TEXT: +8 Legendary 
  +7 Epic +6 Fantastic +5 Superb
  +4 Great
  +3 Good
  +2 Fair
  +1 Average +0 Mediocre
  Spirit of the Century Skill Summary 
   
   
   
   
   
   
   
   
  Spirit of the Century  
  Skill Summary 
  By Brandon Amancio – www.fusionofthought.com/rpg/index.htm 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    Key 
  } Skill Trapping – anyone can use a skill for this purpose. 
  � Stunt – a character must purchase the stunt in order to use. 
  � In Combat – This use of a Stunt or Skill Trapping only applies during a Conflict 
  � Skill Substitution - �Deceit – Use the main skill instead of Deceit 
  Req 
  Requires  
  1\ 
  Once per … 
  
  +8 Legendary 
  +7 Epic +6 Fantastic +5 Superb
  +4 Great
  +3 Good
  +2 Fair
  +1 Average +0 Mediocre
  Spirit of the Century Skill Summary 
   
   
  Academics  
   
   
   
   
  Skills, page 85 ; Stunts, page 116; Adjudication, page 227 
  Summary:  Measures the character’s “book learning”.   
  Primary Uses:  The player can ask the GM “What do I 
  know about this subject?” or “What does this mean?”   
  Character examples:  Librarians, Archeologists and 
  Students. 
  }Research 
  [Req:  Library with Quality equal to the level of the 
  question being asked + Time] 
  Purpose:  Answer a question after failing an Academics 
  roll 
   
  Adjudication for Research: the best yardstick is obscurity.   
  � 
  Beyond Fantastic: Lost knowledge. 
  � 
  Fantastic: Known by one or two people in the world.   
  � 
  Superb: The handful of leading experts.   
  � 
  Great: All the top men in the field 
  � 
  Good and Lower: The common body of knowledge.   
  }Languages 
  Know +1 Langauge per step above Mediocre.   
  Choose languages as convienent. 
  }Declaring Minor Details 
  }Declare an Aspect – Roll vs GM set Difficulty.   
  � GM does not have to reveal difficulty. 
  Success – the declaration is true and may be tagged for 
  free once. 
  Failure – GM has the option to place a temporary 
  “mistaken” aspect on the academic.  
  }Exposition and Knowledge Dumping 
  GM may use character as a mouthpiece to convey a lot of 
  information.  Reward the Character with 1 Fate Point. 
  }The Truth (Plant Bad Information) 
  [Req:  Deceiver need access to the target’s library.]   
  Deceiver:  Academics modfied by Deceit sets difficulty. 
  Deceived: Academics vs Difficulty:   
  Failure – Academics discovers false information,  
  � Failure by 3 or more, then the true information 
  may simply be unavailable.   
  Success – Researcher discovers false information and 
  recognizes it as false. 
   
  Alertness 
   
   
   
   
   
  Skills, page 88 ; Stunts, page 119; Adjudication, page 228 
  Summary:  a measure of the character’s regular, passive 
  level of awareness.   
  Primary Uses:  Test to prevent surprise or sometimes to 
  spot a clue. 
  Character examples:  Bodyguards, Outdoorsmen and 
  Criminals of a sneaky variety. 
  }Avoiding Surprise 
  When Ambushed:  Test Alertness vs Stealth.   
  Failure:  Defense skill is considered to be Mediocre for 
  the first exchange. 
   
  Art 
   
   
   
   
   
   
  Skills, page 89 ; Stunts, page 122; Adjudication, page 228 
  Summary:  Measures the character’s overall artistic ability, 
  from painting to dance to music. 
  Primary Uses:  This includes knowledge, composition, 
  and performance.   
  Character examples:  Artistis, Aristocrats, those of the 
  avant garde. 
  }Art as Knowledge 
  All }trappings of Academics but focused on Art.   
  }Art as Craft 
  All }trappings of a crafting skill. 
  }Art as Performance 
  Add an Aspect to a Scene:   
  Difficulty: Fair + Modifiers 
  � 
  Adding to a mood (+1) 
  � 
  Changing a mood (+3) 
  � 
  Distractions (+1) 
  � 
  Major Distractions (+3) 
  � 
  Total Distractions (+5) 
  }Art as Communication 
  Art can modify appropriate social skill:  Rapport, 
  Intimidate, Leadership or Deceit 
  }Forgery 
  Difficulty = Complexity of target. 
  With original on hand:  Art + 1 
   
