicles
Weapons / Firearms - create normal weapons

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Profession:
Bartender - skilled at get people to talk with a little help from a bottle
Book Keeper - skilled at acquiring knowledge through books
Bum - skilled at survival on the streets
Farmer - skilled at growing plants and harvesting them
Fisherman - skilled at the art of catching fish, and handling a boat
Herbalist - skilled at finding and gathering herbs
Home maker - skilled at keeping things clean
Lumberjack - skilled at getting supplies wood
Miner - skilled at getting supplies Metal
Officer – skilled at handling people and acting out the law
Politician – skilled at handing decisions and social issues
Potter / Artist - skilled at making pottery
Rancher – skilled at handling animals needs
Shop keeper - skilled at making deals on items
Tailor - Skilled at making cloths / cleaning / mending
Writer / Reporter – skilled at writing books and news reports

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Acrobatics
DEX Armor Check Penalty Applies

This skill grants the player the ability to perform acts of balance and Tumbles. Be it staggering
down a boat while in motion or walking a tight rope or small ledge the balance part of Acrobatics
is a key in any movement choice. The skill also has use in performing flips, slides and tumbles to
move through a difficult area or trap.

Check:
When using it for Balance its common to run across these situations thus the DC is listed here.
Example: DC:
Drunk / Ill walking normally 20
Walking on a moving boat 20
Walking on a beam 4 inches wide 30
Walking on a beam 2 inches wide 50
Tightrope Walking 75
Walking on Ice 40
Walking on Loose Ground 15

When using it for Tumbles / Flips to move through difficult situations


Example: DC:
Tumble from Jump 10
Tumble from Moving Vehicle 40
Tumble past Trap wire 50
Tumble past Laser sensor 75

Lastly is when trying to use the skill when Sliding through area sliding requires a running start.
Doing this action causes the player to become prone.
Example: DC:
Slide 5’ Normal Ground 5
Slide 5’ Rough ground 20
Slide 20’ Normal Ground 40
Slide 20’ Rough Ground 60

Action:
Depending on how the player chooses to use the skill determines on what kind of action is taken,
Balance actions are free, while Tumbles are a movement action and slides are a partial action.

Try Again:
Failing on this skill results in a fall or failing to move through the difficult situation, perhaps even
making the player prone to an attacker or taking falling damage. They can only recover from this
roll by trying the task again.

Special:
One can use this skill to move past an enemy so long as they don’t attack them and are in melee
combat. Any other time their movement is considered blocked and they can’t move forward.
For every 10 points in Perform Dance a player gains a +2 in this skill. On the result of a 20 the
action causes an Impressing act granting a bonus to reputation gain roll at the end.

Untrained:
This skill can be used untrained.

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Animal Empathy
SPI

This skill is used to befriend, handle and care for in day to day needs of animals and monsters.
Befriending an animal allows the player to change the domineer of the creature making them
ether less hostile or possibly even friendly towards them. The skill is also used to handle day to
day tasks of dealing with a creature such as feeding and cleaning up after them. Lastly Trainers,
Rangers, and Combo Ninja can use this skill to teach their pet / partner to perform tasks such as
fetch, sit, speak and such. (Note if the pet / partner has a high INT they may already speak
common or a given language)

Check:
When using this skill to befriend a creature the skill is affected by many situations

Examples: DC:
Tame Hostile Creature 75
Tame Docile Creature 40
Change Domineer Hostile 50

When using the skill to perform Day to day tasks is effected by the creature type, this also
pertains to gathering items from them like eggs
Examples: DC:
Feed Dog 10
Feed Tiger 50
Feed Shark 60
Gather Eggs Chicken 10
Gather Eggs Crocodile 75
Shear Sheep 25
Milk Cow 20

When Training a Pet / Partner at new Tasks


Examples: DC:
Fetch 50
Trick 75
Speak 30
Sit 20
Stay 10

Action:
The only time this skill is used in combat is Befriending the creature which at that time the skill
takes a full round to perform. The rest all remain as skill checks made with no sense of rounds in
mind. Some like training will have to be done regularly till the creature learns (time is determined
by the GM based on the creatures INT score)

Try Again:
Failure on Befriending the creature may cause it to run or attack, Failure on the day to day may
cause the creature to become hostile, or ruin the gathering attempt preventing any more to be
acquired by that creature. Failure on training can be re-rolled and its just determined that it took
longer to train the creature that day.

Special:
Profession Rancher Skill will grant a +2 Bonus for every 10 points placed in that skill. On the
result of a 20 on this skill the player gains a +5 bonus towards trying again with that animal.

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Untrained:
This skill can only be used untrained in handling the day to day tasks of an animal and gathering
from them. It can not be used untrained to befriend or teach a creature.

Appraise
INT

This skill is used to estimate the value of an item or object, calculate the amount of funds in a pile
and find hidden abilities of an object. It’s a skill highly used by both merchants and those with a
criminal background to estimate if a item can be sold for a high price, or if it’s just useless junk.
The break down is in two parts the value and the use of an item.

Check:
When using this skill one can choose to use it to estimate a value which can be affected by the
look and age of the object also used to estimate the amount in a pile of money or jewels

Example: DC:
Common Vase 20
Antique Vase 40
Jewel Value 60
Jewelry Value 40
Coin Pile 30
Other items 75

The skill can also be used to identify any special properties of the item
Example: DC:
Unique Item 40
Masterpiece 15
+1 Item 20
+2 Item 40
+3 Item 60
+4 Item 80
+5 Item 100
Unique Ability 50

Action:
This skill takes a full round action to estimate value to perform yet is often not used in battle
outside of greedy characters. Discovering the use of an item can not be performed in combat and
takes a roll representing hours of examination of it.

Try Again:
A Failed roll will not be reported to the player and they simply are given a value or possible use
that make be completely wrong. Its up to the player to try again for a different result.

Special:
The Skills Knowledge History, Decipher Script and Craft (Weapons, Armor, Items) can also be
used to find out about items uses and value. Knowledge History grants a +2 bonus on this skill for
every 10 points in that skill. Craft (Weapons, Armor, Items) skill grants a +2 bonus on this skill
when trying to figure out its uses for every 10 points in that skill. On the result of a 20 on this skill
grants a +5 bonus to try and discover the value or use of the item again.

Untrained:
This skill can not be used Untrained, try to do such will always get a wrong result.

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Atonement
SPI

Atonement is a skill one has to be able to link with the world around them on a new level. This
skill helps bring forth the player to gain a second sense about the world and find out of place
things and detect strange effects of the environment around them.

Check:
When using this skill one can choose to use it to Sense or read the environment to learn about
things coming or that occurred, even learning about sources of damages an area has taken.

Example: DC:
Sense Weather Changes 30
Sense Natural Disasters 60
Read Damages Suffered 20+ (DC is higher based on time passed)
Eternal Clock 10
Eternal Compass 50
Speak with Nature 75
Speak with Element 100
Understand/Read Elemental 40
Sense Hidden Rooms/Traps 30+ (DC is higher due to the Stealth roll)

The skill can also be used to establish a connection with the environment boosting elemental
based attacks and defenses. The DC is harder based on the smaller amount of steady element or
the presence of the counter element. This use can only be done through someone skilled in using
the elements to their ways (Monks, Ninja, Powers)

Example: DC:
Boost Elemental Attack 20+ (Doubles the damage of the attack)
Boost Elemental Defense 20+ (Doubles the defense)
Elemental assist 10+ (brings forth a small elemental to aid)
Add Element to Attack 30+ (Adds Element to an attack)
Add Element to Defense 30+ (Adds Element to a defense)
Elemental Movement 10+ (User Moves with small wake in element)

Action:
This skill takes a full round to activate and requires a concentration roll each round to maintain it
up.

Try Again:
A Failed roll will result in the elements being unwilling to help and the player cannot try again in
the area, they must move on elsewhere. On the result of a 1 the elements treat the user as a
threat and the user falls under unlucky defect effect (or more sever if they have it) while in the
area.

Special:
The skill gains a bonus to it for every 10 points in Knowledge Nature. This skill gains additional
bonuses the higher concentrated form of a set element within the area of the user. On the result
of a 20 on this skill grants a +5 bonus to its next use.

Untrained:
This skill cannot be used Untrained, try to do such will always get a wrong result or cause the
users action to outright fail.

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Bluff
CHA

This skill is used to create a lie or tell an untrue story to NPC’s in hopes to sway their way of
thinking. The use of fabricating lies to gain an advantage in some way is a very handy skill to
have. Sometime the skill can be used also to fool a target in combat to be distracted making them
more venerable to a sneak attack. The Skill is divided into three parts, Lies, Story Telling, and
Fooling opponents. Each time this skill is used the targets make an opposed Notice roll to
determine if they fall for the bluff, the DC they need to pass is the result the player made with the
bluff. If the target fails to get above the bluff roll then they will take it as truth. If they get above the
result they don’t believe the bluff.

Check:
Telling a lie is helpful in gaining treasures or could be the difference in you ending up going to be
executed for a crime.

Example: DC:
Passing Counterfeit money 20
Fooling Police off Trail 75
Taking credit for a task not performed 30
Scamming money 50

If one wishes to gain a higher standing among a crowd or gain a Reputation the way to go about
that is through story telling, of themselves or others, while less damaging towards criminal ways it
does have some difficulty in making other believe your stories or not.
Example: DC:
War Story 30
Fish Tale (about the one that got away) 50
Heroic Story (your heroics) 75
Legendary Story (you are equal to God) 100

The last way to use the skill is to fool a target in combat. This is far more difficult as often the
target is seeking to kill or harm the player.
Example: DC:
Bigger threat then you 50
Your on their side 90
You died or fallen 50
Distraction form another target 20
Feint 20

Action:
Telling a lie and story telling are both done out of combat, the first is relatively done quickly with a
single roll while the second one (which I suggest the GM get as much of the story from the player)
takes longer and may require more then a single roll. The last being able to fool an opponent is a
free action that can be preformed in combat and requires the target to make an opposed Notice
roll, on failing to surpass the player’s result they fall for the bluff and become venerable to an
attack.

Try Again:
Failing to pull of a bluff does not allow you to try again, while you can use another bluff (out of
combat to with a new lie. Failing tends to increase the DC of the future bluffs as people aren’t
easily fooled many times over after they detect they are being told a lie.

Special:
Several Knowledge Skills can aid in a lie granting a bonus to the DC. A person with a High
reputation has an easier time at telling convincing lies thus with every 5 ranks of good reputation

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the player gains a +2 bonus to bluff rolls. On the result of a 20 on this skill it grants the player
with a bonus towards their next reputation roll.

Restriction:
Player’s traits such as Chronic Lair and Honest Abe effect how often one would use and how
effective their bluff may be.

Untrained:
This skill can be used untrained with no restrictions on its use.

Climb
STR

This skill is use to scale surfaces. An important skill to use to get by difficult terrain like mountains
and cliffs, it also is used to climb trees, ladders, rope, and buildings. This skill only has one use.

Check:
The ability to climb is a very important on making at the difference; the difficulty is based on
different situations.

Example: DC:
Climb a ladder 10
Climb a rope 20
Climb Tree 40
Climb Rocky Cliff 40
Climb shear Cliff 60
Climb difficult terrain 75
Climb building stone / wood 75
Climb glass / metal building 90
Climb form upside down 100
Climb in Combat +30

Action:
The action of climbing is considered a move if in combat, but requires both hands to perform so
unless you have another way to fight your not very likely to perform this skill and attack at the
same time without falling.

Try Again:
Failing a Climb skill check is not a good thing, while the player can take actions to improve the
result of a failure, they are given a second climb check in order to regain their grip. If they fail on
the second the character is falling.

Special:
A ninja can take the ability or gain it through teaching that allows them a large bonus to this check
by expelling chi into making the climb. The result of a 20 on this roll grants the player a +5 on the
next time they have to use this skill.

Restriction:
Characters that took defects to arms and legs or characters suffering injured limbs will find it near
impossible to even try to perform this skill.

Untrained:
This skill can be used untrained without restrictions

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Concentration
END

This skill is used to maintain the steady use of multiple techniques or powers at one time or even
using them in combat without declaring taking a defensive action first. This skill is very vital and
failing it could mean the failure of a mission.

Check:
Difficulty of this skill is based on the situation they are placed in and the tasks they try to perform.

Example: DC:
Using a single Technique or spell 0
Using a technique or spell in combat 20
Using a technique or spell with an active ability 40
Using two techniques at one time 60
Maintain bardic Performance 15

Action:
Using this skill is a free action, and often in combat is the result of a reactionary action such as
being attacked while a technique is being used.

Try Again:
Failing this skill when it come time to use it often means the failure of one or multiple techniques
and abilities active in combat. There is no roll to recover from a failure. Its also important to note
that if the player does not make a declaration known to the GM that they are using the technique
on the defensive then they leave themselves open to an attack of opportunity and the need to roll
this skill to see if they can maintain the techniques use or waste the chi.

Special:
This is one of the only reactionary skills. It’s used more often as the result of an action and not a
task needed to be performed before hand. On the result of a 20 the player is granted a +5 bonus
on the next concentration roll.

Restriction:
If the player is asked to make the roll and they choose not to the action is a failure and dropped.

Untrained:
This skill can be used untrained.

Control Shape
END

This skill is used to change or resist a change of forms. No class has this as a skill and
considered a cross class skill to all. The player can gain this skill through in game training, or by
taking the feat Cosmopolitan. Transformation magic types are the primary users of this skill to
regain control over the possession or if they are competent in their skills bring out the possessed
form. The Skill is also used to change from into a mode of fighting, or in the case of mermaid
(over 30) gain use of their legs.

Check:
This skills difficulty is often affected by the DC of a possessed soul, also is based on the stress of
the environment they are being put through.

Example: DC:

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Switch Form +20


Maintain Form in hostile situation +50
Change into a combat mode 40

Action:
Using this skill takes a Full round to use, being attacked when doing this might require a
concentration roll to get to the result you want, failing the concentration roll causes the
transformation to return to normal (with the exception of going from animal form to Normal, in
which they remain in animal form mode)

Try Again:
A failure with the roll cause the form to drop
Special:
Control Shape is a cross class skill unless it is awarded through training or gained through the
feat Cosmopolitan. The result of a 20 on this skill grants a bonus of +5 towards the next use of
this skill.

Untrained:
This skill can not be used Untrained

Craft Armor / Clothing


INT

This skill creates armor or article of clothing for the character. The value is based of the quality
and reputation of the character. The character needs to ether purchase supplies or gather them
(using other skills). This skill lets the player treat / dye the materials, build the clothing or armor,
and even understand the uses of some armor by simply examining it.

