The Toast skill list is designed to be expansive, but there may be skills that a GM would like to see, or skills that the GM does not wish to be available to the players. GMs should feel free to modify, limit, or augment the skill list as it suits their purposes.
| Category | Skill | Attribute(s) | Description |
| Animal | Animal Care | PER | Care for, house, handle, and feed animals properly. |
| Animal Training | PER, WIL | Train animals to do tricks or perform tasks on command. | |
| Bee Keeping | WIL | Collect honey and maintain beehives. | |
| Herding | PER, WIL | Keep a group of animals together and calm. Move groups of animals from one place to another in a relatively orderly fashion. | |
| Riding | AGI | Ride an animal at a controlled speed and direction, and perform riding tricks. Each type of riding animal must be learned as a separate skill. | |
| Teamster | PER, WIL | Train animals to work together as a team, and drive a team of animals at a controlled speed and direction. Each species counts as a separate skill. | |
| Veterinarian | PER | Diagnose and treat animal ailments and injuries. | |
| Artistic | Acting | EMP, FOC | Act convincingly in either a drama or impromptu. |
| Aesthetics | PER, PSY | Create visually pleasing arrangements with objects or art. | |
| Choreography | PER, PSY | Construct dance sequences involving one or more people. | |
| Creative Writing | PSY | Create pleasing works of literature. Requires the Literacy skill in the language used. | |
| Dance | AGI | Dance gracefully and skillfully. | |
| Drawing | HEC, (PSY) | Create images with charcoal, pen and ink, or other media. Also based on Psyche if creativity is involved in the task. | |
| Jester | EMP, PSY | Amuse people and act the fool. | |
| Music Composition | PER, PSY | Create musical compositions for one or more instruments/voices. | |
| Musical Instrument | HEC, PSY | Play a musical instrument. Each instrument counts as a separate skill. | |
| Oratory | EMP, FOC | Speak effectively before an audience. | |
| Painting | HEC, (PSY) | Create pleasing or effective images through use of paint. Also based on Psyche if creativity is involved in the task. | |
| Sculpting | HEC, (PSY) | Create pleasing or effective sculpture from various media. Also based on Psyche if creativity is involved in the task. | |
| Storytelling | EMP, FOC, (PSY) | Hold the interest of a group or individual by telling stories. Also based on Psyche if the storyteller is composing the stories told. | |
| Athletic | Acrobatics | AGI | Perform tumbling and similar feats of agility. |
| Balance | AGI | Keep one's balance in adverse circumstances and environments, such as on a tightrope, the ridgepole of a roof, a log floating in water, or the beam of a building. | |
| Catching | AGI, HEC, PER | Catch objects that are thrown, launched, or shot. The ability to determine an object's trajectory and put one's hands, arms, or body in the path of the flight. | |
| Jumping | STR, AGI | Jump in order to cover distances or reach heights. | |
| Pole Vaulting | STR, AGI | Use a pole to aid in jumping otherwise unattainable distances or heights. | |
| Climbing | STR, AGI | Climb cliffs, rock formations, trees, walls, etc. with or without the use of rope and tools. | |
| Running | TOL | Run for speed or distance. | |
| Sport | * * * | Play a sport. Each different sport counts as a different skill. Sports are usually based on Agility, but it depends on the sport. | |
| Swimming | AGI, TOL | Stay afloat and move about in water or other liquids. | |
| Throwing | STR, AGI, (HEC) | Throw objects for speed or distance. Also based on HEC if throwing for accuracy. | |
| Combat | Ambush | PER |
Set up and execute ambushes. This skill is usually used as a contested task; roll Ambush vs. Perception of the target. |
| Brawling | STR, AGI | Fight in unarmed combat. Covers wrestling, grappling, punching, kicking, biting, hair-pulling, etc. | |
| Dodge | AGI | Get out of the way of ranged and/or melee attacks. | |
| Initiative | AGI, PER | Act quickly during combat. | |
| Quick Draw | HEC |
Bring weapons quickly to readiness in combat. Normally, it requires about a round to bring a weapon to readiness. A character with the Quick Draw skill may roll on the skill when drawing or switching weapons. A success means the character brings the desired weapon to readiness very quickly and may attack with the weapon in the same round. A failure means the character switches weapons as if the skill was not used. A flub usually results in a fumble of some sort, or even personal injury in extreme cases. |
