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Atomic Robo RPG vs City of Mist

Compare Atomic Robo RPG and City of Mist side by side. See differences in complexity, dice, genre, and more.

Atomic Robo RPGCity of Mist
GenreSci-Fi, Modern, HistoricalModern
TagsPulp Action, Licensed IP, Investigation, Cinematic, Tag-Based, Fiction-First, Narrative, Collaborative, Improvisation, SuperpowersNarrative, Investigation, Mystery, Roleplay-Heavy, Fiction-First, Noir, Urban Fantasy, Drama, Tag-Based
Core MechanicRoll 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.Roll 2d6 + invoked tags. Characters have no numerical stats: instead they invoke narrative tags from their Mythos (legendary) and Logos (mundane) themes. 7–9 partial success, 10+ full success. Statuses replace HP on a 1–6 tier track.
Dice4dF (Fudge dice)2d6
ComplexityMediumMedium
AvailabilityPaidFree quickstart
Runnability5 of 5 book tools4 of 5 book tools
LicenseCC BY 3.0 or OGL 1.0a (SRD); core book All Rights ReservedCommunity content (Cauldron of Mist)
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherEvil Hat ProductionsSon of Oak Game Studio
Year20142019
LanguagesEnglishEnglish, Italian, German, Spanish
Best ForGroups 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 noir-style investigations in a modern city where characters channel mythological archetypes: balancing mundane lives with legendary powers.
HighlightsBrainstorms 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.Tag system makes every character unique, investigation mechanics are well-designed, layered interplay between mythic and mundane identity
ConsiderationsCustom 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.Tag-based resolution takes adjustment from traditional RPGs, heavily tied to its urban noir setting, two-book format can feel expensive, prep-intensive for the MC