Welcome to the homepage of FTS. Please use the links on the portal to the left to navigate the various chapters of the FTS rules.
Stories are meant to be told.
FTS is a brand new system designed for use in role-playing games, much like Dungeons & Dragons, World of Darkness, or Pathfinder. Like any role-playing game, FTS puts the players in charge of a character, who then (usually as part of a team) embarks on adventures throughout the world. Uncovering long-forgotten artifacts, defeating ancient evils, and saving the world—all of this is within your grasp!
However, unlike most other role-playing systems, FTS places the emphasis on the story, and the characters within it. Where systems like Dungeons & Dragons and Pathfinder tend to revolve around what a character can do, FTS seeks to find out who that character is. Where World of Darkness asks characters to react to events within a situation, FTS requires characters to become part of the situation, and to help the Storyteller decide how things play out.
Like many role-playing games, there is still a Storyteller (or GM or DM) who arbitrates over events and actions, but the relationship is much more two-way than you might be used to. A game in FTS where the Storyteller is the only one deciding how situations play out will not only be boring, but also clunky, awkward, and difficult to run. FTS does not allow for player participation in the story, it requires it.
FTS and the Chronicles of Vulcanica story (including Solis Umbra, The Dawn Patrol, and Defiance) are my creations, made with a tremendous amount of love, work, and creativity—from both myself and my amazing players. FTS is a free-to-use system for anyone who wants, I only ask that you let me know of your intent to use it, and that you give credit where it is due.