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Tomas
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BETA Feedback – Invincible Superhero Roleplaying Starter Set

Thu 05 Feb 2026, 15:48

Hello!

Please use this thread to report typos and errors in the BETA PDF package for the Starter Set for Invincible Superhero Roleplaying.

If you spot any typos or errors in the PDFs, please report them in this thread, no later than February 20. The BETA PDFs will be updated to the final version at a later date.

Please note that "page xx" references are not done yet as things might move around, so need to comment on those.

Thank you for your support!
Fria Ligan
 
Tyr
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Joined: Mon 19 Jan 2026, 10:29

Re: BETA Feedback – Invincible Superhero Roleplaying Starter Set

Thu 05 Feb 2026, 19:26

Pg5, Read or Paraphrase the sidebar text: The text isnt in a sidebar. As it is, my first impulse would be to read the text *before* the right side of the page. Recommend adjusting the speach bubbles to the right of the text and changing "sidebar text" to something more suitable.

Edit: after reading further, this seems to be a theme - Id highly recommend switching layout to a more logical one though. Or at least calling it something else.
 
Tyr
Posts: 15
Joined: Mon 19 Jan 2026, 10:29

Re: BETA Feedback – Invincible Superhero Roleplaying Starter Set

Thu 05 Feb 2026, 20:03

Pg 18, Machine head: referencing the charactersheet for Robot is bad gane design - the character sheet is likely being used by a player, making referencing the power in play cumbersome at best. I recommend stripping some text from his commentary and moving the image down to make enough space to fit the power.
 
zcthu3
Posts: 170
Joined: Wed 29 May 2019, 10:34

Re: BETA Feedback – Invincible Superhero Roleplaying Starter Set

Fri 06 Feb 2026, 07:24

Page 18 Machine Head’s Signature Item says:

“ SIGNATURE ITEM (Neural processor): Machine Head gets +2 dice to REASON rolls and any rolls with the ACTION PLAN or SUMMONING assigned powers. If his neural processor is lost, he loses the bonus as well as use of both powers.”

But his stat block only includes the ACTION PLAN power. SUMMONING is missing.
 
Fred
Posts: 29
Joined: Fri 26 Sep 2025, 15:27

Re: BETA Feedback – Invincible Superhero Roleplaying Starter Set

Wed 11 Feb 2026, 14:39

Nerd Parker posted some feedback on the Starter Set adventure over at RPGnet's Invincible thread.

I'm reposting here:
Read through the Starter Kit Beta, and I have concerns. (Mild spoilers for the Starter Kit and the Invincible comics below.)

1. Titan.
Early on, there's an encounter that's giving powerful 5E Acquisitions Incorporated vibes. The players meet Titan, one of Machine Head's lieutenants, who comes to the PCs and tells them: "he wants the same thing as them – to stop Machine Head."

With a successful Presence roll, the PCs can learn a bunch of info based on how well they roll. Then, "Regardless of what Titan reveals or does for the heroes, he will go to great lengths to avoid being seen helping them. As soon as he can, he will slip away and return to his post."

If the PCs fail the Presence roll, Titan bids them adieu and that's the scene. So there could be an upwards of 20% chance the players have a scene where the GM says "So Titan approaches. He says he doesn't want Machine Head to win. Anyway, he sneaks back to his post. Good talk."

2. Enforcers
I realize this is not entirely fair to the Invincible RPG, because this is a problem endemic to most superhero RPGs, but the second fight in the Starter Kit - which is very likely to be the second fight an Invincible GM is ever going to run - has 5 unique superhero stat blocks to keep track of. "Build NPCs with the same rules as PCs" is a hard trap for system designers to escape from, and superhero RPGs are the worst of the lot, but as an experienced GM eyeing Invincible as a pitch for this summer, yeesh. The stat blocks are on par with the freely available Mauler Twins with regards to complexity, but each is unique. Each has 3-6 powers, some regular, some Major, with Boosts. Each has two Talents. This is par for the course for a "Sinister Six" kind of fight, but for the GM's second encounter this seems really rough.

3. Machine Head and Isotope
We are told multiple times that the PCs can't fight Machine Head. If they try, his minion Isotope teleports him away. If the PCs interrupt the monologue too much, Machine Head teleports out and finishes the monologue via hologram. This is fine; good even: teach the PCs to let the villain monologue, it's a trope. But if the adventure has multiple callouts that the PCs can't fight Machine Head, because he has a teleporting sidekick and he will absolutely escape, why does he have a huge stat block?

