Other Rules

The Spirit of the Century Rules are available on-line in a hyper-linked page of the System Reference Document. You will find lots of direct links to different sections throughout this Wiki, for example on the various subpages for Character Creation. Some others are available below.

Shifts and how to use them – if you get a higher total score than required to actually beat the difficulty, you get a “shift.” In other words, if the difficulty is Fair (or +2) and you end up with a +4, then you have two “shifts.” This tells you how you can use the “shifts” to describe how extraordinary your success was. Sometimes you can have leftover shifts that can be used to let you take supplemental (i.e., not attack or defensive) actions. This is called overflow. If you succeeded by 3 or more levels, then you might have spin

Resolving Conflicts – how to determine the scope of situations that involve more than a simple difficulty or contested roll.

How to handle an attack

Special Actions such as acting on full defense, holding your action, or blocking someone else’s action

Resolving Actions – this includes how to figure out when you are “Taken Out” of a fight because you have taken too much “stress” (think of it as draining your hit points, except that social conflicts can also cause stress leading you to be “Taken Out” of that type of encounter as well), or in the alternative when you decide whether to offer a “concession.”

I have invented a maneuuuuuvuh – this describes how success on actions can somehow change the environment.

Minions and their use by the bad guys.

Companions and their use by the heroes.

Gadgets and Gizmos, including, among other things,

Advancing/improving your character in a game that doesn’t involve leveling up


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Other Rules

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