Atomic Robo RPG vs Chronicles of Darkness
Compare Atomic Robo RPG and Chronicles of Darkness side by side. See differences in complexity, dice, genre, cost, and more.
| Atomic Robo RPG | Chronicles of Darkness | |
|---|---|---|
| Genre | Scifi, Modern, Historical | Horror, Modern |
| Tags | Pulp Action, Licensed IP, Investigation, Cinematic, Tag-Based, Fiction-First, Narrative, Collaborative, Improvisation, Superpowers | Atmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM Support |
| Core Mechanic | Roll four Fate dice and add a skill rating, then compare the total against a fixed difficulty or an opponent's roll on the adjective ladder. Matching the opposition is a tie, beating it by one or two shifts is a success, and beating it by three or more is a success with style. Spend a fate point to invoke an aspect for +2 or a reroll. Accepting a compel earns a fate point in exchange for a complication. | Build a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10. |
| Dice | 4dF (Fudge dice) | d10 dice pool |
| Complexity | Medium | Medium |
| Accessibility | Medium | Medium |
| Runnability | Very High | Very High |
| License | CC BY 3.0 or OGL 1.0a (SRD); core book All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Open license | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $ |
| Publisher | Evil Hat Productions | Onyx Path Publishing |
| Year | 2014 | 2015 |
| Languages | English | English |
| Best For | Groups who want to play Action Scientists in pulp adventures against super-science conspiracies, jumping between eras of a century-long secret history. Its Brainstorms suit tables that like solving mysteries together during play. | Groups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life. |
| Highlights | Brainstorms turn a mystery into a group procedure: each winning roll adds a fact as an aspect, and the final hypothesis must build on every fact. Invention rules build a gadget from a function aspect, a flaw aspect, and stunt benefits, then charge for it in narrative catches like rare materials rather than money. E-Z No-Math creation starts a character from a concept and three rated modes, so players can make characters on the fly and fill in aspects and stunts during play. | The investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats. |
| Considerations | Custom weird characters take longer to build, because modes and skill improvements are bought from a 30-point budget instead of picked from the E-Z options. The campaign rules assume the PCs belong to a faction, so a group playing freelancers has to build its own organization or run without the faction support and advancement rules. A Brainstorm's winning hypothesis becomes the truth of the situation, so a GM cannot count on a planned explanation for a mystery surviving play. | The core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts. |