Check:
When Dying or treating materials some objects can be more difficult then others.
Example: DC:
Dye Cloth 10
Dye Leather 40
Dye Metal 80
Treat Leather 50

When Making the armor and clothing the difficulty is based on the difficulty crafting
Example: DC:
Tailor Shirt 15
Tailor Jacket 25
Tailor leather armor 40
Tailor Studded Leather 50
Craft Plate Mail 80
Craft Chain Mail 75
Craft Breast Plate 60
Mend Clothing / Leather 20
Mend Armor (metal) 50

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The skill can also be used to identify any special properties of the item
Example: DC:
Unique Item 40
Masterpiece 15
+1 Item 20
+2 Item 40
+3 Item 60
+4 Item 80
+5 Item 100
Unique Ability 50

Action:
The action of crafting is impossible to be performed in battle it’s a skill to be done in down time
and may require special equipment or even a special shop like (black smith for crafting metal
armor) it is considered that most of this work is based on hours not seconds that many skills use.
In fact the higher the difficulty the longer in time it takes to craft the item.

Try Again:
Failing on a craft roll is known instantly and is considered a mess up when crafting (a result of a 1
may make a fault in the armor if the are multiple 1’s (see faults on armor in the items section).
The armor / clothing is not useless it can still be crafted it just takes another result to recover from
this mistake.

Special:
When rolling a 20 on a craft roll the player ether succeeds quicker or gains a Blessing (see item
rules for the listing of blessings.) For every 10 points in Profession Tailor the user is granted a +2
bonus to this skill.

Restriction:
Crafting Armor / clothing takes a set time limit to create. On clothing, its 1 hour per DC of the
clothing, thus a shirt takes 3 hours to make. While for armor, which is a stronger harder material,
its 6 hours per DC of the Armor thus a set of chain mail takes 450 hours (thats 18 ½ non stop no
rest days) but stopping between crafts is very much do able.

Untrained:
This skill can be used untrained but untrained the player does not gain bonuses from tools or
rooms that a trained person would.

Craft Chemistry / Alchemy


INT

This skill creates chemicals used to heal/harm/effect a designated target. It is also used to identify
chemicals as such. The player needs to gather materials and tools to craft the chemicals from as
well as store them in. This skill is split in ways of Healing, Harming, Effecting, and Identifying.
The DC of the crafted chemicals to remove such things as disease grant the player a bonus of +5
per every 5 of the medicines DC for each to make a new attempt to the save vs. the bad effect.
The is the way to figure out bonuses or DC’s on Chemical boosts, drugs and weapons are +1 per
every 5 of the chemicals craft DC and a set +10.

Check:
The skill can be used to craft powerful healing potions, salves, and pills. (for a full listing see
items section: Craft Chemicals)

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Example: DC:
Cure Light Potion (heal 1d8) 10
Remove/Treat Disease Pill (cure disease) 40
Healing Salve (heal 1d4, 1d10 rounds) 25
Cure Moderate Potion (heal 3d8) 50
Cure Serious Potion (heal 5d8) 80
Chi Boost Pill (Bonus chi gain) 40
Chi Restoration Pill (heal 1d100 chi) 50
Resist Disease Salve (Bonus to resist) 50

The skill can be used to craft powerful drugs, and ability effecting gasses, useful materials, and
poisons. (for a full listing see items section: Craft Chemicals list)
Example: DC:
Cocaine 60
Opium (DC vs. Illusion and addiction) 30
Nitrous Oxide (DC vs. uncontrolled Laughing) 60
Chloroform (DC vs. Sleep) 40
Glue paste (used to craft other items) 10
Chemical Dye (used to craft other items) 15
Flash Powder (DC vs. blindness) 25

The skill can be used to craft harmful splash based chemicals, deadly poisons, or even
dangerous explosives. (for a full listing see items section: Craft Chemicals list)
Example: DC
Acid, Common 30
Acid, Strong 60
Napalm 80
Mustard Gas 40
Nitroglycerin 50

The skill can also be used to identify any special properties of the item
Example: DC:
Identify Chemical +10 (plus chemical DC)
Identify Bonus +20 (per bonus)

Action:
Crafting chemicals takes time to craft and even is at times difficult to make outside a controlled
environment of a lab. Thus this is not a skill that often can be placed in combat. But at times
some natural chemicals may appear (see plant guide for choices) and once identified can be
used in their natural state. Identifying them takes a full round action. Leaving a chemical to craft is
unwise and often will cause the process to fail. Making chemicals requires a constant surveillance.

Try Again:
Failing at crafting a chemical goes many ways, One is the effect or DC is less than it normally
would be (if the roll is failed within 10), more then that destroys the materials making a useless
goo. Rolling a 1, causes the effect of the chemical to ether be reverse or explode in a violent
eruption or other effects (see chemical defects in the items section). Chemical can be added on
to with other chemicals but stacking effects of two of the same kind don’t work.

Special:
For every 10 points in Craft Cooking this skill is granted a +2 bonus. Rolling a 20 on this skill
grants a bonus to the chemical based on the crafters INT Modifier, this bonus on effect based
chemicals raises the DC of the item by the bonus, all others gain a bonus to damage or healing.

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Restriction:
Crafting takes time, all chemicals take 1 hour per every 5 in the DC. Some chemicals however
must be made in a controlled environment and thus can’t be made outside a lab.

Untrained:
This skill can not be used untrained.

Craft Cooking / Brewing


INT

This skill creates food, drink and even helps process food or supplies for later use. This skills
difficulty is based off of the type of food, environment, and what the overall goal is. Unlike other
crafts this skills DC are stackable on each other due to the environment and food and tools at
ones disposal. The skill is broken up in parts of Brewing, Cooking, and Processing

Check:
To use this skill to in Brewing is to craft liquids most likely alcohol from materials that have been
gathered.
Example: DC:
Brew in pot +50
Brew in Still +30
Brew in Brewery +10
Beer +20
Sake +50
Alcohol +40
Wine +10

To use this skill to create a meal in cooking it all depends on the quality of the ingredients and
environment of what there is as well as the overall goal.
Example: DC:
Bon fire +20
Grill +15
Oven +10
Poor Quality +30
Good Quality +10
Finest Quality +5
A simple meal +5
A Banquet +30
Gourmet Meal +50
Boil Water +5
Raw meal +15

The final way to use the skill of cooking is to process food for later use or to keep it from spoiling.
Example: DC:
Dehydrate +50
Smoked +20
Salted +20
Canned +10
Pickled +30

Action:
Cooking is impossible to be done in combat. It takes time to make a meal. Even more time to
brew and process food. Cooking takes 10 minutes per the DC of the final product. While Brewing
and Processing takes 1 hour per the final DC of the product. Once started leaving the food to
cook will cause it to fail and burn.

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Try Again:
Failing a craft cooking results in destruction of the ingredients or causing a meal that asks for a
DC vs. sickness based off the cooking. The player cant re-roll they would have to make a new
meal.

Special:
For every 10 skill points in Profession Home maker or Profession Bartender grants this skill a +2
bonus. Many items are out there that help grant a bonus to cooking skills such as frying pan.
Cooked meals that have the result of a 20 on the roll, grant a healing of 1d8+crafters level, per
meal.

Restriction:
Cooking can’t be used in battle unless a class or ability state other wise.

Untrained:
This skill can be used untrained, but only for cooking a meal and rolling a 20 does not result in the
healing bonus.

Craft Items / Jewelry


INT

This craft skill allows crafter to make various items as well as wearable jewelry or armaments.
This skill is for master artists and craftsman. In game terms it’s a handy skill to have as much of
the abilities to aid through crafting can be done faster in this skill out side of skills like (craft armor
or craft weapons) yet these do offer less of a bonus in the end. The skill is also used to identify
value and abilities of an item. The skill is divided in Crafting Items, Jewelry, and Identifying items.
Infusing items as they are crafted will create a blessed item that has abilities or other uses. (for a
full listing of the items and Jewelry see the items section: Misc. Items or Jewelry section.) Items
require certain materials and tools but unlike other skills can be done in any environment at no
added DC.

Check:
Using this skill to craft items allows the user to craft simple day to day items to even some with a
greater use.
Example: DC:
Broom 10
Pan 20
Bucket 15
Vase 25
Rope 15
Repair Item 20
Wooden ladder 30
Rope Ladder 50

Using this skill to craft jewelry or other wearable accessories that may by granting bonuses to the
user.
Example: DC:
Necklace 40
Earrings 30
Ring 40
Bracers 50
Belt 30
Shoes 60

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Arm band 40
Crown 80
Hat 30
Bracelet 40

The skill can also be used to identify any special properties of the item
Example: DC:
Unique Item 40
Masterpiece 15
+1 Item 20
+2 Item 40
+3 Item 60
+4 Item 80
+5 Item 100
Unique Ability 50

Action:
The task of crafting an item/jewelry takes time and can not be done in battle. It requires a set
amount of time based on what is being crafted. Items take 10 minutes per every 5 points in the
DC. While Jewelry takes 1 hour for every 5 points in the DC. Identifying takes a Full action or
more.

Try Again:
Failing on a craft roll is known instantly and is considered a mess up when crafting (a result of a 1
may make a fault in the item if the are multiple 1’s see items defects in items section). The item /
jewelry is not useless it can still be crafted it just takes another result to recover from this mistake.

Special:
Items as they are crafted can have chi used in the crafting which at times offers the item a unique
ability. Also rolling a 20 also grants a ability to the item bases on the items section.

Restriction:
This can’t be used in battle at any time.
Untrained:
This skill can be used untrained to craft basic items, these items can not be infused with chi or
gain a ability on the result of a 20. Jewelry can not be crafted from untrained.

Craft Machines / Technology


INT

Crafting Machines allows one to create useful tools and devices that help out in both adventures
and in other crafts. A truly skilled craftsman in this skill can create constructs to perform actions
under programmed orders. The skill is also used to identify the value and abilities of a machine.
While it doesn’t need a set place allowing the user to build anywhere machines require tools and
massive amounts of supplies which aren’t likely to be carried along a journey.

Check:
This skill can be used to craft simple or complex Machines
Example: DC:
Simple Lock 10
Complex Lock 50
Clock 20
Communication Device 70
Programmed Device 60

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Puppet 30
Construct 90
Drone 110
Cyborg 60+
Robot 80+
Nanobot 110+
Mecha 100+
Mechsuit 90+

The skill can also be used to identify any special properties of the item
Example: DC:
Unique Item 40
Masterpiece 15
+1 Item 20
+2 Item 40
+3 Item 60
+4 Item 80
+5 Item 100
Unique Ability 50

Action:
Crafting a machine takes allot of time. Doing so in combat is impossible. When rolling on this craft
the player is dedicating a set amount of time which is 1 hour for every 5 points in the DC. The
player can gather up their supplies and move elsewhere and work on it in their own time, staying
with the build is not necessary. Identifying a machines abilities is a full round action.

Try Again:
Failing on a craft roll is known instantly and is considered a mess up when crafting (a result of a 1
may make a fault in the machines if the are multiple 1’s (see faults on machines in the items
section: machines). The machines is not useless it can still be crafted it just takes another result
to recover from this mistake.

Special:
Rolling a 20 on this skill grants the Machine an special ability (see blessings on machines in the
items section: Machines). This skill gains a +2 for every 10 points in Knowledge Machines.

Restriction:
This skill can only be used by those trained in it and requires tools to build with.

Untrained:
This skill can not be used untrained.

Craft Vehicles
INT

A skilled task is being able to craft a vehicle, for long days of travel a vehicle is a better option
offering the player a chance to not exhaust themselves and arrive at distances that would take
days or even be near impossible to travel through human means. A handy skill to have on hand
to travel the world’s waters, skies and mountains. The skill allows the player to craft, repair and
fuel vehicles on top of value and identify abilities of other vehicles. To make the vehicles one
needs a shop to work, tools and materials to build from.

Check:
This skill can be used to craft, repair and fuel vehicles.

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Example: DC:
Make row boat 25
Make Bicycle 30
Make Engine 60
Make Cart 30
Make Fuel 20
Repair Vehicle 10+ (depending on the damage)
Make Sailboat 40
Make Car 80
Make Tank 100
Make Train 75

The skill can also be used to identify any special properties of the item
Example: DC:
Unique Item 40
Masterpiece 15
+1 Item 20
+2 Item 40
+3 Item 60
+4 Item 80
+5 Item 100
Unique Ability 50

Action:
This skill can not be done in a battle, it takes days to make a vehicle, 8 hours per 5 of the DC of
the vehicle. Building a vehicle is one that takes time so leaving it and returning to it doesn’t matter.

Try Again:
Failing on a craft roll is known instantly and is considered a mess up when crafting (a result of a 1
may make a fault in the vehicles if the are multiple 1’s (see faults on vehicles in the items section).
The vehicles is not useless it can still be crafted it just takes another result to recover from this
mistake. Identifying a vehicles ability is a full round action.

Special:
A roll of a 20 on this skill grants a Bonus to the vehicles movement of ¼ the players level x 10 in
feet per round. The skill Repair grants a +2 bonus on this skill for every 10 points in it.

Restriction:
This is a skill that both requires materials but also a place to work on it over the long hours it
needs to craft.

Untrained:
This skill can not be used untrained.

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Craft Weapons / firearms


INT

This skill is used to craft weapons, ammo and firearms, a handy skill for any team with the need
of weapons. The skill can be used outside of a shop but is not very useful out side a shop. Users
can also infuse chi into the crafting to grant bonuses and new abilities into weapons. The skill
requires supplies to craft the weapons. The skill can also be used to identify bonuses and abilities
of weapons and ammo. The skill is broken in three parts Weapons, Ammo, and Identifying.

Check:
Using the skill to craft Weapons is based off the type of weapon being made.
Example: DC:
Sword 40
Staff 15
Bow 25
Dagger 20
Rifle 70
Mace 30
Club 5
Axe 40
Hammer 20
Spear 10

Using this skill to craft ammo creates 10 of the ammo in one process
Example: DC:
Sling Bullet 5
Arrow 15
Dart 20
Ninja Star 10
Rifle Bullet 50
Pistol Bullet 50

The skill can also be used to identify any special properties of the item
Example: DC:
Unique Item 40
Masterpiece 15
+1 Item 20
+2 Item 40
+3 Item 60
+4 Item 80
+5 Item 100
Unique Ability 50

Action:
Crafting a weapon can’t be done in combat. Crafting takes 1 hour per every 5 for the DC of the
weapon or the ammo. While it takes a full round action to identify a weapons properties.

Try Again:
Failing on a craft roll is known instantly and is considered a mess up when crafting (a result of a 1
may make a fault in the weapons if the are multiple 1’s (see faults on weapons in the items
section). The weapons / firearms is not useless it can still be crafted it just takes another result to
recover from this mistake.

Special:
Weapons as they are crafted can have chi used in the crafting which at times offers the weapon a
unique ability. Also rolling a 20 also grants a ability to the item bases on the weapons section.

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Restriction:
Crafting Weapons can be used untrained but is limited to simple weapons, and can not be
infused to with chi.

Untrained:
This skill can be used untrained in crafting simple weapons only.

Demolitions
WIS

This skill is used to plan and set an explosive to gain the best result in destruction from it. This
skill can mean the difference in getting a hole in a wall or having a wall collapse down on the
explosives expert. This skill lets the player determine where to place explosives to get the best
results and not bring harm to others unintentionally. The skill can also be used to identify the type
and location where explosive where used in ruins.

