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Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 14:41
by Tomas
Hi!
In this thread, you are welcome to post feedback and report typos or errors in the
Quickstart PDF for Invincible – Superhero Roleplaying,
available for FREE at DrivethruRPG.
We're really happy about how it came out – both visually and the new tweaks on the Year Zero Engine such as
super-powered stunts, rules for
wrecking a zone, powers, and more – but it is still a work in progress and your feedback will be invaluable.
If you enjoyed the Quickstart, we would also love it if you would review or rate it on the
DrivethruRPG page.
Thank you!
PS. To avoid spoilers for players, don't use this thread to comment on the brief intro adventure,
The Clone Job. There is a separate thread for that,
here.
Re: Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 15:35
by Fred
Hi, everyone.
I'm running a mock battle between Mark and a xenomorph drone from the Alien RPG. I know they don't port over perfectly, but I made some assumptions to test a claim that a xenomorph would wipe the floor with any
Invincible character. If anyone is interested, it's
over on RPGnet.
I have some question about the ruels. Should I post in this thread or is it just for the quickstart feedback specifically?
I liked the quickstart, btw. Very complete.
Re: Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 15:45
by Tomas
Questions are also welcome here, we'll reply as soon as we can.

Re: Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 15:56
by Halo
In the Player Characters PDF, Rex Splode has Evasive and it says to look at Page XX for rules about dodging.
Re: Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 16:15
by CrispyMarshMellow
Just to start off,
Loved the quickstart, great read, interesting take on the Year Zero Engine. Reading it and recognizing it doesn't fall into any major potholes that some hero systems do, it was wonderful, I backed at the highest tier after reading it, but there is one concern for sure. Health does feel less narrative and that definitely makes sense concerning what they're going to be going through, but Invincible in so many episodes gets hit suit messed up, it's like a signature. Can we make that a slugfest option (do you think that would work as a part of a slugfest) or a point that happens when they lose enough health?
Re: Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 16:17
by pelorus
My main one is to reserve 1-5 dice for Humans, and keep 6-XX for superhuman. I know that messes up with Strength but it maintains more than it breaks. (OK, maybe 1-6...)
1 = Frail.
Struggles with body weight. (Feeble)
2 = Below Average.
Normal but weak adult. (Poor)
3 = Average.
Everyday human baseline.(Typical)
4 = Trained / Strong.
Fit soldier (Good)
5 = Olympic-level Powerlifter.
Peak human condition. (Excellent)
6 = Lift a Car with Effort.
(Remarkable)
7 = Rip a Steel Door, Throw a Motorbike.
(incredible)
8 = Flip a Tank, Collapse a Wall. (Amazing)
9 = Reconfigure Landscapes.
Breaks bridges.... (Monstrous)
10+ = now you're in the realm of HyperStrength, an actual Strength power.
My rational for a Strength power is that STR 1-9 should indicate bodily strength. So you could have a Hulk with STR 9 who is just huge and powerful looking. But he's easily beaten by Infinity Kid with STR 2, but HyperStrength 1. Essentially adding a Higher Scale which then allows you to top that out with Omniman's level of Strength without breaking anything.
STR is the big deal when it comes to Superhero games and a 1-12...limit might just be a bit tight.
Other than that....
Criticals
It could have other effects. For example I love what you've done with Critical tables (1d6+ excess damage when broken). But certain high end attacks might be better with 1d8, 1d10, 1d12+excess. Maybe even expand the Crit table to 18+ (gamers are a bloodthirsty lot).
Talents
I'd encourage the use of Talents as Careers and have penalties for unskilled use. Mark Grayson may be able to fly (high AGI) but he sucks flying a plane.
Re: Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 16:37
by TheLedZepplin
On page 17 under blocking and counterattack it says:
If you roll more successes than the attacker when blocking you can counter attack. This counts as a normal “close combat” attack.I assume that should read slugfest attack?
Re: Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 16:43
by TheLedZepplin
I suggest reconsidering the last sentence on page 20 under explosions and under placed explosives. It reads:
The blast roll can be dodged normally and damage from an explosion may be reduced by armor.
Why would a placed explosive that detonates be ‘dodgeable’ but an explosive attack we don’t see coming cannot be dodged? The whole point of a placed explosive is that you catch someone off guard. I’m trying to imagine the scenario in which you see an explosive and walk into it and then dodge. And that also doesn’t address the scenario in which you don’t see the explosive, it detonates, and then you somehow are able to dodge it.
Re: Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 16:51
by TheLedZepplin
On page 21 under rallying at the end of the first paragraph it reads:
Your critical injury remains, which increases the risk of more severe critical injuries (below).
I *think* you mean (above) as the details on multiple crits is above this paragraph currently.
Re: Invincible RPG Quickstart Feedback
Posted: Fri 26 Sep 2025, 16:54
by Tomas
Thanks for the feedback, keep it coming!