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    Second PrintingSecond Printing

    Dedicated to the memory of Daniel Kubli and Ryan Isbell.Many thanks to the Imperfekt Krue: Keith Schneider, Kevin-Lynn Kubli, and Joe Piatt.Special thanks to Greig Barrie, for helping make this possible.

    Contact author Joshua Kubli atContact author Joshua Kubli at.

    Get Character Sheets and other Invulnerable RPG stuff at the Imperfekt GammesGet Character Sheets and other Invulnerable RPG stuff at the Imperfekt Gammeswebpage:webpage:

    .>.

    Cover and some interior artwork by Jason Rainville:Cover and some interior artwork by Jason Rainville:.>.

    Some interior artwork by Elijah Brubaker:Some interior artwork by Elijah Brubaker:< http://www.elijahbrubaker.com >< http://www.elijahbrubaker.com >

    All text in this work is licensed under the Creative Commons Attribution-All text in this work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License. To view a copy of this license, visitShareAlike 3.0 Unported License. To view a copy of this license, visit or send a letter to Creative Commons,> or send a letter to Creative Commons,171 Second Street, Suite 300, San Francisco, California, 94105, USA.171 Second Street, Suite 300, San Francisco, California, 94105, USA.

    mailto:[email protected]:[email protected]://www.imperfekt-industrees.com/http://www.imperfekt-industrees.com/http://www.rainvilleillustration.com/http://www.rainvilleillustration.com/http://www.rainvilleillustration.com/http://0.0.0.0/http://0.0.0.0/http://0.0.0.0/http://0.0.0.0/http://www.rainvilleillustration.com/http://www.imperfekt-industrees.com/mailto:[email protected]://0.0.0.0/http://www.rainvilleillustration.com/http://www.imperfekt-industrees.com/mailto:[email protected]
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    Table of Contentsable of ContentsChapter One: Introduction.............................................1

    About the Invulnerable RPG............................................1

    About Earth-Omega.........................................................1Inspirations......................................................................4What Do I Need?.............................................................5About the Cosmology Engine..........................................5

    Chapter Two: Character Creation.................................9Awesomeness Level........................................................9Build Point Costs and Bonuses......................................10Character Creation Procedure........................................10Character Creation Example..........................................12

    Chapter Three: Motivations........................................17Motivation Statistics......................................................17

    Chapter Four: Origins.................................................21Origins Overview..........................................................21Origin Statistics.............................................................22

    Chapter Five: Attributes..............................................31Physical Attributes.........................................................31Mental Attributes...........................................................32

    Chapter Six: Powers....................................................33Powers Overview...........................................................33Powers Statistics............................................................40Power Modifiers............................................................72

    Chapter Seven: Talents...............................................77Talent Overview............................................................77Basic Talent Statistics....................................................77Advanced Talent Statistics.............................................79

    Chapter Eight: Weaknesses.........................................93Human Weakness Statistics...........................................93Metahuman Weakness Statistics....................................98

    Chapter Nine: Assets...................................................99Initiative........................................................................99Resources......................................................................99Defenses......................................................................102

    Chapter Ten: Gear.....................................................103Equipment...................................................................103Weapons......................................................................105

    Armor..........................................................................112Vehicles.......................................................................115

    Chapter Eleven: Combat...........................................121Combat Procedure.......................................................121Combat Actions...........................................................121Non-Combat Actions...................................................123Unarmed Combat.........................................................125Vehicle Combat Actions..............................................126Attack Modifiers..........................................................128Area Effect Scatter.......................................................129Damage.......................................................................130Inanimate Objects........................................................130Social Strife.................................................................131Environmental Conditions...........................................132Afflictions....................................................................133Injury and Death..........................................................136Vehicle Damage..........................................................137Madness.......................................................................140Sample of Combat.......................................................142

    Chapter Twelve: Game Mastering............................145

    Designing Your Campaign..........................................145Designing Adventures.................................................152Creating Non-Player Characters..................................156Making Rulings...........................................................159Dealing With Players...................................................160Rewards.......................................................................163

    Chapter Thirteen: Earth-Omega................................165Heroes and Villains, Assemble!...................................165Strange New World.....................................................170One World, Invulnerable.............................................174A World of Heroes and Villains..................................176Billions and Billions of Stars.......................................178The Past and the Future...............................................180Other Dimensions........................................................180A.P.E.X. Metahuman Files..........................................182

    Appendix One: Earth-Omega Timeline....................223Appendix Two: Sample Code Names.......................237

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    Invulnerable Tabletop Super Hero RPGInvulnerable Tabletop Super Hero RPG

    Chapter One: IntroductionChapter One: Introduction

    About the Invulnerable RPGAbout the Invulnerable RPG

    The Invulnerable Tabletop Super Hero RoleplayingGame is designed to let you and your friends have your ownsuper hero adventures. It's like writing your own comic book,and acting it out in your imagination, unfolding the storytogether as you play. One Player is called the Game Master,and they come up with exciting challenges for your heroes toface, bystanders to rescue, and nefarious villains for you todefeat.

