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Atomic Robo RPG vs Fate Core

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

Atomic Robo RPGFate Core
GenreSci-Fi, Modern, HistoricalUniversal
TagsPulp Action, Licensed IP, Investigation, Cinematic, Tag-Based, Fiction-First, Narrative, Collaborative, Improvisation, SuperpowersNarrative, Fiction-First, Character-Driven, Collaborative, Tag-Based, Toolkit, Worldbuilding, Rules-Light, Social Combat, Strong GM Support
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 four Fate dice and add a skill rating to compare with the opposition. Spend Fate points to invoke a relevant aspect for +2 or a reroll. Accept an aspect-based complication to gain a Fate point.
Dice4dF (Fudge dice)4dF
ComplexityMediumLow
AvailabilityPaidFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseCC BY 3.0 or OGL 1.0a (SRD); core book All Rights ReservedCC BY 3.0 (SRD)
Third-Party PublishingCommercial publishing allowed — Open licenseCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherEvil Hat ProductionsEvil Hat Productions
Year20142013
LanguagesEnglishEnglish, French, German, Spanish, Portuguese, Italian
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 build their own setting and follow capable heroes through personal complications and dramatic conflicts.
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.Compels turn character weaknesses into story complications that earn Fate points. Creating advantages gives allies free aspect invocations to combine for decisive actions. Conceding a conflict preserves some control over defeat and earns Fate points for later scenes.
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.Aspect use depends on agreement about which fictional details apply. Full character and setting creation can take an entire session. Magic and other extras require group decisions about permissions and costs.