It's a Starter Box, you want to include some extra villain stat blocks so GMs can keep going for a bit while they wait for their core book to be ordered? Sure? But Machine Head doesn't have any fighting weight: he'll fold like a wet blanket. Yet he has a full stat block with a 7 (!) Talents that are mostly about how good a talker he is. Isotope also gets a full stat block, even though his role (in the adventure and in the source comics!) is basically just to teleport the leader away.

"You're probably not going to fight these dudes, but here's a stat block." Sure. "If you even think about fighting these dudes, they teleport away and escape and you can't do anything about it. Here's two stat blocks." Why?

4. The Kaiju
Okay, on the one hand, I love this fight. The third scene's encounter really highlights what you can do with a superhero RPG. An entire city district as a battlemap, showcasing the power of zone-based RPGs? Check. Tons of civilians in danger, highlighting the competing priorities of the superhero genre? Check. Humongous villains showcasing that beginning superhero adventures are about more than goblins? Check.

But each of the kaiju get a full page writeup! This is the same complaint as #2, but why?

They're giant kaiju. They can't be reasoned with. They don't have backstory. They exist so the PCs can fly around the city and throw 5 story opponents into buildings and be awesome. Why is the GM tasked with maintaining four completely different statblocks?

Even if we assume the kaiju need to be different (which I don't think is true, but let's assume), I see no reason you couldn't have a kaiju stat block and then say "Alpha has this tentacle power, Gamma has extra armor", etc. Instead, I have to know that Alpha has a Fighting of 7, and Beta has a Fighting of 6.

Are my players going to notice that Alpha has one more Fighting? Is that distinction going to impact the game enough to merit the mental overheard for the GM?

________________________________________

I'm still really high on Invincible, but this Starter Kit seems like it does the game no favors. I acknowledge this is a beta product, but the level of done-ness of the product gives me the impression they're looking for proofreading more than structural feedback.

I haven't run the adventure yet, so what do I know, it might sing. Yet I also don't really have a desire to run the starter kit anymore, either.
 
Fred
Posts: 29
Joined: Fri 26 Sep 2025, 15:27

Re: BETA Feedback – Invincible Superhero Roleplaying Starter Set

Wed 11 Feb 2026, 23:34

On page 6 of Metro Mayhem, it says:
Once the heroes have entered the warehouse through any entrance, show them the area (right) on the big poster map in this boxed set the Tripwire event begins (page 30).
I think a period might be missing before "The Tripwire".
 
Fred
Posts: 29
Joined: Fri 26 Sep 2025, 15:27

Re: BETA Feedback – Invincible Superhero Roleplaying Starter Set

Fri 13 Feb 2026, 17:06

In page 9 of Metro Mayhem, under the "Destroy the Evidence" entry, it says the self-destruct sequence is a Blast 9 explosion, but the Challenge on page 11 lists it as a Blast 10 one.
 
Fred
Posts: 29
Joined: Fri 26 Sep 2025, 15:27

Re: BETA Feedback – Invincible Superhero Roleplaying Starter Set

Mon 16 Feb 2026, 20:13

On page 16 of Metro Mayhem, it says (bolded part mine):
If the heroes have already encountered Titan in the Enemy of My Enemy event, he will put on a show until the other three villains are defeated (without assisting the heroes)
There are four villains, besides Titan.
 
Fred
Posts: 29
Joined: Fri 26 Sep 2025, 15:27

Re: BETA Feedback – Invincible Superhero Roleplaying Starter Set

Wed 18 Feb 2026, 04:42

The S in “Strike” in Gamma’s sheet (p.30) is not bolded like the rest of the word.
 
Fred
Posts: 29
Joined: Fri 26 Sep 2025, 15:27

Re: BETA Feedback – Invincible Superhero Roleplaying Starter Set

Fri 06 Mar 2026, 03:51

I just finished running Metro Mayhem. I think Act III needs clarification on a couple of points.

First, it wasn't clear to me if each zone in the map included the buildings or if each building, or each block, was a zone in in itself . And second, when a character saves the innocent bystanders in a zone, do they move with the bystanders to the adjacent zone? And if so, does this count as a quick action or is it embedded in the saving long action?

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