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Invincible RPG Quickstart Feedback - The Clone Job
Posted: Fri 26 Sep 2025, 14:53
by Tomas
Hi!
In this thread, you are welcome to post feedback and report typos or errors in the short intro adventure
The Clone Job in the
Quickstart PDF for
Invincible – Superhero Roleplaying,
available for FREE at DrivethruRPG.
This thread is only for the adventure – for general feedback on the Quickstart PDF, please use
this open thread instead. If you enjoyed the Quickstart, we would also love it if you would review or rate it on the
DrivethruRPG page.
Thank you!
Re: Invincible RPG Quickstart Feedback - The Clone Job
Posted: Sun 28 Sep 2025, 07:53
by FatherJ_ct
I have run the clone job twice now. Once online and once in person. Response from players has been very good, so congrats on all your hard work in putting this together.
Feedback wise, the social scenes at end with dialogue as scene setup for cliffhanger seems to fall a little flat. I realize this is probably due to cutting Act 1 out of the follow on acts.
I would like to suggest a slight restructure for the one shot to have the social scenes be sandwiched by action scenes.
Keep the briefing start, but perhaps have them go after just one mauler twin seen stealing some "supplies". Intention is for it to be small quick fight, mauler intent to escape (maybe a generic thug for every two PCs thrown in extra to keep heroes busy while mauler escapes). Even if "captured"/killed, it is a clone after all. "Make another one" so the warehouse still has two.
Back to gda/social scenes, resolve recovery.
Then warehouse scene and dialog given via earpieces just as hovercar picks them up, riding into sunset to the tower.
Players can -2 hard hack encyption/turrets/self destruct prior to activation.
My players asked about hacking turrets to shutdown (and then hack again to use against maulers), and about the self destruct (which was found before activation and they wanted to booby trap it for the activation code to be disabled/not work). Since the encryption was hard -2, I made all the rest of the computer hacking -2. Mauler had to do quickness to activate (one action to activate, only to discover the activate was disabled, did quickness to do another action to hack their hack to get activation working again).
Mauler Tactics are great (I would like to suggest adding tactic to highlight "find weakness" stunt is important to try to do to get past invincible/monster girl armor), so was the mauler banter options, though I found myself scrolling back and forth over the 3 pages to look at stats/tactics and banter to run them. So if there is any way to one page the details, that would be amazing. even just moving the banter on pg 31 down underneath the picture and "finding out about the clones" would keep the running details closer together. Ideally the two page spread would be the pertinent details, but for me the two page views were 30-31 and 32-33 (better would have been 31-32)
Re: Invincible RPG Quickstart Feedback - The Clone Job
Posted: Sun 28 Sep 2025, 08:03
by FatherJ_ct
Oh, and I might suggest -3 modifier for remote hacking (as opposed to the -2 onsite). This came up in my 2nd playthrough, they asked about calling in Robot (who wasn't picked as a PC) to do the hacking from remote and I didn't think of making it a little harder to do from remote.
Re: Invincible RPG Quickstart Feedback - The Clone Job
Posted: Wed 08 Oct 2025, 08:30
by nilsi
The adventure was a lot of fun for my players and for me as the game master. There were, however, some hurdles that we had to improvise or "wing". For example —maybe I missed it, but nowhere is it said how heavy the gun turrets are. So, we decided on 300 pounds per turret, so that Atom Eve could easily disable two turrets entirely with one action.
Also, there wasn't much investigating: during the tripwire event, all turrets were disabled in three rounds, Atom Eve was taken down by damage but could be brought back, and shortly after, the Mauler twins appeared. There was no indication to give the players a few minutes after the fight to explore the warehouse, as the Mauler twins are supposed to appear soon after the Tripwire Event which is triggered as soon as the heroes enter the warehouse.
Additionally, during the fight against the Maulers, Atom Eve could simply destroy the "prison" of the scientists (with her Matter Changing Superpower) and immediately began rescuing them even with the fight still going on. So that the entire Scientist talking Event had to happen split up.
Overall, it was easy to adapt the adventure to my group's playstyle, but details like clear weight specifications or more precisely defined superpowers like Atom Eve's were missing for me to run it completely smoothly.
Re: Invincible RPG Quickstart Feedback - The Clone Job
Posted: Sat 25 Oct 2025, 14:12
by tokyojoe
We played this today and I felt that Atom Eve was too powerful. The players entered the warehouse after she turned part of the doors to sand, the turrents popped up and fired off once each but then on her initiative she turned the power cable to ash. In combat with the twins she transformed one of their guns into hot lava (which I allowed him to drop without damage). It just seemed that if she had initiative not many things would be able to stop her...
Did we misunderstand her powers?