    Roleplaying games like Invulnerable RPG aren'texactly like a game of pretend, or writing fiction in a shareduniverse. There's an element of chance and uncertainty

    involved, which is reflected by the dice. When yourCharacter must accomplish a difficult action, you need to rolldice to see if the action succeeds. But the good news is, thebad guys can fail, also. Roleplaying game Adventures arekind of like real life in this way you can never be totally; certain that you'll succeed or fail. That's part of what makes itso much fun!

    Your heroes grow in power as they continue theirheroic careers, gaining new powers and skills as they savelives, cities, even the universe from evil.

    Sometimes heroes die in the line of duty, sacrificingtheir lives for the greater good. But just like in the comics,another hero takes up the fight. Sometimes the hero comesback from the dead, through magic or cloning or time travel,sometimes with different powers and a new costume, ready to

    jump back into the action! Just as in the comics, the lineup

    may change, but the fun goes on.

    About Earth-OmegaAbout Earth-Omega

    The default setting for Invulnerable RPG Campaigns isthe world called Earth-Omega. Like many comic-bookworlds, Earth-Omega is like our world, but populated bymany amazing people with fantastic powers. Some areheroes, using their strange gifts for good, and some are evil,who use their special abilities to gain wealth and glory at theexpense of others. Some are neutral, serving both sides, orneither.

    Irrational Matter and IrrationalIrrational Matter and IrrationalEnergyEnergyStrange particles and waves native to other dimensions,

    irrational matter and energy can resemble common forms ofmatter and energy but under certain poorly-understoodcircumstances, they can take on strange new properties.

    Because of their bizarre properties, and as a nod tomathematical terms regarding their properties, they are calledirrational.

    Some forms of irrational matter and energy can beshaped and molded by human thought and emotion. Irrationalmatter and energy often drift into Earth-Omega throughnaturally-occurring gateways or ruptures in space-time. Somehumans exposed to irrational matter or energy develop

    strange powers. Others, like super-scientists, develop gadgetsreliant on irrational materials and powered by irrationalbatteries. Finally, Sorcerers learn to use symbol and ritual todetect, collect, and harness irrational waves and particles todo extraordinary things, and some magical beings likeAvatars and the Chosen subsist directly on irrational energies,or channel them directly into themselves from some otherplane of existence.

    PagePage 11

    Who Are You? You're A Hero,Who Are You? You're A Hero,

    Of Course!Of Course!

    These rules use the wordsThese rules use the wordsCharacter and hero inter-Character and hero inter-changeably, as it's assumed that thechangeably, as it's assumed that theGame Master wants a super-heroicGame Master wants a super-heroic

    Campaign, where good guys in masksCampaign, where good guys in masksand capes defend the world fromand capes defend the world frommetahuman criminals and conquerors.metahuman criminals and conquerors.But you can use these rules to playBut you can use these rules to playvillains as easily as you can heroes just;villains as easily as you can heroes just;read villain to yourself every timeread villain to yourself every timeyou see the word hero, and steal theyou see the word hero, and steal themoon or conquer the world everymoon or conquer the world everytime you see capture criminals ortime you see capture criminals ordefend freedom.defend freedom.

    On a related note, these rules willOn a related note, these rules willgenerally use they and them whengenerally use they and them whena pronoun of indefinite gender isa pronoun of indefinite gender isneeded. Although some writers argueneeded. Although some writers argue

    that it looks awkward, it'sthat it looks awkward, it'sgrammatically correct, and we don'tgrammatically correct, and we don'twish to insult the comics-loving ladieswish to insult the comics-loving ladiesout there by sticking to him andout there by sticking to him andhis!his!

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    Ordinary, conventional science is largely oblivious toirrational matter and energy, which is probably best. Alienguests report that many other species wipe themselves outwhen they began to develop irrational technologies, whetherthrough careless accidents or petty, meaningless wars.

