Official Errata

Some minor errors/clarifications of Spirit of the Century Book/PDF.
Changes indicated in italics.

Stunts

Master of Shadows [Stealth] :
Requires In Plain Sight.

Your character is one with the shadows, and lives in every darkened corner, unheard and unseen. You gain the full benefit of In Plain Sight, but may also move one zone per exchange without automatically breaking stealth, allowing you to remain hidden while moving, even when you shouldn’t be able to hide in the first place.

At any time when in hiding (even when hiding in plain sight) You may pay a fate point to make a full sprint action without automatically breaking stealth.

The upshot of this stunt is as follows: Whenever the character moves while hidden, discovery penalties (see page XX) may still apply, but are cut in half. Outside of conflict, this leaves observers at +1 for a cautious creep, +2 for walking pace, +3 for a jog (short sprint) and +4 for an out-andout run (long sprint); inside conflict, observers only get a +1 to detect the character for every zone moved in an exchange. If used in combination with Like the Wind (see page XX), these discovery bonuses are eliminated entirely.

Animal Companion [Survival]

Your character has cultivated a close companion from the animal kingdom. This companion is designed using the companion rules (see page XX), with a few changes and limitations.

Animal companions are designed using four advances. This companion operates only with a “physical” scope, and must spend at least two of its advances on “Skilled” or “Quality”. Any “Skilled” advances must be taken from a short list: Athletics, Fists, Might, Stealth, and Survival. You may take only one skill outside of that list, within reason, as based on the animal type. A raccoon might have Sleight of Hand, representing its ability to perform fine manipulation; a lion might have Intimidation (this is unsubtle, and not considered a violation of the physical scope).

If the companion is a mount, such as a horse, or a more exotic beast that has been persuaded to allow you to ride it, you may ride it using either Survival at +1 or that mount’s Athletics skill at +1. Athletics would also be used to pour on the speed when the rider is too busy to “steer” the animal himself.

Secrets of the Arcane [Mysteries]

The character is respected authority in a specific occult field. Possibilities include ancient mythology, psychic phenomena, cryptozoology, and so on. In the elite circles of that particular field, the character is recognized for his expertise. Even if his skill level is low, it merely means he is towards the bottom of that particular group of the elite.

This stunt is, essentially, the Mysteries parallel of the Scholar stunt, under Academics (see page XX). When the character makes a Mysteries roll pertaining to his general area of expertise, he automatically receives a +1 knowledge bonus. Beyond this, the character should pick a specific area of specialization within that area (like extraterrestrial demonology, or xenomorphic symbology – the more syllables the better). When a Mysteries roll involves that specialization, he gains an additional +1 bonus (for a total +2 to the value of the research effort). Any research efforts involving the specialization take one unit less time.

When taking part in an arcane meeting or otherwise interacting with others in the field, you may use Mysteries to complement your social skills (Rapport, Empathy, Deceit, etc). Your skill is considered elevated by these bonuses, so someone with Good Mysteries, acting in his area of specialization, would complement skills as if his Mysteries were Superb (Good+2).

Surgeon [Science]

Requires Doctor.

You’re not only a doctor, you’re at the forefront of medical Science in action. Your character is a respected authority in a specific field of surgical or therapeutic medicine; define it at the time you take this stunt. Possibilities include heart or brain surgery, transplant operations, disease pathologies, and so on; your character has the opportunity to break new ground ahead of the actual technological curve.

In the elite circles of the chosen field, the character is recognized for his expertise. Even if his skill level is low, it merely means he is towards the bottom of that particular elite group.

When the character makes a Science roll to perform surgery or other intensive medical work, he acts at +1. In addition, when the roll involves his specific area of specialization, he gets an additional +1 and may remove the difficulty increase of any one factor affecting the operation (such as poor facilities, or a lack of a particular supply, etc).

When taking part in an medical conference or otherwise interacting with others in the field, you may use Science to complement your social skills (Rapport, Empathy, Deceit, etc). Your skill is considered elevated by these bonuses, so someone with Good Science, acting in his area of specialization, would complement skills as if his Science were Superb (Good+2).

This stunt combines with the Doctor stunt for a large bonus – which is only right, because practicing medicine is particularly hard, and patients are not as understanding – or replaceable – as bunsen burners and test tubes. Those who use Science to heal the human body are facing higher difficulties than they might in other fields and, in game terms, they can use all the extra shifts on those rolls that they can get.

Thus, surgeons start with the +2 bonus from Doctor, and add at least one, for a total of +3. And better yet, they operate with a +4 in their area of utmost expertise.

Scientific Genius [Science]

Your character is a respected authority in a specific scientific field. Possibilities include physics, chemistry, biology, and so on. In the elite circles of that particular field, the character is recognized for his expertise. Even if his skill level is low, it merely means he is towards the bottom of his particular group of the elite.

Whenever the character makes a Science roll pertaining to his area of expertise, he automatically receives a +1 knowledge bonus. In addition, the character should pick a specific area of specialization (like gravity, electricity or reptiles). When a science roll involves that specialization, his knowledge bonus increases to +2, and any research efforts involving the specialty are resolved at one time increment faster.

When taking part in an scientific conference or otherwise interacting with others in the field, you may use Science to complement your social skills (Rapport, Empathy, Deceit, etc). Your skill is considered elevated by these bonuses, so someone with Good Science, acting in his area of specialization, would complement skills as if his Science were Superb (Good+2).

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