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| Covert | Disguise | EMP, FOC | Conceal one's identity or impersonate others. |
| Forgery | PER, (HEC) |
Identify or create forgeries of documents and artwork. Perception only is needed to identify a forgery. Both HEC and Perception are needed to create one. |
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| Holdout | HEC | Keep an object hidden on one's person. | |
| Pick Locks | HEC | Open locks without using the key, and without damaging the lock, or the door, or the door frame, etc. | |
| Pick Pockets | HEC |
Steal objects from someone's person without their knowledge. Usually rolled as a contested task vs. the target's Perception. |
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| Poison | TOL, PER | Identify and utilize poisons. Note that a character with this skill cannot create poisons. To create poisons, use the Apothecary skill. | |
| Search | PER | Find items that have been hidden (or are otherwise not obviously present) through systematic searching techniques. | |
| Shadowing | AGI, PER | Follow someone without their knowledge. | |
| Sleight of Hand | HEC | Perform seemingly impossible feats through the use of manual dexterity. | |
| Stealth | AGI | Move quietly, hide, and generally avoid being noticed. | |
| Streetwise | PER, EMP | Use telltale signs in an urban setting in order to determine likely locations of criminal activities and underground societies such as thieves' guilds, pursecutting rings, etc. | |
| Traps | HEC, PER | Detect, disable, or set traps in locks, doors, walls, etc. | |
| Craft | Armory | HEC, PER | Create various types of armor from raw materials. |
| Basket Making | HEC, PER | Create baskets for the containment and transportation of solids or liquids. | |
| Binding | HEC, PER | Bind books and create scrolls from raw materials. | |
| Bowyer/Fletcher | HEC, PER | Construct bows and arrows from raw materials. | |
| Chandler | PER | Make candles, soap, and other goods from rendered animal fat. | |
| Charcoaler | PER | Make charcoal from raw materials. | |
| Cooking | PER | Prepare meals using various foods and raw materials. | |
| Cosmetology | HEC, PER | Use makeup and hair styling to improve a person's appearance. | |
| Glasswork | HEC, PER | Create glass and make things out of glass. | |
| Herbalist | HEC, PER, FOC |
Identify plants and their properties, and harvest and process herbs and plant products for use. Note that this skill does not allow the character to mix potions or poisons. For those tasks, the character must use the Apothecary skill. |
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| Hideworking | HEC, PER | Treat animal hide and create things out of leather. | |
| Jeweler | HEC, PER | Identify, cut, and polish gemstones and make jewelry from precious metals. | |
| Knots | HEC, PER | Tie or untie knots in rope or string, and determine the correct knot for a specific task. | |
| Masonry | STR, HEC, PER | Build buildings, roads, bridges, and the like out of stone. | |
| Metalsmith | HEC, TOL, PER | Create implements and weapons out of metal using forge, hammer, tongs, and anvil. | |
| Knapping | HEC, PER | Using a hammer (or another stone), chip away and shape rock such as flint, obsidian, or glass into arrowheads, knives, or other implements. | |
| Pottery | HEC, PER | Prepare, sculpt, glaze, and fire clay. | |
| Tailor | HEC, PER | Use needle and thread to create or mend garments and the like out of cloth. | |
| Weaving | HEC, PER | Spin yarn and use a loom to make cloth. | |
| Woodcraft | HEC, PER | Make things out of wood, using logs, boards, pegs, nails, etc. | |
| Esoteric | Divine Affinity | WIL, PSY |
Sense the influence of divine beings on situations, persons, and/or objects. Commune effectively with divine beings through prayer. If a divine spell-casting system is made available to the players (see Appendix B: Magic), this skill also represents the character's ability to perform miracles. |
| Magical Affinity | FOC, PSY |