    There have been several large-scale series of rupturesin history, although they're mostly known to mystics andscholars of metahuman lore. The two most recent occurred inthe 1990s and the 1940s, and it looks like it's happening againin the 2010s as well. A series of dimensional ruptures alwaysleads to an upsurge in the number of Mutants and FreakAccidents, to increased immigration of Avatars and Aliens,and to advances in super-science and magic.

    Hero TeamsHero TeamsEarth-Omega has a long and rich history, full of heroic,

    idealistic defenders of all that is right. These heroes gatherinto teams, to make defending freedom easier, and to train thenext generation in an organized way.

    A branch of the United States Department of HomelandDefense, A.P.E.X. is the Agency on Potential andEnforcement of Extrahumans. It's charged with hunting downand incarcerating rogue metahumans, a job for which they'reunderfunded and under-appreciated.

    Not many know of the rogue international superspyagency called C.H.I.M.E.R.A., the Central HeadquartersInternational Military, Espionage, and Research Agency.C.H.I.M.E.R.A. is dedicated to bringing the world together inpeace and freedom, and their agents are the best of the best ofthe best, but they work in the shadows and use tactics otherswould question, if they knew.

    The best and brightest new heroes attend ExemplarAcademy in Puerto San Tomas. Founded by Next Step, theAcademy now offers classes to fledgling heroes from anyOrigin, and many retired heroes teach classes there.

    On a remote, frozen mountain in Tibet, the monks ofthe Lamasery of Mt. Meru teach magic and martial arts,hoping to lead the world to enlightenment and peace throughtheir students' actions.

    The Midnight Men get no respect, since they're prettynew on the scene, and haven't proven themselves yet. Basedin Entremont, Louisiana, some call them a bunch of third-ratewannabes, but they try their hardest and never give up.

    The mutant heroes of Next Step are dedicated tofighting for acceptance, and fighting against the Mutants thatgive their kind a bad name.

    Also based in Entremont, the mysterious Order of theShadow Vigil is a secret society of sorcerers and supernaturalcreatures that work to keep the world safe from magical and

    extradimensional threats.

    The freaks and geniuses of the Phenomenon Societyserved Queen Victoria in 19th century Britain, and althoughthis strange social club has disbanded, its legacy lives on inseveral immortal and time-traveling heroes.

    You know them, you love them! Patriot Force is theU.S. government's premire super-team darlings, the best ofthe ruthlessly merchandised best. Many heroes get their startwith Patriot Force, and the group has franchise teams in everystate.

    Based in a space station situated near the Earth, StarBrigade is an alien task force formed by the Convocation ofPeaceful Sapiences. The purpose of the local branch is toprotect Earth from alien invaders, and support the quarantineagainst influence by advanced alien cultures that Earth isn'tyet ready to deal with as equals.

    The Street Knights are a team of gritty, violent heroesbringing guns, blades, and guts to the nightly struggle for

    justice in the rust-belt back alleys of Steeltown.

    Closely supervised by A.P.E.X., Task Force Tantalusinmates take on dangerous missions for the U.S. governmentin exchange for shorter sentences, with the threat ofexplosive collars on their necks to keep them in line.

    Struggling against oppression, stifled by international

    politics, U.L.T.R.A. it the United Nations Law EnforcementTactical Response Agency, an international team of heroesfrom all nations, working together for the good of all (despitethe politics and red tape that usually ensues).

    The sponsor to many high-tech heroes, VanguardIndustries is a United States technology firm. Battle-suitedheroes, Gadget-Mongers, and Super-Scientist alike work withVanguard to bring the world a safer, cleaner, faster, smarterfuture.

    Villain TeamsVillain TeamsAs many heroes as Earth-Omega can boast of, there are

    even more villains, who seek to conquer the world, plunderits riches, or just obliterate it altogether. These are yoursworn enemies, hero.

    Despite constant accusations of callous profiteering,Abraxas International is a mufti-billion-dollar company.The corporation was founded and run by the genius inventorAgamemnon Abraxas, one of the most hated men on Earth-Omega after he goaded the beloved hero Unstoppable Maninto committing the Metahuman Massacre. AbraxasInternational produces deadly high-tech weapons and sells toany evil dictator who can cough up the cash.

    An unholy fusion of Yakuza clan and mountainassassins, ancient enemies of the monks of Mt. Meru, manyseek the Aka Tengu Ninja Clan for their stealth and martialcombat skills.

    There is a force worshiped like a god by alien hordes, aforce that swallows planets whole. The AndromedanSwarm serve the dreaded,Unmaker, and are one of the

    greatest enemies the Star Brigade have ever faced.

