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Atomic Robo RPG (Fate Core)
|Price:||$30.06 & FREE Shipping. Details|
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- Uses the Fate Core system
- For 3-6 players
- Takes 2-8 hours to play
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Action! Science! Robots! Punching! More Science! Are you ready for some two-fisted science adventure? Then it's time for the Atomic Robo RPG! Have you ever wanted to face down global conspiracy as an immortal atomic robot or Carl Sagan? The Atomic Robo RPG makes it possible. The Atomic Robo RPG brings you the most explosive Fate Core system experience yet. This is action science like you've never seen it before, coming straight at you from the pages of the popular Atomic Robo comics by Brian Clevinger and Scott Wegener. Play as an action scientist or immortal robot, super-spy or pulp adventurer-or something stranger still from the hidden corners of super-science! This is multi-era, pick-up-and-play gaming at its best: get playing in ten minutes, or take your time and make the most of behind-the-scenes rules for added depth. Hop into your Tesladyne jet and travel the globe in one time period, or battle across the decades as a cast of scientifically talented adventurers. Face down demented dinosaurs, rogue government agents, and stolen Tesla-powered technologies! Are you action scientist material? Grab your gear and get ready for full-contact, high-octane, explosive hypothesis testing! Remain Calm. Trust in Science. The Atomic Robo RPG is here!
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|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||10.25 x 6.62 x 1 in||1 x 6.25 x 9.25 in||0.75 x 6.25 x 9.25 in||0.12 x 6 x 9 in||0.62 x 6 x 9 in||2 x 12 x 9 in|
|Item Weight||1.55 lbs||1.72 lbs||7.87 ounces||0.32 ounces||0.85 lb||3.3 lbs|
Top Customer Reviews
If you're familiar with FATE, you can skip the next paragraph:
For those who are unfamiliar with FATE Core, you pick what you want to do, the GM sets a difficulty level, the player rolls 4 fate dice that give a value between -4 to + 4. GM's and Players create aspects together that each can use to spend FATE point increase their roll by 2 or reroll. These aspects can be anything from Disarmed Henchman to Pitch Black Corridor. The point of Aspects is to describe your character, the scene, or important connections to the outside world that would explain why the PC's or NPC's might have an advantage in a given situation.
ARRPG is FATE Core fine tuned for super-science adventure filled with mad scientists, conspiracy, robots, werewolves and anything you can pseudo-scientifically explain into existence. All based in the comic book universe of Atomic Robo.
Now, there are a couple great strengths that ARRPG has over standard FATE Core:
1. The best parts of the FATE Core book have been reskinned to fit into the Atomic Robo, whereas the more difficult to understand parts of the Core book have been re-explained in greater detail in ARRPG
2. The more difficult concepts from the book are also explained via the characters from ARRPG in comic form. Many times when I'd have a hard time with a particular point, things would be MUCH clearer after reading those comics. Also, they're A LOT of fun and very entertaining to read
3. ARRPG introduces the E-Z No-Math Character Creation system that allows you to pick 3 Modes. These modes are packages of skills that reflect certain abilities of a person. The default mode list is Action, Science, Intrigue, and Banter. But they also included others such as Psychic, Reporter, Robot, and a ton of others. Each mode is ranked either good (+3), average (+2) or fair (+1). You choose your modes, and their rank. If any modes share skills they allow you to increase that rank to focused (+1) or specialized (+2) A PC can generate a character by picking a couple packages, creating one or two aspects, and just jump right into the game and make up the rest on the way.
4. There's also a lot of great work that goes into fine tuning modes and creating Super Stunts that allow your character to have super human abilities without breaking the system. This is something that was missing in the Core book that would otherwise have to be addressed with the FATE System Toolkit
5. Lastly there's some great work that goes into Brainstorming and Inventing that allows the players to form Hypotheses or work together to create devices to overcome obstacles. These allow a series of challenges that allow the PC's to guide the storyline in the direction they prefer as they try to come up with reasons to explain the current weirdness, or create devices to overcome it.
In summary, the Atomic Robo RPG is a lot of fun, a great read, and a great system to run an over the top pseudo-science, action adventure RPG and I highly recommend it to anyone looking for a great narrative driven RPG.
- At character creation, skill choices are funneled by using Modes, essentially skill packages that can stack.
- Modes are also used to generate the character aspects.
- The characters are very pulpy, so a little more badass than the Fate Core default.
- The Invention and Brainstorming rules allow players to replicate the sort of “science” seen in Atomic Robo comics,
- There are mega-stunts for inventions and Weird characters, which are more like super-powers.
- The book includes a nice random adventure generator.
The book is in digest format, and very attractive. Panels from the comics are used throughout to present play examples, which are very useful. The layout is generally very clear, although it would be nice if the pre-gen character sheets included stress and condition boxes.
There is lots and lots of setting material, which of course also constitute a massive source of spoilers. I feel that there is enough in just this core book to run a solid campaign, but I know supplements are in preparation.
Even if you’re not a big fan of the setting, you can use this to run other high-pulp campaigns such as a more Fate Core-flavoured Spirit of the Century, or adventures based on Doc Savage or Hellboy.
I really loved the Brainstorming rules, and they are portable to other Fate games (as I have verified lately!) If you embrace them, they make your GM preparation even easier since you don’t have to know how the story “should end.” That said, I think it’s good to have something in your back pocket in case the players don’t want to use Brainstorming or simply get more enjoyment from discovering the surprises you have prepared than shaping the plot.
Highly recommended for high action pulp games.
Most Recent Customer Reviews
The book's gorgeous.Read more