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.