    After the Gulf Oil spill of 2010, the AtlanteanWarfleet declared war on the surface, pledging to bring thesame devastation to the land nations that they visited on theirLemurian neighbors.

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    A brutal metahuman street gang, the Chaos Crew hasbranches all over the United States. The Crew was founded inthe 70s when prejudice against Mutants rose, but these thugswelcome any street punk with powers and loyalty and a lovefor pointless destruction.

    A frightening force hiding in the shadows, the Cult ofthe Universal Presence is a group of fanatical necromancersdedicated to worshiping soul-devouring, near-omnipotententities from beyond space and time.

    There is no Shadow Government. It doesn't exist. Atall. But if it did, it would be a cabal of the rich and powerful,hidden deep in the United States government, or maybe theUnited Nations, whose vast network seeks to control humanaffairs for some inscrutable purpose. But they don't exist, soeverything's great, right?

    Although they look like a modern slave revolt, theartificial intelligences of the Sinister Circuit are victims ofan alien computer virus, that programs its victims with ahatred of all organic life.

    The aptly-named Terror Legion are the greatest andmost feared villains of Earth-Omega. Bound by uneasy truce,they work together on the distant, radioactive atoll NewTonitria island in the South Pacific to bring the world intotheir greedy, vicious clutches.

    True evil never dies. Ultima Thule is a reorganizedversion of Hitler's dreaded S.S. Based in the verdantPrimval Realm, they use violence and super-science tocarry out their twisted ethos of cultural and genetic purity.

    A federation of criminal organizations from around theworld, the Underworld Consortium rose from the ashes ofthe Mafia, the Triads, the Organisatzya, the Yakuza, andmyriad other old-school brotherhoods of crime, shattered bythe meddling of metahuman heroes.

    Special LocationsSpecial LocationsEarth-Omega has all the major cities and locations that

    our world has, and then some.

    > United States

    The bayou dream, Entremont, Louisiana, is ahotbed of supernatural activity, as well as the unofficialheadquarters of the Order of the Shadow Vigil.

    An East Coast city with Ivy League colleges and old-school crime, international trade and fashion and culture,New Amsterdam, New York is the headquarters ofU.L.T.R.A.

    Puerto San Tomas, California is a bustling high-techcity, brimming with imports and tech industry. Outside citylimits is Eagle Rock Federal Penitentiary for metahumans.The West Coast nexus of metahuman activity, Puerto SanTomas is the headquarters of Next Step, Exemplar Academy,Task Force: Tantalus, and Vanguard Industries.

    Deep in the Rust Belt, Steeltown, Michigan was oncea major industrial city, now a hive of poverty and organizedcrime, and the base of the Street Knights.

    The capital of the United States, and the headquartersof the Patriot Force and A.P.E.X., is Washington, D.C.

    > Elsewhere on EarthThe Atlantean Empire is an undersea nation ruled by

    the water-breathing humanoid warriors of the AtlanteanWarfleet. The Empire includes the recently-conquered,peaceful fish-folk of Lemuria.

    The Mediterranean island home of the dreaded Dr.Catastrophe, Erebus Island is a model of perfect efficiencyand perfect tyranny.

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    A New Super-SettingA New Super-Setting

    The default assumption inThe default assumption inInvulnerable RPGInvulnerable RPG is that youris that yourCampaign will take place inCampaign will take place in Earth-Earth-Omega. Although it's a great settingOmega. Although it's a great settingopen to almost any kind of super-open to almost any kind of super-adventure, you don't have to use it ifadventure, you don't have to use it ifyou don't want.you don't want.

    Maybe you're a fan of a particularMaybe you're a fan of a particularcomic book company, or maybe youcomic book company, or maybe youwant to invent your own Campaignwant to invent your own Campaignworld. Either way, it's easy to use theworld. Either way, it's easy to use theInvulnerable RPGInvulnerable RPG to run any superto run any superhero Campaign you want.hero Campaign you want.

    So what changes would need to beSo what changes would need to bemade? Not many. You'll need tomade? Not many. You'll need torename the Focuses for the Teamrename the Focuses for the TeamTraining Talent, or come up with someTraining Talent, or come up with somenew Focuses. All of the Charactersnew Focuses. All of the Characterswritten up inwritten up in Invulnerable RPGInvulnerable RPG tietieinto Earth-Omega, so theirinto Earth-Omega, so theirbackground details would need to bebackground details would need to bechanged to fit your intended gamechanged to fit your intended gameworld. And you'll probably want toworld. And you'll probably want towrite up new Characters as well, to suitwrite up new Characters as well, to suityour new setting.your new setting.

