Up and at ’em boys and girls of Tesladyne! Today we’re taking a look at The Basics of the Atomic Robo RPG, and the E-Z Character Creation Rules.
Being a game based on a licensed IP, Atomic Robo is more likely to attract an audience that might not be familiar with the hobby. As such it becomes important to introduce the activity properly and in a manner that is clear, inviting and exciting.
Thankfully Atomic Robo does exactly that. The Basics is nothing new to old hands of FATE, but one thing that I did like was the comic panels used to illustrate how the game works. They’re fun and work very well for the purposes of teaching, without coming off as pretentious or annoying.
That said, Atomic Robo does use a few things that differ from the normal baseline FATE Core rules. Among them are Modes and Mega-Stunts. We’ll go into those with more detail later once we hit Character Creation.
E-Z Character Creation
Atomic Robo: the Roleplaying Game has two means of creating a character. The first is called “E-Z No-Math Character Creation” and is meant to generate characters on the fly. The other is “Weird Character Creation” which handles characters that are outside of the baseline “normal” human, such as mutants, robots, cyborgs, and other things.
Each character in the Atomic Robo RPG has three Modes. Each mode has a rating, one at Good (+3), one at Fair (+2) and one at Average (+1). There are also four standard modes to choose from: Action, Banter, Intrigue and Science.
Each mode is a collection of skills, and these skills are all rated at the same rating of the mode. Skills can be reinforced if the same skill exists in more than a single mode, automatically increasing in value for each mode that has the same skill in it.
E-Z No Math Character Creation Sample: Justin Tiberius Case
Right, now that we’ve got that out of the way, let’s try our hand at some E-Z Character Creation.
First off, we need a Concept Aspect. Given that the basic setting assumes Action Scientists, I’ll go for “Daredevil Statistician.”
Next up, I’ll need to pick and rate three modes from the four standard modes of Action, Banter, Intrigue and Science and rate them at Good (+3), Fair (+2) and Average (+1)
Justin T. Case is a risk-taker, so he’s not adverse to some action. IN this case, I’m going for Action (+3), Banter (+2) and Science (+1).
This gives me the following skills:
Good (+3) Athletics, Combat, Notice, Physique, Provoke, Vehicles
Fair (+2) Contacts, Deceive, Empathy, Provoke, Rapport, Will
Average (+1) Notice, Will, All Science
At this point I’ll start reinforcing the skills that repeat themselves in the various modes. That bumps Notice and Provoke up to a (+4) and will up to a (+3) resulting in a final list of:
Action (+3): Athletics, Combat, Notice (+4), Physique, Provoke (+4), Vehicles
Banter (+2): Contacts, Decive, Empathy, Rapport, Will (+3)
Science (+1): All Science
After this, all that’s left is to fill out the stress boxes. Justin has a lot of the required skills for stress boxes. A +3 in Athletics gives 2 physical boxes, and the +3 in Physique gives another 2. For Mental, Justin has 2 extra boxes for Provoke +4 and another 2 for Will +3
Finally we wrap up with the details, including other Aspects, Stunts and a Name.
As expected from a Fate game, E-Z character creation works well for getting characters up and running right away. But there’s more than just the standard action scientist running around in Tesladyne, and that’s what we’ll be dealing with tomorrow as we delve into more information about Modes, Weird Modes and the Weird Character Creation.