  
  +8 Legendary 
  +7 Epic +6 Fantastic +5 Superb
  +4 Great
  +3 Good
  +2 Fair
  +1 Average +0 Mediocre
  Spirit of the Century Skill Summary 
   
   
  Athletics 
   
   
   
   
   
  Skills, page 91 ; Stunts, page 126; Adjudication, page 231 
  Summary:  This measures the character’s general 
  physical capability.   
  Primary Uses:  Athletics covers running, jumping, 
  climbing, and other broadly physical activities you might 
  find in a track and field event.   
  Character examples:  Athletes, soldiers and 
  outdoorsmen. 
  }Jumping 
  The difficulty is going to be the bare minimum to clear 
  the distance, so beating that by a few shifts is often a 
  good idea.  Outside of that, jumping is often just 
  considered an extension of normal movement.   
  }Sprinting 
  �Spend Full Action – Athletics vs Mediocre.   
  Cross a number of zones and borders equal to or less 
  than the total shifts of effect.  
  }Climbing 
  GM Option: Spend shifts to reduce time. 
  Height 
  Base Difficulty 
  Short 
  Mediocre(+0) 
  Medium 
  Fair (+2) 
  Long 
  Great (+4)* 
  Extreme 
  Fantastic (+6)* 
  * - Climbs of this 
  length are Athletics 
  restricted by 
  Endurance w/o rest. 
   
   
   
  Slipperiness 
  Visibility 
  Distractions 
  +1 
  Wet or slick 
  Dark or 
  Raining 
  Non-threatening 
  interactions 
  +2 
  Completely smooth 
  Pitch Black 
  External Dangers 
  }Dodging 
  � Full Action: Defense +2 
   
  May not attack or }Sprint. 
  }Falling 
  Test Athletics to limit the severity of the fall. 
   
  Burglary 
   
   
   
   
   
  Skills, page 92 ; Stunts, page 128; Adjudication, page 234 
  Summary:  Know how to steal things or understand how 
  they were be stolen. 
  Primary Uses:  The ability to overcome security systems, 
  from alarms to locks.  This also includes knowledge of 
  those systems and the ability to assess them.   
  Character examples:  Burglars, private eyes and even 
  some cops. 
  }Casing 
  }Declare Minor Detail to add an aspect to a target. 
  Locks Adjudication 
  Front Door, Simple Padlock  
  Mediocre 
  Quality Padlock, Office Door  
  Average 
  Security Door 
   
   
  Fair  
  Prison Cell 
   
   
  Good 
  Safety Deposit Box, Cheap Safe 
  Great 
  Expensive Safe 
   
   
  Superb 
  Bank Vault 
   
   
  Fantastic 
   
  Contacting  
   
   
   
   
  Skills, page 93 ; Stunts, page 130; Adjudication, page 236 
  Summary:  The ability to find things out from people. 
  Primary Uses:  Know how to find things out by asking 
  around. 
  Character examples:  Reporters, private eyes and spies. 
  Modifiers: Increase difficulty for an unfamiliar 
  environment (max -4).  Reduce penalty by 1 point per 
  week. 
  }Gather Information 
  Name a question.  GM Sets Difficulty.  Roll Dice.  GM 
  Reveals what is discovered.   
  � Quality of person determine max quality of info. 
  � To determine the truthfulness of the information a 
  more in-depth conversation may involve Empathy, 
  Rapport, Deceit, etc … 
  }Getting the Tip Off 
  Social Alertness – Keeping the character abreast of things 
  that might be coming his way.   
   }Rumors 
  � Plant false information.  GM uses the final roll to 
  determine what the result of the rumor is. 
  Mediocre/Average 
  The rumor earns passing mention 
  Fair  
  Good 
  Other characters are passing around the rumor, even 
  back to the original character 
  Great + 
  The rumor has spread far enough that someone will 
  do something in response to it.  Additional shifts 
  above Great may indicate that the rumor has 
  spawned a number of alternate or embellished 
  versions as well, all with the same thread running 
  through them, or may be used to speed up the rate at 
  which the rumor spreads. 
  � Result becomes the difficulty for someone else to find 
  out who planted the rumor.   
   
