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Atomic Robo RPG vs Comrades

Compare Atomic Robo RPG and Comrades side by side. See differences in complexity, dice, genre, cost, and more.

Atomic Robo RPGComrades
GenreScifi, Modern, HistoricalHistorical
TagsPulp Action, Licensed IP, Investigation, Cinematic, Tag-Based, Fiction-First, Narrative, Collaborative, Improvisation, SuperpowersPlaybook-Driven, Narrative, Fiction-First, Collaborative, Character-Driven, Faction Play, Deadly, Worldbuilding, Drama
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 + stat (Body, Mind, Spirit, Guile, or Bond, ranging from -3 to +3). On a 10+ it is a strong hit, on a 7–9 a weak hit with complications, on a 6- a miss and the GM makes a move. Basic moves cover combat (Get Rough), persuasion (Sway), infiltration (Sneak), mob incitement (Start Something), and interpersonal moments (Share a Quiet Moment). At the end of each session, the party rolls Pathway Moves to advance along five tracks toward revolution: Force, Organization, Zealotry, Mayhem, and Fellowship. Reaching level 5 on any pathway triggers the final attempt to seize power.
Dice4dF (Fudge dice)2d6
ComplexityMediumLow
AccessibilityMediumMedium
RunnabilityVery HighHigh
LicenseCC BY 3.0 or OGL 1.0a (SRD); core book All Rights ReservedProprietary (PbtA)
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$
PublisherEvil Hat ProductionsAkers Games
Year20142019
LanguagesEnglishEnglish
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 to tell stories of revolutionary struggle against an oppressive regime, exploring the costs of political violence and the bonds between comrades willing to die for their ideals.
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.Pathways to Revolution system gives campaigns built-in momentum and a definitive endgame, 10 playbooks embody distinct revolutionary archetypes from Artist to Soldier, first session includes collaborative worldbuilding where players choose the setting and define the oppressive regime, Bond stat mechanically reinforces relationships between comrades
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.Strongly political subject matter requires buy-in from the entire table, no included bestiary or detailed tactical combat rules, Khresht 1915 is the only fully developed setting: other included settings are brief outlines, GM receives principles but limited structured prep tools beyond fronts