Check:
Using this skill lets the user determine the best place to set explosives to destroy something.
Example: DC:
Shaped Charge 40
Dynamite 10
Homemade Explosive 50
Explosive Burn 40
Cutting Charge 60
Detecting Explosives Used +40

Action:
This skill can be used in battle but takes a full round action to perform, unless an ability states
otherwise.

Try Again:
Failing on this skill does not mean it can be re-rolled the result of failing results in ether destroying
the set target or worse case causing harm to the user or allies with the skill.

Special:
On a 20 with this skill grants and additional damage on the explosive, or on identifying the
explosive grants an +5 on the next time the skill is used that way even if it fails to identify.

Restriction:
This skill requires a form of explosive to be placed with the exception of looking through damage
to see what kind of explosive and where it was placed.

Untrained:
This skill can not be used untrained

Decipher Script
INT

This skill is used to understand and send coded messages, research books for information and
gain knowledge on info one doesn’t have previous knowledge in. This skill is handy when sending
coded messages back and forth between commanding units and teams, its also handy for those
with few knowledge skills allowing them a way to research through books and papers to find an
idea on what they need in info from the knowledge they seek.

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Check:
When using this skill decode a message its difficulty is based on the code type
Example: DC:
Numeric Code 40
Invisible Ink Code 10
Message Code 50
Image code 50
Partial Code 70

When using this skill to research a subject the difficulty is based on the rarity of that knowledge
Example: DC:
Common knowledge 20
Advance Knowledge 40
Hidden Knowledge 80
Rare Knowledge 100

Action:
This skill is used out of combat only. Both ways of using this skill takes time and even a proper
location like a library to get research materials on subjects. Using the skill depending on the DC
make end up taking days to research or understand. Doing research can be interrupted and not
affect the skill in any way.

Try Again:
Nothing occurs other then failing to receive the info from the use of the skill when failing, so re-
rolling the skill is very possible with no difficulty.

Special:
Rolling a 20 on this skill even if the result fails to make the DC grants a +5 for the next time the
skill is used to assist in getting the skill to pass.

Restriction:
Do to the time requirements this skill is not useable in combat and may require a location such as
a library.

Untrained:
This skill can be used untrained but rolling a 20 does not get the bonus to next roll.

Diplomacy
CHA

This skill is used to talk and influence the way and opinions of individuals, through strong
arguments, debate, and speeches. A handy skill to be used to help dealing with situations with
more finesse then raw muscle and brute strength. This skill can be used to Influence decisions or
to rally a group.

Check:
Using this skill to Influence Decisions the player suffers a DC on the attitude of the target towards
them and the decision they need to make.
Example: DC:
Enemy, something they are against 100
Enemy, something they are for 80
Angry, something they are against 80
Angry, something they are for 60
Neutral, something they are against 60

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Neutral, something they are for 40


Happy, something they are against 40
Happy, something they are for 20
Loyal, something they are against 20
Loyal, something they are for 5

Using this skill to Rally a group has its DC based on the attitude of the crowd.
Example: DC:
Calm an angry crowd 60
Calm a mob out for blood 80
Enrage a mob 20
Enrage a gathering 60
Gather People around 10
Sway the opinion of a group 50

Action:
While the skill can be used in combat it is rarely done as often in battle it is hard to influence
people beyond their current state. But in ether way the way the player uses the skill it is
considered a free action.

Try Again:
Failing to perform diplomacy will often make any future attempts a much harder then to do, In
some cases it might even enrage the target towards the user of the skill if failed by a great
amount.

Special:
When rolling a 20 even if the end result fails to beat the DC of the skill the player gains a +5 to
the next attempt and does not have a negative result of the speech its taken as they haven’t yet
swayed their influence on their target.

Restriction:
The only restrictions is that the words being used to influence must be heard in the case of
spoken or written in the case of reports and letters. It is also suggested to GMs ask that the
player say what they are trying to say first before making a roll as their choice of words may effect
the DC of the roll.

Untrained:
The skill can be used untrained, but the results of a 20 do not apply to those not trained in this
skill.

Disable Device
WIS

The skill Disable Device is a handy one to have in team. The skill could make the difference of a
trap going off on the players or safely being destroyed or dismantled. It is also used to find and
destroy weak points in machines. The skill is broken up in two parts Disarming, Salvaging.

Check:
When disarming a device the player is out to destroy or deactivate the item so it is not used again.
Example: DC:
Disarming Tripwire trap 10
Disarming Tripwire explosive 30
Disarm Pressure plate trap 50
Disarm pressure plate explosive 75
Disable Vehicle 40

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Disable Construct 80

When Salvaging the player is seeking to ether collect from the disarmed trap or change operation
of the device

Example: DC:
Salvage Explosive trap 60
Salvage Trap 40
Change Orders Constructs 100
Hot Wire vehicle 40

Action:
Trying to disable a device in combat is vastly difficult if not impossible adding an additional +40 to
the DC to perform. But often the skill is used outside of combat. In both cases it takes a full round
action or longer depending on the task they are trying to perform.

Try Again:
Failing to disable a device is not known to the player till they follow through with the actions that
normally would set the device to become active. Because of this its completely up to the player
on if the device is disabled or not. If they think they failed they can keep trying till they are
satisfied. While Savaging a item using the skill only allows one roll if they fail to succeed then the
salvage can’t be done again.

Special:
This skill allows the player to both destroy and gather the remains to use themselves on their own
or other devices. Rolling a 20 does not guarantee a success on this skill grants a +5 on trying this
skill again. Many tools are available to help with this skill. For every 10 points in Knowledge
Machines grants a +2 to this skill.

Restriction:
The skill has no restrictions other then the fact that it’s a trained skill only.

Untrained:
This skill can not be used untrained. The untrained have to find other ways to disable devices.

Disguise
CHA

This skill is used to hide ones personal look form eyes in a public setting. This skill is used in two
ways one in changing the physical look of the character through the use of makeup costumes or
even props, the other is to change the look through performance of actions, such as how they
walk, talk or even smell.

Check:
Using this skill to disguise the physical look is based off what one is trying to hide.
Example: DC:
Hide or add Scars 10
Change Hair color 15
Change Age look 40
Change Sex Look 60
Change clothing 5
Change Skin color 15
Change racial look 50
Change look to animal 70
Change look to object 80

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Using this skill to disguise the actions of the character has a Dc based on how they have to
Act
Example: DC:
Act different age 25
Act like different sex 20
Act like Animal 50
Act like object 60
Act like completely different person 50
Act like different character class 75

Action:
While this skill is and at times constantly used in combat it’s mainly takes prep time out of combat
to set up. The harder to perform the longer it takes to prep.

Try Again:
If a disguise roll is failed it results in one of two issues, the first being the failure is discovered and
the disguise attempt reveals them to those they are hiding from a second attempt is not possible
with the same disguise. The second is they aren’t discovered yet and can make a second attempt
with the same disguise.

Special:
When the result of a 20 is made even if it fails the DC grants the player a +5 to a second attempt
and a +5 to Stealth checks. Ninja’s have the technique “Transformation” this grants them a
massive bonus to this skill without disguise kits but uses up chi which can go detected. There are
many items that give bonuses to disguise attempt like makeup / disguise kits or costumes.

Restriction:
While this skill can be used untrained to act out a role, it can not be used untrained to disguise
one self physically, instead it’s a good advice to get another person with the skill to apply the
physical changes.

Untrained:
The skill is useable untrained in acting out the role of a disguise but does not gain the bonuses
from the result of a 20 and can not be used when applying a physical disguise.

Drive
DEX

This skill is used to operate, control and even perform tricks with machine operated vehicles.
Unlike operating a horse or other creature it takes a deal of trained skill and knowledge to operate
a vehicle. Using this skill is based on two types of difficulty, one being performing a trick, the other
being operation a type of vehicle.

Check:
To use this skill to operate a type of vehicle bases the difficulty.
Example: DC:
Operate Car 20
Operate Train 30
Operate Tank 60
Operate Construction Equipment 50
Operate Motorcycle 40

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To Perform a trick with the vehicle also is a way with the skill based on the difficulty of the trick
Example: DC:
Quick 360 turn 30
Spin out recovery 20
Ride on two wheels (not motorcycles) 70
Wheelie 40
Jump gap 40 (+10 for every 10ft over 10ft)
Sudden reverse 20
Aggressive Driving 30

Action:
These actions can be performed in combat and often are of the mobile combat as actions used to
help operate, this skill is used as a move action for basic operations and standard action for tricks.

Try Again:
Failure to operate the vehicle can be retried so long as the vehicle is in working condition.
However failing in tricks may cause the vehicle to crash and no second roll will be made, it is up
to the Gm if they can recover from the trick (getting a second roll) or crash the vehicle.

Special:
No the result of a 20 the player can operate any vehicle without crashing it immediately but must
continue to make rolls if they still failed the DC of operation, if they pass the DC they get a bonus
of +5 on the next trick, getting a 20 on a trick grants +5 on the next trick or on operating the
vehicle. For every 10 points Craft Vehicle skill the player gains +2 in this skill.

Restriction:
The only restriction is that the vehicle is in work order to be operated by this skill. DC may be
increased if there are some issues such as a flat tire, engine problems or such.

Untrained:
This skill can not be used untrained.

Empathy
SPI

Empathy is a skill that lets a player delve into the thoughts of others and gather surface thoughts
and actions. On greater skill one can even go deeper reading the minds of a target that they have
a prolonged time to study.

Check: This skill have two routes that can be taken when using it, the first is considered surface
thoughts and emotions. Doing things, such as studying a target for lies that they may be telling, or
being able to gain a targets opinion of something being presented. The longer a target is studied
the less the DC for performing the skill.

Example: DC:
Read targets Opinion on 30+
Read targets Emotions 10+
Lie Detection 40+
Read Targets recent events in life 60+
Identify a person based on room 80+
Read a crowd to find a target 50+

The second form of using the skill, is delving deeper into a targets mind, this version of the skill
can only really be done with though possessing psychological abilities is a must to perform the
skill this way. (Ninja, Psychics, Powers)

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Example: DC:
Read Targets Surface Thoughts 10+
Read Targets Lost Memories 90+
Place Trigger Word Suggestion 50+
Alter Thoughts 60+
Alter Memories 80+
Read Memories 30+
Create Mental Block 40+
Block Thoughts from Others 40+
Block Thoughts of Others from Others 80+

Action:
This Skill takes at least a full round to activate and is one of the few that taking a 10 or 20 is not
allowed.

Try Again:
A Failed roll will result in the subject being able to block out the user from gaining access to
information that they are seeking. On the result of a 1 the target becomes immune to further
attempts of them by the user for 24 hours.

Special:
On the result of a 20 the player gains a bonus +5 to the next use of the skill and to any social rolls
to that target in the next in game hour, even if the result of a 20 doesn’t pass the DC needed.
Additionally players with psychic abilities can gain a thought (if the DC isn’t passed the thought
can a clue but not the actual thought needed) or something extra /random from the target.

Untrained:
This skill cannot be used untrained and will fail every time it is used for those untrained.

Escape Artist
DEX

Escape Artist is a handy skill for those that often find themselves in tight binds (literally). The skill
can be used to get out of bindings and to avoid the domination of a grapple. The skill is broken up
in two parts Bindings and Grapples.

Check:
Using the skill to escape bindings is something that can turn your character from a captive to a
freeman.

Example: DC:
Rope Binding 20
Hand Cuffs 40
Manacles 30
Straight Jacket 80
Bound to stretcher 75

Using this skill to avoid a grapple is a strong advantage for those with less physical strength then
those that specialize in grappling

Example: Bonus vs. Grapple result:


+5 10
+10 20

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+20 40

Action:
Performing this skill to escape bindings is a standard action, thus you can escape the bindings
and move as well. When using it in grapple attempts it’s a free action as its used to avoid the
actions of a target.

Try Again:
Failing the roll has no side effect other then having failed to escape. A re-roll can be made on the
players next turn.
Special:
On a 20 even if it fails to get the player free the next time that they have to use this skill they gain
a +5 bonus to break free. A player gains a +2 bonus in this skill using it in grapple for every 10
points they have in Acrobatics. A player gains a +2 bonus in this skill using it in bindings for every
10 points they have in disable device.

Restriction:
To avoid grapples is only available to those that have this as a trained skill. Untrained one can
still attempt to get free but are likely at a greater disadvantage in skill.

Untrained:
This skill can be used untrained in attempts to break free of bonds.

Forgery
INT

Using forgery can both create copies of documents, but also can be used to make illegal copies
of money and write coded messages to other sources. A handy skill to have in dealing with a
lower then lawful world, being able to make fake money when one is short on cash and also
handy on making copies of important documents for spying needs.

Check:
The skill is used to copy some kind of document.
Example: DC:
Copy paper work 20
Copy Blueprints 40
Code a message difficult 50
Code a Message Complex 80
Code a message simple 20
Forge money 75
Identifying a Fake Message / money 20

Action:
This skill can be performed in combat taking a full round action or longer, but is more often used
out of combat to take time and make sure the forgery is similar to the original.

Try Again:
Failing to perform the forgery can ether go notice or unnoticed depending on the time they have,
the more time the player has then they have time to make additional rolls to see if something was
missed in their skills or not. If they don’t have time then the mistakes could go unnoticed causing
errors in messages or counterfeit money. Ultimately it is the players call to re-roll the Gm is not to
tell them if it passed or not on this skill till it fails to be passed on as information or money.

Special:

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On the result of a 20 this skill grants the player a +5 on the next use of the skill whether they
passed the DC or not. For every 10 points in Decipher Script grants this skill +2 bonus.

Restriction:
This skill requires an original document to copy from

Untrained:
This skill can not be used untrained.

Gamble
CHA

The Gamble skill allows the player to learn the odds of a situation, or cheat in games of chance. It
also informs the player of how the game of chance is played with out having it explained to them.
This skill is a handy one to have for characters that like to place money on games of chance or
even want to guess the odd of situations.

Check:
Using this skill helps one learn the odds or cheat at a game based on a set DC. DC’s can
increase with other players of the game of chance also cheating or in a highly watched game.
Example: DC:
Cheat at Poker 30
Cheat at Black Jack 60
Cheat at Dice Game 50
Cheat at Race betting 80
Cheat at Roulette 75
Count Cards 40
Learn odds of Battle 30
Learn odds of war 60
Learn odds of Game of chance round 70
Size up another players skill 50

Action:
This skill is used in a single action and often is not used in battle, learning the odds however can
be done in battle and is a standard action to work out.

Try Again:
Failing only truly fails if it goes unnoticed. Thus just because someone failed to get the result they
wanted on a roll doesn’t mean the jig is up and they can to roll again the next round without any
added suspicion. Meanwhile if it does go noticed until they are called off on it the GM can keep
letting the player roll on cheating but each time they are caught the DC for the notice of it will
keep going down till they are called on it. Failure on counting odds just means the math is wrong
and a different result then calculated, can occur.
Special:
On the result of a 20 the whether the player succeeds or fail the player is granted a +5 for the
next time they need to use this skill. For every 10 points in Pick Pocket grants this skill a +2
bonus.