  
  +8 Legendary 
  +7 Epic +6 Fantastic +5 Superb
  +4 Great
  +3 Good
  +2 Fair
  +1 Average +0 Mediocre
  Spirit of the Century Skill Summary 
   
   
  Deceit 
   
   
   
   
   
  Skills, page 95 ; Stunts, page 134; Adjudication, page 238 
  Summary:  The ability to lie. 
  Primary Uses:  Be it through word or deed, it’s the 
  ability to convey untruths convincingly.   
  Secondary Uses:  Modify, restrict, or complement 
  Empathy, Alertness, or Investigation. 
  Character examples:  Grifters, spies, and politicians. 
   
  }False Face Forward – Defend against a Read 
  � Rapport:  Deceit vs. Empathy modified with 
  Rapport 
  If the deciever wins, he may provide a false aspect.   
  }Cat and Mouse – Riposte in a Social Conflict 
  Deceit vs. Empathy – If Deceiver wins he may 
  represent any particularly convincing lie as a 
  Consequences. 
  }Disguise – Conceal your true identity 
  Used without Stunts: Deceit vs. Alertness 
  Used with Stunts: Deceit vs. Investigation 
   
  Drive  
   
   
   
   
   
  Skills, page 96 ; Stunts, page 138; Adjudication, page 240 
  Summary:  The ability to drive. 
  Primary Uses:  Drive a car at speeds of up to 45 miles 
  per hour! 
  Secondary Uses:  Drive will restrict if attempting to 
  Drive and Shoot 
  Character examples:  Chauffeurs, racers, and getaway 
  drivers. 
  }Chases  
  Use to close or increase distance.   
   
  Empathy 
   
   
   
   
   
  Skills, page 96 ; Stunts, page 141; Adjudication, page 245 
  Summary:  This is the ability to understand what other 
  people are thinking and feeling.   
  Primary Uses:  Spot a liar or tell someone what that 
  person wants to hear.   
  Secondary Uses:  Defense vs Deceit, Initiative in Social 
  Conflict. 
  Character examples:  Gamblers, reporters and socialites. 
  }Reading People 
  [Req: Half Hour of Personal Interaction]  
  � Empathy vs Rapport +1 
  o 
  Learn a new aspect about the character. 
  � A character may ultimately reveal a total number of 
  aspects equal to his Empathy value. 
   
  Endurance  
   
   
   
   
  Skills, page 97 ; Stunts, page 144; Adjudication, page 246 
  Summary:  Endurance is the ability to keep performing 
  physical activity despite fatigue or injury.   
  Primary Uses:  Resist Shock and effort.  Resist poisons 
  and diseases.   
  Secondary Uses:  Compliments Athletics over a Distance. 
  Character examples:  Explorers, athletes, and sailors. 
  }Endurance (Health Track) –  
  Starting Endurance  
  Health Track Boxes 
  � 
  Mediocre  
   
   
  (5) 
  � 
  Average-Fair  
   
   
  (6) 
  � 
  Good-Great  
   
   
  (7) 
  � 
  Superb-Fantastic  
   
  (8) 
   
  Engineering  
   
   
   
