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LEAD DEVELOPER & WRITER

Mike Olson
EDITING AND LAYOUT
Jeremy Keller and Adam Jury
ADDITIONAL MATERIAL
Brian Clevinger, Brian Engard, and Morgan Ellis
ATOMIC ROBO COMIC CREATION
Brian Clevinger, Scott Wegener, and Lee Black
ART
Scott Wegener
PROOFREADER
John Adamus
CREATIVE DIRECTOR MARKETING MANAGER
Fred Hicks Carrie Harris
BUSINESS DEVELOPMENT PROJECT MANAGER
Chris Hanrahan Sean Nittner
BASED ON THE FATE CORE SYSTEM BY
Leonard Balsera, Ryan Macklin, Brian Engard,
Mike Olson, Fred Hicks, and Rob Donoghue
SPECIAL THANKS AN EVIL HAT PRODUCTIONS
Special thanks to everyone who played and play- PUBLICATION
tested Atomic Robo at Big Bad Con, Dice House www.evilhat.com
Games, Emerald City Comic Con, Gam3rcon, GenCon,
feedback@evilhat.com
Hammercon, Hyphen-Con, Labyrinth Games & Puzzles,
NerdNYC, NerdSoCal, Origins Game Fair, San Diego Com-
@EvilHatOfficial on Twitter
ic-Con, Strategicon, Villainous Lair Gaming, and Wasaubicon. facebook.com/EvilHatProductions
Equally special thanks to David S. Goodwin, for letting
us use his Fate Triangle on pages 192 and 198. THE ATOMIC ROBO
Exponentially more-special thanks to my wife Jill, for ROLEPLAYING GAME
her tireless support, and our sons, Ben and Will, for just Copyright © 2014
being two great kids. Brian Clevinger, Scott Wegener,
and Evil Hat Productions, LLC.
—MIKE All rights reserved.

