[[quoteright:220:http://static.tvtropes.org/pmwiki/pub/images/sotc-220.jpg]]
[[caption-width-right:220:Gorrillas, Biplanes, and Derring-Do!]]
->''The deadly Doctor Methuselah seeks to unravel time itself with his solution to the Eternity Equations. Gorilla Khan stalks darkest Africa from conquered Atlantis. Mad scientists, strange sorcerors, and power-hungry dictators all seek to undo the fate of humanity. It's the final century of the second millennium and you are our last hope!''
-->-- The back cover of the [=SotC=] rulebook

''Spirit of the Century'' is a role-playing game of pulp-era adventure using the ''Fate'' system (originally a spinoff of the ''TabletopGame/{{Fudge}}'' rules...with which, ironically enough, it already had little more in common than the dice by the time ''[=SotC=]'' came out, and which it would eventually outstrip commercially by a fair margin). Characters are described by [[SkillScoresAndPerks their skills, their stunts]] and their ''aspects'', with the latter being essentially being freeform bits of description considered important enough to have a mechanical impact via the fate point rules -- a character could literally have an aspect like "{{Nice Hat}}" and spend fate points to invoke that for appropriate bonuses (or conversely have it compelled to get into trouble over for ''bonus'' fate points). The game is designed as a "pick up game", features open-ended character creation and is fairly rules light. It also allows a large degree of player involvement in shaping the story - both through creating aspects which define the game background and spending their fate points to make declarations about the world around them.

The year is 1922. Aircraft are beginning to fill the skies. Electricity, radio, and the internal combustion engine are transforming the world. The War to End All Wars is in the past and the future is full of amazing possibilities. In the hidden corners of the world lie strange artifacts with astounding abilities; perhaps remnants of legendary Atlantis or Mu. Unfortunately there also lurk sinister forces who would use these scientific advances and strange antiquities to further their own destructive agendas. This is where the Centurions come in.

The Century Club is, on its surface, a social club whose charter is one of philanthropy and the promotion of arts and sciences. Its members are a cross section of humanity's most talented and influential people. Some of those among the Century Club are truly special however. These Centurions, each born on the first day of the first year of the new century, are individuals of extraordinary ability. These amazing people use their talents to guide the world away from darkness and to shape a brighter future.
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!!'''Tropes Used In the Game:'''
* CharacterCustomization
* ChandlersLaw: From the gamemastering advice
* CharacterNameAndTheNounPhrase: The recommended title style for character novels
* ChristmasEpisode: The Christmas/Hanukkah-themed supplement ''Spirit of the Season''
* EarlyInstallmentWeirdness: As the first ever (and breakthrough) commercial implementation of the Fate system, it suffers a bit from this. In particular:
** Non-mook characters, both player and non-, are ''tough''. Stress tracks start at five boxes plus bonuses from above-Mediocre relevant skills and any consequence taken (mild/moderate/severe in order) completely soaks up an entire hit regardless of severity rather than the limited numbers of shifts typically seen in later games. It's thus pretty much literally impossible to take out a plot-relevant character in less than four ''very'' solid hits, and since those would have to happen without damage bonuses of any kind the far more likely outcome is to see them nickled and dimed out...if they don't simply decide to concede first.
** Taking stunts does not reduce refresh yet. Player characters start with five stunts (to which it's then actually kind of hard to add more) and a comparatively whopping ''10'' refresh regardless, leaving them with a lot of "free" fate points before they have to as much as think about accepting compels.
* GameMaster
* GameSystem
* HouseSystem: The Fate system in its still slightly rough first commercial incarnation.
* MinMaxing
* {{NPC}}
* PaddedSumoGameplay: See EarlyInstallmentWeirdness above. Even the game's designers conceded that this was a bug, offered early house rules to address it, and fixed it in later Fate builds.
* PlayerCharacter
* PlayerParty
* YouAllMeetInAnInn: Averted by the character creation rules, which has players create links to at least two other characters as part of the creation process.

!!'''Tropes Used In the Setting:'''
* AGodAmI: Dr. Methuselah
* BigBad Despite having several mostly unrelated villains, the game makes it clear that Dr. Methusala is far ahead of the pack in this setting.
* EverythingsBetterWithMonkeys: Gorilla Khan
* TheGreatDepression
* ForScience
* HollywoodHistory: {{The Roaring Twenties}} and {{The Great Depression}}, with elements of GenteelInterbellumSetting
* MadScientist
* PulpMagazine: The inspiration for the game
* TwoFistedTales
* WeirdScience
* WrenchWench: Sally Slick

!!'''Tropes Invoked or Used by Stunts:'''
* BigFancyHouse: The Headquarters, Lair, and Stately Pleasure Dome stunts
* CoolCar
* CoolPlane
* FortuneTeller
* ISeeDeadPeople: The Voices From Beyond stunt
* JetPack: Engineering stunt (Jackson "Jet" Black's jet pack)
* MadeOfIron: There are whole chains of stunts centered around making the players able to shrug off the most horrifying punishment-- as appropriate to a game inspired by the likes of DocSavage! However, see PaddedSumoGameplay...
* MasterOfDisguise
* MrFixit
* NoOneCouldSurviveThat: The Death Defiance stunt
* {{Omniglot}}: The Gift of Tongues stunt
* OneBulletLeft}}
* PercussiveMaintenance
* PhotographicMemory
* QuickDraw
* ScrewTheRulesIHaveMoney: All of the Resources stunts, which have names like Money Is No Object and Grease the Wheels.
* SchrodingersSuggestionBox: The gadget and artifact rules
* SpeaksFluentAnimal- the King Of the Beasts stunt
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