The TFF Roll System

All TFF plots use /roll 12 as a way of determining success during particular endeavors. This is a simplified version of the ruleset from The One Ring pen and paper RPG, which is specifically designed for a focus on roleplay.

This roll system operates on the basis of assumed competence, meaning your character is considered to be competent in most skills. Any resulting failures are considered a result of adverse environmental influence, or a compromised physical or emotional state.

The success of a roll is determined as follows:

1 -- Failure 2 -- Poor 3 -- Struggling 4 -- Below average 5 -- Average 6 -- Above average 7 -- Competent 8 -- Skilled 9 -- Excellent 10 -- Great success 11 -- CRITICAL FAILURE 12 -- CRITICAL SUCCESS

 Roll Types  There are eight categories of rolls, each governing a particular skillset. The GM will often ask players to make a roll of a particular type. These rolls can be modified by roll bonuses that affect that type.


 * Athletics: Governs physical endeavors such as agility and evasion, as well as environmental skills like swimming, climbing, running, etc.
 * Combat: Governs all combat-related activities, such as attacking and defending.
 * Diplomacy: Governs all interpersonal interactions such as bluff, intimidate, charm, and persuade.
 * Fortitude: Governs resistance to taxing physical conditions, and determines endurance.
 * Healing: Governs all medical attempts, be they herbal, surgical, or magical.
 * Lore: Governs all knowledge of language, culture, and history.
 * Perception: Governs all skills of awareness, such as hearing, sight, smell, and supernatural senses.
 * Stealth: Governs all covert endeavors such as sneaking, surprise attacks, lock picking, trap disarming, and infiltration.

 Roll Bonuses  Roll bonuses are rewards for participating in GMed events. Bonuses usually come pre-attached to particular loot items, but in special cases, a roll bonus of the player's choice and be applied to an item.


 * Guardian Spirit: Once per campaign, can turn an 11 into a 12.
 * The Gambler: On use, turns all even rolls into 12s, and all odd rolls into 11s.
 * Sacrifice: On use, any roll can be turned into a 12, but the next two rolls will be counted as 11s.
 * Helping Hand: Adds a +3 to any roll. Three times per campaign. Must be called out beforehand.
 * The Extra Push: In Combat, all natural 10s are counted as 12s.
 * Steadfast: Adds a permanent +1 bonus to all rolls. Does not apply to 11s or 12s.
 * Adept: Adds a permanent +2 to all rolls of a particular type. Does not apply to 11s or 12s. Roll type must be specified upon receipt.
 * The Protector: If an ally fails a roll, the bearer of this bonus may add half of their roll to their ally’s. 11s and 12s count as regular rolls.
 * Shield Brother: Once per event, can be used to turn an ally's 11 into a 12, but the bearer will not receive the benefit of the next 12 rolled.
 * Soothing Touch: A Healing roll of 10 counts as a 12.
 * Mastery: Permanent bonus. Counts all rolls below 5 as a 5 for a particular roll type. Does not apply to 11s or 12s.
 * Custom: Suggest your own! Subject to approval from GM.