PLAYTESTERS This game is based on the Fate Core System


Evil Hat Productions would like to thank our Action and some elements of the Fate System
Playtesters! Toolkit, both copyrighted by Evil Hat Pro-
ductions. Fate Core and the Fate System
Toolkit are available under the Open Gaming
Convention Playtest GMing Team:
License and a Creative Commons Attribu-
Andy Blanchard, Kristine Chester, Chris Czerniak, Morgan
tion license. For more details about the terms
Ellis, Erik Frankhouse, Adam Rinehart, Judy Thomas. and requirements of these licenses, please
visit www.evilhat.com or www.faterpg.com.
Epic RPG Blog Crew (Ron Tilton, Sean Tilton, Ian Tilton),
The Fandible.com Crew (Jesus Rodriguez, William Coff- First published in 2014 by
ing, Angela Craft, David Donnelly, Daniel Rodriguez); Evil Hat Productions, LLC.
David Wright + the gamers @ DWARF; The Thursday 10125 Colesville Rd #318,
Knights; John Powell and Zoe Powell; Jeff Gondeck, Silver Spring, MD 20901.
Mark Miller, Mason Miller, Robert Lundgren; Ben McK-
enzie, Damien Wise, Nathan Hinks, Patrick O’Duffy, Atomic Robo is a trademark of Brian
Clevinger and Scott Wegener, used with per-
Scott Vandervalk; Joshua Kronengold (Agent Mneme),
mission. All other product titles and logos
Lisa Padol (Dr. Cthulhupunk), Alden Strock; Gina Ricker,
are trademarks of Evil Hat Productions, LLC.
Jason “JiB” Tryon, Libby VanDerWerff, Matt Widmann,
All rights reserved.
Mook Wilson, Patrick “Mouser” Rowley, Rob Sanderson,
Scott Renkes, Todd VanDerWerff; Broham the Cat, Chris- Softcover ISBN: 978-1-61317-056-4
tina Campbell, Eric Cajiuat, James Tiberius Monte, Jason Printed in the USA.
Paley, Jen Peters, Joshua Campbell, Max Peters, Michael
Keating, Ray Mosco, Scott (Scooter) Crone; Brennan See, No part of this publication may be repro-
Brian Clevinger, David Brotman, Fischer Mollard, Jordan duced, stored in a retrieval system, or
Neal, Rebecca Brotman, Scott Wegener, Travis Young; transmitted in any form or by any means,
Brad Hockey, Michael Wright, Nathan Russell, Robert electronic, mechanical, photocopying,
Lamborn, Rohan Stains; Brett Abbott, Ed Watts, James recording, or otherwise, without the prior
Wingate, Jeff Simpson, John Montrie, Todd Sudbrink; express permission of the publisher.
That said, if you’re doing it for personal
G & G Racine, Ronald “The Tourist That Should Not Be”
use, knock yourself out. That’s not only
Ayliffe Jr., Sean M. “Fun Tyrant” Dunstan; Anna Karl,
allowed, we encourage you to do it.
Emlyn Freeman, Jeremy Krieger, Mindy Freeman, Molly For those working at a copy shop and not
McGuire, Sara Perez; George Barton, Joshua Lefneski, at all sure if this means the person standing
Nicholas McDaniel; Charles Roburn, Dave MacFarlane, at your counter can make copies of this thing,
Joe “Not Charles” Mason, Stirling Westrup, Susan Pat- they can. This is “express permission.” Carry on.
rick; Ian Straughan, Mark Lewis, Randy Begel, Steven K. This is a game where people make up
Watkins, Steven Mains; Albert Puginau, Eudald Bonmatí, stories about wonderful, terrible, impossi-
Mateu Pastoret, Pau Martinell “Menecrates”, Quim Ball. ble, glorious things. All the characters and
llosera, Rafel Fiol; Dylan Sonnet, Eric and Stephanie events portrayed in this work are fictional.
Franklin, John and Katy Boone; Jason M.A. Fuller, Jef- Any resemblance to real-world scientists or
frey J.A. Fuller II, Laura Ely, Vanessa Markland; Joshua other real people is totally freaking awesome,
and you know it. Any resemblance to global
Versaevel, Melanie Huizingh, Mike de Jong, William
conspiracies, immortal atomic-powered
Hart; Andy Wittmann, Chad Bucholz, Chris Turner, Nick
robots, pulp heroes and villains, super-spies,
Mork, Scott Wolski, Tim Getschow; Glenn Crawford,
action scientists, or power-mad insane sen-
Greg Peevers, Joe DaSilva, Mai Lee, Steve Baker tient dinosaurs, on the other hand, is purely
coincidental, but kinda hilarious.
CONTENTS
CHAPTER ONE: Reinforced Skills 25
ROBO’S WORLD Aspects
Stunts and Mega-stunts
26
27
1 Stress and Consequences 27
SCIENCE 2 THE STANDARD MODES
CONSPIRACIES 2 AND SKILLS 28
HISTORY 3 E-Z NO-MATH CHARACTER
MAGIC 4 CREATION: STEP BY STEP 30
FACTIONS 5 Concept 30
Tesladyne 5 Modes 30
Majestic 12 5 Reinforced Skills 30
Daedalus 6 Stress boxes 31
Department Details 31
Zero / DELPHI 6 WEIRD CHARACTER
Undead Edison 6 CREATION: STEP BY STEP 32
Helsingard 7 Concept 32
Big Science Inc. / Science Team Super Modes 32
Five 7 Reinforced Skills 33
Most Perfect Science Division 7 Stress Boxes 33
Dr. Dinosaur 7 Details 33
Automatic Learning Algorithm Network 8 IMPROVING SKILLS 34
WORKING AT TESLADYNE 9 E-Z No-Math Skill Improvement 34
CHAPTER TWO: 1-2-3 Skill Improvement
THE MIDDLE PATH:
34

