Advantage: After rolling a Dice Pool, you may count any die showing a 4, 5, or 6 as a Success. Can be cancelled out by Disadvantage.
Aspect: The five motivating forces that make up your character’s Legend. Their importance is measured in Significance.
Attribute: One of the 8 building blocks that make up the core of a character’s abilities. Attributes can be either Type I or Type II.
Character: An avatar within the game, where the rules of FTS are used to track and measure their abilities, skills, and personal motivations.
Dice Pool: A number of dice assembled to make a Test (If you have a Dice Pool of 4, that means you are about to roll 4 dice). Always comprised of one Type I Attribute and one Type II Attribute, there may be additional factors present to increase or decrease the size of the Dice Pool.
Disadvantage: After rolling a Dice Pool, you may only count dice showing a 6 as a Success. Can be cancelled out by Advantage.
Edge: After rolling a Dice Pool, you may count any die showing a 4, 5, or 6 as a Success. Any time a character would gain Advantage from two separate sources, they instead gain Edge. Cannot be cancelled out by Disadvantage.
Experience: A measure of a character’s worldliness and wisdom, represented as a form of currency that they can spend to improve themselves.
Final Result: After rolling a Dice Pool, the sum of your Successes is your Final Result.
Forte: A measure of a character’s ability and training within a small, narrow field.
FTS: The coolest role-playing game ever.
Legend: A facet of your Character that is used to keep track of their motivations, and reward the Player for making decisions in-character.
Lethality: The measure of a given weapon’s killing power, used to increase the Severity of inflicted Wounds.
Loyalty: The measure of a given beast’s faithfulness and willingness to help their master, used to increase their succeeding at a wide variety of Tests.
Player: A person (other than the Storyteller) that is playing FTS. They are usually in control of one Character at a time.
Pool: See Dice Pool.
Quality: A scale used to measure an item’s overall value, while making it through The Builder.
Rank: A numeric representation of how far a character has advanced with a given Skill or Forte.
Scene: A brief moment within a Character’s life, usually limited to one location, that has a clear beginning and end.
Severity: A numeric representation of how critical a suffered Wound is, measured on a scale of 1 (cosmetic) to 10 (lethal). This is also applied as a penalty to all of that character’s Final Results until the end of the Scene.
Significance: A scale running from 0 to 6, used to measure the importance of an Aspect.
Skill: A measure of a character’s ability and training within a broad, widely-applied field.
Storyteller: The person (or persons, though most games only have one) responsible for describing the events and settings to which the players react. Also responsible for controlling all of the creatures and non-player characters in the game.
ST: Abbreviation for Storyteller.
Success: After rolling a Dice Pool, any die showing a 5 or 6 is counted as a Success. These can also come from other sources, such as Skills, Boons, or Traits from items.
Test: An action that requires at least a small degree of focus and ability, that carries with it a chance of and penalty for failure.
Trait: An aspect of something created through the Builder, usually something that sets it apart from others of its kind.
Type I: A type of Attribute that determines your character’s raw talent and potential.
Type II: A type of Attribute that determines your character’s ability to channel and control their abilities.
Usefulness: The measure of a given tool’s handiness, used to improve a character’s chance of succeeding at a particular Test.
Wound: An injury sustained as a result of combat (or other action, with the ST’s approval). Measured in intensity by Severity.
Wound Reduction: The measure of a given piece of armor’s protective ability, used to decrease the Severity of suffered Wounds.