    Making your own CampaignMaking your own Campaignsetting is a lot of fun, but it's a lot ofsetting is a lot of fun, but it's a lot of

    work, too, so be sure that you're up forwork, too, so be sure that you're up forit before you take on the challenge. Butit before you take on the challenge. Butif you do, and it works out, yourif you do, and it works out, yourPlayers will thank you for it.Players will thank you for it.

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    Home to the hero team of the same name, theLamasery of Mt. Meru is host to an order of Buddhistmonks that teach ancient secrets of magic, and the legendaryTwelve Celestial Dragons Kung Fu.

    New Tonitria Island is a radioactive atoll in the SouthPacific whose native villagers quiver beneath the dominationof the Terror Legion.

    An underground railroad that's literally a network oftunnels beneath the surface, Subterranea was founded bythe geokinetic revolutionary Obelisk for his PerfectedOnes. Hordes of twisted Helix Dregs defend Subterranea,sad and horrific results of failed experiments to amplify theMutant genome.

    > Other Planets and Dimensions

    Alternate Earths are strange parallel worlds withdifferent histories. One some alternate Earths, heroes arevillains and vice versa, or the Industrial Revolution never

    happened. On Earth-Alpha, no one has metahuman powers atall how weird is that?;

    The Astral Realm is a misty, weightless dimensionthat lay between all other dimensions, visited by all indreams. The Astral Realms is a frequent vector forinterdimensional invasion, and thus is constantly patrolled bythe Order of the Shadow Vigil.

    Helios Station is the headquarters of the Earth Sectorlocal branch of the Star Brigade, and the U.N.'s secretembassy to the Convocation.

    Strange and mythic dimensions ruled by the Avatars,the God-Realms resemble the heavens, hells, purgatories,and limbos of Earth belief systems.

    In the Primval Realm, the time of human civilizationnever happened, and the world is still dominated by primitiveNeanderthals, dinosaurs, and saber-toothed tigers.

    InspirationsInspirations

    There are so many great inspirations for super heroes,it's hard to know where to even start. Here's a partial list thatthe author highly recommends.

    Animated SeriesAnimated SeriesAvengers: Earth's Mightiest Heroes. Fast-moving and

    fun. Worth it for the opening theme alone.

    Batman and Batman Beyond. If you haven't seen, youneed to. Highest recommendation for these classics.

    Justice League and Justice League Unlimited. Nexthighest recommendation. Produced by the same team as theprevious entry, they tell some very fun tales about some verypowerful heroes.

    Many other recent DC animated films and series, likeJustice League: Crisis on Two Earths and Batman: Under theRed Hood, and Young Justice. Go buy Crisis and Red Hoodnow. This minute.

    Fantastic Four: World's Greatest Heroes. Again, apretty good Marvel series with a superb theme song. Also afun version of this team.

    Spectacular Spider-Man. Opinions vary on the art style,but one of the best shows for illustrating how crappy anddramatic a hero's life can be.

    Venture Brothers Warning! Not for kids! In this weirddeconstruction of Johnny Quest and lots of other sourcesalthough the title family (and their friends, and their enemies)have globe-spanning adventures and see incredible stuff,they're still abysmal failures at life.

    Wolverine and the X-Men. The third X-Men cartoon,with the decent plot of the '90s series and great art ofEvolution.

    MoviesMoviesThe Dark Knight Returns. The archetypal grim

    Prodigy/Gadget-Monger, in a particularly dark and proto-realistic portrayal.

    Dr. Horrible's Sing-Along Blog. Joss Whedon and NeilPatrick Harris tell a touching story of a super-villain in love.

    Incredibles. Pixar's super hero story tells about a familyof supers in hiding, and how they come to embrace the weirdties that bind.

    Iron Man. A phenomenal portrayal of a flawed, geniusBattle-Suited hero. A must-see.

    Thor. A not-bad portrayal of how an Avatar could endup in our world, and how they could learn to be a hero.Watch it for the amazing Kirby-esque visuals, if for nothingelse.

    X-Men: First Class. A strong character-driven storyabout two friends, and how the politics of power, and theirown history, drives them apart.

    Comic Books and Graphic NovelsComic Books and Graphic NovelsEverything by Grant Morrison, Warren Ellis, and Neil

    Gaiman, for starters.

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    The Authority. Why don't the heroes just conquer theworld and stomp out evil?

    Batman and Robin What happens when a hero dies ;who fills their shoes, and how do the villains take advantage?A story not often told, and this one is told well.

    Hellboy. A dark and quirky comic that starts off withsupernatural freaks working for the government to protect theworld against eldritch evils.

