Atomic Robo RPG vs Universalis
Compare Atomic Robo RPG and Universalis side by side. See differences in complexity, dice, genre, and more.
| Atomic Robo RPG | Universalis | |
|---|---|---|
| Genre | Sci-Fi, Modern, Historical | Universal |
| Tags | Pulp Action, Licensed IP, Investigation, Cinematic, Tag-Based, Fiction-First, Narrative, Collaborative, Improvisation, Superpowers | GM-Less, Narrative, Collaborative, Worldbuilding, Experimental, Hackable, Tag-Based, Resource Management, Improvisation, Low-Prep |
| 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. | There is no GM. Players spend Coins to add to the story: most statements that establish a Fact, such as a new character, a Trait or an Event, cost 1 Coin. A Complication decides who narrates the outcome of a clash between Components controlled by different players. Each involved player builds a pool of d10s by using relevant Traits for free or buying dice for 1 Coin each. Every die showing 1 to 5 is a Success, and the side with more Successes wins. Winners gain Bonus Coins equal to the total on their successful dice and spend them first to narrate the outcome. Losers gain 1 Bonus Coin per die rolled and narrate with whatever the winners have not cancelled. |
| Dice | 4dF (Fudge dice) | d10 dice pool |
| Complexity | Medium | Low |
| Availability | Paid | Paid |
| Runnability | 5 of 5 book tools | 3 of 5 book tools |
| License | CC BY 3.0 or OGL 1.0a (SRD); core book All Rights Reserved | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Open license | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Evil Hat Productions | Ramshead Publishing |
| Year | 2014 | 2006 |
| 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 to build a setting and story from nothing without a GM, in any genre, and who enjoy bargaining over who decides what happens next. |
| 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. | Rules Gimmicks are proposed as Tenets for 1 Coin, so a group can add or change rules mid-game the same way it adds story facts. Coins spent defending an established Fact count double when a Challenge goes to bidding, which makes contradicting the shared record more expensive without a referee. Another player can turn an Event into an Obstacle by buying dice against it, so the table supplies difficulty instead of a GM. |
| 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. | Control of a character does not carry over between scenes, and creating a character gives no claim to it later. There is no prescribed mechanical ending, so a story runs until the players agree it is finished. Every paid Fact is written down so it can be enforced later, which adds steady bookkeeping to play. |