Atomic Robo the RPG Review (Pen & Paper RPG Scan)
Atomic Robo premiered in 2007 as a
six-issue mini-series,
quickly gaining a cult following and branching out into the two
ongoing titles “Atomic Robo” and “Atomic Robo: Real Science
Adventures”. The story chronicles the adventures of Atomic Robo, a
self-aware mechanical man created by Nikola Tesla. Each story arc
focuses on a different era in the life of Robo, beginning in the
1920s and continuing to the near future. The stories imitate the pulp
action novels of the 30s and 40s, with a healthy mix of Tom Swift in
the recipe. Robo's foundation, Tesladyne, employs “Action
Scientists”, which pretty much sums up the book's approach to
storytelling. Recurring antagonists include Dr. Dinosaur (an
intelligent deinonychus) and the ghost (phasically fluxed corporeal
entity) of Thomas Edison. The creators
premiered a free webcomic release for the entire series in
January 2015 as a promotion for the tenth volume of the series,
“Atomic Robo and the Ring of Fire.” The creators are currently
running a Patreon
campaign to continue support of the Atomic Robo comic.
Evil Hat Productions produced the
stand-alone role-playing game in 2014 with the involvement of Atomic
Robo creators Brian Clevinger and Scot Wegener. The system is based
on their Fate Core product, but includes the full rule set in the
Atomic Robo book. No additional books are needed.
High Concept: Atomic Robo and
the Fate System should never be separated. The book series emphasizes
fast action with improbable stunts, starkly astounding science, and
zippy banter that proves inevitably ironic. The role-playing game
uses Fate's variable attributes and flexible stress track to force
game structure to imitate art. Characters tag their aspects and spend
fate points to influence the story and make themselves more
successful. When it's time to break out the action science
techno-babble, the elaborate challenge system for Brainstorms enables
players to break out the dice and gabble away with a reasonable
chance of inducing a variable phase flux field in the transphasic
modulator simply by reversing the polarity of the power coupling and
aligning the rheostat 90 degrees to reality. And if that doesn't
work, a good, solid punch usually does the trick. This is the kind of
thing at which Fate excels.
Trouble: As with all Fate games,
Atomic Robo requires massive amounts of buy-in and creativity on the
part of the players. On the spectrum of role-playing games,
Pathfinder would be on one end as a technically detailed tactical
tabletop simulator and Fate occupies the other end as an exercise in
group storytelling. There is a limited amount of tactical gaming in
the system, enough to satisfactorily handle a fight between Tesladyne
action scientists and the men in black of Majestic 12. Atomic Robo as a
game theme lends itself as much to wacky ideas and radical puzzle
solving as it does to rock-em-sock-em …. fight scenes. Fate is
really a pretty good match for the setting.
Phase Trio: The production value
of the book is phenomenal. It's printed on high-quality, thick stock,
glossy paper in full color with a satin matte cover finish that's so
smooth to the touch. It contains the entire rule set for the Fate
System, so no extra investments are needed. Every section is fully
illustrated using panels from the Atomic Robo comic with the
characters appearing in bubbles as if they're playing the game and
voicing over the panels. It's priced at $35, weighs in at 300+ pages,
and is the same shelf dimensions as the graphic novels so that it
looks really nice next to them on your bookcase. The PDF loads
quickly without any heavy background graphics and sells for only $15
on DriveThruRPG. Plus, Evil Hat is a member of the Bits
& Mortar movement, so if you buy the book from your friendly
local gaming store the publisher will send you the PDF version for
free. My one real complaint with the production value is that a book
this size really should have been a hardcover volume.
Success With Style: If you're a
fan of Atomic Robo or pulp science adventure in general, this is a
fantastic treatment of the genre. The book lends itself well to
adventures in the style of Gil Gerard's Buck Rogers, Tom Swift, or
Doctor Who. If you have any kind of interest in this genre or in the
Fate System at all, this book is a superior treatment of the system
over the Fate Core book, though you may still benefit from the Fate
Toolkit. Action role-players to arms!
Ron Fortier, author and creator of Brother Bones, from the Undead Avenger Brother Bones
A game of horror, crime, and consequences.