Restriction:
This skill is not needed to play a game of chance, however it is needed to cheat at a game of
chance.

Untrained:
This skill can not be used untrained.

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Gather Info
COM

This skill is used to talk to and get informed by the public completely based on the public
reputation on the character. This is a vital skill to gain info that is in the public know for issues of
information. In many ways this is the only way to learn certain information.

Check:
The skill is used to gain information and the difficulty is based on the public opinion and
reputation of the characters.
Example: DC:
Friendly, basic info 10
Friendly, Difficult info 30
Friendly, hidden or rare info 50
Enemy, Basic info 50
Enemy, Difficult info 80
Enemy, Hidden or rare info 100
Neutral, basic info 20
Neutral, Difficult info 50
Neutral, hidden or rare info 70

Action:
The skill is not used in combat at all (as townsfolk most likely will run and hide in a battle or fight
along in some way) the skill take little time to occur though out of game and the answers will be
based on the characters questions and the NPC’s knowledge of the question.

Try Again:
Failing to succeed in gathering info will only cause the target to ether shut up or be unable to
answer. A re-roll is not possible as the results of the skill are immediate. It is important though the
player ask their requests of for info first before rolling as how they ask may raise or lower the DC.
It is completely up to the player if they believe on if the NPC actually knows more or not.

Special:
Rolling a 20 grants the player a +5 in the next use of the skill even if they fail to passed the DC
needed to succeed at the skill. For every 10 points in the skill Profession Bartender grants a +2
bonus to this skill.

Restriction:
Using this skill requires being able to approach a townsfolk, forcing them makes the skill
intimidation and not Gather Info.

Untrained:
This skill can be used untrained but untrained the bonus gained from the result of a 20 does not
apply.

Intimidate
CHA

Glaring over or bringing fear into the hearts of your enemies is done through Intimidation. This
skills task is mainly to cause fear in those weaker then you. But at times can be used to impress
or even amaze an audience. The difficulty of this skill increases with the opposing targets own
skill. A higher level target is harder to intimidate then a lower level.

Check:
The skill is used to cause fear or awe to a target its DC is based on the task and target.

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Example: DC:
Fear low level target 20
Awe low level target 10
Fear equal level target 40
Awe equal level target 30
Fear higher level target 70
Awe higher level target 60

Action:
To intimidate someone is a free action, but it can only be acted out once during the players turn.

Try Again:
Failing to Intimidate makes the subject less likely to fear or be in awe to you. Granting the next
attempt by the player, a higher DC. The next round a player can try again at the intimidation but
will find it’s much harder as they already are proving to not be a threat to the target.

Special:
A player gains a +2 in this skill for every 10 points they have in the taunt skill. On the result of a
20 on this skill it grants the player with a bonus towards their next reputation roll. A player gains
+2 to this skill with every 10 points in Martial Arts.

Restriction:
A player can’t make an intimidate roll unless they have it as trained. They can how ever activate
intimidate through a grand action such as a great act of strength.

Untrained:
This skill can not be used untrained willingly. It can happen though through actions in game.

Jump
STR

Jumping is a skill is set to be used when one needs to ether reach great heights and distances in
one action. The skill is used to leap distances such as gaps between buildings, cliff and such; it
also is used in jumping up and down heights. This vital skill lets players latterly go to new heights
in their actions.

Check:
The check needed for this skill is based on distances and how the player is trying to jump the
distance.

Example: DC:
Leap Forward Distance 10’ 20
Leap up Distance 10’ 60
Leap down Distance 10’ 10
Leap sideways Distance 10’ 40
Leap Forward Distance +10’ +20
Leap up Distance +5’ +30
Leap down Distance +10’ +10
Leap sideways Distance +10 +40

Action:
Using this skill is considered a Partial Action in most cases, except when using it when going
down a distance, then the skill can be taken as a free action to lessen the damage from a fall. By
an increment of how much they roll past the DC of the Jump.

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Try Again:
Failing at making a Jump does not allow a re-roll to recover unless its jumping a gap that failed
the player can make another roll to lessen the fall damage. Failing in a jump means in some way
the player is going to fall. Anything above a 10’ distance takes 1d10 in damage for each 10’
increment of falling.

Special:
The result of a 20 if the player still is unable to beat the DC gain both a +5 on a second roll
attempt to succeed, if its still unable to succeed from that jump then the +5 applies to the roll to
lessen the damage from falling. For every 10 points in Acrobatics grants +2 in this skill.

Restriction:
The only restriction to this skill is based on defects or injuries, as well as carrying a heavy or
difficult load. Which all make performing this task a problem.

Untrained:
This skill can be used untrained.

Knowledge Area
INT

This skill lets the person have intimate knowledge of a given area, be it a town, village, country,
building or just a chunk of land. This knowledge covers many subjects that fall in this set area
such as water supply, food supply, people in the area, hidden places in the area, special dealers
and shops.

Check:
A check in this skill lets the player with the selected area make rolls that grant bonuses to several
other skills, such as Search, Notice, Gather Info, and Diplomacy so on. The skills difficulty is
based on what task they need.
Example: DC:
Know persons basic location 40
Know stores location 10
Know where to go for Great Deals 30
Know good source of Info 50
Know Hidden Locations 60

Action:
This skill can be used at any time and its action is considered a free action.

Try Again:
Failure on this skill just means they fail to recall or don’t have the info, the player can choose to
make a re-roll on the skill.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of what they may have at a location or have a good relationship with the person they
are seeking.

Restriction:
This skill only applies to given locations the player lists on their character. It can not be used to
gain other areas of the world not listed.

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Untrained:
This skill can not be used untrained

Knowledge Astrology
INT

This skill lets the person have intimate knowledge of the stars and what secrets that they hold. It
helps in learning of their power and influence on the world and even help predict someone’s
future and how the stars affect them.

Check:
A check in this skill lets the player Detect the relation of the stars as they stand at that time, and
figure out any secrets that they may hold in peoples lives
Example: DC:
Know position of the stars at day 40
Know position of the stars at night 10
Determine the Horoscope of person 30
Predict a persons future luck 50
Predict a persons future general 60

Action:
This skill can be used at any time and its action is considered a free action.

Try Again:
Failure on this skill just means they fail to recall or don’t have the info, the player can choose to
make a re-roll on the skill.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of what they may have at a location or have a good relationship with the person they
are seeking.

Restriction:
This skill only applies to given locations the player lists on their character. It can not be used to
gain other areas of the world not listed.

Untrained:
This skill can not be used untrained

Knowledge Biology
INT

This skill lets the play have knowledge of the physical workings of a creature, human or even the
unknown. Using this skill both applies to knowing how to effect some one through injuries and
healing, and also helps identify on if living creature is living or not, this skill even at higher skill
aids in seeing through illusion’s.

Check:
Using this skill informs the player of the inner workings of a living target, higher skill even lets
them see through the illusions.
Example: DC:
Human normal 15
Human acting odd 25
Common Animal normal 30

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Common Animal acting odd 40


Rare Animal normal 50
Rare Animal acting odd 60
Unusual Creature normal 70
Unusual Creature acting odd 85
See thru illusions 50+ (+5 to the DC based on illusion
users per each of the user level)

Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failure on this skill may bring about false readings, I.E. you might think a normal person has an
injury that they don’t or they may appear to be perfectly fine. Its up to the player to believe the
result or not. Then make a re-roll through their call.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of if what they see is an illusion or not, give a good idea of health or injuries target
may have.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill can not be used untrained.

Knowledge Coding
INT

This Skill lets the player know how to build, protect, and search systems of numbers and letters
that make up programing language of technology. It goes on to reveal hidden secrets people use
to hide in technology.

Knowledge Foreign Culture


INT

This skill lets the player know the actions, culture and places of a set place outside the players
own home town.

Check:
This skill is used to know about foreign events, places, people, basic lifestyles

Example: DC:
Basic Culture 10
Popular Locations 20
Important People 25
National Holiday 30
Up and Coming Person 50
Shady locations 60
Days of Importance 55
Advance Culture 75
Town Secrets 85
Hidden Locations 90
Historical date of a Location 80

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Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failure results in possible bad information its up to the player to determine if the info they are
given is false or not.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of the events, places, people and mannerisms of people from certain foreign cultures.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill can not be used untrained.

Knowledge Geography
INT

This skill lets a player understand the make and lay of lands to better figure out places of hiding,
Locations of towns, water and food.

Check:
This skill is used to survey and understand the basic workings of nature to estimate locations of
vital necessities
Example: DC:
Locate Water location Field 20
Locate Water location Dessert 80
Locate Water location Artic 40
Locate Food Field 30
Locate Food Dessert 60
Locate Food Artic 70
Locate Town 40
Find Easy way up Mountain 30
Find Easy way up Cliff 50
Find Easy way through swamp 20

Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failure may cause in having bad information and often won’t be known till arriving in a given area,
a player can determine at any time to re-roll in double checking their info is right or not

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of the lay of the land possible locations of food and water, even chances to find
hideouts or hidden locations.

Restriction:
There is no restriction to using this skill once trained in it.

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Untrained:
This skill can not be used untrained.

Knowledge History
INT

This skill lets players understand and have knowledge of events that have occurred in the past.
Be it recent past to distant events.

Check:
This skill is used to reference events, people, and legends and even sometimes towards
identifying items, places and lost languages.

Example: DC:
Historic Event 20
Historic Person 30
Legendary tales 40
Historic Item 70
Historic location 50
Lost Language 90

Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failure may result in bad information, its up to the player to determine if the information is false or
not and to take that info and re-roll for a different result

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of historical items, legendary people, places and events. They can recite many of the
stories at heart and can recall vital info from them.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill can not be used untrained.

Knowledge Law
INT

This skill lets the player know and understand the vast array of laws and actions to create masses
of paper work involved in contracts and political actions.

Check:
This skill is used to understand, laws, contracts, and how to best use the law and the ways
around them.
Example: DC:
Write New Law 20
Understand Law 30
Write Contract 50

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Understand Contract 60
Find Legal Loopholes 80

Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failing could result in bad information, thus its up to the player on if they past or not and whether
they re-roll their results

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of laws and how they are written. They can use this knowledge to provide legal
assistance, write contracts or even know ways around the law to acquire info or wealth.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill can not be used untrained.

Knowledge Mechanics
INT

This skill lets the player have a strong understanding of the inner workings of machines,
mechanical devices, vehicles and figuring out how best to use them.

Check:
This skill grants the player an knowledge of the inner workings of all machines and also what kind
of machine could be used to help out in a situation.

Example: DC:
Identify Machine Basic 20
Identify Machine Advance 45
Identify Machine Complex 80
What works best here 30+

Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failure may result in bad information, its up to the player to determine if the info is bad or not and
its up to them on if they choose to re-roll for a different result or not.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of the inner workings of machines and what parts and supplies would be needed in
building, repairing or destroying said machine.

Restriction:
There is no restriction to using this skill once trained in it.

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Untrained:
This skill can not be used untrained.

Knowledge Military Science


INT

This skill lets the player have knowledge on complex weapons, explosives, armor and other
devices used by armies and ways to used objects as such.

Check:
This skill is used to identify, understand their use and how to operate complex weapons,
explosives, armor and other devices safely.

Example: DC:
Identify Explosive Type 50
Identify Weapon 30
Identify Armor 40
Identify Military device 70

Action:
This skill can be used at anytime and used as a free action.
Try Again:
Failure may result in bad information, its up to the player to determine if the info is bad or not and
its up to them on if they choose to re-roll for a different result or not.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of what a complex device is needed to solve certain issues and best places to
strategically use said devices.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill can not be used untrained.

Knowledge Nature
INT

This skill lets the player identify plants, animals, and their uses.

Check:
Knowledge Nature is used as a vital skill in identifying plants, materials and uses of things found
in the wild (for items DC’s see Plant guide rules section) Below is a basic setup of DC’s as they
stand for new plants and Materials.

Example: DC:
Identify Plant Common 15
Identify Plant Uncommon 40
Identify Plant Rare 60
Identify Uses Common 15
Identify Uses Uncommon 40
Identify Uses Rare 60

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Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failure may result in bad information, its up to the player to determine if the info is bad or not and
its up to them on if they choose to re-roll for a different result or not.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of what a plant has in both uses and if its safe to use as a food source, also in
identifying animals.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill can not be used untrained.

Knowledge Ninjutsu
INT

This skill lets the player identify techniques, village markings, ninja coded messages, even Clans
and Families.

Check:
This skill lets the player identify techniques, elements, hand symbols, and ultimately the amount
of chi needed to perform, a skilled user of this technique can learn a new technique from using
this skill.
Example: DC:
Identify D – class technique 10
Identify C – class technique 30
Identify B – class technique 50
Identify A – class technique 70
Identify S – class technique 90
Identify Elements in Technique 60
Identify hand symbols 40
Identify Chi cost 80
Identify Technique Requirements 75
Learn Technique (Rank Identify + / - Study Time)

Action:
This skill can be used at any time and used as a free action.

Try Again:
Failure may result in bad information, it’s up to the player to determine if the info is bad or not and
it’s up to them on if they choose to re-roll for a different result or not.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of what kind of technique, what signs are needed, if it requires an element source

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even if it’s a unique technique or not. When learning a technique each week dedicated to study of
the techniques use drops the DC by 5 on the roll to learn the technique.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill cannot be used untrained.

Knowledge Occult
INT

Knowledge of the dark, and unknown areas of the world. An understanding of dark arts, unknown
objects, and/or creatures.

Check:
This skill is used to have knowledge in the dark arts. Letting the player have knowledge, of rituals,
demons, mysterious objects, and creatures of the world. At times a player that is skilled in magic
can study to learn a new magic type to add to their list.

Example: DC:
Common Ritual 20
Rare Ritual 50
Demon Types 40
Demon by Name 70
Mysterious Item 45
Mysterious Item Rare 70
Mysterious Creature 40
Mysterious Creature Rare 65
Learn new Magic Type 70

Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failure may result in bad information, its up to the player to determine if the info is bad or not and
its up to them on if they choose to re-roll for a different result or not.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of dark rituals, skills and demonic paths which may be used or required to perform
tasks.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill can not be used untrained.

Knowledge Poisons
INT

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Knowledge of types of poisons, drugs and venoms, as well as ways to deliver them to their
victims.

Check:
This skill is used to have a knowledge and skill at identifying poisons and their properties as well
as best ways to deliver said poisons.

Example: DC:
Identify Poison Basic 30
Identify Poison Uncommon 50
Identify Poison Properties 30+
Best way to deliver Poison 40+

Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failure may result in bad information, its up to the player to determine if the info is bad or not and
its up to them on if they choose to re-roll for a different result or not.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of kind of poisons, best combination of poisons and best ways to deliver them.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill can not be used untrained.