THE BASICS E-Z WEIRD CHARACTERS 35


11 Robot 35
WHAT YOU NEED TO PLAY 12 CHAPTER FOUR:
PLAYERS AND GAMEMASTERS 13
THE CHARACTER SHEET 14
ASPECTS
Breaking It Down 14 AND FATE POINTS
TAKING ACTION
Rolling the Dice
16
16
37
TYPES OF ASPECTS 38
The Ladder 16
Game Aspects 38
Interpreting Results 17
Character Aspects 38
FATE POINTS 18
Situation Aspects 38
Invoking an Aspect 18
Consequences 39
Declaring a Story Detail 19
Boosts 39
Compels 19
Experiences 39
START PLAYING! 21
THE PURPOSE OF ASPECTS 41
CHAPTER THREE: Importance 41
Deciding When To Use Mechanics 41
MAKING CHARACTERS MAKING A GOOD ASPECT 42
23 Double-Edged 42
CHARACTER CREATION BASICS 24 Say More Than One Thing 43
Three Modes 24 Clear Phrasing 43
Trained, Focused, and Specialized Skills 24 If You Get Stuck 44

III
ASPECTS IN ACTION 45 Pilot 89
Invoking Aspects 45 Psychokinetic 89
Compelling Aspects 47 Reporter 90
Using Aspects for Roleplaying 51 Robot 90
Creating and Discovering New Aspects in Secret Agent 91
Play 51 Soldier 91
THE FATE POINT ECONOMY 53 Spirit 92
Starting Fate Points 53 Telepath 92
Spending Fate Points 53 Warbot 93
Earning Fate Points
The GM and Fate Points
53
54
CHAPTER SIX:
CHAPTER FIVE: OUTCOMES AND
MODES, SKILLS, AND ACTIONS
STUNTS 95
Opposition 96
57 THE FOUR OUTCOMES 96
MODES 58 THE FOUR ACTIONS 98
What Modes Are 58 Overcome 99
What Modes Do 58 Create an Advantage 100
The Standard Modes 58 Attack 102
Weird Modes 59 Defend 103
SKILLS 60
What Skills Are 60
CHAPTER SEVEN:
What Skills Do 60 CHALLENGES,
Skill Actions and Applications
Standard Skill Descriptions
61
61
CONTESTS, AND
Science: It’s Special 69 CONFLICTS
GETTING WEIRD
Making Weird Skills
70
70
105
Making Weird Modes 71 CHALLENGES 106
STUNTS 73 Advantages in a Challenge 108
What Stunts Are 73 Attacks in a Challenge 109
What Stunts Do 73 CONTESTS 110
Building Stunts 73 Creating Advantages in a Contest 110
MEGA-STUNTS 76 Attacks in a Contest 110
What Mega-stunts Are 76 CONFLICTS 112
Weaknesses and Costs 77 Setting the Scene 113
What Mega-stunts Do 78 Establishing Sides 114
Paying for Mega-stunts 80 Turn Order 114
Hardware as Mega-stunts 80 The Exchange 116
STANDARD MODES 82 Resolving Attacks 117
Action! 82 Conceding the Conflict 123
Banter! 83 Getting Taken Out 123
Intrigue! 84 Weapon and Armor Ratings 124
Science! 85 Movement 125
READY-MADE WEIRD MODES 86 Advantages in a Conflict 126
Beast 87 Other Actions in a Conflict 126
Dinosaur 87 Ending a Conflict 128
Martial Artist 88 TEAMWORK 129
Mutant 88

