In a world of superheroes, events on Earth are about to change. The planet’s most powerful superhero, ‘Omni-Man’ has been revealed as the killer of Earth’s premier superhero team, the Guardians of the Globe and when confronted by his teenage son, ‘Invincible’, almost killed him. Thousands of civilians died too, and in the aftermath, ‘Omni-Man’ fled the planet. In the wake of these events, the Global Defence Agency, operating from a secret base under the Pentagon, a secret organization that safeguards the world from the shadows and keeps a close watch over all superpowered activity, is forced to take a pro-active stance. It is recruiting superpowered individuals to protect against superpowered criminal activities, alien invasions, and so on. This is the set-up for
Invincible – Superhero Roleplaying and specifically, the Invincible – Superhero Roleplaying Starter Set. Published by
Free League Publishing, both are based on
Invincible, the American comic book series written by Robert Kirkman and illustrated by Cory Walker and Ryan Ottley, and published by Image Comics, and subsequently developed as a television series on Amazon Prime.
Invincible – Superhero Roleplaying is a departure for Free League Publishing since presents a genre that the publisher has not previously explored.
The
Invincible – Superhero Roleplaying Starter Set is the introduction to the setting and the rules for the roleplaying game. Open up the box and inside can be found a full set of ten six-sided
Invincible – Superhero Roleplaying dice, ten Initiative cards, ten Social Scene cards—one each for five of the pre-generated Superhero characters included in the box, and a pack of twelve stands for the standees also in the box. Below this there is a ‘Read me First’ sheet which explains what is in the box, what the Game Master and her players need to do next, and once the contents of the
Invincible – Superhero Roleplaying Starter Set have been played through where they should look. Underneath this is the twenty-two page ‘Invincible – Superhero Roleplaying Rules’ book, thirty-six page ‘Metro Mayhem’ scenario book, five Reference Cards, a thirty-four by twenty-two inch, double-sided poster map, thirty-two standees for the heroes and their adversaries, and a set of action tokens. The
Invincible – Superhero Roleplaying Starter Set does carry a minimum age of sixteen plus as the source material is often brutal and bloody.
The ‘Invincible – Superhero Roleplaying Rules’ book introduces the set properly and quickly explains what it is, the basics of the setting, the use of safety tools, and its play structure, which divides its scenes into three types. ‘Briefings’ are when the superheroes are told about their mission, ‘Action’ scenes focus on combat and action, and ‘Social’ scenes are where the bulk of the roleplaying and interaction takes place. The ‘Invincible – Superhero Roleplaying Rules’ book includes a set of Social Scene cards that can be used during the scenario to initiate scenes and interactions appropriate to each superhero. These cards each give two options and enable a player to explore the agenda and hopes of the superhero that he is playing. It then breaks down how a superhero is defined. He has a role, six attributes, several derived stats, plus Powers, Talents, Drawbacks, Personal Details, Resources and Gear, and reputation. The eight Roles are Blaster, Brains, Brawn, Controller, Defender, Leader, Striker, and Wildcard, and they define how a superhero operates, but provides no mechanical benefit. The six attributes are Fighting, Agility, Strength, Reason, Intuition, and Presence, and they range in value between ‘1’ or ‘Poor’ and ‘12’ or ‘Invincible’. A superhero’s Powers, Talents, and Drawbacks will vary from superhero to superhero, but the options available are not explored in the Invincible – Superhero Roleplaying Starter Set. Instead, they limited to those presented on the pre-generated superheroes and thus enough to play through the given scenario. Personal Details encompasses a superhero’s Occupation, Personality, Drive, Flaw, and Key Relationships.
Mechanically,
Invincible – Superhero Roleplaying uses the
Year Zero Engine, first seen in
Mutant: Year Zero – Roleplaying at the End of Days. To have a superhero undertake an action, his player rolls a number of dice equal to the appropriate attribute value. The Game Master can add or deduct dice depending on the difficulty of the task, whilst Gear used and the support from allies can add dice. Each roll of a six is counted as a Success and only a single Success is required to succeed at most tasks. If more Successes are rolled, these can be used to gain bonus effects called stunts. These can be used to have a superhero to complete the task quickly or quietly, learn something new, and help a friend by passing him a Success if they are working on a similar project. However, if no Success are rolled, the Superhero has failed and that failure should ideally have dramatic effects. Alternatively, the player can choose to Push the roll. When this happens, the player rerolls any dice which do not show a one or a six. Whether the roll is a success or a failure, the Superhero suffers a point of Stress for each one rolled overall.
Conflict in Invincible – Superhero Roleplaying uses the same core mechanics. Initiative uses a deck of cards numbered from one to ten, and extra cards may need to be drawn if a Superhero has additional actions. In a round, a Superhero can perform a Full Action and a Quick Action or two Quick Actions. A Full Action is a Slugfest, Charge, or Shooting attack, using a superpower, breaking or lifting something, saving bystanders, and so on. Quick Actions can be to move into an adjacent zone, blocking a slugfest attack or dodging a shooting attack, engaging in banter, and more. Some of the Quick Actions can be used to interrupt the actions of an opponent and they can be saved for this purpose to use later in a round. A combatant can also give an Order to grant extra dice to an ally’s action. Movement can be on the ground and in the air with different elevations counted as separate zones. The action also allows for smashing through doors and walls. In a Slugfest attack, extra Successes can be spent on Stunts including Double Damage, Knockback, Stun, Bang Heads, Trap, Disarm, and Deadly Hit, and Special Stunt. Those for Shooting attacks include Double Damage, Suppressed, Trick Shot, Disarm, and Deadly Hit. A player is also free to create his own Stunts and use with the Game Master’s permission. Armour reduces damage, but when a combatant’s Health is reduced to zero, he is broken and suffers a Critical Injury. Critical Injuries can be inflicted without reducing a combatant’s Health to zero. Critical Injuries take weeks or months to recover from, but Health is recovered faster. A combatant can suffer Stress, often from a Banter Action in combat, but primarily through the use of a Superhero’s Powers. When a Superhero’s Resolve is reduced to zero due to Stress, he is stressed out, cannot use any Superpowers which require Stress to be gained or push any rolls.
