Iron & Myth does not use a fixed list of discrete skills.
Instead, a Skill is a broad word or phrase that describes training, knowledge, craft, instinct, or lived experience.
A Skill may come from:
Background
Ancestry
Life Events
A Skill does not guarantee success.
It shows what the character understands, what they can attempt, and how they approach danger or uncertainty.
Skills are permission, not bonuses.
A Skill may do one or more of the following:
Allow an action others cannot attempt
Let a character attempt a task without penalty
Justify a Boon when the fiction strongly supports it
Skills do not replace clever play.
The player must still describe what the character does.
The Referee decides whether the Skill applies.
Use Skills to open doors, not close play down.
Do not ask for a Skill when ordinary action is enough.
Do not let a Skill replace description, caution, or clever play.
Grant a Boon only when the Skill and the situation create a clear advantage.
When unsure, ask:
Does this Skill make the action possible?
Does it remove a penalty?
Does it create a real advantage?
If yes, use it.
If not, let the fiction decide.
Some tasks require training, knowledge, or experience.
If a Skill clearly applies, the character may attempt the task normally.
Without a relevant Skill, the Referee may decide:
The task cannot be attempted
The attempt is made with a Bane
The attempt is possible, but failure is more costly
The fiction determines what is possible.
A character does not need a Skill for ordinary action.
Anyone can climb, sneak, search, bargain, carry, listen, threaten, or lie when the fiction allows it.
A Skill matters when training would make the difference.
When a roll is needed, use the normal roll:
d20 + ability modifier
If the character has a relevant Skill, they may attempt the task normally.
If circumstances strongly favor the character, the Referee may grant a Boon.
A Skill alone does not automatically grant a Boon.
The Boon comes from the Skill and the situation.
A Skill may justify a Boon when training gives the character a clear edge.
Examples:
A Hunter tracking fresh prints after rain
A Sailor handling a boat in rough water
A Mason spotting weak stonework
A Courtier reading noble etiquette
A Wood Elf moving silently through familiar forest
If the Skill only makes the action possible, roll normally.
If the Skill gives a clear advantage, grant a Boon.
If the character lacks the Skill and the task requires training, the Referee may impose a Bane or forbid the attempt.
Skills may also set the Difficulty for challenges others must overcome.
Examples include:
Hiding
Setting a trap
Creating a disguise
Forging a document
Concealing an object
Preparing an ambush
When a character creates such a challenge, use Set Difficulty.
A trained character creates a harder challenge than an untrained one.
A Critical Success means the character succeeds with exceptional effect.
If a relevant Skill applies, the Referee may grant a result shaped by that Skill.
Examples include:
Faster completion
Improved position
Deeper insight
Reduced risk
Better quality
A lasting advantage in the fiction
A skilled critical should feel competent, controlled, and decisive.
Failure does not always mean incompetence.
It means the situation turns against the character.
With a relevant Skill:
The character may fail without disaster
The work may remain controlled
The character may understand what went wrong
Without a relevant Skill:
Failure may be costly
The danger may be immediate
The character may not understand the mistake until too late
The Referee should let failure follow from the fiction.
Characters may gain new Skills through play.
Skills may be learned through:
Training
Mentors
Study
Practice
Hard experience
Class advancement
Significant events in the fiction
A Skill gained in play should come from what the character has done, survived, or devoted time to learning.
Growth follows the fiction.
Background: FarmerA farmer understands land, weather, animals, crops, and hard labor. A Farmer may gain a Boon when:
A Farmer may attempt tasks others cannot, such as judging soil, treating livestock, or recognizing a failing harvest. | Background: ThiefA thief understands stealth, locks, escape, misdirection, and the habits of guards. A Thief may gain a Boon when:
A Thief may attempt tasks others cannot, such as bypassing a complex lock or casing a guarded room. |
Ancestry: Wood ElfWood Elves are quiet, watchful, and deeply bound to forest and wild places. A Wood Elf may gain a Boon when:
A Wood Elf may notice signs in the wild that others would miss. | Life Event: BetrayedYou were betrayed, and you learned the cost of misplaced trust. You may gain a Boon when:
You begin play with a dangerous rival, enemy, or unresolved betrayal. |