Appendix A: Toast Skill Lists

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.