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Invincible – Superhero Roleplaying vs Mothership

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

Invincible – Superhero RoleplayingMothership
GenreModern, Scifi, SuperheroScifi, Horror
Play StyleSuperhero, Licensed IP, High-Power, Tactical, Character Building, Character-Driven, Solo-Friendly, Theater of the MindRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced
Core MechanicRoll 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.Roll d100 under stat/skill. Stress and panic mechanics escalate tension.
Diced6 dice poold100
ComplexityHighLow
AccessibilityHighHigh
RunnabilityVery HighMedium
LicenseAll Rights Reserved3rd Party License
Cost$$$
PublisherFree League PublishingTuesday Knight Games
Year20262022
Best ForGroups 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.Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.
HighlightsExtra 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.Rules-light, well-regarded module library, panic system creates mechanical tension
ConsiderationsThe 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.Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play