Sense magical auras or essences in objects and areas that have been affected by magic. Detect whether or not the character is being affected by a magical effect. If a spell-casting system is made available to the players (see Appendix B: Magic), this skill also represents the character's ability to cast magical spells. |
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| Meditation | FOC, WIL |
The ability to quiet the mind. Meditation is the voluntary entrance of the character into a trance-like state. Meditation is primarily used for relaxation or to attain spiritual peace. However, a character may attempt to use meditation for other purposes. Once in a meditative trance, a character may use mind-over-matter to slow the heart rate, decrease metabolism, rejuvinate the body, increase the rate of healing, or other purposes at the GM's discretion. The GM should keep in mind that meditation for these purposes is extremely difficult and should select appropriate target numbers. A character in a meditative trance is sub-consciously aware of her surroundings. A character may exit the trance voluntarilly at any time. |
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| Knowledge | Animal Lore | PER, FOC | Determine the behaviors of animals. General knowledge of animals. |
| Anthropology | PER, FOC | Be able to determine the cultural explanations for the behaviors of others. General knowledge of cultures and anthropology. | |
| Apothecary | PER, FOC |
Identify, mix, and utilize chemicals and prepared herbs for various purposes, usually medicinal. General knowledge of chemicals and prepared herbs and their applications. Note that the Apothecary skill does not encompass the ability to harvest and prepare herbs. For that, the character must use the Herbalist skill. |
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| Arcane Lore | PER, FOC | Identify mystical rituals, symbols, and words. General knowledge of mystic arts. | |
| Astronomy | PER, FOC | The study of stars, constellations, planets, and other celestial bodies. | |
| Geography | PER, FOC |
Determine one's location based on landmarks and maps. General knowledge of the lay of the land. Choose an area for the character's skill. The larger the area known, the less detailed the knowledge. |
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| History, Ancient | PER, FOC | Recognize historical references and recall historical events of long ago. General knowledge of ancient history. | |
| History, General | PER, FOC | Recognize historical references and recall historical events. General knowledge of history. | |
| History, Local | PER, FOC | Recognize historical references and recall historical events. A localized version of General History. The character knows more detailed history about a specific area. | |
| Languages | PER, FOC | Communicate effectively with a speaker of a specific language. Each language counts as a separate skill. No skill is required to speak one's native tongue. | |
| Law | PER, FOC | Determine if something is illegal, and know the likely penalties for illegal activity. General knowledge of laws and regulations. | |
| Literacy | PER, FOC | Decipher writings in a known language and create decipherable script. Each language counts as a separate skill. Note that the character need not be able to speak the language in order to read and write it. | |
| Music Theory | PER, FOC | Analyze a piece of music and read musical notation. General knowledge of musical theory and notation. | |
| Nature Lore | PER, FOC | Make weather forecasts, predict a region's animal activity, and the like. General knowledge of the workings of nature. | |
| Religion | PER, FOC | Determine the purposes of religious rituals and the faith of individuals based on their speech and behavior. General knowledge of the religious practices of the character's culture. | |
| Medical | Diagnosis | PER | Determine the identity, cause, and/or extent of injuries and illnesses. |
| First Aid | HEC, PER | Administer first aid to someone sick or wounded. | |
| Physician | HEC, PER | Set broken bones, stitch wounds, and the like. | |
| Outdoor | Boating | AGI, PER | Enter, exit, and pilot small watercraft effectively. Canoe, rowboat, sailboat, raft, etc. |
| Camouflage | PER | Hide oneself or other objects by causing them to blend into their surroundings through use of garments, makeup, or other materials. | |
| Fishing | HEC, PER | Catch fish using hook and line, nets, or other means. | |
| Navigation | PER |
