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Invincible – Superhero Roleplaying vs Starfinder

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

Invincible – Superhero RoleplayingStarfinder
GenreModern, Scifi, SuperheroScifi
Play StyleSuperhero, Licensed IP, High-Power, Tactical, Character Building, Character-Driven, Solo-Friendly, Theater of the MindTactical, Crunchy, Character Building, Heroic, Ascending AC, Space Opera, Ship-Based, Exploration
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.d20 + modifier vs. DC. Three-action economy per turn. Four degrees of success. Cross-compatible with Pathfinder 2e.
Diced6 dice poold20
ComplexityHighHigh
AccessibilityHighVery High
RunnabilityVery HighVery High
LicenseAll Rights ReservedORC
Cost$$Free
PublisherFree League PublishingPaizo
Year20262024
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.Sci-fi fans who want Pathfinder 2e's tactical depth with plasma rifles and starships. Great for PF2e veterans looking for cross-compatible space adventure.
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.Free rules on Archives of Nethys, deep tactical combat, cross-compatible with PF2e, distinct class identity
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.Steep learning curve, fewer classes and options than PF2e (still growing), tactical starship combat rules deferred to a future supplement with current rules being narrative only