   
  Skills, page 98 ; Stunts, page 147; Adjudication, page 248; 
  Gadgets and Gizmos, page 207 
  Summary:  The understanding of how machinery works, 
  both for purposes of building it and taking it apart. 
  Primary Uses:  Compliments Science.  Build things.  
  Understand how they are built. 
  Character examples:  Inventors, mechanics, and 
  frequently, drivers and pilots. 
  }Building Stuff 
  An engineer with time and tools can build a variety of 
  items.   
  }Fixing Stuff 
  Engineering can be used to repair devices, given the right 
  tools and enough time.   
  }Breaking Stuff 
   
  �se to setup maneuvers or weirdly indirect attacks 
   
  Fists  
   
   
   
   
   
  Skills, page 98 ; Stunts, page 150; Adjudication, page 249 
  Summary:  This is the ability to hold one’s own in a 
  fistfight. 
  Primary Uses:  Attack and Defend in Combat. 
  Secondary Use:  Have a limited sort of knowledge skill 
  covering those areas.   
  Character examples:  Sailors, thugs, and martial artists. 
  }Fighting People  
  �Attack and Defend in Combat 
   
  
  +8 Legendary 
  +7 Epic +6 Fantastic +5 Superb
  +4 Great
  +3 Good
  +2 Fair
  +1 Average +0 Mediocre
  Spirit of the Century Skill Summary 
   
   
  Gambling 
   
   
   
   
   
  Skills, page 99; Stunts, page 154; Adjudication, page 251 
  Summary:  Some games are pure luck, but a good 
  gambler doesn’t play those. 
  Primary Uses:  The knowledge of how to gamble and 
  moreover, how to win when gambling. 
  Secondary Use:  It also includes knowledge of secondary 
  things like bookmaking.   
  Character examples:  Gamblers and dapper secret 
  agents. 
  }Playing the Game 
  [Req: Contacting Roll Complemented by Gambling 
  vs Quality of Game] 
  � Gambling vs Gambling to win or lose Resources 
  equal to quality. 
   
  Guns  
   
   
   
   
   
  Skills, page 99; Stunts, page 157; Adjudication, page 252 
  Summary:  Sometimes characters just need to shoot 
  things.  
  Primary Uses:  With a gun, characters can shoot up to 
  two zones away – three if it’s a rifle. 
  Secondary Use:  Use non-gun weapons that shoot at a 
  distance (at a small penalty) 
  Character examples:  Soldiers, assassins, and hunters. 
  Requirements:  A gun in hand, or at least close as hand. 
   
  }�Use Guns to Attack, but not to Defend. 
  }� Knowledge - Well-versed in a variety of small and 
  large arms and ammunitions. 
   
  Intimidation  
   
   
   
   
  Skills, page 100; Stunts, page 161; Adjudication, page 253 
  Summary:  Convince someone to do what you want, … 
  or else. 
  Primary Uses  A blatant social attack, defend with 
  Resolve.  Interrogate someone. 
  Secondary Use:  Provoke to produce a strong “burst” of 
  negative emotional response. 
  Character examples:  Mob enforcers, bouncers and 
  “bad” cops. 
  }Brush Off 
  During First Contact - Intimidation vs Resolve 
  � Establish a powerful, menacing first impression 
  � Brush past them without engaging 
   
  }Threat of Violence 
  Target completely helpless: Intimidation +2 
  Target at disadvantage:  
  Intimidation +1 
  Target has advantage:  
  Resolve +1 
  Target is very secure:  
  Resolve +2 
  Investigation 
   
   
   
   
  Skills, page 101; Stunts, page 164; Adjudication, page 254 
  Summary:  the ability to look for things and, hopefully, 
  find them. 
  Primary Uses  Find something that is hidden or 
  inobvious (like clues or an enemy) 
  Secondary Use:  Find deep patterns or hidden flaws 
  (Assessment Action) 
  Character examples:  Private investigators, reporters and 
  cops. 
   
