
Happy Thanksgiving!


While I don’t want to spoil any of the default adventure that will likely come with the game, I do want to babble at length about the first session of Atomic Robo. We ended up with a group of 5 players (it was almost EIGHT) and it turned out to be a good number– even when the party got split a couple times it was still manageable. With eight it would have been MADNESS.
Character Creation
This was SHOCKINGLY fast for any RPG game with 5 players. We used the ‘no math’ version of character creation, and while people had a week or so to think of a concept, the work on the ground was minimal as some only had a name coming into the session. Aspects are always tough to work out (but worth it) and stunts can just be added during play so that did not slow up much. It’s difficult to make a stunt for players that have never played the game before as they typically break some sort of rule and when you don’t know the rules….
The only real confusion that may get worked out in the final is the Modes sharing skills that then get a bonus to the skill in the highest mode. For example if you have a skill that’s shared in your Action and Intrigue mode, the mode with the highest rating has that skill within it getting a bonus of +1. This, plus the pluses for skills during character creation on top of it, caused a great deal of erasing on the character sheets for everyone. Players had to pick their modes, then find the skills that overlapped and bonus them, then add their bonus skill points on top.
Play
Well, it’s FATE so you’re not going from room to room killing 66 Gnolls! Smooth. That’s how I describe the sessions I’ve run of FATE and Atomic Robo was no exception. Looking in the book for stuff? Almost never. Players engaged? Almost always. Like I noted above, we had a party split two times and it can be handled handled easy on both ends because you are not looking up Grappling or obscure charm rules or building a dicepool for 5 minutes (a shot across Cortex’s bow there). There’s always explanation about Aspects and invokes and compels and the new thing called ‘bonuses’ for new players of FATE and it can still be difficult for everyone to get until they see it in action. The main economy driver, getting compelled as a player, is easy to understand so there wasn’t any issues there. Using aspects in all the possible
Combat
There was only one fight so far and it seemed to go– fast! Actually attacking is very easy in FATE without any stunts and even with stunts it’s quite simple. Stunts in FATE are different than Stunts in Exalted or Feng Shui as it’s really just the word they use for a ‘Power’ of some kind. Where it gets crazy for people from the D&D world is the “Create Advantage” and ‘Block’ actions in combat. These are both very easy once figured out. Creating advantage is essentially using a skill that you have that you THINK the enemy does not have a good defense against, not to do damage, but to create an Aspect, either on yourself, the enemy or the area you are in. This aspect can later be used by you or someone else to ad bonuses to an attack that WILL do damage. There are other narrative effects of Aspects as well– i.e. if you have stunts that can be used under water you better get your opponent in there somehow. It’s all very fast and loose, but not at all to the level of say Amber diceless. My favorite part about FATE combat are the ideas of Zones for movement and distance. I think almost every good RPG is using that model now (including Marvel and WFRP 3rd). This means maps, even 3d ones, can be easily created and used but in addition, it makes ‘no miniatures’ play very easy to do.
Brainstorming!
The best thing about the session was the brainstorming. This is in a type of scenario where the characters are trying to figure out some type of problem presented in the plot. Because it’s FATE– what the characters figure out turns out to BE the plot. Each player rolls dice based on applicable skills and the winner in a round puts forth a FACT about the problem. This is typically derived from the plot so far, but may be something they’ve deduced via science or intuition. After 3 facts are created a final roll off for the ability to create the hypothesis is granted to the victorious player. Aspects can be used, invoked, etc as normal. They hypothesis then becomes an Aspect in the story. While this isn’t necessarily the actual final thesis, the facts created become facts in the story. This is pretty friggin’ awesome as it frames up a new way to create campaign or story aspects. I can’t mention the Hypothesis created by the group– but it was INCREDIBLE.
Overall
Well we are playing again this weekend, so we’ll see if it continues to hold up. Again it’s just a beta, but it looks like it’s quite close to the final based on the quality of the system. The Updates to FATE Core are nifty and streamline things even more (if you can imagine that). I’m looking forward to not just the game, but what other people do with it as well down the road.

I’ve been looking at this version of Warhammer Fantasy Roleplay from afar for a few years now and had a gift certificate that just had to be used. Holy fuck is it a huge box filled with goodies. I’m about halfway through the rules and it reminds me a bit of Cortex (Marvel Super Heroes base engine) with it’s dice pools but still absolutely has the feel of Warhammer up inside. While I have played the game before, I haven’t had a chance to really go through the components much and I tell you, this shit is IMPRESSIVE. Fantasy Flight is boss at using little counters and chits for stuff, sometimes a bit overboard, but all of the components make sense and from what I’ve played and read, make the game flow really well.
