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Atomic Robo RPG vs Wolves of God

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

Atomic Robo RPGWolves of God
GenreScifi, Modern, HistoricalHistorical
TagsPulp Action, Licensed IP, Investigation, Cinematic, Tag-Based, Fiction-First, Narrative, Collaborative, Improvisation, SuperpowersSandbox, Exploration, Worldbuilding, Low-Prep, Ascending AC
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.2d6 + skill + attribute ≥ target for skill checks; d20 + modifiers vs. AC for combat. Same engine as Stars/Worlds Without Number adapted for a historical setting.
Dice4dF (Fudge dice)2d6 / d20
ComplexityMediumMedium
AccessibilityMediumMedium
RunnabilityVery HighHigh
LicenseCC BY 3.0 or OGL 1.0a (SRD); core book All Rights ReservedOGL 1.0a
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherEvil Hat ProductionsSine Nomine Publishing
Year20142020
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.Historical Dark Ages campaigns set in Anglo-Saxon England with dungeon-delving into Roman ruins, sandbox tools, and Kevin Crawford's signature GM aids.
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.Detailed historical setting with Crawford's sandbox tools, distinctive Anglo-Saxon flavor, Roman ruins as dungeons, compatible with other Sine Nomine products
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.Very niche historical setting, limited appeal outside Dark Ages fans, no free version