IV
CHAPTER EIGHT: CHAPTER TEN:
LET’S DO SOME TELLING STORIES THE
SCIENCE ATOMIC ROBO WAY
131 179
BRAINSTORMS 132 SCENES 180
Running Brainstorms 132 Starting Scenes 180
You Got Your Action in My Science! 138 Competence, Proactivity, Drama 181
The GM’s Role 139 Hit Their Aspects 183
INVENTION 139 Ending Scenes 183
Scientific Drama 139 ISSUES 184
From Concept to Reality 140 To Be Continued 184
ATOMIC ROBO IN FOUR EASY
CHAPTER NINE: STEPS 185
RUNNING THE GAME Discover the Conspiracy 185
147 Chase the Conspiracy
Defeated by the Conspiracy
186
187
WHAT YOU DO 148
Triumph over the Conspiracy 188
Start and End Scenes 148
Keep It Moving 189
Play the World and the NPCs 148
PROBLEMS 190
Judge the Use of the Rules 150
Aspects 190
Give Them Things To Do 150
History 191
WHAT TO DO DURING PLAY 151
Factions 192
The First Law of Gamemastering 151
Making New Factions 196
The Second Law of Gamemastering 152
Putting It Together 199
When to Roll Dice 152
STORY QUESTIONS 201
Making Failure Awesome 152
From Problem to Questions 201
Setting Difficulties 153
ESTABLISH THE OPPOSITION 203
Dealing with Extraordinary Success 154
PAGE ONE, PANEL ONE 204
Dealing with Time 155
THE VOLUME IN PLAY 204
Judging the Use of Skills and Stunts 160
TO BE CONCLUDED 205
Dealing with Conflicts and Other Weird
Stuff 162 CHAPTER ELEVEN:
Dealing with Aspects 168
CREATING THE OPPOSITION 171
ACROSS THE FOURTH
Take Only What You Need to Survive 171 DIMENSION
The NPC Types 171
Nameless NPCs 171 207
Supporting NPCs 173 PRINCIPALS
Main NPCs 175 AND FLASHBACKS 208
Exceptional NPCs 175 WHY FLASH BACK? 208
PLAYING THE OPPOSITION 176 FLASHBACK BASICS 209
Right-sizing 176 Duration 209
Creating Advantages for NPCs 176 Constants 209
Change Venues of Conflict 177 Immediacy 210
ALTERING EXISTING
CHARACTERS 211
Concept aspect 211
Modes 212
Skills 212
Everything Else 213
BRINGING IT BACK 213
Volume Aspect 213

V
Milestones 213
1926: The Shadow Returns 239
CHAPTER TWELVE: 1930: Deadly Art of Science 240
TESLADYNE 1931: The Wizards Duel
1932: Chadwick’s Discovery
240
240
INDUSTRIES 1936: The Turing Machine 240
215 1937: Science City
1938: The Vril to Power
241
241
THE RESOURCES MODE 216
1939: The Genius of Bletchley Park 241
Armory 216
1940: Secret Weapon 241
Intel 216
1941: Flying Tigers 242
R&D 217
1942: Citizen Robo 242
Transport 217
1942: The Dogs of War 242
TESLADYNE IN PLAY 218
1943: Death of a Giant 242
Resident Scientists 218
1945: Operation Paperclip 243
Borrowing Hardware 218
1945: The Collapse of Science City 243
TESLADYNE’S ASPECTS 220
1947: MXII 243
TESLADYNE AND FATE POINTS 221
1947: The Magic Spaceship 243
ADVANCING TESLADYNE 221
1949: The Fall of Forrestal 243
CHAPTER THIRTEEN: 1953: Helsingard Takes Manhattan 244
THE MARCH OF 1954: Obninsk Online
1955: Project Aquatone
244
244
PROGRESS 1957: The Shadow Over Cloverdale 244
223 1961: Vostok 1 244
WHAT IS A CAMPAIGN? 224 1951: The Flying
ADVANCEMENT AND CHANGE 224 She-Devils of the Pacific 244
WHAT IS A MILESTONE? 225 1961: The Czar Bomb 245
MINOR MILESTONES: 225 1967: Zorth Revealed 245
SIGNIFICANT MILESTONES: 226 1968: The Spear of Destiny 245
MAJOR MILESTONES: 227 1969: Accolades and Honors 245
Fallout 228 1969: A Giant Leap for Mankind 245
ADVANCING TESLADYNE 229 1962: Centralia, Pop. 2,104. 245
Tesladyne and Significant Milestones 229 1970s: Better, Faster, Stronger 246
Tesladyne and 1970: Leaping Metal Dragon 246
Collateral Consequences 229 1971: The Shadow Over Peru 246
Improving Tesladyne’s Skills 230 1974: Hawking and the Royal Society 246
Improving Tesladyne’s Resources 230 1974: A Viking on Mars 246
ADVANCING NPCS 232 1984: The Mirrorshade Overdrive 247
1985: Helsingard in France 247
CHAPTER FOURTEEN: 1990: The Ultimate Map 247
TIMELINE 1993: Soldiers of Fortune 247
1996: The Survivor 247
235 1999: Other Strangeness 248
1800s: Century of Progress 236 2000: Sex and the Cosmos 248
1850: Helsingard Begins 236 2005: Helsingard Unearthed 248
1880s: The War of the Currents 236 2007: There’s a Pyramid in Egypt 248
1883: A Sky of Iron 236 2009: From Beyond 248
1893: The Triumvirate 237 2011: The Ghost of Station X 249
1895: Nemesis 237 2011: Robot of Interest 249
1905: The Miracle Year 238 June 2013:
1908: The Savage Sword of Dr. Dinosaur 249
The Shadow From Beyond Time 238 June 2013:
1916: Spacetime 239 Tesladyne Under Siege 249
1923: The Atomic Robot 239 March 2013:
1924: The Ghost of Rasputin 239 Centralia, Pop. All Gone! 249