What I’m looking to solve with this version is the common problem with First and Second edition: whiffing. The last time I ran 2nd edition (back in 2006) combat was fun but very long– very long with three players against a small group of skaven….and that ain’t right. Let’s look at an example from Second edition. Human has an axe vs a Human with a sword and shield. Axman has a WS of 35% (pretty good) and the Sword and Shield guy has a WS of 30%. 2/3rds of the time, these guys are going to miss when they attack. In the case of the Axman, not only does he miss 2/3rds of the time, but the sword and shield guy can parry 1/3rd of the time giving him about 11% chance of hitting every swing. That’s bad. That’s very, very boring. As much as we loved the critical hit charts and all that, it’s tough to get through a large combat in WRFP 1st and 2nd edition, not because there is so much going on (ala Exalted or Champions) but because it’s a WHIFF FEST. No one is hitting anyone. Is that realistic? Maybe. Is it interesting and make for fun combat? No. Unlike Exalted, where ALL hits except the killing blow miss, there is not interesting powers or economy of motes in Warhammer 1st and 2nd edition– it’s just a percentile roll followed possibly by a parry or block roll mostly leading to whiffing.
Third edition completely solves this both by giving players choices of improving their own chances at a cost (like Exalted) and making sure SOMETHING happens whenever there is an exchange of blows, whether it’s pants falling down, weapons breaking or just something happening that effects the fight. While each attack is appreciably slower to determine action and dicepool in third edition, each attack MATTERS, so if you have to spend a few minutes determining your pool, that’s OK.
Character creation looks like a bitch, but if I remember from last year, it was fairly straightforward overall. Career advancement, at least from reading, gets rid of the Career exit paths that we knew and loved from first and second edition– you can go to any career after your initial one (or even during) but it costs a lot more to go to once that is dissimilar. The determination of similarity is sort of odd and I’ll likely have to re read it.
One point of confusion about the system is what to get OTHER than the giant box set. You need pieces for another player if you want to play with 4+, but where do you get them? What’s the best module? How do you get access to more careers to choose from? Since everything is very component driven, there are some limits as to how much stuff will be out for the game. A career isn’t just something on a sheet of paper photocopied from White Dwarf circa 1990, it’s a set of cards and chits as well. This makes it tough to JUST own the base set. Some of the modules have more careers (ouch), and since they came out with books by themselves, FF released component sets that can be purchased without getting the base set…
Otherwise, I’m looking forward to digging into this. A buddy of mine has had a campaign going for almost a year now and they play every week so here goes!
I found a great blog about retro GW miniatures circa Warhammer Fantasy Battle Third Edition. While completely eclipsed rules-wise by subsequent editions (especially 8th) for playability, 3rd edition was my gateway into Warhammer and the amazing Realm of Chaos books. I’m just going to post some pics and let the nostalgia flow.





Having fun with the “Weird” character builder. Like Kerberos Club, Atomic Robo allows custom skills and modes, so you can conceivably build just about any type of character, and so here we go with one of the greatest anime villains there is: Tessai from Ninja Scroll. This is not even in the wheelhouse of what Atomic robo is about, but here we go.
Tessai
Organization: 8 Devils of Kimon!
Modes and Skills
Good (+3)
Ninja (9 points for mode) (3 Skill point upgrades)
Athletics (+4)^
Combat (+4)^
Intimidation (+4)^
Physique (+5)^*
Stealth (+4)^
Will (+4)^
Fair (+2) (9 Points)
ACTION
Average (+1) (9 Points)
INTRIGUE
^ upgraded by cross skills
* upgraded with points
Aspects
Contept: Stone bodied Ninja
NINJA: Trained by Gemma
ACTION: All strategy is deception
INTRIGUE: A dead girl might be an interesting lay
Open: I am the strongest of the Devils of Kimon
Stunts:
Signature aspect: Stone Bodied Ninja
Weapon return: Always have thrown weapons made of metal return by next action.
Extras:
Immune to normal weapons (Armor 4, At a Cost)
Stronger than Normal humans (At a cost)
Equipment Extra:
Double Edge sword
Function: Slice!
Flaw: Huge
Weapon Stunts:
Spinning Death: Attack Effects everyone in a zone either current or one zone away (at a cost)
Massive Weapon: Weapon 4
Stress Boxes
Physical: XXXX
Mental: XX
So Tessai is a typical Brick with invulnerability to normal weapons and some armor against abnormal attacks. Both are “At a Cost” which creates a narrative difficulty or aspect when it’s used. I built a custom mode (NINJA) for him but no custom skills (didn’t seem necessary to get him to where he should be). As one of his extras, he has his double sided sword that he can throw to hit everyone within his zone or one away and does a lot of damage. One way to do the Brick style is to create a stunt where he can defend with his physique. Since it’s only +5 (nothing super human there) I wanted to go with the invulnerability extra instead.
