Invincible RPG Kickstarter to Launch on September 23rd

The hit comic/TV series comes to the tabletop.
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A Kickstarter based on the popular superhero IP Invincible will launch on Kickstarter on September 23rd. Free League Publishing updated the description of their Kickstarter pre-launch page to confirm the news earlier today. The game will use the Year Zero Engine, similar to other IP-driven Free League games such as the Alien RPG. The RPG is desgined by designed by Adam Bradford and Tomas Harenstam.

The Kickstarter will include both a standard and collector's edition version of the Core Rulebook along with a new Starter Set. One stretch goal is a limited edition reprint of Invincible #1 that will only be distributed to backers and never reprinted ever again.

Invincible was originally created by Robert Kirkman, Cory Walker, and Ryan Ottley as an Image comic book series. The series was more recently adopted into a Prime Video animated series. Several board games and comic spinoffs featuring side-characters have also been released based on Invincible.

 

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Christian Hoffer

Christian Hoffer


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Some thoughts after reading through the Quickstart:

FASERIPness: I don't have any nostalgia for TSR Marvel* because I was a Mayfair DC (and DC Comics) kid. That said, I think it is kind a cool nod that also seems to make sense in context.
*Now Marvel SAGA is another thing. I really loved that system and think it had the potential to really have legs and make a splash in the TTRPG design space.

Dragonbane Initiative: YES! I love that initiative system.

Extra Successes and Stunts: One of my favorite supers games of all time was Brave New World. An idea new at the time from that system was that to do cool stuff, you did not ask permission and then suffer a penalty to the attempt. instead, you rolled and if you got extra successes, you used them to be extra cool. I am glad to see that in effect here.

Powers: We don't really know enough yet. Are these descriptions about it, or is the catalog in the book meatier? Is this a game about power rules, or GM adjudication of powers?

Enemy Stat Blocks: Boo! Trim those down!

Overall, I like what I see. I need to investigate the KS more deeply and determine whether there is a reason to back it or just wait for it to become broadly available. It is a Free League game so finding it won't be hard.
 

When I was introduced to Champions, the typical course of play would be 1) create character, 2) all of sudden, there's a big fight.

It was almost always the case that 'character creation' was the bulk of the fun - we'd sit around and do nothing but that for hours. It would always take me longer, because I insisted on sketching/illustrating every character I made, so I had a notebook full of concepts that never got a chance to hit the bricks and fight crime.
 

Extra Successes and Stunts: One of my favorite supers games of all time was Brave New World. An idea new at the time from that system was that to do cool stuff, you did not ask permission and then suffer a penalty to the attempt. instead, you rolled and if you got extra successes, you used them to be extra cool. I am glad to see that in effect here.
I really like the Stunts as well. Mutant, Vaesen and Alien also have them, but they seem more fleshed out and important here. I’ve always wished they would use them more in the other Year Zero games (I even homebrew them in my Forbidden Lands game), so I’m glad it’s getting more attention here.
 

Some thoughts after reading through the Quickstart:

FASERIPness: I don't have any nostalgia for TSR Marvel* because I was a Mayfair DC (and DC Comics) kid. That said, I think it is kind a cool nod that also seems to make sense in context.
*Now Marvel SAGA is another thing. I really loved that system and think it had the potential to really have legs and make a splash in the TTRPG design space.

Dragonbane Initiative: YES! I love that initiative system.

Extra Successes and Stunts: One of my favorite supers games of all time was Brave New World. An idea new at the time from that system was that to do cool stuff, you did not ask permission and then suffer a penalty to the attempt. instead, you rolled and if you got extra successes, you used them to be extra cool. I am glad to see that in effect here.

Powers: We don't really know enough yet. Are these descriptions about it, or is the catalog in the book meatier? Is this a game about power rules, or GM adjudication of powers?

Enemy Stat Blocks: Boo! Trim those down!

Overall, I like what I see. I need to investigate the KS more deeply and determine whether there is a reason to back it or just wait for it to become broadly available. It is a Free League game so finding it won't be hard.
Both TSR Marvel games (SAGA included) were a big inspiration for the Invincible RPG. There are intentional callouts intended as homages for sure. I adored SAGA when I originally played it, especially the "scope" of what the mechanics chose to cover. It felt like it explained enough, covered enough of the iconic abilities of Marvel characters, but didn't try to over-explain and didn't take away the possibility of the GM ruling that something is or isn't possible that the rules didn't specifically cover. We like that balance.

Regarding powers, the catalog in the book is pretty comprehensive (the current list is more than 50), and the powers themselves are close in scope to SAGA - each power has direct mechanical effects, but since we can't possibly cover every potential angle, there is always room for the GM to determine whether a power can do something or not (and ways to give a sliver of a chance through "exploits" that cost Resolve, etc.), and we give guidance on that.

If you liked Marvel SAGA (as I majorly did), there should be a great deal to like here.

Also chiming in to add that stunts are indeed really fun in play, and we have more that we intend to do with that system.

And lastly for now, I've seen in a couple of places the feedback on adversary stat blocks being unwieldy, so I'll just say for now that the Quickstart is only a pretty condensed summary of the rules - there are other rules regarding adversaries that weren't included for space and time that will be present in the full game. While we want to present the characters with the same mechanics for the ever-present comparisons that comic fans like to do, we have in mind ways to streamline more during play.

Thanks for those that have backed! I've got a huge list of adventures that I'm champing at the bit to write, so fingers-crossed we'll get them unlocked in the stretch goals!
 

Thanks for those that have backed! I've got a huge list of adventures that I'm champing at the bit to write, so fingers-crossed we'll get them unlocked in the stretch goals!
Can’t wait to see what’s coming.

I do have a follow-up question.

How does the system handle the idea of interposing? By that I mean intentionally getting in the way of an attack meant for someone else. Superman speeding to put himself between Lois and a bullet, for example.
 

Can’t wait to see what’s coming.

I do have a follow-up question.

How does the system handle the idea of interposing? By that I mean intentionally getting in the way of an attack meant for someone else. Superman speeding to put himself between Lois and a bullet, for example.
While I can't go into specifics yet, this type of scenario is very much on our mind as a common element of superheroics!
 

Also. Handfuls of dice are FUN.
The much-maligned DC Universe RPG is great for this. Rolling handfuls of brightly colored dice with superhero logos on them is awesome.

Does Tunnels and Trolls count as a dice pool system?
Depends on who you ask. At its core, the resolution system is 2d6+Attribute vs. target number, doubles explode. The handfuls of dice usually come from weapons, which can do anywhere from 1d6 (unarmed) to 7-10 dice at he upper end. That's for PCs. Monsters can have the DM rolling buckets. They have a Monster Rating (basically Hit Points), and they get roughly 1/10 of their MR in D6 for attacks.
 


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