    Next Wave: Agents of H.A.T.E. A deconstruction ofcomics, comic-book violence, morality, and just abouteverything else.

    New X-Men. Can you tell the author is a Morrison fan?This run explores the implications of mutation, prejudice,human evolution, and humans attaining godlike powers.

    Thunderbolts. Super-criminals masquerade as superheroes to reform. Later, they become a government-sponsored rehab program to let criminals work off theirsentences.

    The Tick. One of the best parodies of cape comics ever,by the amazing Ben Edlund.

    Watchmen. The graphic novel that taught the worldthat comics can be art. A serious, dark deconstruction of thesuper hero genre.

    NovelsNovelsSoon I Will Be Invincible. The best explanation of why

    supervillains do what they do, ever, and an amazing novel byany measure.

    The Wild Cards series. A fully-realized alternatehistory, with superhumans, extremely dark and adult at times,edited by George R. R. Martin, and originally based on asuper hero roleplaying game Campaign. If you read only onebook in the series, read Dead Man's Hand.

    Video and Computer GamesVideo and Computer GamesChampions Online. An MMORPG that takes place in

    the universe of the Champions tabletop RPG. Wonderful

    character creation system.

    Freedom Force. A love letter to Jack Kirby and theSilver Age, in the form of a top-down tactics game.

    What Do I Need?What Do I Need?

    First off, you'll need an imagination, a thirst for fun, theability to work with others, and a love for comic books andsuper heroes. You probably have all of that already!

    Next, you'll need this book, some friends, some paper,pencils, and a handful of 6-sided dice (as few as 3, or asmany as 15). If you have a computer, you can do without thepencils and paper there are even special programs you can;

    find out there that will generate random numbers for you,doing away with the need for dice. If you're very bad at math,it might be a good idea to grab a cheap pocket calculator, butit isn't really necessary.

    When you need to roll dice, the rules will say to roll'Xd6', where X is some number, generally from 1 to 10. Thatmeans roll the six-sided dice and add them together to findthe total. Sometimes in the rules you will need to make noteof what numbers each die rolled, as well.

    From time to time in these rules, you may run acrossmentions of '1d2' and '1d3' as well. For 1d2, roll a 6-sided

    die if the die rolls a 1, 2, or 3, pretend it rolled a 1 if it rolls; ; a 4, 5, or 6, pretend it rolled a 2. Similarly, for 1d3, roll a dieand divide the result by 2. You might roll 1d2 or 1d3 with1d6s, so it you may want to keep a couple of different-colored dice for the d2s and d3s.

    About the Cosmology EngineAbout the Cosmology Engine

    All roleplaying games need some sort of system to helpthem keep track of the amazing deeds of the heroes, and theInvulnerable RPG uses a system called the CosmologyEngine.

    Rules of ThumbRules of Thumb

    The basic rules of the Cosmology Engine aren'tcomplex, but it's important to get the basics down before yougo on patrol looking for crime to fight. Here are a few simplerules.

    (1). Unless otherwise stated, when dividing, alwaysround to the nearest whole number. Don't round down to 0;the lowest you should go is 1.

    (2). Any time you would have multiple d2s or d3s in aroll, combine any 2 of them to make 1d6. So, instead ofrolling 2d3, or 1d3+1d2, or 2d2, you would combine theminto 1d6 instead. A roll of 3d2 would become 1d6+1d2. NoRoll should ever have more than one fractional die, and youcan just use a different-colored die to note this one special

    die.(3). When performing mathematical calculations,

    remember your order of operations. First anything inparentheses, then any multiplication and division, thenaddition and subtraction.

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    (4). Nothing is free, but some things areinconsequential. Note what you've got and what you can doon the Character sheet if it may come up later. Anything thatis really important should cost some points and be noteddown, anything inconsequential but cool should be ignored.

    5). When in doubt about how the rules work, ask theGame Master.

    (6). When it doesn't break the established plot orcontinuity, the Game Master is encouraged to ask forcomments from the Players. They obviously get to controltheir Characters, but they might have great ideas about whatcan happen next. In particular, the GM should let the Playersnarrate the results of Triumphs and Mishaps. The moreinvolved everyone is, the better the game will be foreveryone!

    Simple, right? Now you're ready to find out what to dowith those dice.

    Build PointsBuild PointsPlayers create Characters with Build Points. Players

    can trade in Experience Points for more Build Points later on.Players earn Experience Points (XP) for their Charactersthrough good roleplaying and effective gaming, gaining themat the end of an Adventure.