Knowledge Programing
INT

This skill is ones study and understanding of computer language, with it the user can manipulate,
find hidden secrets or even just program set instructions for a piece of technology to follow. A
useful skill to have in any modern to science fiction game, as it helps players gain a better control
on technology and disarm hazards.

Check:

Example: DC:
Read HTML 10
Read Binary 30
Read C++ 40
Speak Binary 100
Find Broken Code HTML 30
Find Broken Code Binary 60
Find Broken C++ 70
Find Hidden program HTML 40
Find Hidden program Binary 70
Find Hidden program C++ 80
Write Program HTML 20
Write Program Binary 40
Write Program C++ 50

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Write Security Codes GL3 40 (previous code type)


Write Security Codes GL4 60 (current codes)
Write Security Codes GL5 80 (current advance tech codes)

Action:
This skill can be used at any time as a free action.

Try Again:
Failure may result in bad information, it’s up to the player to determine if the info is bad or not and
it’s up to them on if they choose to re-roll for a different result or not.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of kind of poisons, best combination of poisons and best ways to deliver them.

Untrained:
This skill cannot be used untrained.

Knowledge Religion
INT

Knowledge of different religions, their displays, temples and holidays.

Check:
This skill lets players use a collection of knowledge they have on religion, their displays, temples
and holidays.

Example: DC:
Info on a Religion Basic 15
Info on a Religion Uncommon 40
Hidden info on a Religion 70
Knowledge of religious items 30

Action:
This skill can be used at anytime and used as a free action.

Try Again:
Failure may result in bad information, its up to the player to determine if the info is bad or not and
its up to them on if they choose to re-roll for a different result or not.

Special:
If a 20 is rolled on the skill yet it fails to meet the DC the Player gains a +5 towards their next
attempt. Gaining a 20 and passing the result grants a moment of genius and lets the player have
a good idea of the gods, demons, devils and ways to confront them.

Restriction:
There is no restriction to using this skill once trained in it.

Untrained:
This skill can not be used untrained.

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Martial Arts
STR

This skill is used to perform acts of complex moves and displays of strength. Using this skill in
many ways is a performance style action but is done with acts of strength, doing things like
splitting boards supporting ones full body on one finger, Breaking chains and such.

Check:
This skill is used to perform great acts of strength and affect the influence of those witnessing
them. Upon a success this skill can be used to influence the sway of people through a form of
admiration or intimidation this skill can also be used to perform acts of strength. This Skill is also
used in performing some Combat Maneuvers such as Grappling and Sundering of weapons or
bones.
Example: DC:
Flex Muscles 10
Test moves solo 30
Test moves with Partner 40
Break Boards 50
Break Bricks 60
Snap Chains 80
Bend Bars 75

This skill lets the player identify techniques, elements, hand symbols, and ultimately the amount
of chi needed to perform, a skilled user of this technique can learn a new technique from using
this skill.

Example: DC:
Identify D – class technique 10
Identify C – class technique 30
Identify B – class technique 50
Identify A – class technique 70
Identify S – class technique 90
Identify Elements in Technique 60
Identify hand symbols 40
Identify Chi cost 80
Identify Technique Requirements 75
Learn Technique (Rank Identify + / - Study Time)

Action:
This skill takes a standard action to use and can be done at any time.

Try Again:
Failure to pull off this skill means that any bonus to intimidation or performing with this skill is not
achieved. Failing the skill mean failure, a second attempt can be made but counts as a new roll
not as a continuing roll.

Special:
When rolling a natural 20 on a success the player gains a Temp bonus to their reputation score
with the witnesses, if they still fail to succeed they gain a bonus +5 to the next use of this skill.

Restriction:
The only restriction to this skill is it has to be trained to use.

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Untrained:
This skill can not be used untrained, with the exception of grappling

Medical
WIS

This skill is used to study and determine issues with a target, identify diseases, poisons, injuries,
and even take actions into healing the target from these issues. The skill is broken into two
categories, one identifying and treatment. The skill does not restore HP but can bring a dying or
dead character to stable.

Check:
The first way to use this skill is identifying problems and the best ways to treat them, using the
skill this way determines issues that are problems to the target, from the basic injuries caused by
weapons to the more complex of poisons and diseases.

Example: DC:
Cut 5
Bullet wound 15
Broken Limb visible 10
Broken Limb hidden 30
Disease Common 20
Disease Abnormal 50
Disease Rare 75
Poison Common 15
Poison Abnormal 40
Poison Rare 75

The second way to use the skill is to treat the wounds and injury, while identifying some issues
like a bullet wound is easy it’s vastly harder to treat without causing greater problems when doing
tasks like removing the shrapnel.

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Example: DC:
Stabilize dying character 20
Bandage Wound 5
Sterilize Wound 10
Remove Arrow 10
Remove Shrapnel 30
Perform Field Surgery +30
Remove problem (organ or item) 50
Plastic Surgery 30
Implant 40
Remove Poison Common 10+ Poison level
Remove Poison Abnormal 30+ Poison level
Remove Poison Rare 50+ Poison level
Cure Disease Common 10+ Disease level
Cure Disease Abnormal 30+ Disease level
Cure Disease Rare 60+ Disease level
Cure Common Cold 90
Restore Stat Drain 60
Restore Life (after death) 75+ Target Characters Level (Limit one attempt
only, must be performed within 6 hours of death.
Upon success the GM rolls 1d4 and the revived
target is now less that roll in CON Score
permanently)

Action:
The action used to perform this task varies based on the two ways to use this skill. However both
can and often are used in combat. Using the skill to identify a problem can be performed as a free
action for basic issues, but to see about diseases and poisons a full round of study is needed.
Treating normally takes a partial action with most basic tasks, but Surgery takes rounds (DC
divided by 10) to perform successfully.

Try Again:
Failure on this skill differs in many ways, failure in identifying may give false or incorrect
information, its up to the user on if the info they gained is right or not, letting them re-roll their skill.
Treating with the skill if a failure is made then damage may be taken in performing surgery, or in
other cases the effect is not resolved. Once again it’s up to the player to try again but if they fail at
surgery there is a percentage chance that they made the situation worse. Trying to restore life to
the dead will prevent any future attempts on a failure.

Special:
The result of a 20 depending on what is being done, No matter if the skill fails to succeed in
treating wounds or injuries the user gains a +5 on a second attempt, no ill effect can occur from
the failure and the target is healed 1d6 HP. A 20 on identifying if the skill still fails grants a +5 to
the next use of the skill. Players with skill in, Knowledge Biology grants an overall bonus of +2 to
this skill for every 10 points in the skill. Also players with skill in, Knowledge Poisons, grants a +2
to this skill in identifying a poison for every 10 points in that skill.

Restriction:
While there is no restrictions, outside of trying to do surgery or treatment while both target and
player are in active combat. For performing the skill there are several places and items in the
world that will grant bonuses to this skill being performed.

Untrained:
The basic uses of this skill in treatment can be used untrained however, identifying issues can not
be used untrained.

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Navigate
INT

This skill is used to know which direction one is facing and can be used to follow or make maps.
This skill is a very vital one, it helps prevent one from getting lost, and helps find locations,
treasures and even predict upcoming weather issues.

Check:
The skill is broken into two categories, these categories are, current and prediction. Current
allows one determine the direction and make maps.

Example: DC:
Know Direction with common signs 15
Know Direction with uncommon signs 40
Know Direction with no signs 70
Make simple Map 10
Make Complex Map 40
Make Complex Treasure Map 60
Make World Atlas 100

Prediction is used to determine route with maps or roads, estimate conditions of land or weather
so to better prepare for travel.

Example: DC:
Estimate conditions of a days travel 10
Estimate conditions of a weeks travel 50
Estimate conditions of a months travel 80
Estimate conditions of a Years travel 100

Action:
The skill when being used to predict a days travel or figure a direction takes a full round. While all
other forms of tasks with the skill take far longer in time. Maps take 1 hour for every 5 in the DC of
it. Estimating greater then a single day takes study and time of 1 hour for every 10 to the DC of it.

Try Again:
Failure can bring about incorrect information that wont be known till ether the direction is followed
or the time arrives to which don’t match the prediction. A player can second guess their roll and
re-roll when they feel fit. In the case of map making however the mistake can be seen as the map
is made by destroying the creation and having to start over.

Special:
The result of a 20 grants a small success in some with prediction (even if the skill fails over all).
On current based rolls a 20 creates a masterwork with maps and grants a +5 to the skill when
next used even if the result did not pass the DC of the skill. Knowledge Foreign Culture and
Geography grant a +2 to this skill for every 10 ranks in those skills. Knowledge Area grants this
skill a +5 towards a given location for 10 ranks in that skill.

Restriction:
When making maps its easier to do this in a proper environment with the right tools, while it can
be done and the more complex a map the higher chance it can’t be done without said equipment
on the move rooms such as Navigation or map rooms grant bonuses when being worked on here,
other then that there is no restrictions on other uses of this skill.

Untrained:
This skill can not be used untrained

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Notice
WIS

A very important skill used to detect a target through noise or sight. It also is used to detect the
actions of a person on if they are lying, hiding something or even have something they are trying
to protect.

Check:
This skill is broken up into three categories, Look, Listen, and read motive. While they stand all as
a separate Look and Listen are often taken together with the exception of a few cases such as
search out the location of an invisible target, or spying land or a vehicle on the distant horizon.
The first the segments is look.

Example: DC:
Spot Near by target 10
Spot Distant Target 50
Spot Quiet Moving Target 10+ Targets Stealth roll
Spot Hidden target 20+ Targets Stealth roll
Spot Silent target 50+ Targets Stealth roll

The Second segment is listen.

Example: DC:
Hear nearby call 10
Hear distant call 40
Hear conversation nearby 25
Hear thru crowd at conversation 50
Hear movements of hidden target 25+ Targets Stealth roll
Find Invisible Target (Noisy) 10+ Targets Stealth roll
Find Invisible Target (Stealthy) 30+ Targets Stealth roll

And finally the last segment is read motive.

Example: DC:
Target is visibly showing emotion to 10
Target is hiding emotion to 15+ Targets Bluff roll
Target is giving false emotion to 20+ Targets Bluff roll
Target has no emotion to 70

Action:
This skill in all uses can be taken as a free action at any given time (provided that the person they
are looking at is clearly visible at the time with read motive). This skill can also be used by a
player to purposely ignore a fellow party member, like when a bard performs.

Try Again:
If a player fails them then they fail to take notice at all, or get false information. In some situations
the GM can allow a re-roll but this is purely up to the GM’s call and not the players. If it’s a one
time event then they missed it and can’t re-roll.

Special:
On the result of natural 20 grants an additional +5 to the use of the skill even if the skill even if the
skill fails to meet the DC of the given use at that time.

Restriction:

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Certain Quirks and Defects effect the use of this skill and in some cases even limits its use in
cases like Deaf, Blind or Cold hearted, While Acute hearing, Seeing, or Warm Hearted grant
great bonuses to this skill.

Untrained:
This skill is trained in all classes thus is always treated as such.

Open Lock
WIS

This skill is used to disable locks through a careful and skillful way. Without this skill a player must
seek less delicate and quite ways to open and unlock doors, storage containers, even treasure
chests.

Check:
This skill is used only in one way which is to pick and open locks without drawing attention form
finding other ways to get passed them. The difficulty for this skill is raised by the environment and
time the player has to pick the lock as well as the complexity of the lock.

Example: DC:
Simple lock 10+
Standard lock 30+
Difficult Lock 50+
Complex Lock 70+
Master Work Lock 20+ (if the lock is masterwork this bonus
is added to the lock type above)
Hasty Time 30+
Plenty of Time 5+

Action:
This skill is performed in and out of combat in rounds. And while the skill takes time to perform its
more a matter of skill and luck getting passed locks without busting or blowing them up which
draw attention.

Try Again:
Failure in this skill causes the lock to remain locked; the result of a 1 breaks the lock pick being
used to pick the lock or if the GM feels as such destroys the lock in the locked position. The
player can try again but it counts as a new attempt and can only be done if the lock and lock picks
are still useable.

Special:
On the result of a 20 if a skill based success makes it not only easier the next time the skill is
used but keeps the opening of the lock in stealth not alerting people even if they stand out side
the door. If the skill is not a success in passing the DC then the player gains a +5 to the next use
of the skill but the lock remains closed

Restriction:
This skill requires a sort of lock pick, (craft items: DC 10) without this lock pick unless it’s a
combination based lock it is useless to try this skill on a lock requiring a key.

Untrained:
This skill can not be used untrained

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Perform
(See description for types of performances)
CHA

This skill is used to perform a song, Spoken word, dance, or with a musical instrument. This skill
is used by Bards and Nobles to perform their abilities (See classes abilities), but also can be used
to bring in profit or help entertain a crowd. Performance types are in three types (Instrument –
examples: Guitar, lute, Flute, Drums and such) (Vocal – Singing, Speech, Poetry) or (Action –
Dance, Cheering, Tricks)

Check:
This skill while it has many ways to use it always comes back to the same issue of how difficult it
is to affect the targets the performance is for. Add to that the type of distractions of the
environment may drown out the performance results.

Example: DC:
Willing Ally 10+
Unwilling Ally 20+
“Easy to impress” target -5
“Hard to impress” target 20+
Hostile Target 40+
Quiet room -5
Noisy room 30
Large Battle 50
Small Battle 25

Action:
This skill is used both in and out of combat and a single performance is usually 2-5 game minutes
long, but can be stopped at any time by the player. When the performance ends is when the
count down begins on time based abilities of bards and Nobles. Depending on the performance
type it can be used while fighting at the same time or not. Spoken word or Singing can be go on
in battle and only be stopped if the words can be stopped from being heard, Dance can in some
cases be used in battle, Instrument and other uses of performance requires the player focus a
standard action in a performance fully and can’t not fight while performing.

Try Again:
In many cases the effects of perform will be known ahead of time, out of combat usually in the
actions of the targets, while in combat the target will ignore the effects of the performance. If it’s
an ability use with the performance then the ability fails to act and that use per day is used up. A
player can try again but it would be a new attempt at the performance.

Special:
The result of a 20 on this skill grants a +5 on the next use of the skill if the skill passes or even
fails to pass the DC, If it passes it also grants a +5 bonus to the DC (or damage) of a Bardic or
Noble ability.

Restriction:
This skills only restrictions is based on the performance type, if the type is instrument based then
it requires that instrument to be used, is vocal then it requires free use of one voice, if dance or
motion based it requires to be unbound to perform.

Untrained:
While the skill can be used untrained only Bards and Nobles can use the skill to perform abilities
of their classes.

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Pick Pocket
DEX

This skill is used to gain access to others pockets and other means of carrying stuff with out the
knowledge of the holder. It can be used to take or place different items. This is a very handy skill
for those set on maintaining a touch of stealth in their actions.

Check:
This skill has on basic use which is to take or place items unnoticed to others. The skills difficulty
is based on a Notice roll of the target. And the type of action they are doing.