Next up, I’m going to try something really odd, like Arakune from Blazblue and the like
I put myself on two weeks away from video games (not non video games, that would be preposterous) and the personal ban ends tonight at midnight. I usually get to play stuff a few hours at night at the most and a bit on the weekends here and there. So what did I accomplish instead? Seems like there would be a huge list right? uhhhh….not really.
1) Reading the Warhammer Fantasy Roleplay 2nd edition rules and first campaign
2) Reading and prepping for a session with the Atomic Robo RPG beta
3) A game of 40K 2nd edition (!?)
4) Painting 3 bestigor and getting a long way on three more. 20 more after that is still pretty daunting..
5) Finishing Undaunted Courage (biography of Louis of Louis and Clark). It’s great but the end is very sad indeed.
So during the two weeks, what game was I joneseing for the most? the new Xcom was up there– I really wanted to play that more after losing my first campaign game embarassingly. Torchlight 2 of course, but the one I really really wanted to play was Dark Souls…I’m stuck at the Capra Demon– I know HOW to beat him but I just haven’t executed properly to do it yet and this is gnawing at me something fierce!
Now however, look what’s out? Hotline Miami, Blood Bowl Chaos Edition and a Steam version of Conquest of Elysium 3 from Illwinter– all ripe and ready for the nerdery action but Dark Souls is going to be the first taste…
While a huge proponent of Warhammer Fantasy Battle 8th edition, I am not and have not been a fan of the rules for 40K for a long time– since 1996 or so actually. The last edition I played was 4th–just a one off, but the last edition I played a LOT was 2nd edition from back in 1993. This is the edition that spawned GW’s new style of boxed games rather than just the big hardback books and miniatures. The plastics were crap, but the rules are IMO the best and were used in both 40K, Necromunda and Gorkamorka: at testament to the strength of the platform. Subsequent versions of 40K, while solving the “herohammer” problem 2nd edition definitely has, added in the less desirable ” every game is just a mob of infantry in close combat in the middle” and “my entire army was destroyed by ordinance because I didn’t roll well for the first turn” issues that I just couldn’t abide.
So we got a game in of 2nd edition last night and it was good fun, while I prefer EPIC from this era, 40k is much faster to set up and play than the 6mm behemoth. Thousand points of Marines vs Eldar (and there weren’t many marines for that point value for sure). The game played fast and the rules, dusty as they were, played SOLID. It mattered where the individual models were on the table and what weapons they had and what sort of cover they had– and while there was some close combat, it was not the defining factor of the game. Here’s a shot of the predator vs Avatar with Blind grenade spots roaming around. Needless to say, with tons of chances to hurt the Avatar with shooting, the Predator did not hold up once the king of the Eldar got into close combat with it.


I (which means in some cases WE) got into the third round of beta testing for Atomic Robo RPG/FATE core 3.0 (Huzzah!), and the first thing I did was spew out a character using the no math version of character creation. FATE usually takes a bit of time to make characters, and Atomic solves this pretty well with a fast method and less aspects (Dresden and Spirit of the Century require TEN for each character). There are two types of characters– simple and complex (or weird). The simple method is pretty streamlined and gets you into the action fast, but it’s not possible to make a human blob or batwinged prehistoric monstrosity that way. For starters I chose and icon from the mid 70’s: BIG JIM. His aspects are ripped from Wikipedia and various commercials from the early 70’s where he had a backpack that talked. I think with a GM at your side, one could probably make a character like this in less than 15 minutes, even if you didn’t know FATE well. The only tough part are the Stunts, which can be filled in during play. The complex character generation will take a bit more doing, as it allows similar skill creation as Strange Fate/Kerberos Club.I’ll post something created via that method next.
Big Jim
Organization: Big Jim’s P.A.C.K.
Modes and Skills
Good (+3)
BANTER
Fair (+2)
ACTION
Average (+1)
INTRIGUE
Aspects
CONCEPT: Basic good guy leader of the P.A.C.K.
INTRIGUE: Average Caucasian Male with no other distinguishable characteristic
ACTION: I’m going in for a look!
BANTER: Permanent good attitude
Open Aspect: a Joy for Life
Stunts
Look out sir! : When hit, put a minor consequence on any of your teammates or friendly NPC’s rather than yourself
Give me the keys: +2 to drive any vehicle type never driven before
I’ve got the tools: +2 to Declarations regarding having the right tool for the job
Signature Aspect: Permanent good attitude
Call the P.A.C.K.: Spend a fate point to steal the iniative and choose who it goes to.
So he’s a natural leader and has some skills there but the meat of this guy are his stunts. He can have his teammates take consequences for him and control the pace of a fight with his Call the PACK stunt. While not a heavyweight fighting, he can hold his own against normal foes. His science is REAL weak so that’s a gaping hole that will need to be filled by team mates. I started it as a joke/test, but this is a character I’d actually dig playing.