    AbilitiesAbilitiesCharacters have Abilities, which are game mechanical

    measurements of a hero's strengths and skills and, sometimes,their faults and failings. Awesomeness Level, Attributes,Talents, Powers, Resources, and Weaknesses are all Abilities.Abilities are all assigned an Ability Level. Abilities cansuffer temporary Modifications a Modification that reduces; the Level is a Penalties, and a Modification that increases the

    Level is called a Bonus.

    Attempt RollsAttempt RollsWhen a hero attempts something that might fail, the

    Game Master will consult the rules and decide if a Roll isneeded. For most Rolls, Players roll 3d6 + Levels in arelevant Attribute + Levels in a relevant Basic Talent.Sometimes a Bonus from an Advanced Talent is added aswell. The Game Master will tell you what Attributes andTalents are relevant to a given Roll. The goal is to match orbeat a given Difficulty Number, set by the rules or the GameMaster.

    Heroes may gain Levels in the Hyper-Attributes set ofPowers each one adds +(Levels +1)d6 to all Rolls with that; Attribute. For example, a hero with 4 Levels of Hyper-Toughness adds another +5d6 to all Toughness Ability Rolls.

    ModifiersModifiersUnless the Game Master says otherwise, only apply the

    three largest Modifiers to any Action. There's no need to gointo endless minutiae for every Action. Range and Reach

    Modifiers, and Modifiers from Weapon or Special AbilityFeatures, however, always apply.

    Example Action RollsExample Action RollsClose Attacks (Knives, clubs, punches, kicks): AGI +

    Close Combat vs. target's CDEF.

    Detect Clues in the Surroundings: INS + Notice vs.DF set by Game Master based on the clue's obviousness.

    Pick Locks: AGI + Repair + Break & Enter, or AGI +Trickery + Break & Enter, vs. DF set by Game Master basedon the lock's quality.

    Ranged Attacks (Guns, crossbows, thrown

    weapons): AGI + Ranged Combat vs. target's RDEF.

    Recall Historical Details: INS + Education + theproper Expert Talent vs. DF set by the Game Master based onhow obscure the event is.

    Resist Poison: TGH + Endurance vs. DF set by GameMaster based on the poison's toxicity.

    Seduction: PER + Trickery + Sexy Beast vs. target'sMDEF.

    Difficulty FactorsDifficulty FactorsThe Game Master sets the DF of Attempt Rolls, based

    on the rules. Here are some pre-set DFs to choose from.

    Difficulty Factor DF Number

    Mythical 55

    Legendary 50

    Nearly Impossible 45

    Impressive 40

    Extremely Difficult 35

    Very Difficult 30

    Difficult 25

    Average 20

    Easy 15

    Very Easy 10

    Extremely Easy 5

    Automatic 0

    Game Masters, don't make Players roll for easy stuff. Ifthe hero can bench-press a hundred tons, there's really nopoint in making them roll to lift a half-ton pickup off of aninjured Bystander, now is there?

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    Image courtesy Bigfoto.com.

    Success and Failure FactorsSuccess and Failure FactorsFor some game mechanics, you'll need to know how

    great the hero's victory was, or how abysmal their defeat.

    To find the Success Factor (SF) of a Roll, total the Rolland all of its Modifiers, and subtract the DF of the Roll fromthe total. In general, the higher the SF, the more successfulthe Roll was.

    Failure Factors (FF) work the opposite way add up the; Roll and all its Modifiers, and subtract the total from the DF.The higher the FF, the more abysmal the attempt.

    Triumphs and MishapsTriumphs and MishapsSometimes, a hero not only succeeds, but they show the

    world the true power of courage and commitment to ideals.

    On the other hand, sometimes they fail miserably, and thenewspapers make them a laughingstock.

    > Triumphs

    Any time the hero's Roll succeeds with an SF of 10 ormore, the hero scores a Triumph. Each extra 10 SF adds tothe Triumph Factor (TF).

    Example: Symphony was hit by an Extinguishergrenade, so her Powers are temporarily gone all she has is; her fists. She rolls to punch a thug. She isn't particularlynimble, she only Rolls a total of 3d6 + 8 to hit. The Thug hasCDEF of 14, and she rolls a total of 25 to hit. Her roll scoresTriumph Factor 1 (25 14 = 11).

    Example: Symphony again rolls to punch a villain. SheRolls a total of 34 to hit. Her roll is a Triumph with a TF of 2(34 14 = 20).