Example: DC:
Pick Sleeping Persons pocket 10+
Pick Guards Pocket 40+
Pick Commoners Pocket 20+
Pick Thieves pocket 50+
Pick Distracted Target -10
Small item 10
Large item 40

Action:
This skill in or out of combat is done in a single action for each item to be taken or placed into the
targets holdings.

Try Again:
Failure results in notice of the players action with the target, this results in combat, cries for help,
or even an awkward moment that causes the target to be suspicious of the player from that point
on raising the DC of any other attempts made by the player.
Special:
The result of a 20 if a player fails to pass the DC they do not gain the notice of the target and gain
a +5 to the skill. If they do pass the DC then they gain the choice of a +5 bonus to the skill or can
acquire or place 2 items from the roll without being noticed.

Restriction:
The only restriction on this skill is that requires it to be trained to be used.

Untrained:
This skill can not be used untrained.

Pilot
DEX

This skill is used to drive/fly a ship from location to location safely. With not bringing it harm on
obstacles or in mobile combat.

Check:
This skill is vital in traveling in Ships. This skill is used to maintain courses, drive the ship past
difficult obstacles, and avoiding and dealing damage in combat at sea.
Example: DC:
Maintain course 20
Avoid Deep reef 20+
Avoid Shallow reef 30+
Avoid Sand bar 40+
Avoid Whirlpool 50+
Avoid Tidal Wave 80+

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Combat Bonus +1 20
Combat Bonus +2 30
Combat Bonus +3 40
Combat Bonus +4 50
Combat Bonus +5 60
Combat Bonus +6 70
Combat Bonus +7 80
Combat Bonus +8 90

Action:
Using this skill to avoid obstacles and in combat the skill is used as a standard action. In using it
to maintain a course is a single use in a day unless some action such as poor weather conditions
at which point the skill will be needed to re-roll to return on course.

Try Again:
Failure when staying on course won’t be known till the end of day when its shows they are off
course which causes the travel to add an extra day of travel. When avoiding obstacles failure can
result in damage or even destruction of the vessel depending of the obstacle one need to avoid.
In combat failure results in not granting the ship a bonus that round and is given its basic set
results in AC and combat. A player can choose to re-roll the Combat and Course based rolls
when they see fit but avoiding obstacles can not be re-rolled to avoid damage.

Special:
On the result of a 20 if it passes the DC the player grants the ship an additional +2 to combat
bonus, reduce the travel by a day in charting a course, or gain a +5 bonus on the next use of the
skill when avoiding an obstacle. If the DC is not passed the ship still gains a bonus that would be
successful in combat, The player gains a +5 bonus on the next use of the skill on traveling a
course, or the player gains a second attempt to avoid the obstacle with a +5 to the skill.

Restriction:
This skill only applies to operating sea and air based ships and not land based vehicles thus can
only be used at those times.

Untrained:
This skill can be used untrained, but only those trained gain the bonuses of rooms and items and
the result of Natural 20’s

Profession Bartender
WIS

This skill is a secondary job based one. It allows the player to work at tasks for both money and
information while helping people in a bar.

Check:
This skill is used to service customers and acquire profits from serving drinks and loosening lips.
While the DC isn’t really a indication of monetary success it’s more a matter if it grants a bonus
result based on type of request made by the set customer of that day.
The Bonus result in Bartender grants ether a bonus of information or greater pay for the day.

Example: DC:
Serve Simple Drinks 10
Serve Expensive Drinks 30
Serve Mixed Drinks Basic 40
Serve Mixed Drinks Hard 60

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Action:
This skill can not be used in combat and the roll is made 1 per days work (8 hours).

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or even if the GM
decides it a debt over broken or lost items. The player can re-roll but it’s taken as a new attempt.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Seduction skill when used granting a +10 to the
next use of that skill.

Restriction:
This task can only be performed in an established bar where the player can ask to work for
sometime.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Book Keeper


WIS

This skill is a secondary job based one. It allows the player to work at tasks at research and basic
knowledge’s learned as one keeps and categories books.

Check:
This skill is used by the player to maintain conditions of books organize and establish a system of
lending or selling them to others. No matter the results after a full days work (8 hours) the player
will gain a set amount of money depending on how they do with a set customer or task.
Example: DC
Repair Damage book Minor 30
Repair Damage book Major 70
Find book common 20
Find book rare 50

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or even if the GM
decides it a debt over broken or lost items. The player can re-roll but it’s taken as a new attempt.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Gather Info when used granting a +10 to the next
use of that skill.

Restriction:
This skill can only be preformed in an established Book shop or Library that the player has been
allow to work in.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill.

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Profession Bum
WIS

This skill is a secondary job based one. It allows the player to work at tasks to gain money and
gather info among the streets.

Check:
This skill used the player’s ability to beg for money but also lets them listen in on info among the
others on the street. The difficulty is based on the environment of the area and extra money of the
people.
Example: DC:
Well off, Wealthy 10
Well off, Middle 20
Well off, Poor 50
Troubled, Wealthy 40
Troubled, Middle 45
Troubled, Poor 80

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in money. The player can re-
roll but its taken as a new attempt.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Streetwise skill when used granting a +10 to the
next use of that skill.

Restriction:
Unlike other Profession skills Bum can be used in any town or urban location, using it outside
urban location increase the DC’s by x3

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Farmer
WIS

This skill is a secondary job based one. It allows the player to work at tasks to grow and produce
food and materials.

Check:
This skill is used to plant, grow and harvest many plants for food and materials, the difficulty is
based on the rarity of what is being grown and the environment it is being grown in.

Example: DC:
Common plant, Temperate 30
Common plant, Harsh 60
Common plant, Controlled 10

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Rare plant, Temperate 50


Rare plant, Harsh 80
Rare plant, Controlled 20

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or failure to gain items
one is trying to collect. It also destroys any plants trying to harvest from. A second roll can be
made but is done as a new action and not a second attempt to gain from the previous failure.

Special:
On the result of a 20 on this skill, results in the bonus production of crops in the end, even if the
player fails to meet the DC of the job at the time. This skill grants a bonus to Survival skill when
used granting a +10 to the next use of that skill.

Restriction:
This skill requires access to a garden or field that the player has permission to work at and allot of
time to grow said plant.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Fisherman
WIS

This skill is a secondary job based one. It allows the player to work at tasks in gaining fish and
learning basic ship travel tasks in doing so.

Check:
This skill lets a player gather a strong source of food with fishing. While the pay is set no matter if
the DC is passed or not by the player, the type and amount of fish bases the DC.

Example: DC:
School of fish Small 30
School of fish Large 10
Large fish (Tuna) 35
Large Violent Fish (Shark) 60
Whale 80

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or failure to gain items
one is trying to collect. It also destroys any gear trying to harvest from. A second roll can be made
but is done as a new action and not a second attempt to gain from the previous failure.

Special:
On the result of a 20 on this skill, results in a bonus amount of fish, even if the player fails to meet
the DC of the job at the time. This skill grants a bonus to Pilot skill when used granting a +10 to
the next use of that skill.

Restriction:

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This skill requires fishing gear, and a boat is a good option.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Herbalist
WIS

This skill is a secondary job based one. It allows the player to work at tasks letting them gather
plants and use them to craft medicine and more.

Check:
This skills difficulty is found in the finding and gathering of herbs, while others use search and find
random plants an herbalist uses their skill and knowledge to lock in on types of plants and where
to find them in vast amounts.

Example: DC:
Find Common Plant 10
Find Bulk of Common plant 30
Find Rare Plant 50
Find Bulk of Rare plant 80

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or failure to gain items
one is trying to collect. It also destroys any plants trying to harvest from. A second roll can be
made but is done as a new action and not a second attempt to gain from the previous failure.

Special:
On the result of a 20 on this skill, results in a bonus to the collection of plants, even if the player
fails to meet the DC of the job at the time. This skill grants a bonus to Craft Chemical skill when
used granting a +10 to the next use of that skill.

Restriction:
A Herbalist has no restrictions on gathering other then they need time to perform their tasks.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

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Profession Home maker


WIS

This skill is a secondary job based one. It allows the player to work at tasks such as daily
cleaning, cooking and establish a strong relationship in a given area.

Check:
The check in this skill is based on the amount of work and type of mess to clean up. In the end
result the actions, improve relations with the homes owner and grants the user bonuses to other
skills.

Example: DC:
Small, Dusty House 10
Medium, Dusty House 15
Large, Dusty House 25
Mansion, Dusty 30
Small Trashed House 40
Medium Trashed House 50
Large Trashed House 60
Mansion Trashed 70

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or even if the GM
decides it a debt over broken or lost items. The player can re-roll but its taken as a new attempt.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Knowledge Area skill when used granting a +10 to
the next use of that skill.

Restriction:
This skill requires a home or given location to be worked on.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Lumberjack
WIS

This skill is a secondary job based one. It allows the player to work at tasks of gather wood and
crafting vast uses from that wood.

Check:
This skill is used to gather wood and craft items from said wood. The difficulty is based off the
rarity of wood, size of wood and difficulty of the task.

Example: DC:
Gain Wood from Small Tree 20
Gain Wood from Medium Tree 40
Gain Wood from Large Tree 60

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Gain Wood from Huge Tree 80


Shape Wood to form 50
Carve Wood Plank 10
Carve Wood Dow 20

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or failure to gain items
one is trying to collect. It also destroys any trees/lumber trying to harvest from. A second roll can
be made but is done as a new action and not a second attempt to gain from the previous failure.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Craft Vehicles skill when used granting a +10 to
the next use of that skill.

Restriction:
This skill requires tools to gather wood without taking penalties such as a saw or ax, and tools to
shape wood.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Miner
WIS

This skill is a secondary job based one. It allows the player to work at tasks gathering minerals
form mines and forging the material into metal.

Check:
This skill lets the player find a certain location to find a set mineral, Also grants the player the skill
to harvest the mineral safely and lets them know how best to maintain a safe dig. The difficulty
for this skill is based on the environment and type of Mineral the player is looking for.

Example: DC:
Safe Mine 30
Weak Mine 50
Dangerous Mine 70
Common Mineral 20
Un Common Mineral 40
Rare Mineral 60
Gather Mineral 10+

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or failure to gain items
one is trying to collect. It also destroys any tools being used to harvest. A second roll can be
made but is done as a new action and not a second attempt to gain from the previous failure.

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Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Craft Weapons skill when used granting a +10 to
the next use of that skill.

Restriction:
Those not trained in this skill are not award of the hazards the dig has for them or location of a
mineral. They just get the result of how much they mine if they succeed. Mining tools such as an
miners pick is required to use this skill.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Officer
WIS

This skill is a secondary job based one. It allows the player to work at tasks of keep law and order
while bringing in money and strong knowledge of how secure locations are.

Check:
The difficulty of this skill is based off of the challenge of the task provided within that day.
Handling things like robbery, fights and even Murder investigations.

Example: DC:
Trespassing 15
Unarmed robbery 20
Armed Robbery 40
Small Fight 25
Large Fight 50
Riot 75
Murder 60
Drug Deal 30

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full. The player can re-roll
but it’s taken as a new attempt.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Intimidation skill when used granting a +10 to the
next use of that skill.

Restriction:
This skill requires the approval of the local police, guard or military force to take part in this skill.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

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Profession Politician
WIS

This skill is a secondary job based one. It allows the player to work at tasks of making laws and
giving speeches, granting them a strong diplomatic relationship.

Check:
The difficulty of this skill is based on where you stand on a task and how the public feels towards
it. Also ones Reputation among the public also increases the difficulty, the less respected you are
the harder a task.

Example: DC:
Well Liked Task -10
Liked Task +0
Mid Ground Task +10
Disliked Task +20
Hated Task +40
No Reputation +50
High Bad Reputation +80
Low Bad Reputation +60
Low Good Reputation +25
Good Reputation +10
High Good Reputation -10

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full. The player can re-roll
but its taken as a new attempt.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Diplomacy skill when used granting a +10 to the
next use of that skill.

Restriction:
This skill requires an established location to work on politics and a high reputation with the area to
handle tasks and speeches in the area.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Potter / Artist


WIS

This skill is a secondary job based one. It allows the player to work at tasks crafting fine works
and devices for monetary gains.

Check:
Difficulty in this skill is found in the material being used and the size of the object being crafted.
The closer to medium craft is easier, yet larger and smaller objects are more difficult along with
more challenging materials to make them from.

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Example: DC:
Medium Object 0
Small Object 20
Large Object 10
Huge Object 30
Tiny Object 40
Easy material 10
Difficult Material 30
Complex Material 50
Rare Material 70

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or failure to gain items
one is trying to collect. It also destroys any item materials being created. A second roll can be
made but is done as a new action and not a second attempt to gain from the previous failure.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Craft Item skill when used granting a +10 to the
next use of that skill.

Restriction:
This skill requires tools of the trade, Painters need an easel, paints and brushes, crafters need a
table and materials to craft the item.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Rancher
WIS

This skill is a secondary job based one. It allows the player to work at tasks of handling and
raising many types of animals and harvesting supplies from them.

Check:
The difficulty of this skill is based on the type of animal and the difficulty they provide. While
Handle Animal handles the gathering of some food items from animals and basic maintenance
this skill is vastly more advance granting the ability to breed, and handle mass groups of animals
at one time with one roll.

Examples: DC:
Small Birds 10
Small Farm animals 30
Large Farm animals 40
Exotic domestic creatures 25
Exotic small creatures 40
Exotic Large creatures 60
Rare Creature 80

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Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or failure to gain items
one is trying to collect. A second roll can be made but is done as a new action and not a second
attempt to gain from the previous failure.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Handle Animal skill when used granting a +10 to
the next use of that skill.

Restriction:
This skill requires access to an animal pen, ranch, or zoo to handle and harvest from the animals
in.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Shop Keeper


WIS

This skill is a secondary job based one. It allows the player to work at tasks in selling products
and making great amounts of money, with a strong understanding of items worth.

Check:
The difficulty in this job is based on how busy the shop is, and how well stocked. The greater the
crowds and less stock the harder it is to perform this task.

Example: DC:
Full Stock, Light Crowd 10
Full Stock, Heavy Crowd 30
Some Stock, Light Crowd 45
Some Stock, Heavy Crowd 55
Little Stock, Light Crowd 60
Little Stock, Heavy Crowd 90

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or even if the GM
decides it a debt over broken or lost items. The player can re-roll but it’s taken as a new attempt.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Appraise skill when used granting a +10 to the
next use of that skill.

Restriction:
This skill can only be done in a given location where ether a shop/stand is set up or within an
established shop.

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Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Profession Tailor
WIS

This skill is a secondary job based one. It allows the player to work at tasks in crafting clothing
and fine designs to armors.

Check:
This skills difficulty is based on the type of Materials being used and the size of the project, the
Larger and rarer the materials the higher the difficulty. Plus making a unique designer type item
also raises the difficulty.

Example: DC:
Shirt, Common 10
Shirt, Uncommon 30
Shirt, Rare 50
Jacket, Common 20
Jacket, Uncommon 40
Jacket, Rare 60
Suit, Common 25
Suit, Uncommon 50
Suit, Rare 75
Designer +40

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full or failure to gain items
one is trying to collect. It also destroys any materials being used to create the item. A second roll
can be made but is done as a new action and not a second attempt to gain from the previous
failure.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Craft Armor skill when used granting a +10 to the
next use of that skill.