  Leadership  
   
   
   
   
  Skills, page 102; Stunts, page 167; Adjudication, page 256 
  Summary:  A good leader knows how to direct and 
  inspire people, but he also understands how to run an 
  organization. 
  Character examples:  Military officers, politicians, 
  bureaucrats, and lawyers 
  }Command 
  �[Req:  In a position to give orders]  
  Character may apply his Leadership as a modifying 
  secondary skill on the minions skill roll.  
  }Administration 
  Any organization which the character is in charge of uses 
  his Leadership as its default value. 
  }Bureaucracy 
  �Academics - How to act in a given organization, 
  including important things like how much to bribe. 
   
  
  +8 Legendary 
  +7 Epic +6 Fantastic +5 Superb
  +4 Great
  +3 Good
  +2 Fair
  +1 Average +0 Mediocre
  Spirit of the Century Skill Summary 
   
   
  Might  
   
   
   
   
   
  Skills, page 103; Stunts, page 171; Adjudication, page 256 
  Summary:  This is a measure of pure physical power. 
  Primary Uses:  Lifting, moving and breaking things. 
  Character examples:  Strongmen, laborers, and lords of 
  the jungle. 
  }Fighting People  
  �Compliments: Fists and Weapons 
  Maneuvers:  (Wrestling) – Switch from Fists to Might 
  }Breaking Things 
  Use brute force to break inanimate things.   
  Two types:  Methodical and Abrupt. 
   
  Methodical – Roll to Modify time taken. 
  Abrupt – Roll against the Target’s Nature (object 
  strength) 
  Retry? - Characters can fail twice without penalty.  
  Difficulty increases by 1 for each additional try. 
   
  Mediocre  
  Paper or glass.  
  Average 
   
  Flimsy wood.   
  Good 
   
  Cheap wood, broken with the grain. 
  Great 
   
  Non-reinforced wood, Interior Door 
  Superb 
   
  Strong wood, exterior door 
  Fantastic  
  Reinforced wood, heavy door. 
  Epic 
   
  Security door, bending prison bars. 
  Legendary 
  Bank vault door, the door of a safe. 
   
  }Lifting Things 
  Might also controls how much the character can lift or 
  move.  The weight of the thing being moved sets the 
  difficulty for the roll.   
  Might 
  Capacity 
  WF 
  Abysmal 
  10  
  0 
  Terrible 
  50 
  1 
  Poor 
  100 
  1 
  Mediocre 
  150 
  2 
  Average 
  200 
  2 
  Fair 
  250 
  3 
  Good 
  300 
  3 
  Great 
  350 
  4 
  Superb 
  400 
  4 
  Fantastic 
  450 
  5 
  Epic 
  500 
  5 
  Legendary 
  600 
  6 
  Each +1 
  +100 
  .05 
   
  Mysteries 
   
   
   
   
   
  Skills, page 104; Stunts, page 172; Adjudication, page 259 
  Summary:  There is more to the world than science has 
  explained yet. 
  Primary Uses:  Acts as Academics but specializing in the 
  strange, occult, lost mysteries, etc … 
  Character examples:  Mystics, explorers, and 
  adventurous archaeologists.  
  }Sixth Sense 
  �Alertness, but for supernatural events. 
  }Mesmerism 
  Mental Conflict where both parties are willing.  Practical 
  Uses: Recover lost memories, post hypnotic suggestions, 
  ignore external distractions. 
  }Arcane Lore 
  �Academics but for }Research of esoteric topics.   
  }Artificing 
  [Req:  Arcane Workshop] 
  �Engineering, but to create artifacts and talismans.   
  }Fortune-Telling 
  [Use: 1/Session] Cast a Fortune.  Roll against a GM set 
  difficulty.  Create an aspect for a person or scene.    
   
  Pilot  
   
   
   
   
   
  Skills, page 105; Stunts, page 179; Adjudication, page 263 
  Summary:  You know how to fly … things. 
  Primary Uses:  Fly a plane 
  Secondary Uses:  Know things about planes. 
  Character examples:  Professional pilots, idle rich. 
   
