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Your3rdshadow
Posts: 1
Joined: Wed 14 Jan 2026, 18:25

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 18:30

Pg 62.

The Regeneration defensive power doesn’t mention how it applies to either critical injuries or diseases/poisons/toxins, if it all. This feels like an oversight and I think additional clarification would be very helpful.
 
glennkenobi
Posts: 2
Joined: Tue 13 Jan 2026, 20:47

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 14 Jan 2026, 18:50

Slugfest rules p84 state "If you roll more than one in a slugfest attack, you may choose to spend the extra beyond the first to trigger stunts."

Armour reduction for extra damage from stunts is a bit vague.

Page 88 example:

"Example: Slugfest. Tether Tyrant decides not to block, to save his quick action for his turn. Bulletproof rolls six dice for his Incredible FIGHTING. He rolls three (6s) The first means he hits and deals his Slugfest Damage of 4 to Tether Tyrant (which is reduced to 2 as a result of the villain’s Armor). Bulletproof can use the two extra for stunts. He chooses Extra Damage to deal an additional 4 points of damage, for a total of 6. He also chooses knockback...

The additional 4 points of Extra damage should be 2, for a total damage of 4 as this is only one extra damage stunt and this is still reduced by armour, but that isn't clear....

"Extra Damage: You inflict additional damage equal to your Slugfest Damage (or the Damage of your weapon) before any reduction for Armor." p84

The P90 example shows armour being removed for each extra damage dice So... If Tether Tyrant was hit for 2 extra damage stunts, Bulletproof would do 4 additional damage if armour is taken off for each extra damage stunts (4 damage - 2 armour + 4 damage - 2 armour = 4 damage). Is that right?
No, the armor effect is only applied once, even if a stunt is used to increase the damage. The example is correct. Is there some place that indicates that the armor should be applied to each stunt? If so, we'd be happy to clarify. :)
Thanks for the answer. I've totally misread this. "before any reduction for Armor." p84 that includes the original damage. I get it now. The original damage and Extra stunt damage is totalled, then armour applied. That can be brutal!!! Thanks so much for the clarification :-)
 
NimrodYanai
Posts: 6
Joined: Wed 14 Jan 2026, 01:29

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Thu 15 Jan 2026, 08:29

In the section on Karma, it’s unclear whether unspent gained Karma can be lost.
Let’s say I had 20 unspent Karma from a previous session. Now in today’s session, I earned 5 Karma but lost 7. Do I get 0 points of Karma for this session but remain with my 20? Or am I now at 18?
I’m not going below 0 and those points were not already spent, so under the current description I should lose 2 Karma.
Or is it meant to say that I can’t go below 0 Karma gained EACH SESSION, and therefore stay with my current Karma amount.
 
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Magnanimous
Posts: 33
Joined: Mon 29 Sep 2025, 13:57

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Thu 15 Jan 2026, 13:31

I strongly suggest you remove that a zone is about "100 feet" and simply say 'it is a narrative abstract measure of area'.

Speeds, altitude and ranges in the game are abstract, so introducing a '100 feet per zone' causes confusion, since a zone can literally be any size.
 
HunterGreen
Posts: 227
Joined: Fri 12 Jun 2020, 14:59

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Thu 15 Jan 2026, 14:57

<post deleted>
Last edited by HunterGreen on Mon 02 Mar 2026, 18:29, edited 1 time in total.
Find me and Narvi on the TOR/LOTR:RP Discord: https://discord.me/theonering
 
RainbowRaider
Posts: 2
Joined: Thu 15 Jan 2026, 18:38

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Thu 15 Jan 2026, 18:53

Pg 48,

The Emanation power is quite vague in its description. It states that the power increases your slugfest damage, but also "anyone who touches you (including a slugfest attack) suffers 3 points of damage", which I assume to only be intended to apply to getting attacked in a slugfest, not applying additively to the already increased slugfest attacks of the user. Also, what constitutes touching? Does clothing, armor, or weapons affect this? Is hitting someone with a baseball bat touching them?

How does the damage from touching someone interact with powers that require you to touch someone but explicitly specify that they do no damage, such as when using Stun with the limit of Requires Touch? How does the damage from touching someone interact with long term exposure such as in the case of a grapple, when does the damage from touching recur, if at all?

Does the limit "Continual Emanation" remove the need to activate the power as a quick action before use, otherwise how does it function?
 
RainbowRaider
Posts: 2
Joined: Thu 15 Jan 2026, 18:38

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Thu 15 Jan 2026, 19:00

Pg 56,

The Mimicry power does not specify how it interacts with the limits and boosts of a copied power.

Pg 64,

The Healing power's Life Leech limit does not indicate whether or not an unwilling target can make any roll to defend or resist. It also does not specify if an attack is necessary to target an unwilling creature.
 
Valowwwr
Posts: 1
Joined: Thu 15 Jan 2026, 21:07

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Thu 15 Jan 2026, 21:29

This might be a bit of a me problem, but I'm a bit confused on the attribute reduction associated with powers like Signature Gear and its limit item dependent or the drawbacks Alternate Form and Super Suit. Specifically: "Your highest three attribute scores (choose in case of a tie) are reduced to a joint total of 8, and none of them can exceed a score of 4."

In the way I read this, it means that the loss of a suit of a piece of gear could lower stats that would normally seem unattached. For example, having a high reason and then having to drastically lower the value when your suit is destroyed. This doesn't feel very consistent with a character narrative to me.

The Drawback from the quickstart characters pdf Robotic Automaton (which I can't find in the Alpha PDF) feels like a more accurate representation (minus the very severe attribute reduction) for certain builds that might want to have a reason or presence strong character in a suit or powered up by a magical weapon.

There's probably problems with balancing character builds, but it might make more sense to let the PC pick which attributes would be impacted when their suit or gear is destroyed or have some physical/mental stat divide.

Just my two cents :)
 
NimrodYanai
Posts: 6
Joined: Wed 14 Jan 2026, 01:29

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Fri 16 Jan 2026, 10:23

I want to ask about consistency in character creation. Why doesn't character creation use Karma like advancement later on? Why is it done with attribute points? Wouldn't it be better to have a consistent point-buy system with Karma than two separate systems? Just give each hero a number of Karma points based on their rank and then have them buy starting stats with that Karma. It's the same principle anyway.
 
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pelorus
Posts: 128
Joined: Wed 21 Dec 2016, 10:32
Location: Malta
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Fri 16 Jan 2026, 15:26

TALENTS and PUSHES

Some of the Talents, like Mighty. Compelling, Coordinated....allow you to Push twice.
That needs explained. Does the second Push replace the first or come after the first?

(The logistics of this is also in question. Roll 14d6. Select 6s and 1s. Then roll the rest. then select 6s and 1s, then roll again....I question the wisdom of allowing two re-rolls to game flow.)
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