TTRPG Wiki

Compare tabletop RPG systems to find your next game

Atomic Robo RPG vs Vampire: The Masquerade

Compare Atomic Robo RPG and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.

Atomic Robo RPGVampire: The Masquerade
GenreScifi, Modern, HistoricalHorror, Modern
TagsPulp Action, Licensed IP, Investigation, Cinematic, Tag-Based, Fiction-First, Narrative, Collaborative, Improvisation, SuperpowersSocial Intrigue, Faction Play, Urban Fantasy, Corruption, Drama, Investigation, Lore-Heavy
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 a pool of d10s (attribute + skill), count successes (6+). Hunger dice replace regular dice in the pool: their 10s trigger Messy Criticals and their 1s trigger Bestial Failures, making the Beast an ever-present threat.
Dice4dF (Fudge dice)d10 dice pool
ComplexityMediumMedium
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseCC BY 3.0 or OGL 1.0a (SRD); core book All Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherEvil Hat ProductionsRenegade Game Studios
Year20142018
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Russian, Portuguese
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.Drama-heavy campaigns exploring themes of addiction, power, and losing your humanity.
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.Hunger system mechanically integrates the vampire's predatory nature into every dice roll. Clan membership and sect politics structure who a character allies with and opposes, giving the social game mechanical weight. Humanity and Stains system tracks moral erosion with narrative consequences.
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.Hunger dice inject swingy results at the worst moments, since a Bestial Failure can surface on a critical roll. Play leans heavily on social and political maneuvering, so groups expecting frequent combat will find that side of the system thin. Choosing a clan and predator type at creation assumes setting knowledge the player may not have yet.