  Rapport 
   
   
   
   
   
  Skills, page 106; Stunts, page 181; Adjudication, page 263 
  Summary:  Talk with people in a friendly fashion and 
  make a good impression. 
  Primary Uses:  Convince someone to see your side 
  without threats. 
  Character examples:  Grifters, reporters, and good cops. 
  }First Impressions 
  Initial Contact – Rapport roll then consult attitude table. 
  }Closing Down 
  Defense vs Empathy – Req: Desire to reveal nothing and 
  Full Defense action – Rapport + 2 
  Rapport controls the face the character shows to the 
  world, and that includes what they choose not to show.   
  }Opening Up 
  Defense vs Empathy – If Defense succeeds, then 
  defender reveals a any true aspect of their choice. 
   
  
  +8 Legendary 
  +7 Epic +6 Fantastic +5 Superb
  +4 Great
  +3 Good
  +2 Fair
  +1 Average +0 Mediocre
  Spirit of the Century Skill Summary 
   
   
  Resolve 
   
   
   
   
   
  Skills, page 107; Stunts, page 184; Adjudication, page 265 
  Summary:  A measure of a character’s self-mastery (i.e. 
  courage and willpower.) 
  Primary Uses:  Defense against most kinds of social 
  manipulation or distraction. 
  Secondary Uses:  Resist torture or the strange mental 
  powers of psychic villainy.  
  Character examples:  Grizzled Veterans, Spies, former 
  prisoners. 
  }Resolve (Composure Track)  
  Mediocre   
  (5) 
  Average-Fair  
  (6) 
  Good-Great  
  (7) 
  Superb-Fantastic  
  (8) 
   
  Resources  
   
   
   
   
  Skills, page 108; Stunts, page 187; Adjudication, page 266 
  Summary:  A measure of available wealth. 
  Primary Uses:  Passively informs the GM as to how 
  wealthy the character is. 
  Secondary Uses:  Make large expenditures.  Attack or 
  Defend against Resources. 
  Character examples:  Robber barons, aristocrats and 
  successful criminals. 
  }Spending Money 
  � Adjective 2 Steps or Less – Character probably 
  already has one, if it makes sense. 
  � Equal or Lower on Adjective Ladder - Automatically 
  buy reasonable quantities. 
  � Adjective Greater than Resources – Roll vs cost 
  Characters can only make one Resources roll per scene. 
  }Workspaces 
  Own a Workspace: Base Quality = Resources – 2  
  Each player may have 1 free workspace in their home. 
  Specialize a Workspace:  Greatly limit flexibility, 
  Quality = Resources -1 
  Buy a Higher Quality Workspace: Resources = Quality 
  + 2 (+1 for Specialized) 
   
  Extra Shifts can be used to reduce time. 
   
  Skill 
   
  Work 
   
  Workplace 
  Academics  
  Academic Research 
  Library 
  Science 
   
  Lab Work  
  Lab 
  Engineering 
  Gadgeteering 
  Workshop 
  Mysteries  
  Arcane Research 
  Arcane Library 
  Mysteries  
  Artificing  
  Arcane Workshop 
   
   
  Science 
   
   
   
   
   
  Skills, page 109; Stunts, page 191; Adjudication, page 266 
  Summary:  “Science!” 
  Primary Use:  A broad knowledge of all things scientific, 
  from raw knowledge to the proper application of scientific 
  method, and includes the field of medicine. 
  Secondary Uses:  Create things with Science 
  Character examples:  Scientists and physicians, but any 
  gentleman of quality has at least some familiarity with the 
  sciences. 
  }Lab Work 
  � Academics – [Req :  A Lab] 
  }Medical Attention (pg 267) 
  Stress Track: Full Action – Science vs Mediocre 
  1 Shift – lvl 1 Box  
  7 Shifts – lvl 4 Box 
  3 Shifts – lvl 2 Box 
  9 Shifts – lvl 5 Box 
  5 Shifts – lvl 3 Box  
  etc … 
   
  Heal Consequences:  With Scene – Provide proper 
  medical attention.   
  Success: Time -1 to recover. 
  (GM consent) Success + Spin:  Time – 2 to recover 
   
