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Jay Button
Posts: 8
Joined: Thu 01 Dec 2022, 16:27

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Mon 26 Jan 2026, 09:04

I suggest listing the powers in the book alphabetically rather than by type. Cyberpunk Red lists skills in their rulebook by category. It is always difficult and time consuming in Cyberpunk Red to look up the rules for a skill on your character sheet because you have to look under each category to find the skill.
 
Fred
Posts: 29
Joined: Fri 26 Sep 2025, 15:27

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Wed 28 Jan 2026, 23:44

There should not be a situation where a power has a limit but does not either have levels or boosts available to select to offset it. If anyone comes across a place where that is not the case, do please let us know.
I was converting Nightcrawler and bumped into this problem again. In this case, it was Kurt's Camouflage, which only works in dark areas. Here are some possible solutions to the Limit's benefit:

  • increase Intuition penalty to -4 dice (the one I'd probably use)
  • give the player an Attribute point
  • drop Camouflage and give Kurt only the Stealthy Talent

Maybe the core could have some standard rule for these situations.

Oh, also, a sidebar or something about swiping Boosts and Limits from other powers. For example, I used Blast's Burst Effect to simulate Nightcrawler's multiple-ports attack.

Finally, have you thought about a set of generic Boosts and Limits that could apply to all powers?
 
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Magnanimous
Posts: 33
Joined: Mon 29 Sep 2025, 13:57

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Thu 29 Jan 2026, 16:05

My players are asking for non-combat movement speeds for their flying / superspeed etc. so they know how long it takes to travel to a location.

Please provide non-combat movement speeds !
 
Fred
Posts: 29
Joined: Fri 26 Sep 2025, 15:27

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sat 31 Jan 2026, 19:09

I was thinking that Occupations, as they stand now, are just gatekeepers for Talents. Given that skills and training are folded into Attributes, and you can't really specialize into areas, save for the odd Talent, like Pilot, how about granting Occupations a +2 dice bonus for Attribute checks that fall within their purview, as long as they are non-combat applications?

This way you give Occupations a bit more oomph and doesn't necessarily impige on combat-related Attributes and abilities.
 
jcwill23
Posts: 8
Joined: Sat 31 Jan 2026, 19:47

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sat 31 Jan 2026, 21:05

(snip)
Please don't group the powers. It undermines the usefulness of the book as a reference at the table.

My player has Sorcery. I want to look something up. Is it a Control Power? Or a Modification Power? I don't know. I just know it starts with S.

Please just list the powers alphabetically, with a tag or indicator what type of power it is. Grouping makes it harder to find powers.
Thats what the table on page 45 is for. Though I do think it might be a better idea to list the page number in that table, rather than the kind of power it is. Or both even, if spacing works out.
I do rather like sorting powers by theme though - its significantly easier to work with during char gen imo. And if you want to look up a power, youd just search for it in the index - saves a lot of time compared to going down the list. The p45 table could work as a shortcut though, so you dont have to sift through the whole index.
I agree -- keep the powers listed by type.
Having read numerous superhero RPG's over the years, it will be easier to learn whatever the [insert example] power is named in this one.
For a dissenting opinion, see post #51
(Also: I assume there will be an Index)
 
jcwill23
Posts: 8
Joined: Sat 31 Jan 2026, 19:47

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sat 31 Jan 2026, 21:25

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. :)
Here was my problem with the example: It has base damage, armor reduction, then addtional damage. Put another way: base damage results and then stunts.
"before any reduction for Armor" can be read either without the phrase at all (ie "You inflict additional damage equal to your Slugfest Damage (or the Damage of your weapon).") or as "You inflict additional damage equal to your Slugfest Damage (or the Damage of your weapon) before REDUCING FOR ARMOR.
In the second interpretation, these reads very similarly to "damage may be reduced by armor" (for me).
It does not help that the example is on page 88.

Perhaps: You inflict additional damage equal to your Slugfest Damage (or the Damage of your weapon). Armor reduction only occurs for the base attack.

See also posts: 18, 22.
 
jcwill23
Posts: 8
Joined: Sat 31 Jan 2026, 19:47

Sun 01 Feb 2026, 00:45

p92 Critical Injuries - is there a way trigger use of the table without being injured (having no damage points)?
If the answer is "no", then the table should start at 2, not 1.
 
jcwill23
Posts: 8
Joined: Sat 31 Jan 2026, 19:47

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sun 01 Feb 2026, 01:51

p100 the fatigue status is referrenced in the Disease section but does not appear to have a definition anywhere in chapters 1-5.
 
jcwill23
Posts: 8
Joined: Sat 31 Jan 2026, 19:47

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sun 01 Feb 2026, 02:06

p102 Vehicles last paragraph main section states:

Handling a vehicle under normal circumstances requires
no dice rolls, but more advanced maneuvers require AGILITY rolls. Entering or mounting a vehicle is a quick action.

A reference to the Pilot talent might be useful.

p102 Vehicle Attibutes
- indentation of Passengers is different than other attributes.
 
jcwill23
Posts: 8
Joined: Sat 31 Jan 2026, 19:47

Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook

Sun 01 Feb 2026, 02:32

p103 Vehicle Weapons

If the goal is ship-to-ship combat, the ranges for space ship weapons (ship laser, turbolaser battery, and energy torpedo) seem excessive.

Ship laser is ~40% of distance the moon, Turbolaser ~120% of distance to the moon.

I can think of no book, film, game that uses anything longer than a couple hundred times a large ship length except for the Death Star (I am ignoring Starkiller base for reasons). Is there something in the Invincible comic/show that might make sense here?
(The first season scene with Mark and Nolan playing catch by throwing the baseball around the earth is an example of narrative needs over "realism" (in a superhero story, but still)
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