Restriction:
This skill requires sewing tools such as needle and thread along with cloth of some type to be
able to craft from.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

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Profession Writer / Reporter


WIS

This skill is a secondary job based one. It allows the player to work at tasks gathering information
and spreading that information in their own words through out the world.

Check:
The Difficulty of this skill is determined by complexity of the story or writing. A book is vastly
harder then a news article and such. It also is based on time limit to get the work out. Quicker
release dates make the task vastly harder.

Example: DC:
Small News Article 10
News Article 20
Exclusive Article 40
Daily Column 50
Weekly Column 35
Children’s Book 25
Novel 45
Biography 55
Encyclopedia 100
Dictionary 90
Book Series 75

Action:
This skill cannot be performed in combat and requires a day’s work (8 hours) to perform.

Try Again:
Failure Results in doing a bad job and results in ether not being paid in full. The player can re-roll
but its taken as a new attempt.

Special:
On the result of a 20 on this skill, results in a bonus tip, even if the player fails to meet the DC of
the job at the time. This skill grants a bonus to Gather Information skill when used granting a +10
to the next use of that skill.

Restriction:
The only requirement with this skill is that the info they gather has to be passed on in some public
way.

Untrained:
All profession skills can be used untrained, but players do not grant the Bonuses to other skills
unless they are trained in the skill

Read Lips
INT

This is a handy spy skill used to read lips when one can’t be heard. While the skill still requires
the target be in view it’s a handy skill to use in crowds, in distance viewing or in viewing the target
through glass windows and such.

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Check:
This skills difficulty is a solitary one and is based on both the complexity of the conversation and
area in which one is watching the person speaking from. Crowds tend to move back and forth
making it hard to see all the words spoken while a good distance view with aid can get you a
clear line of sight on the lip movements of your target.

Example: DC:
Simple, In Crowd 40
Simple, Distant view 30
Simple, through window 10
Complex, In Crowd 80
Complex, Distant view 70
Complex, through window 50

Action:
While this action can be done in combat, its unwise, as reading lips takes time to concentrate on
fully, taking a full round action for as long as the player keeps it up.

Try Again:
Failure results in bad information and since it’s a matter of how events play out in time a re-roll is
not possible, in the end its up to the player on if the info they obtain is correct or not and if they
choose to act on it as such.

Special:
On the result of a natural 20 the player gains a +5 bonus to the skill for its next use even if the
overall result is still not a success. It is up to the GM on if the result of a natural 20 yet failure on
the still grants useful info or not.

Restriction:
The player must have a clear view of the targets mouth so if they cant see the targets mouth then
they can’t read the targets lips its that simple.

Untrained:
This skill can not be used untrained

Repair
INT

This skill is used to fix broken items or vehicles, a vital skill with Vehicles as it’s the way to restore
vehicles and constructs HP much the same way Medicine heals HP for players. It can also be
used to assess the damage to see if a ship or vehicle is even usable or on the verge of total
destruction with further use.

Check:
The difficulty of this skill is broken in two parts, Repair HP of Vehicle / Construct, and Assess
Damage of Vehicle / Construct. The first of these skills allows the player to regenerate the Hit
points of a Vehicle / Construct, the Difficulty is figured by How much HP needs to be restored and
how quickly, The more time to make repairs the easier it is to fix overall, the less time its better to
focus on minor problems. The following is the DC based on a full round action.

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Example: DC:
Repair 1-10 HP 20
Repair 11-30 HP 40
Repair 31-60 HP 60
Repair 61-100 HP 80
Repair 101+ HP 100

The second use of the skill is to assess the damage of a vehicle / construct to see if it is still even
usable after repair or if the damage it sustained that a new vehicle / construct would need to be
crafted. The DC is determined by the amount of Damage taken.

Example: DC:
Minor Damage 10
Slight Damage 20
Damage 40
Moderate Damage 60
Severe Damage 80
Nearly Destroyed 100

Action:
When using the skill to conduct repairs to regain HP it takes a full round action, for in combat use
while out of combat can take several minutes to hours to perform repairs for HP regain.
Assessing damage takes a Standard action at all times.

Try Again:
Failure in assessing damage will give you false info on the roll result, On restoring Hp it simply
means that the Vehicle / Construct fails to regain HP. The player can choose to re-roll in ether
case with no negatives, outside the possibility of an exploding vehicle or construct if its reached a
critical state and the player failed to notice.

Special:
On the roll of a natural 20 the player gains a +5 to the next use of this skill when assessing
damage even if the result fails the DC. On the result of a natural 20 on this for restoring HP grants
a healing bonus of x2 if succeeding the DC, or a straight +5 Healing if the DC is failed to be met.
For every 10 points in the skill Knowledge Mechanics grants a bonus +2 to this skill.

Restriction:
This skill requires to the player have some basic tools and or replacement materials with the
player to make repairs, if they don’t have the items then repairs are not able to be made.

Untrained:
This skill can be used untrained, but only trained players gain bonuses from both Natural 20’s and
outside sources

Ride
DEX

This skill is a handy one in Riding horses or such creatures or single person vehicles like Bikes,
Motorcycles, Scooters, Surfboards, Skateboards, Skis and sleds.

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Check:
This skill while used differently on each of the types of riding creatures and vehicles the skill is
very much the same for rolling results with the only difference being when one performs tricks.
The player is basically rolling on this skill to maintain their balance less tame creatures or balance
heavy vehicles vary the DC of this skill. All vehicles listed below are considered in the best
condition, damaged or bad condition vehicles may affect this roll.

Example: DC:
Horse, Tame 20
Horse, Wild 40
Horse, Unbroken 60
Mule, Tame 10
Camel, Tame 20
Elephant, Tame 30
Bicycle 15
Motorcycle 45
Skis 20
Sled 15
Scooter 30
Motor Scooter 35
Surfboard 50
Snowboard 55
Skateboard 35

When Performing tricks, while riding the DC of the ride is increased, the harder the trick the
higher the DC.

Example: DC:
Jump > 5 ft object +30
Jump < 5ft object +10
Jump 10 ft gap +20 (this adds, with each addition distance of 5ft)
Wheelie, Stand on two legs +25
Ride sideways +30
Ride and grab object on ground +40
Perform fancy trick (grind, ollie, grab) +50
Attack with vehicle, Creature* +10 (Attack is based on creature damage or 1/4
Vehicle weight in d6s no less then 1)
Attack while on Vehicle, Creature* +25
(* - Ride based feats lower/remove this DC)

Action:
This skill only comes into play at the start of riding or upon a difficult situation or when the player
wishes to perform a trick. It does not matter on if the skill is made in combat or not.

Try Again:
Failing in this skill results in falling off, failing to perform a trick, or both in some cases, thus the
player would have to try again if they choose only, but it counts as a new attempt.

Special:
On the result of a 20 if the player succeeds to pass the DC then it can grant a bonus to impress
people out of combat granting the player a shot at improving their reputation score. In combat can
grant a moral bonus to their friends by granting +2 to attacks and saves for ½ their class levels. If
they fail the DC even after rolling a 20 then they gain a +5 bonus to the next use of the skill and
do not fall off.

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Restriction:
This skill requires a vehicle (mainly single user type) or creature for which to ride.

Untrained:
This skill can be used untrained but some bonuses only can be gained by those trained in the skill

Search
WIS

This skill is used to find hidden things, be it hidden on purpose or just misallocated from where it
normally could be found. The skill is also used to detect signs of other things such as where one
can mine for ore, a in finding plant type that can aid in some way and hidden marks or objects
that are clues in puzzles or quests.

Check:
An important skill to find items, clues, people or plants for general use. The DC is the same in all
cases of using the skill the difficultly is based on how well hidden the object is, the size of the
object and the quantity of the object. Thus a large collection of small coins may be easier to find
then one single gem stone lost.

Example: DC:
Single +35
Small group +30
Medium group +20
Large group +10
Small object +10
Tiny object +20
Medium object +5
Large object -5
Huge object (doors) -15
Well Hidden +40
Hidden +20
Misplaced +10
Out in the open -10

Action:
Search can be done at any time but doing it in battle is dangerous as it takes a full round action or
longer depending on how well its hidden from prying eyes. Each roll is considered searching a 5ft
area which depending on the condition of the area takes at average a minute (6 rounds) game
time. More difficult situations such as searching through a pile of trash, takes much longer.
Try Again:
Failure on the roll results in not finding anything, provided that there is an item there to begin with,
the GM other wise will make sure to note that in ether case the player wont know if they fail or not
simply cause they failed to find anything. Its up to the player on if they want to recheck the area or
not.

Special:
On the result of a 20 if the player passes the DC they acquire the object hidden in the area. While
if the player fails the DC the player gains a strong feeling on if the area is completely searched or
if something may still be hidden there, they also gain a +5 on their next use of the skill. Some
skills such as Profession Herbalist can find some things (plants) without using this skill. There are
some tools like (magnifying glass, metal detector, treasure map, or radar) grant bonuses to
search an area for a set object.

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Restriction:
There is no restriction on this skill, but gaining the bonus of Natural 20’s can only be achieved
from those that are trained in this skill.

Untrained:
This skill can be used Untrained

Seduction
COM

The art of charming someone, in the tasks of gaining ether knowledge, items and/or just plain
romantic passion. A skilled user of this skill can convince others grant them things that they are
seeking from their targets. While some drugs and alcohol can help in some ways to this skill often
they can cause issues to the target so the best way to cleanly handle it is to be skilled in this task.

Check:
This skills Dc is determined by the attitude of a target, interest of a target and outside factors such
as use of potions, charms, or alcohol.
Example: DC:
Friendly Target +10
Flirty Target +5
Cold Target +20
Unresponsive target +15
Upset Target +30
Enemy Target +40
Likes players sex +10
Dislikes Players sex +50
Finds Player attractive - 20
Finds player repulsive +30
No attraction +10
Uncaring +20
Love Potion - 10 (greater bonuses based on potency)
Slightly Drunk -5
Drunk - 10
Wasted - 20
Charm object or technique (based on object or technique bonus)

Action:
This skill is a free action but can not be used in combat as combat causes distractions form the
players attempts to seduce the target.

Try Again:
In many cases the player will see the results of a failure through the reactions of the target. So
long as the target doesn’t consider the player hostile or leaves the room. The Player can make a
second attempt but at a strong DC for having failed before.

Special:
On the result of a 20 if the player succeeds they get the goal that they are seeking, if the player
fails the DC the target doesn’t change their attitude for the worse, like they would if the player had
failed before. Many items out there help in this skill, but the Skill Profession Bartender helps in
this skill by knowing how to mix drinks to loosen the morals of a target.

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Restriction:
This skill requires to, have the full attention of the target, thus any major distraction will cause the
result to fail.

Untrained:
This skill can be used untrained, but only trained user’s gain bonuses from items, rooms and
natural 20’s

Stealth
DEX

This vital skill lets a character move quietly and hidden from the notice of others. It’s used to
mask one self in the shadows and objects to remain hidden from the notice of others.

Check:
The DC of this skill is broken in two parts, Silence and Shadow. Silence allows the player to quiet
their movements and actions; The DC is increased on the difficulty of the situation. All listed
below are actions to maintain silence with these objects.
Example: DC:
Open Squeaky Door 40
Stone floor 35
Carpet floor 15
Strong wood floor 30
Creaky wood floor 50
Metal floor 25
Crawling through pipe/vent (metal) 50
Crawling through pipe/vent (stone) 20
Crawling through pipe/vent (water) 60
Moving through water 45
Moving through snow 20
Moving through sand 5
Moving through loose rock 55
Moving through loose mud/muck 25
Moving through hard ground/dirt 10
Moving through grass 5

The second way of using the skill is Shadow. This is a way to find and hide form the notice of
others. The DC is based on the alertness of the targets, and the terrain to hide around.
Example: DC:
Open area, no shadows 60
Open area, some shadow 50
Open area, Heavy shadow 40
Open area, Darkness 30
Cluttered area, No shadow 40
Cluttered area, some shadow 30
Cluttered area, Heavy shadow 20
Cluttered area, Darkness 10
Dense area, no shadow 30
Dense area, some shadow 15
Dense area, Heavy shadow 5
Dense area, Darkness 0
Alert target +30
High Alert target +50
Distracted target +20
Not Alert target +10
Sleeping target -10 (Note light sleeper/ heavy sleeper alters DC)

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Action:
This skill is a free action out of combat and a partial action in combat.

Try Again:
Failing this skill will not alert the player until they are detected. The player can choose if they think
that they failed to improve this by re-rolling this skill at any time.

Special:
On the result of a 20 if the player succeeds on the DC they are able to go unnoticed and gains a
+5 for the next use of this skill. If the player rolls a 20 yet fails the DC they draw attention but
don’t get noticed till the result of a second roll with a bonus +5 to the skill is made, they can also
choose actions to better take stealth measures to improve this roll. Disguise skill can grant
bonuses to this skill, as well as ninja techniques, items and even some basic objects to hide in
the environment such as boxes, barrels, leaves and branches, Given that they fit the environment
around them.
Restriction:
This skill can be used at any time but once one is noticed, trying to hide again is considered
useless in most cases.

Untrained:
This skill can be used untrained but some bonuses only can be gained by those trained in the skill

Streetwise
INT

Being able to identify the signs and gangs of the street is what this skill brings to the table. This
allows the player to move from town to town and gather info on the area without even asking the
people around on this info.

Check:
This skill has only one category but none the less is a handy one to learn information that is in
plain view of the public that many people tend to ignore around them. The DC is based on the
complexity of the sign or information given by the street and what they mean.
Example: DC:
Symbol for to upcoming or past crime 50
Location of crime organization 25
Politics of the area 30
Attitude of issues in an area 15
Location of Black Market 40
People that have vast knowledge 75
People in charge crime organization 60
People looking to buy drugs/ stolen goods 45

Action:
While this skill can be used in combat its better to use it out of combat as it takes a full round to
read and process the meaning of a symbol or sign in the area to make sense of them.

Try Again:
The result of a failure can give bad information that the player wont know until the information is
acted on, at any time the player can decided on if the information is right or not and re-roll on the
symbols or signs.

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Special:
On the result of a 20 if the player passes the DC they gain the info and even have a good idea of
the attitude of the public on that issue when asking around for more info or approaching people
on this issue. If they fail the DC the player gains a +5 on their next attempt and gets a feeling on
the attitude of the public towards what this symbol may mean.

Restriction:
This skill requires a symbol to use this skill, Symbols such as graffiti are available all around but
some times need to be searched for to find first.

Untrained:
This skill can only be used trained.

Survival
WIS

A handy skill used to forage for food and water, skin hides, set traps. This skill is grants the player
ways to handle the wilderness in a way that they can survive on the bounty that nature provides
for them.

