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Invincible RPG Announced by Free League
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<blockquote data-quote="jian" data-source="post: 9774605" data-attributes="member: 78087"><p>So, read the Quickstart now, and I quite like it.</p><p></p><p>It uses the Year Zero Engine (the original d6 pool version - roll a bunch of d6s, 6s are successes) rammed firmly into Marvel FASERIP. The attributes (FASRIP) and ranks (TY is 2 dice, GD is 3, etc all the way up to 12 dice) are basically the same. Combat lets you buy Stunts (extra benefits such as Slam, Stun, or Disarm) with extra successes. Because you can buy Extra Damage as a Stunt, that gets round the damage vs armour problem that MSH had.</p><p></p><p>The Invincible genre addition is being Broken, which mean that you can and probably will take a critical injury if you’re reduced to 0 Health. A lot of these are pretty punishing (-2 dice to checks for a few days or weeks) and that’s even before we get to fun ones like Impaled. If you get into fights in this game, expect to spend a lot of time in recovery or even traction.</p><p></p><p>(And of course this is very much in genre for Invincible - Mark spends most of his time with a concussion, that might explain some of his more daft decisions - but I do wonder how much fun a campaign where your PCs have to spend months recovering from a spinal fracture would actually be in practice. Maybe troupe style play?)</p><p></p><p>It’s also got a Rallying mechanic for getting back up after you’ve been flattened, which is very much in genre but is rare in supers RPGs - Stalwart is the main example I can think of. OTOH, combine this with the consequences of being Broken… you’d better have amazing healthcare.</p><p></p><p>All in all, I think it’s a good system for more combat-based four-colour supers - but if I were using It to run something more like Justice League Unlimited, I might remove the Broken mechanic or enforce it only for Rallying.</p></blockquote><p></p>
[QUOTE="jian, post: 9774605, member: 78087"] So, read the Quickstart now, and I quite like it. It uses the Year Zero Engine (the original d6 pool version - roll a bunch of d6s, 6s are successes) rammed firmly into Marvel FASERIP. The attributes (FASRIP) and ranks (TY is 2 dice, GD is 3, etc all the way up to 12 dice) are basically the same. Combat lets you buy Stunts (extra benefits such as Slam, Stun, or Disarm) with extra successes. Because you can buy Extra Damage as a Stunt, that gets round the damage vs armour problem that MSH had. The Invincible genre addition is being Broken, which mean that you can and probably will take a critical injury if you’re reduced to 0 Health. A lot of these are pretty punishing (-2 dice to checks for a few days or weeks) and that’s even before we get to fun ones like Impaled. If you get into fights in this game, expect to spend a lot of time in recovery or even traction. (And of course this is very much in genre for Invincible - Mark spends most of his time with a concussion, that might explain some of his more daft decisions - but I do wonder how much fun a campaign where your PCs have to spend months recovering from a spinal fracture would actually be in practice. Maybe troupe style play?) It’s also got a Rallying mechanic for getting back up after you’ve been flattened, which is very much in genre but is rare in supers RPGs - Stalwart is the main example I can think of. OTOH, combine this with the consequences of being Broken… you’d better have amazing healthcare. All in all, I think it’s a good system for more combat-based four-colour supers - but if I were using It to run something more like Justice League Unlimited, I might remove the Broken mechanic or enforce it only for Rallying. [/QUOTE]
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