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pelorus
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Fri 16 Jan 2026, 15:30

SORCERY

With Sorcery, how many "spells" can you have in operation at any one point.
for example, can a Sorcerer roll 4 times (2 turns) at the start of a fight and load up with Barrier, Flight, Blast and Regeneration?

PRESENCE ROLL for SORCERY
Why does the number of Successes for the Presence roll not have any effect?
Last edited by pelorus on Fri 16 Jan 2026, 15:35, edited 1 time in total.
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pelorus
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Fri 16 Jan 2026, 15:33

MIND CONTROL
Why can't Mind Control be used against huge creatures?
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pelorus
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Fri 16 Jan 2026, 15:42

CONTROL POWERS

Control Powers should be allowed to mimic other powers at lower levels, for example at -1 level. So somoene with Major Light control could do a Basic Blast.
For instance, Telekinesis already allows you to Life, Move, Grab and Strike.

MAGNETISM CONTROL should allow grab (encasing in metal), move (grab with metal), Snare (grab) and include other power boosts (you've got iron in your blood)

LIGHT CONTROL - just blinding? No lasers? Why doesn't this function against huge creatures? Surely this can also emulate many effects of Darkness control? But they aren't listed. Seems a very weak power.
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pelorus
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Fri 16 Jan 2026, 16:07

While Stressed out, several Power boosts sare unavailable. This is fine. Flight is slower, teleportation and leaping too.

But this is weird:

While Stressed out:
Nullification stops working entirely.
Adaptation stops working entirely.
Duplication stops working entirely.
Life Support stops working entirely.
Precognition stops working entirely.
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Magnanimous
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sat 17 Jan 2026, 18:23

There is no guidance for throwing things and how far you can throw them.
 
BadJuJu
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sat 17 Jan 2026, 23:01

I am really concerned about how powerful (or more specifically, versatile) the Sorcery power is. At the moment it's just way too easy to pump Presence (which is already a very useful stat) and all but guarantee any power on demand, thus treading on the toes of other PCs and archetypes. The fact it is a quick action is even worse, allowing you to gain multiple powers (assuming that's intended) in a very short amount of time. Many of my players have picked up on these things as well.

I feel at the least it should either require a Full Action to use (so you can't, say, 'gain' Blast and immediately attack with it on the same turn) or cost 1 Stress for each attempt to activate. Even then, for as good as it is in action scenes, it's even better out of combat for its sheer utility, and neither of these changes actually solve that IMO.

I think Sorcery would be more "balanced" (yes, I know nothing about superpowers is balanced, but this one is actively problematic in the hands of most players :P ) if you picked maybe 3 powers when you first take it, and those are the powers you can duplicate. You could then have a Power Boost that adds an additional power to your repertoire (that can be purchased multiple times). That at least reigns in its complete open-endedness and forces players to pick between "combat" and "utility" powers instead of getting whatever they need whenever they need it.
 
Jaesyk
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sun 18 Jan 2026, 06:18

I think Sorcery would be more "balanced" (yes, I know nothing about superpowers is balanced, but this one is actively problematic in the hands of most players :P ) if you picked maybe 3 powers when you first take it, and those are the powers you can duplicate. You could then have a Power Boost that adds an additional power to your repertoire (that can be purchased multiple times). That at least reigns in its complete open-endedness and forces players to pick between "combat" and "utility" powers instead of getting whatever they need whenever they need it.
I agree that Sorcery is very powerful and versatile. But the real underlying issue is that all powers have the same cost. If some power required two picks to "buy into" then it would be easier to balance them against other abilities. With out a premium for powers such as Sorcery, Matter Control, etc there will be balance issues.

My players are already questioning the decision to make all powers "cost" 1 pick.
 
zcthu3
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sun 18 Jan 2026, 19:31

I am really concerned about how powerful (or more specifically, versatile) the Sorcery power is. At the moment it's just way too easy to pump Presence (which is already a very useful stat) and all but guarantee any power on demand, thus treading on the toes of other PCs and archetypes. The fact it is a quick action is even worse, allowing you to gain multiple powers (assuming that's intended) in a very short amount of time. Many of my players have picked up on these things as well.

I feel at the least it should either require a Full Action to use (so you can't, say, 'gain' Blast and immediately attack with it on the same turn) or cost 1 Stress for each attempt to activate. Even then, for as good as it is in action scenes, it's even better out of combat for its sheer utility, and neither of these changes actually solve that IMO.

I think Sorcery would be more "balanced" (yes, I know nothing about superpowers is balanced, but this one is actively problematic in the hands of most players :P ) if you picked maybe 3 powers when you first take it, and those are the powers you can duplicate. You could then have a Power Boost that adds an additional power to your repertoire (that can be purchased multiple times). That at least reigns in its complete open-endedness and forces players to pick between "combat" and "utility" powers instead of getting whatever they need whenever they need it.
Not necessarily disagreeing with the sentiment on sorcery and balance, but one thing to consider when determining whether sorcery is actually unbalanced in combat / action situations, and the type of action used to cast a spell, is that if you’re using your quick action to cast a spell, which gives you access to a power, and then using an action to activate the spell, that is all you can do in a round - most importantly in combat you can’t defend which, in a game where damage relative to health is as high as it is in Invincible, is a big deal. You are trading slower power use (every power effectively uses both actions in a round) for extreme versatility (at the base power level and hoping that you can cast your spell and that it will defend you before the character with straight powers (or just a high Slugfest damage) attacks. If you defend, you don’t get your power off until another round, so even slower.

Outside of combat in other action scenes, probably less of an issue but while you again get versatility you’re slower to respond than other characters as you lose a quick action, which might be important in a time stressed situation. If response time isn’t an issue, then sorcery is extremely useful.
 
Fred
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Mon 19 Jan 2026, 02:51

P14: "points" should be "point", singular
Talents & Drawbacks: Picking additional talents beyond the two free ones (page xx) costs you 1 attribute points per talent, while each drawback you choose (page xx) gives you 1 additional attribute points to spend (staying within the maximum attribute score for your rank).

P32: missing “to” in “If you are recognized due [to] your Reputation score"

P39: two of the Speedster’s Drives are not bolded; none of the Vigilante’s Drives are bolded

P45: in "Control powers", it mentions "conjuring energy constructs", but none of the Control powers lists this as a feature, not even Light Control.

P79: the example says the 1 from Atom Eve’s initial roll will give her 1 stress, but there’s nothing saying that rolling 1s results in stress, even when not rolling any successes.

P84: in "Pounding your opponent", it says Fighting skill, instead of Attribute.

P92: the stabilization rules are on page 94, not 21, as it says in the Critcal Injury table.

P98: Reason in "Tame the Weather" is not formatted like in other Attribute mentions.
 
Paal
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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Mon 19 Jan 2026, 08:47

On page 39, one of the dividing lines crosses over the Speedster-illustration.

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