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Invincible – Superhero Roleplaying

Core Rulebook
Custom superheroes balance brutal battles with relationships in the Invincible universe
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modernscifisuperhero
SuperheroLicensed IPHigh-PowerTacticalCharacter BuildingCharacter-DrivenSolo-FriendlyTheater of the Mind
Languages: English
Diced6 dice pool
System FamilyYear Zero Engine
Cost$$
LicenseAll Rights Reserved
PublisherFree League Publishing
Year2026
Complexity High
Accessibility High
Runnability Very High

Core Mechanic

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.

Best For

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.

Highlights

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.

Considerations

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.