General Skills

Once the character's Profession has been determined, the player can select skills from the following list, or from an alternate list put together by the GM. The GM may choose to add or delete skills from this list, and may allow skills to be customized to the character when appropriate. Check with your GM before creating your character.

Because The Contract is a generic, universal role-playing game, suitable to any setting and any genre, the GM may need to alter the list of General Skills. Skills which are appropriate to a campaign set in the 21st Century may be very different from those appropriate to a campaign set in Medieval Japan, or Ancient Rome, or a fantasy or science-fiction setting. Skill selection is focused more on a common sense approach to what a person might reasonably know, rather than an exhaustive list of skills. If there is some question as to what would be included in a skill, details may be noted in parentheses.

General Skills for a Modern Setting

Following is the default list of General Skills, suitable for a modern setting.

Burglary: Knowledge of breaking-and-entering techniques and related criminal skills Includes lockpicking, sleight of hand (including pickpocketing), stealth, and disguise. Does not include any knowledge of technology such as security systems.

Driving: Driving a vehicle. Does not include aircraft of any sort.

Electrical Engineering: Knowledge of electricity, electrical systems and electronics, security systems, and computer hardware. Includes bypassing or deactivating security systems.

Forensic Science: Expertise in crime scene investigation, gathering forensic evidence, and analyzing such evidence.

Forgery: Skill in forging documents.

Hacking: Skill in software design, graphic design, networking, etc. Includes illicitly accessing computer networks. Note that expertise in security systems falls under Electrical Engineering rather than Hacking.

Linguistics: Each time you take the Linguistics skill, the total number of languages you speak increases. The skill should be named appropriately to reflect the languages you are acquiring. For example, you could acquire Romance Languages, followed by Slavic Languages, Dravidian Languages, Classical Languages, Dead Languages, Dead Dravidian Languages, and whatever other language groups you and your GM consider appropriate.

If you have one Linguistics skill, you speak a total of 4 languages. With two Linguistics skills, you speak a total of 8 languages; with three, you speak 16; with four, you speak 32. Each additional Linguistics skill grants an additional 16 languages. Languages granted by your Cultures are not included in this total.

Note that increasing your skill level in Linguistics does not increase the number of languages you speak; rather, it increases your fluency in a set of languages.

Medicine: Skill in the practice of medicine, including general surgery.

Mythology: Knowledge of mythology.

Psychology: Skill in psychology, including the ability to treat mental disorders, given sufficient time.

Sorcery: Theoretical knowledge of magic. It does not provide the ability to cast spells or otherwise perform magic.

Survival: Familiarity with general survival skills (including gathering food and hunting) in certain terrain types, and expertise in tracking in those terrain types. Also includes stealth in any terrain.

Each time you take Survival, you gain knowledge of 4 terrain types from the following list. You may wish to rename this skill to reflect the terrains it encompasses.


Lake and River

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