VI
CHAPTER FIFTEEN: THE SHE-DEVILS
OF THE PACIFIC 280
CHARACTER Captain Catherine
WRITEUPS Marie “May” Carter
Hazel Lee
280
281
251 Lauren Finch 282
KID ROBO 252 Valerya “Val” Akilinov 283
TEEN ROBO 253 HELSINGARD 284
SPECIAL AGENT ROBO 254 Helsingard Warbot 285
ROBO THE VETERAN 255 Helsingard Autosoldat 285
JENKINS 256 MAJESTIC 12 286
THE FIGHTIN’ SCIENTISTS OF M12 Infantry 286
TESLADYNE 257 Special Assets Unit (SAU) 286
Bernard Fischer 257 Project SAINT Unit 5 Boxbot 287
Koa 258 OTHER ROBOTS 287
Vikram Abasi 258 Standard-Issue Warbot 287
Ada Birch 259 Edison’s Robot 288
Benjamin Smithfield 260 WORLD WAR II BAD GUYS 289
Bao Lang 260 SS-Obersturmbannführer
Dean Louis 261 Otto Skorzeny 289
Robert Martin 262 Laufpanzer 290
Phil Broughton 263 Dr. Vanadis Valkyrie 291
Julie Walker 264 Valkyrie Brutes 291
Ira Stein 264 GENETIC EXPERIMENTS AND
Curtis “Mac” MacDonald 265 OTHER STRANGENESS 291
John “Slim” Simmons 266 Vampire 291
THE MCALLISTERS 266 Dr. Dinosaur 292
Donovan “Jack Tarot” McAllister 266 Dr. Shinka 294
Helen “Nightingale” McAllister 268 Biomega Drones 295
CELEBRATED SCIENTISTS OF THE Biomega Kaiju Monster 295
20TH CENTURY 269 ALAN 297
Thomas Edison 269 CHOKAITEN 298
Undead Edison 270 Takeshi Hayoto 298
Nikola Tesla 270 Chokaiten Pilot 299
Carl Sagan 272 Chokaiten Heavy Marines 299
Stephen Hawking 273 Admiral Goro Shimada 300
THE SPARROW 274 DENIZENS OF HOLLOW EARTH 301
Sparrow I 274 Rock Person 301
Sparrow II 275 Rock Monster 301
Sparrow III 276 The Yonkers Devil 302
BIG SCIENCE INC. 277 TESLADYNE 303
Dr. Junji Yumeno 277 Tesla Heavy Industries 303
SCIENCE TEAM SUPER FIVE 278 Tesladyne Aerospace 303
Guardian mode trios 278 Tesladyne Industries Inc. 303
Aggressive Guardian 278 APPENDIX:
Charismatic Guardian 278 INSPIRATIONAL MEDIA 304
Tricky Guardian 279 INDEX 305
Guardian Aspect Pairs 279 CHARACTER SHEET 310