The rules also cover minions, challenges, and other hazards. Notably, a Superhero can use a Slugfest attack to ‘Wreck a Zone’, the Superhero or Supervillain ripping up objects and using them to hit, throw at, or smash an opponent. This grants bonus dice to an attack, means the attack can be made into an adjacent zone, and completely wrecks the zone, meaning it cannot be wrecked again. It requires a minimum Strength wreck certain types of terrain and this means it is possible to level office interiors, city streets, and whole buildings! Just like we see in superhero films, Invincible – Superhero Roleplaying allows for the possibility that a fight between superpowered individuals is not without its consequences.
The Invincible – Superhero Roleplaying comes with six pre-generated Superheroes ready to play. They are Atom Eve who can manipulate matter; Bulletproof who can absorb damage to boost his combat skills; Monster Girl, who transforms into a monstrous troll-like creature due a curse, but gets younger when she transforms back; Rex Splode, who has a blast attack and can leap great distances; Robot, a construct who has great reasoning and can analyse a situation and create a plan to support his allies; and Invincible, who is half-alien and can fly and is tough and lucky. Of the six, Invincible does not have Social Scene cards, so his player will need to suggest situations or scenes when can reduce his Stress. All of the details on each character sheet are clear presented. For example, “BLAST: You can perform a shooting attack with Damage 3, Range 0/3.” is Atom Eve’s direct attack form, whilst she has the Talent of “KNOWLEDGEABLE (NATURAL SCIENCES): You get +3 dice to REASON rolls to recall, find, or understand information related to physical sciences like biology, chemistry, astronomy, genetics, physics, and geology.” For the most part, the Powers for all six pre-generated Superheroes are straightforward and easy to understand, and most of them are quite direct in their effects. Of those that are not, Robot’s superpowers are supportive in nature and will require some consideration in how they are used in play to best support the other Superheroes.
The events of the ‘Metro Mayhem’ scenario book take place after Invincible has been defeated by his father, Omni-Man, leaving him to recover from his injuries whilst he flees the planet. Global Defence Agency asks the Superheroes to investigate the activities of the Mauler twins, hyperintelligent criminals who do not know which one of them is other’s clone, following their escape from Stronghold Penitentiary. The scenario begins with a briefing before being divided into three acts. The first two Acts have an Action Scene each, followed by Social Scene—when the Social Scene cards can be used to set-up particular scenes, whilst the Action Scene of the third Act is followed by the epilogue. The story takes the Superheroes first to warehouse to investigate the activities of the Mauler Twins, followed by a confrontation with the supervillain behind it all, and concludes with dealing with the consequences of the supervillain’s plan. It is an exciting affair, with the Superheroes having the chance to save scientists and civilians, fight supervillains, and ultimately go up against kaiju, all with a little time in between for some roleplaying and interaction. All of which is played out on the maps, one side showing individual locations where Acts One and Two take place, and the cityscape where Act Three occurs.
Physically, the Invincible – Superhero Roleplaying Starter Set is very well presented. All of the components are decent quality and both the rules and the scenario are written in a clear fashion that makes it all easy to grasp and understand. Backed up, of course, by plenty of artwork from the comic book series that gives it a Four Colour style contrasting with its often bloody scenes of conflict. Many of the components can be used beyond the playthrough of the Invincible – Superhero Roleplaying Starter Set, including the dice, reference sheets, and standees and counters. This makes it a good utility pack for Invincible – Superhero Roleplaying as much as it does an introduction.
The honest truth is that the Superhero genre is not one that most people thought that the Year Zero Engine would ever try to tackle. The Invincible – Superhero Roleplaying Starter Set shows that it can work, the result being a fast-playing, bruising, knockabout system that gives the players and their Superheroes lots of dice to roll and lots of Powers and Stunts to choose from, and so lots of options. The core mechanic is simple—in fact simpler than most Year Zero Engine roleplaying games—and where the roleplaying game’s complexity does come, is in those choices and the spending of the extra Success to choose Stunts. So, a player will need a little time to not only understand how the Stunts work, but primarily how his Superhero’s powers work. Of course, this is like almost any other roleplaying game, but in a superhero roleplaying that is intended to be fast-playing as Invincible – Superhero Roleplaying Starter Set is, the Invincible – Superhero Roleplaying Starter Set almost needs a training mission to get the players used to their Superheroes and their choices.
Ultimately, the Invincible – Superhero Roleplaying Starter Set is a great introduction to Invincible – Superhero Roleplaying and the world of Invincible. It presents everything necessary to play in its bruising, knockabout world using surprisingly simple rules, but giving players and their Superheroes plenty of choices when it comes to their actions.