Skills

Skills

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.

What Skills Do

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.

Referee Guidance

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.


Permission

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.


Making a Skill Roll

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.

Skills and Boons

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.


Set Difficulty

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.

Critical Success

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

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.


Advancement

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.

Examples

Background: Farmer

A farmer understands land, weather, animals, crops, and hard labor.

A Farmer may gain a Boon when:

  • Tending animals

  • Predicting weather

  • Working the land

A Farmer may attempt tasks others cannot, such as judging soil, treating livestock, or recognizing a failing harvest.

Background: Thief

A thief understands stealth, locks, escape, misdirection, and the habits of guards.

A Thief may gain a Boon when:

  • Hiding in settlements

  • Moving unnoticed through crowds

  • Picking simple locks under pressure

A Thief may attempt tasks others cannot, such as bypassing a complex lock or casing a guarded room.

Ancestry: Wood Elf

Wood Elves are quiet, watchful, and deeply bound to forest and wild places.

A Wood Elf may gain a Boon when:

  • Moving silently in natural terrain

  • Tracking through forest or wild places

  • Surviving in woodland environments

A Wood Elf may notice signs in the wild that others would miss.

Life Event: Betrayed

You were betrayed, and you learned the cost of misplaced trust.

You may gain a Boon when:

  • Detecting lies

  • Sensing hidden motives

  • Recognizing treachery

You begin play with a dangerous rival, enemy, or unresolved betrayal.