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Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Wed 11 Feb 2026, 12:42
by Tyr
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.
While incredibly important feedback, I think this ought to go into the starter set thread.
Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Wed 11 Feb 2026, 14:38
by Fred
While incredibly important feedback, I think this ought to go into the starter set thread.
Ugh. For sure. I forgot about the other thread. I'll repost there.
Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Wed 11 Feb 2026, 23:03
by Fred
While converting Conan, I noticed an issue. Weapons do their listed damage instead of the character's base slugfest one. This means that anyone with Str 5+, like Conan, does less damage with a sword (2) than with their punch (3). I understand Invincible is a superhero game and, since one of the tropes is that characters don't walk around with regular weapons, you have to discourage their use somehow. But this still feels a little off to me.
A solution could be importing Marvel Super-Heroes rule that if your Strength is higher than the weapon's listed damage, you increase the latter by +1 CS. In Invincible, this translates to +1 damage if your base slugfest damage is higher than the weapon's. So, Conan would do 3 damage with the sword, the same as his punch, but the sword also gives +1 bonus to the roll and makes his damage "sharp".
Re: ALPHA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Fri 13 Feb 2026, 19:00
by Tomas
While converting Conan, I noticed an issue. Weapons do their listed damage instead of the character's base slugfest one. This means that anyone with Str 5+, like Conan, does less damage with a sword (2) than with their punch (3). I understand Invincible is a superhero game and, since one of the tropes is that characters don't walk around with regular weapons, you have to discourage their use somehow. But this still feels a little off to me.
A solution could be importing Marvel Super-Heroes rule that if your Strength is higher than the weapon's listed damage, you increase the latter by +1 CS. In Invincible, this translates to +1 damage if your base slugfest damage is higher than the weapon's. So, Conan would do 3 damage with the sword, the same as his punch, but the sword also gives +1 bonus to the roll and makes his damage "sharp".
Hi! The idea is that something like Conan's sword would be managed using the Signature Gear power, not a normal sword – and with Signature Gear he can certainly do extra damage.

In general, we want the rules to discourage heroes from using weapons to do extra damage, as it's not really in line with the genre.
Re: BETA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Fri 13 Feb 2026, 21:26
by Fred
Section headers where a "f" is paired with an "i" suffered some kind of glitch. There's one on page 138 ("Briefings) and another on 144 ("NPC Profiles"). There may be others.
EDIT: found another on page 171 ("Interstellar Conflict").
Re: BETA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Fri 13 Feb 2026, 21:41
by Fred
The Common Creatures table on page 152 lists LOG, as in Logic, as a mental attribute, instead of Reason.
Page 197: under "Protection", Angstrom is written "Anstrom".
Re: BETA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Fri 13 Feb 2026, 23:13
by Tyr
Pg 191: the team vehicle by rank table lists teen upstart vehicles as being the same as those of street defenders, PLUS options of a helicopter or light airplane. That's definitely a mistake, though Id recommend dropping the MUV and armoured carrier as well - don't really see that level as having access to any military hardware without explicit GM consent.
Also on pg191, layout error: the image at the bottom covers the page number.
Re: BETA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Fri 13 Feb 2026, 23:28
by Magnanimous
Page 104: Diseases (and Poisons)
Effects: Diseases can have a wide range of effects, as
noted in their description. A common effect is to make
you fatigued (page xx),
There are no Diseases or Poisons listed anywhere, and Fatigue is not covered in the book at all.
Page 107
Tactical missile launcher and Air-to-air missile launcher should have the Flight speed (in zones) for the missiles, for players to engage with them in flight.
Assuming from the vehicle speeds that Jetliners move at 4/8, (500 mph top speed = 8), and Fighter Jets move at 6/;12 (12 =2,000 mph etc.)
Air to Air missiles are going to have a Flight speed in Zones of 12 (the slowest AAMs) or 14 (the fastest).
Benchmarks used with permission (thank you Escher).

Re: BETA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Sat 14 Feb 2026, 16:37
by Fred
Is there a better word for Flaw? In doing the conversions, I caught myself listing as a "flaw" things like pacifism and responsibility. It reminded me of the old Silver Age Sentinels, which called disadvantages "Defects" and had a category called Isms that collected prejudices. So, you could have a Defect of being gay, for example.
Now, I understand this is just a game mechanic in a superhero RPG designed to incentive players to be faithful to their characters in exchange for additional experience points. But, given the state of the world in 2026, I wonder if you could use a more neutral word.
And there's precedent: Mutants & Masterminds now use "Complications". Maybe Invincible could call them "Hooks" or something similar that better emphasized their mechanical purpose.
Re: BETA Feedback – Invincible Superhero Roleplaying Core Rulebook
Posted: Sat 14 Feb 2026, 18:02
by Taralan
After review of the full beta pdf, there seem to be a basic rule missing from the game.
How do you handle intensity of a task.
Say Monster Girl (Strenght 8 I think) and Invincible strenght 10 want to lift10 tons (level 8 according to the table in page 18). On do you handle it.
You could say it’s just one success on their strength check but then Cecil would be able to lift it too if he is lucky.
You could go like faserip and say a few level lower than your ability is automatic. Near your ability need one sucess, above your ability say 2 success and more than that impossible.
Or maybe you could play it as an opposed roll and roll for the passive weight. It would work most of the time but could also produce bizarre lucky result.
So in general it seems there should be some sort of rule or guidelines for the intensity of a task. How do you handle it ?