Check:
Survival is a vital skill that has a few different uses, the first is seeking, this covers looking for and
staying on tracks of a creature or person, it also helps in finding locations for water and possible
food sources. The DC is based on the difficulty of the terrain.

Example: DC:
Tracks, in Mud 15
Tracks, in Dirt 30
Tracks, Dirt road Rural 40
Tracks, Dirt road Urban 70
Tracks, Dry Sand 50
Tracks, Snow 10
Tracks, Rock 80
Tracks, Overgrowth 35
Tracks, Grass 45
Estimate Water source, Grassland 30
Estimate Water source, Dessert 80
Estimate Water source, Mountain 45
Find Edible Plants, Grassland 5
Find Edible Plants, Dessert 40
Find Edible Plants, Mountain 25
Find Edible Plants, Tundra 35

The next use of this skill is to harvest skins or trying taxidermy from the bodies of creatures. The
DC is based on the size of the creature.

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Example: DC:
Skin Tiny 15
Skin Small 20
Skin Medium 30
Skin Large 40
Skin Huge 50
Stuff Small 25
Stuff Tiny 35
Stuff Medium 50
Stuff Large 60
Stuff Huge 70
Stuff made up creature 90

The final use of this skill is to build, set and place traps.
Example: DC:
Build simple Snare 15
Build Pit trap 25
Build Spike Trap 40
Build Rock Drop trap 50
Build Log Slam trap 35
Poison Spike Trap 45
Tripwire 10
Pressure Plate 60
Set Machine trap simple 10
Set Machine trap Complex 50
Set Chemical trap Simple 20
Set Chemical Trap Complex 70

Action:
This skill can not be used in combat as it takes time often several game minutes to figure things
out in all cases, the only exception to this is placing traps with abilities or feats that make this
happen quicker.

Try Again:
A failure to surpass the DC of this skill in tracks or being able to find food or water sources means
just that they don’t find those things, On skinning or stuffing creatures they destroy the supplies
and cant gain hide or a taxidermy of the creature from that one, on traps the traps fail to activate
when they need to (on a result of a 1 the trap goes off on the one placing it) On all these the
player can make a new attempt but it counts as a new try for the skill and not one to recover from
a failure.

Special:
On the result of a natural 20 on this skill as long as it passes the DC gets the following results,
Finding tracks tells you the time the target moved through and how fast, Find food and water finds
plentiful sources for gathering, Skinning / taxidermy raises the value of the hide / creature, Setting
traps raises the DC of the trap by adding the Players Levels in the DC. If the DC of the skill is not
met then the player does not face the negatives they would otherwise get in failing to pass the DC,
and they gain a +5 to their next use of the skill. Profession Farmer grants bonuses to this skill
when finding food sources.

Restriction:
This skill takes too much time to be used in combat effective with out feats or abilities that state
otherwise.

Untrained:
This skill cannot be used untrained

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Swim
STR

This skill used to swim, a very handy skill to have when it comes to needing to cross bodies of
water or even moving through other liquids without suffering from drowning.

Check:
The DC of the skill is based on the water/ substance conditions of flow and tide as well as the
weight of supplies trying to swim with another person. While there are several factors there are
only two categories for all to fall under in this skills use. The first is basic surface swimming.

Example: DC:
Still Water 5
Choppy Water 20
Rough Water 40
Heavy Tide 60
Stormy Water 80
Rip Tide 70
Strong Tide 50
Light Tide 10
Carrying < Medium weight limit +20
Carrying > Medium weight limit +40 (for every category above medium)
Carrying other person calm +30
Carrying other person excited +60

The Second category is Diving (no not how one jumps in) the DC is based on Con bonus of the
player and the depth of the dive. (Note: undead or those that breath water do not need to breath
thus dive is a simple swim roll as in the section above)

Example: DC:
Dive 10 ft 20
Dive 20 ft 40
Dive 30 ft 60
Dive 40 ft 80
Dive 50 ft 100
Con Bonus +1 -10
Con Bonus +2 -15
Con Bonus +3 -20
Con Bonus +4 -25
Con Bonus +5 -30
Con Bonus -1 +20
Con Bonus -2 +40
Con Bonus -3 +60
Con Bonus -4 +80

Action:
This skill is considered a movement action at all times including in underwater combat. Those that
can not, breath water or are not undead then they have the DC increase each round and their
Con Mod is considered one lower per each round underwater.

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Try Again:
A failure on the DC has immediate danger for the player. On surface rolls it has the player losing
control at first at which a second roll is called for to regain control, failure on that roll results in
drowning, while diving failure on their first roll has them drowning and a swim check is needed to
attempt to make for the surface.

Special:
On the result of a natural 20 if the player passes the DC on the surface swimming they gain a
bonus 30ft to their movement, if they fail the DC they don’t take risk and lose control like they
would if they got a lower result. In the case of diving, a success on the DC grants a player a
longer time to survive by granting them a limit one higher then their set Con Mod, if they fail to
meet the DC they don’t begin to drown but they don’t gain the bonus. Several devices and items
can be gained to aid in this skill such as breathers, scuba tanks, water wings and life vests.

Restriction:
This skill has no restrictions (with one exception [One Piece RPG only: Fruit users are weaken
being under water and can not, swim or breath under it no matter what race they are])

Untrained:
This skill can be used untrained but some bonuses only can be gained by those trained in the skill

Taunt
CHA

This skill is used to insult others, in a way to change a targets influence on you to one of hate or
to cause a target to focus on you in stead of a different person or object. It also can be skillfully
used to cause distractions when acting in stealth to send guards the wrong way or get them in the
line of sniper fire.

Check:
This skill when used by the player is set to irritate or distract a target and draw their attention
towards them. The DC of this skill is based on the attitude of the target and possible interactions
the target has with others.

Example: DC:
Insult friendly target 50
Insult Neutral target 30
Insult Enemy target 10
Distract alone target 20
Distract target engaged in combat 60
Distract target engaged in conversation 40
Action:
This action is a free action that can be used at anytime provided one can be seen or heard to
create the taunt.

Try Again:
Failure to taunt results in the players taunt going ignored, the player can make a second attempt
in the next round (when in combat) or after they learn of the first failure out of combat.

Special:
On the result of a 20 a player that meets or passes the DC makes them the target of the one that
they taunted and depending on how the one they taunted takes insults reacts towards it. If they
fail to meet the DC yet roll a 20 then they gain a +5 on the next attempt. Knowing things that
upset the target grants bonuses to this roll. Some feats grant this ability to do Sub-dual damage
to a set target.

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Restriction:
Some targets have Defects or Advantages that may make it hard or useless to taunt them while
others might be weak to them.

Untrained:
This skill can be used untrained but bonuses only can be gained by those trained in the skill

Use Rope
DEX

This skill used in making knots or binding people or things. A handy skill to have in keep things in
bindings, its also useful in making sure that rope is safe to use in climbing, or best for securing
things down from moving in a vehicle.

Check:
The DC of this skill is determined by the skills two uses, first is to tie one down/up while the other
is to secure for climbing or use to pull/lift items. The first use of this skill is vital it determines how
strong and secure one has made an item/person from getting away. The DC is determined by the
type of object and “rope” used to bind.

Example: DC:
Vine 40
Silk 10
Hemp 15
Cord 25
Cable 50
Chain 60
Rubber Cord 30
Cloth 45
Leather 20
Barrel/Medium box +20
Crate/ Animal Pen/Cage +10
Small box/ Sacks +40
Person Unconscious +15
Person Conscious +30

The second use being securing for safe use to climb or lift/ pull objects / creatures/ people, the
DC of the skill in this one is determined by the weight the rope needs to support. All of the
following is for normal bought rope, the weight limits of chain, cable, leather and cloth is different.
Rubber cord weight limit is the same as normal rope but stretches in length when used.

Example: DC:
< 200 lbs 10
< 400 lbs 20
< 800 lbs 40
< 1000 lbs 60
< 1300 lbs 80
< 1 ton 100

Action:
This skill is considered a standard action for uses in combat.

Try Again:
Failure on this roll is not known to the player until the object / person breaks free, escapes or, falls
down. It is up to the player to re-roll before such a thing happens. This can be done at any time.

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Special:
On the result of a 20 is the player passes the DC when binding it raises the DC of Escaping from
the bindings by +20. On securing it grants a bonus +10 to climbing. If the player gets a 20 but still
fails to get past the DC then they suffer no ill effects from the attempt to bind but gain no bonuses
to keep the object from escaping, while securing it allows the weight of one size category lower
and the player knows the weight limit it will hold.

Restriction:
This skill requires one has access to some type or kind of rope like object or material.

Untrained:
This skill can be used untrained but bonuses only can be gained by those trained in the skill

Use Magic Device


CHA

This skill is used to use the power of the tools such as staffs and wands and the like.

Check:
This skill is used to cast and control magic thru magic items. On top of the ability to have items
that have spells linked to them a player can drain an item for its mana to add to their own or
infuse some of their mana in the item to improve the power of the spell.

Example: DC:
Magic Wand 15
Staff 25
Wondrous Item 50
Artifact 60
Sword 30
Ring 20
Magic Book 30+ Rank of Spell
Drain Item for Mana 70
Infuse Item with Mana 40

Action:
Using a magic item takes a full round of action as does draining. Infusing however takes 2 rounds
to perform.

Try Again:
Failing to use the item results in no magical effects or casting of the spell. Failing to drain causes
the player to loose 1d6 mana. Failing to infuse causes the mana they spend to be released and
lost.

Special:
On the result of a 1 on this skill will cause the item to explode in magical energy. On a 20 it
doubles the effect of the spell it is casting. Rolling a 1 while draining or infusing causes the player
to be drained completely of their mana. On a 20 they double the mana received or double the
mana given (yet at the cost as if it was normal)

Restriction:
This skill requires one has access to some magical item.

Untrained:
This skill can be used untrained but bonuses only can be gained by those trained in the skill

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Use Technology
INT

This Skill allows a player to control, use and even hack technology.

Check: There are two ways of using this skill, the first is being able to use a technology device as
it was intended with permission or access to use it.

Example: DC:
Access Devices Program 10
Access Devices Abilities 05
Search for info on computer 30
Set Alarm system 40
Link Technology with vehicle 50
Link Technology with Race 80 (such as Robots/Cyborgs)
Link Technology with Weapon 40
Link Technology with Armor 40
Link Technology with Technology 30

The second way to use the skill is to hack the device for knowledge, secrets, reprogram, or to
gain access to its uses.

Example: DC:
Hack No Security Code 10
Hack GL3 Security Code 50+
Hack GL4 Security Code 70+
Hack GL5 Security Code 90+
Hack Alarm Trigger 40+
Reprogram Device 50+
Unlock Passcode 30+
Create Computer Virus 30+

Action:
Using Technology uses one or more full rounds of actions to activate. Hacking takes 1 or more
hours based on the difficulty.

Try Again:
A Failed roll will cause the device to be unresponsive, hacking it may set off an alert to its
owner/maker.

Special:
On the result of a 1 on this skill will cause the item to break or become unusable without repair.
On a 20 it doubles the effect of the technologies abilities. When hacking the device, the roll of a 1
will set off an alert to the technologies owner/maker.

Restriction:
This skill requires one has access to some technology device.

Untrained:
This skill can be used untrained but bonuses only can be gained by those trained in the skill

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Synergy Bonuses

Synergy Bonuses is where skill in using one skill grants you a better chance with another skill, the
way this is done is for every 10 ranks the player spends in this skill grants a +2 bonus to the skill
listed. Profession skills also grant an additional +10 bonus to a skill on the result of a 20 on their
skill roll.

*- skills bonus is based on conditions

Escape artist Bonus from Acrobatics is only usable in escaping grapples

Appraise Bonus in Craft skills is only toward items crafted in that skill

Navigate Bonus in Knowledge Area is only in the known area

Craft Alchemy Bonus in Knowledge Poisons is on identifying chemicals/ poisons

Craft cooking Bonus in Profession Bartending is towards Brewing not cooking food

Survival Bonus in Profession Farmer is towards finding plants to eat only

Survival Bonus in Profession Fisherman is towards surviving on the sea not land

Survival Bonus in Profession Herbalist is towards finding plants to eat only

Appraise bonus in Profession Miner is towards Value of materials / gems only

Use Magic Device bonus in Knowledge Astrology.

Appraise bonus in Profession Artist is towards Value of Art / collector items only

Medical bonus in Profession Rancher is towards Animals / monsters only

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Skill Bonus Skill +2 for every 10 ranks Critical Bonus Skill +10 on
result of a 20
Acrobatics Jump /Perf. Dance/ Escape Artist*
Concentration Control Shape
Craft Armor / Clothing Appraise*
“ ” Chemistry / alchemy Craft Cooking/ Brewing
“ “ Cooking / Brewing Craft Chemistry/ Alchemy
“ “ Items / Jewelry Appraise*
“ “ Machines Craft Vehicle
“ “ Vehicles Drive
“ “ Weapons / Firearms Appraise*
Decipher Script Forgery
Disable Device Open Lock/ Escape Artist
Disguise Stealth
Drive Pilot
Escape Artist Use Rope
Knowledge Area Navigate*
“ “ Astrology Use Magic Device/ Navigate
“ “ Biology Medicine
“ “ Foreign Culture Navigate
“ “ Geography Survival
“ “ History Appraise
“ “ Mechanics Craft Machines, Disable Device
“ “ Military Science Demolitions, Craft Weapons
“ “ Nature Survival
“ “ Poisons Craft Alchemy*/ Medical
Martial Arts Intimidate
Pick Pocket Gamble
Pilot Drive
Profession Bartender Seduction/ Gather Info/ Craft Cook* Seduction
“ “ Book Keeper All Knowledge’s/ Decipher Script Gather Info
“ “ Bum Gather Info/ Diplomacy/ Streetwise Streetwise
“ “ Farmer Survival*/ Craft Cook/ Know Nature Survival
“ “ Fisherman Pilot, Survival*/ Use Rope Pilot
“ “ Herbalist Craft Alchemy/ Medical/ Survival* Craft Alchemy
“ “ Home maker Craft Cooking/ Gather Info/ Search Know Area (location skill is use)
“ “ Lumberjack Craft Vehicle/ “ “ Machines/ Repair Craft Vehicle
“ “ Miner Craft Weapon/ Appraise*/ “ “ Machines Craft Weapon
“ “ Officer Know. Law/ Intimidation/ Streetwise Intimidation
“ “ Politician Diplomacy/ Seduction/ Foreign Culture Diplomacy
“ “ Potter / Artist Crafts All/ Appraise* Craft Item
“ “ Rancher Medical*/ Know Biology/ Handle Animal Handle Animal
“ “ Shop keeper Appraise/ Foreign Culture/ Forgery Appraise
“ “ Tailor Craft Armor/ Appraise/ Craft Item Craft Armor
“ “ Writer / Reporter Gather Info/ Decipher Script/ Diplomacy Gather Info
Repair Craft Vehicle / “ “ Machine
Seduction Diplomacy/ Bluff
Taunt Intimidate
Use Rope Climb

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