Cape Noire is a city located along the
Pacific Northwest coast; set in the 1930s, it has been described as
“a cauldron of licentious humanity.” Supernatural
creatures and unspeakable sciences dwell in the dark shadows and
dirty back alleys, prowling and preying on the innocent population.
In addition to these horrific menaces, there are the ever present
corrupt city officials and openly violent mobsters. Fortunately,
there is hope, a grim reckoner of justice and vengeance; it comes in
the form of a supernatural boogeyman—the undead avenger, Brother
Bones!
Keep the Crew Close
and the Cutthroats Closer! Once pirate PCs seize a ship of their own,
they need experienced crews! Cutthroats and Crew brings you 10
detailed NPCs to master every part of a ship, all with individual
backgrounds that can be linked together. Simple to drop into existing
crews as recurring characters or as the masters of the Seagrave's
Fang, this crew of scalawags may be friends or foes, raiding
alongside the heroes or trying to steal their plunder! These scurvy
sailors can also draw the heroes into a running feud with wereshark
cutthroats on their trail (including half a dozen more NPCs ranging
from untrustworthy to deadly dangerous), demanding that PC pirates
honor the Pirate Code and lend a hand against an enemy that threatens
every freedom-loving freebooter that ever sailed the Pirate Main and
what don't wish to become slaves of the bloody moon! Cutthroats and
Crew is an open-ended accessory that is a terrific resource for any
oceangoing adventure, offering allies and enemies that can enrich an
aquatic campaign. It is an excellent resource for the official
Pathfinder RPG Pirate Adventure Path or for any campaign that spends
a significant time at sea.
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devious machinations of evil gods. Fantasy Hero Complete includes
everything fantasy gamers need to play. New players will love the
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approach, presenting the full game system in a convenient format. So
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Journey to the
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well as exotic goods, people, customs, weapons and foreign magic. As
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potential power grabs lurks in the shadows.
Players want
options—especially in The Strange, where their characters’ foci
can shift with each new limited world they visit. Character options
are what In Translation delivers! This book provides a bounty of new
material and new choices to help make character creation—and
translation—even more fun, more interesting, and more varied.
In Translation: The Strange Character Options gives you:
In Translation: The Strange Character Options gives you:
- More than fifty new abilities for the three character types. Explore new moves for vectors, new revisions for paradoxes, and new twists for spinners.
- New descriptors, bringing the total number to more than thirty. Choose from options like Addicted, Crazy, and Slacker (because sometimes a character is best defined by a negative trait) as well as many standard descriptors like Introverted, Kind, and Jovial.
- Dozens of new foci, bringing the total to more than sixty available as characters translate between recursions. New foci include Builds Robots, Calculates the Incalculable, Casts Spells, Grows to Towering Heights, Pilots Starcraft, and more.
- Options for advancement beyond the sixth tier.
Warhammer 40K RPG: Enemies Within (Fantasy Flight Games)
“Our enemies prowl in the shadows of
shining cathedrals. They scuttle in the darkness of dank underhives.
They lurk in the corners of gilded palaces. They even dare to stand
openly, hiding behind false faces and honeyed words. They are
everywhere that man live and breathe – and so we must always be
ready to face them with fire and the Emperor’s wrath!” –from
the Epistles of Inquisitor Kharkov Cults fester throughout the
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prevent the Imperium from tearing itself apart in a blood-soaked
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stride through worlds rotting beneath the heresy of cultists,
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coals and stoke the flames, bringing the purifying fire of the
Emperor to every corner of the galaxy. To save the lives of billions,
millions more must burn. Enemies Within is a supplement for Dark
Heresy Second Edition, bringing new backgrounds, talents, and roles
for you to join the Ordo Hereticus in their thankless quest. You may
rise from the Adepta Sororitas to take the Sister of Battle elite
advance, or you may take up new weapons and items specially suited to
rooting out heretics of all kinds. New planet types offer grounds for
your inquests, while a host of unnatural cults offer the seeds for
countless campaigns. With the cult and plot generator in this
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XP Award
Winston Crutchfield is the publisher
and small business service provider at Critical
Press Media. His current RPG project is Opposing
Forces: A Tactical Manual and Gallery of Opponents for the Fate
System. If you have requests or suggestions for reviews or new
information for the scan, you can find him on the Christian Geek
Central forum as "MindSpike". May your crits flow like
water!
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