VII
CHAPTER ONE:
ROBO’S
WORLD
The world of Atomic Robo is the kind of place where a nuclear
powered robot was built by Nikola Tesla in the 1920s and no
one thinks that’s strange.
Then there was that pyramid supertank, executing a water-
clock program that took 5,000 years to compute, that emerged
from the Egyptian desert and attacked long-dead cities with
its solar-powered death ray. And who could forget when the
remnants of the secret Nazi space program nearly started
World War 3 in the 1960s.
Then there’s the really weird stuff like the Vampire Dimension
and the time-traveling yet historically inaccurate velociraptor.
Look, these things just happen.
Believe it or not, though, Atomic Robo’s world is basically
just like ours. The main difference is that the dials for Science
and Conspiracies are set a few notches higher.

1
SCIENCE
Y’know how you can watch a documentary
CONSPIRACIES
Top-secret government agencies. Mad
about archaeology, and it’s a bunch of scientists. Cults. Elite military units. Alter-
university professors and grad students nate dimensions. So-called super villains.
carefully brushing dust from rocks? And Air pirates. That dinosaur from before.
then they learn something very important Atomic Robo’s world is filled with individu-
about pottery? Meanwhile Indiana Jones als or groups forwarding agendas that work
is also an archaeologist, but mostly he runs best when hidden in the cracks of history.
around shooting bad guys and having car Sometimes these are people who seek to
chases? nudge the course of human affairs toward
Now apply the Indiana Jones model to their own selfish goals. Sometimes they’re
every other field of study. the crumbling and warped remains of a
That’s Atomic Robo. larger gathering once united under a nobler
Don’t get us wrong. The real pursuit of cause. Sometimes they’re just people who
real science is exciting. We’ve apparently want to get away from their own lives. They
found the Higgs Boson. We landed the have unlimited budgets and global reach.
Curiosity rover on Mars. The entire Inter- Or they’re sects scraping by. Or the last of
net exists. These are amazing feats! a dying breed. The role of a conspiracy
But this is a game about Action Sci- is to make your adventure part of a
ence! And, for better or worse, there are bigger world.
relatively few gunfights or chase scenes in You don’t have to tie everything into a
real-world laboratories. We’re not here to conspiracy, of course. You don’t even need
model the cerebral excitement of discov- a conspiracy to show up at all! Sometimes
ery and the new vistas of knowledge that things just happen. But an abandoned
unlocks. This is a game world filled with bunker becomes part of a larger narrative if
the visceral and cinematic excitement of it turns out to be a secret Project Daedalus
adventure. The role of science is to give research station. Or a forgotten clutch of
your adventure bigger problems and to Helsingard’s Autosoldats.
find crazier solutions for them. There are two great tools for working
Whether you’re an Action Scientist of conspiracies into your game on the fly:
Tesladyne, or a loner with weird ideas, or
They’re secret! Any corner, or shadow,
in the employ of a government agency that
or innocent flower shop can be turned
doesn’t officially exist, science is going to
into the facade of a conspiracy at the
be a part of your story. You don’t have to
drop of a hat.
be a scientist to interact with it, of course.
There’s nothing wrong with playing as a Splinter groups! The larger and older
unit of Majestic 12 soldiers with no scien- a conspiracy is, the more factions might
tific training beyond knowing that guns exist within it. These guys could get up
shoot bullets. But M12 are the guys who to all kinds of stuff you wouldn’t ordi-
opened up a portal to the Vampire Dimen- narily associate with the parent group.
sion just to see what was on the other side
(spoiler: it was vampires), so you’re still
going to run into sci-fi problems.

2
ATOMIC ROBO: THE ROLEPLAYING GAME

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