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Chronicles of Darkness vs Invincible – Superhero Roleplaying

Compare Chronicles of Darkness and Invincible – Superhero Roleplaying side by side. See differences in complexity, dice, genre, cost, and more.

Chronicles of DarknessInvincible – Superhero Roleplaying
GenreHorror, ModernModern, Scifi, Superhero
TagsAtmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM SupportSuperpowers, Licensed IP, High-Power, Tactical, Character Building, Character-Driven, Solo-Friendly, Theater of the Mind
Core MechanicBuild a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10.Roll a pool of d6s equal to an attribute and count each 6 as a success. Extra successes buy stunts. After a failed roll or when seeking more successes, push once by rerolling dice that show neither 6 nor 1; each 1 remaining after the push causes stress.
Diced10 dice poold6 dice pool
ComplexityMediumHigh
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherOnyx Path PublishingFree League Publishing
Year20152026
Best ForGroups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life.Groups who want custom superheroes to alternate between destructive team fights and relationship-driven scenes about responsibility, stress, and ordinary life. It suits campaigns ranging from young street heroes to cosmic champions, with a separate solo crisis mode.
HighlightsThe investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats.Extra successes buy comic-book stunts such as knockback and collateral destruction, while players can propose GM-approved improvised stunts. Action scenes threaten Health and generate stress against Resolve, while relationship-centered social scenes restore Resolve and tie personal life to the campaign loop. Crisis Mode supplies response engines and escalating timers for solo superhero play without a Gamemaster.
ConsiderationsThe core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts.The large power catalog, reaction-heavy zone combat, and critical-injury procedures create a steeper learning curve than the simple dice pool suggests. Brutal injuries, permanent death, and collateral damage are deliberate parts of play, so groups should align on graphic superhero violence. The setting chapter, campaign material, and character profiles draw heavily on Invincible, so groups seeking a generic superhero toolkit may choose to replace them.