Issue 1 - A Voyage of Discovery. Issue 2 - The Cave of the Ancients. Issue 3 - Lands Beyond. Issue 4 - The Fall of Tesladyne. Issue 5 - Crystals Are Integral.
The Knights of the Golden Circle. Issue 1 - The Butcher Boys. Issue 2 - The Alamosa Massacre. Issue 3 - The Vendetta Ride. Issue 4 - The Empire of Iron. Issue 5 - The Long Way Home. The Ring of Fire. Issue 1 - Resurgence. Issue 2 - Terror of Biomega. Issue 4 - Tokyo S. Issue 5 - Destroy All Monsters. City of Skulls. The Revenge of Dr. Bug Hunt. The Temple of Od. Issue 4 - Miles of Flame. Issue 5 - The Hidden Temple. More B-Sides. Once Upon a Time in China.
The Dark Age. The Spectre of Tomorrow. Prologue - Fungus Among Us. Issue 1 - Stand by for Injection. Issue 2 - Shock to the System. Issue 3 - Tomorrow People. Issue 4 - Concrete Kingdom.
About Arras WordPress Theme. Atomic Robo Roleplaying Game. Steven Palchinski. Posted December 3, at AM. Tom Henrichs. Posted February 27, at PM. Posted October 3, at AM. Mike Olson. Posted October 3, at PM. Nerdy Show - Nerdy Show. Put another way, this game zips along at a quick paceand so does the writing. Despite the book being quite meaty, it reads fast, and the writing is engaging and fun. You don't need to have read the comics to get into the settingthe book provides a thorough overviewand there are a lot of cool details and little flourishes that lend themselves well to roleplaying prompts.
Mechanics-wise, Atomic Robo wants to get a bit more crunchy than base Fate. If you're familiar with Fate Core, you'll have an easy time picking Robo up, but there are still some notable changes.
For one, Skills are grouped into Modes, and start at the level of their Mode. Increasing a Skill above Mode requires Focusing it. You can also have a Skill in multiple Modes, which gives it further bonuses. Aspects are also grafted onto Modes, which sort of neatly links all of Fate's core mechanics, but definitely adds to the system's complexity.
Character creation comes in three approaches, an easier one, a more complex one, and an option to split the difference between the twohowever these all felt a little difficult to me. The complex one pops the system's hood a bit more, and you can see why the individual pieces work the way they do, but neither is as simple as making a character in Fate Core. Still, I don't think Atomic Robo's character creation is too hard to learn. Moreover, its crunch tempered by the flexible Fate engine might make it an ideal game for groups who have played DnD and want to check out other systems.
On top of this, the book is pretty jammed full of solid advice. It's easiest to notice in the GMing section, but basically everywhere in the PDF the text is explaining how and why things work the way they do, and giving hints and examples for how to get the most mileage out of your game.
Overall, if you like wacky pulp, if you like games with a strong sense of pace, if you want something that isn't completely freeform or overwhelmingly crunchy, or if you just like Atomic Robo's world and want to do some storytelling in it, I'd recommend picking this up.
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