Determine one's location and direction through use of stars, sun, ocean currents, winds, and other natural signs. Use navigational tools such as compass, sextant, etc. |
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| Survival | TOL, PER | Find food and shelter in a specific environment without the use of conventional tools and equipment. Choose a specific environment: Woodlands, Desert, Plains, Mountains, Arctic, Urban, Jungle, Seacoast, Swampland, etc. Each environment counts as a separate skill. | |
| Tracking | PER | Track a person or animal, or conceal signs of one's passage. | |
| Professional | Appraisal, Artwork | PER | Determine the fair market value of a piece of artwork. |
| Appraisal, Gemstones | PER | Determine the fair market value of a cut and polished gemstone, or the potential value of an uncut stone. | |
| Appraisal, Goods | PER | Determine the fair market value of various types of merchandise. | |
| Butchery | HEC, PER | Slaughter and butcher animals, separating them into usable raw materials, i.e. meat, hide, fat, and organs. | |
| Farming | TOL, PER | Raise and harvest crops effectively. | |
| Mining | TOL, PER | Identify potential locations of metal or mineral deposits and extract materials from the earth. | |
| Seamanship | TOL, PER | Pilot, or aid in the piloting of, a sailing vessel. | |
| Social | Argument | EMP | Make effective arguments. This skill is used for haggling, persuasion, and diplomacy. |
| Bamboozle | EMP | Confuse or bewilder others through use of verbal tricks, fancy talk, and/or straight out lies. Useful in politics, talking your way out of jams, and pulling cons. | |
| Boot Licking | EMP | Gain favor in someone's eyes by ingratiating oneself to that person. This skill covers bribery, flattery, and flirtation. Roll as contested task vs. the target's Perception. | |
| Carousing | HTH, TOL, WIL | Keep control of one's faculties while partying hardy and drinking. Use this skill to "hold your liquor," fit into a crowd of merry-makers, and for seduction. | |
| Detect Lies | PER, EMP | Determine if someone is being truthful. | |
| Etiquette | EMP | Act appropriately according to the manners and customs of a specific environment. Choose a specific environment: Barroom, Court, Market, Farm, Street, etc. Each environment counts as a separate skill. | |
| Gaming | PER, EMP | Compete with others in games of skill or chance, and gamble effectively on said games. | |
| Intimidate | EMP, WIL | Instill fear in others through use of posture, speech, and body movement. This skill is useful to avoid combat, and for interrogation. | |
| Pantomime | AGI, EMP | Communicate effectively through gesture and body movement. | |
| Weapon | Axes, Large | STR, AGI | Great axe, pole axe, etc. |
| Axes, Small | AGI | Hand axe, battle axe, etc. | |
| Bludgeoning | STR, AGI | The ability to wield bludgeoning weapons effectively. Club, mace, hammer, etc. | |
| Bows | HEC | Make successful attacks using various types of bow. Longbow, short bow, composite bow, etc. | |
| Centripetal | AGI, HEC | The use of any of several weapons that use centripetal force. Slings, nets, bolas, lariat, etc. | |
| Crossbow | HEC | The care and feeding of various types of crossbow. | |
| Flail | AGI | Use flail-like weapons effectively. Flail, ball and chain, nunchaku, etc. | |
| Knives, Straight | AGI | Dagger, main gauche, stiletto, etc. | |
| Knives, Curved | AGI | Kukri, tanto, sickle, jambiya, etc. | |
| Pole Arms | STR, AGI | Halberd, partisan, spear, glaive, bill, trident, etc. | |
| Shield | STR, AGI | Use various types of shields to defend against attacks, press back attackers, or make shield-bashing attacks. | |
| Staff | AGI | Quarterstaff, tree branch, etc. Any long stick wielded with two hands to bludgeon an opponent. | |
| Swords, Large, Curved | STR, AGI | No dachi, etc. | |
| Swords, Large, Straight | STR, AGI | Two-handed sword, bastard sword, claymore, etc. | |
| Swords, Small, Straight | AGI | Long sword, short sword, broad sword, etc. | |
| Swords, Small, Curved | AGI | Cutlass, scimitar, katana, etc. | |
| Swords, Fencing | AGI, HEC | Rapier, foil, etc. | |
| Thrown Weapons, Large | HEC | Spear, javelin, etc. | |
| Thrown Weapons, Small | HEC | Knife, Dagger, Axe, etc. | |
| Thrown Weapons, Tiny | HEC | Dart, throwing star, etc. | |
| Whips | AGI, HEC | Bullwhip, Scourge, etc. |