  Consequence 
  Difficulty to Reduce Time 
  Mild 
   
  Mediocre 
  Moderate  
  Fair 
  Severe 
   
  Great 
  }Science! 
  To declare an aspect  
   
  Sleight of Hand 
   
   
   
   
  Skills, page 111; Stunts, page 195; Adjudication, page 268 
  Summary:  The hand can certainly be quicker than the 
  eye.   
  Primary Use:  This skill covers fine, dexterous activities 
  like stage magic, pickpocketing, and replacing an idol with 
  a bag of sand without tripping a trap.   
  Secondary Uses:  Create things with Science 
  Character examples:  Stage magicians, pickpockets, and 
  jugglers. 
   
  }Pickpocket 
  To Pickpocket: Sleight of Hand vs Alertness 
  (complimented by Sleight of Hand) 
  Modifier:  Defender receives +2 for Full Defence unless 
  distracted.  Observers may also detect, but do not receive 
  +2. 
  }Art of Distraction 
  Hide something reasonable in plain sight:   
  Sleight of Hand vs Investigation 
   
  
  +8 Legendary 
  +7 Epic +6 Fantastic +5 Superb
  +4 Great
  +3 Good
  +2 Fair
  +1 Average +0 Mediocre
  Spirit of the Century Skill Summary 
   
   
  Stealth 
   
   
   
   
   
  Skills, page 112; Stunts, page 197; Adjudication, page 268 
  Summary:  Remain unseen and unheard.   
  Primary Use:  Stay Hidden. 
  Opposed By:  Alertness or Investigation 
  Secondary Uses:  Create things with Science 
  Character examples:  Burglars, assassins, and sneaky 
  children. 
  }Hiding 
  Stay perfectly still and hidden. 
  Modifiers:  Lighting, obstacles and other factors 
   
  Bonus 
  Environment 
  +4 
  Pitch black, no visibility 
  +2 
  Dark, smoke, thick fog, greatly diminished 
  visibility 
  0 
  Dim lighting, cluttered line of sight. 
  -2 
  Good Lighting, clear line of sight 
  -4 
  Bright lighting, clear area  
  }Skulking 
  The art of moving while trying to remain unnoticed.   
  As per }Hiding, but more difficult.   
   
  }Ambush 
  Pre-Combat – Stealth vs Alertness 
  Attacker wins – target must defend and their first defense 
  roll is at Mediocre 
  If Defender wins – target can defend normally. 
   
  Survival 
   
   
   
   
   
  Skills, page 112; Stunts, page 200; Adjudication, page 270 
  Summary:  This is the skill of outdoorsmen.   
  Primary Use:  It covers hunting, trapping, tracking, 
  building fires, and lots of other wilderness skills that a 
  civilized man has no use for.   
  Character examples:  Explorers, hunters, scouts, and 
  lords of the jungle. 
  }Animal Handling 
  Social Skill for modifying an animal’s reactions or 
  actions. 
  }Riding 
  �Drive for Animals 
  }Camouflage 
  [Req: a few hours to build a blind]   
  �Stealth in the Wilderness  
  Blind will last for one day + 1 Day per shift. 
  }Scavenging 
  If characters need to scrounge up something from the 
  wilderness – sticks, bones, sharp rocks, vines that can 
  serve as plants and so on  
  Weapons 
   
   
   
   
   
  Skills, page 114; Stunts, page 203; Adjudication, page 271 
  Summary:  Fight with Weapons 
  Primary Uses:  Use a Weapon to attack or defend in 
  Combat.  Throw small handheld weapons up to one zone 
  away.   
  Secondary Use:  Limited knowledge about weapons and 
  fighting styles. 
  Character examples:  Sailors, fencers, and some kinds of 
  athletes and circus performers. 
   
  }Fighting People  
  �Attack same Zone or Attack 1 Zone away. 
  �Defend against Attack 
   
   
  
SOURCE: textdata/thevault/Spirit of the Century/Spirit of the Century Skill Summary.pdf