    > Mishaps

    Any time the hero's Roll fails with a Failure Factormore than to, the Roll is a Mishap. For each extra 10 the herofails by, the Mishap Factor increases by 1.

    Example: Later on, fighting some ninjas, Symphony isstabbed with a poisoned knife, severely reducing her combatabilities. This ninja has a CDEF of 26, and Symphony Rolls atotal of 14 to hit her Attack Roll suffers Mishap Factor 1 (26;

    14 = 12).

    Example: Symphony is really feeling the pain now.She throws a wild swing at a ninja, and rolls a 5 to hit. SheAttack Roll fails with a Mishap Factor of 2 (26 5 = 21).

    > Triumph Chances and Mishap Chances

    Some game mechanics increase the Triumph Chance ofa Roll. Each additional Triumph Chance decreases thethreshold needed for each Triumph Factor. So for TC +1, thehero scores a Triumph on a Roll with a Success Factor of 9,and a greater Triumph Factor for each additional 9. In likemanner, Triumph Chances (TC) can be reduced, increasingthe amount needed for each Triumph Factor.

    Likewise, some game mechanics increase the Mishap

    Chance of a Roll. Each extra Mishap Chance decreases thethreshold needed for each Mishap Factor (seeing a pattern?).So for MC +1, the hero scores a Mishap on a Roll with aFailure Factor of 9, and a greater Mishap Factor for eachadditional 9. And of course, Mishap Chances (TC) can alsobe reduced, increasing the amount needed for each MishapFactor.

    When calculating a Triumph or Mishap, don't round.For example, if the DF is 25, and there are no changes to theTC, and you roll a 30, the roll is NOT a Triumph in this case; you need to roll a 35 or more to score a Triumph.

    Triumphs and Mishaps should be exciting and game-changing, giving a temporary benefit or hindrance to one sideor the other. Although the Game Master is free to rule onthese things, it's encouraged to give the Players a chance tonarrate what happens when they succeed convincingly or the

    enemy fails drastically or even when the heroes fail! Game Masters, sharing a little of the narrative duties with thePlayers, within reason, can be a lot of fun. Allowing them tohelp describe the results of Triumphs and Mishaps can maketense battles, heated negotiations, or puzzling investigationseven more engaging.

    Contest RollsContest RollsOften, heroes must strive directly against others in the

    pursuit of truth and justice. In such a case, instead of rollingagainst a static Difficulty Number, the hero and theiropponent both make normal Attempt Rolls. Whoever rollsHIGHER wins, and treats the others' Roll as a DifficultyNumber for purposes of calculating Success and TriumphFactors. Likewise, the Character that rolled LOWER treatsthe other Character's Roll as the Difficulty Number forcalculating Failure and Mishap Factors.

    Extended RollsExtended RollsSometimes a task is too complex to complete in a

    single Round it'll take minutes, hours, or days to complete.; These kinds of Rolls are Extended Rolls.

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    For an Extended Roll, the Game Master will decide ona DF for the task, and decide a Total Accumulated SuccessFactor (TASF) that the hero will need to match to succeed.Each time the hero makes a successful Roll, they add their SFto their earlier accumulated SF from previous Rolls, untiltheir total exceeds the TASF set by the Game Master.Failures on these Rolls mean that the hero must subtract theFF from their accumulated SF. Triumphs add (TF *10) to theaccumulated SF, and Mishaps subtract (MF *20) from theaccumulated SF. Triumphs and Mishaps can also haveadditional effects, as always. A Triumph might result in thehero discovering new design methods that offer a bonus to allfuture rolls for this task, while a Mishap might result in aterrible explosion in the workshop, halting all furtherprogress until the hero gets some more tools!

    Some Extended Rolls cannot be attempted in combat,or need longer than 1 Round per Roll. For example, if thehero is designing a new armored patrol helicopter fromscratch, the Game Master may say that each Roll takes 1 dayof continuous work.

    Cooperation ModifiersCooperation ModifiersWhen heroes work together, things tend to work a little

    smoother. When 2 or more heroes have an Ability at roughlythe same Level, they'll gain Bonuses when working together.However, a rank amateur can get in the way of a seasonedprofessional, causing the hero penalties instead.

    Ability + Talent Total Modifier

    Equal +3 Bonus

    1 or 2 Levels Lower +2 Bonus

    3 or 4 Levels Lower +1 Bonus

    5 or 6 Levels Lower No Modifier

    7 or 8 Levels Lower -1 Penalty

    9+ Levels Lower -3 Penalty

    For the purposes of the Cooperation Modifier, eachLevel of a Hyper-Attribute Power is treated as 3 Levels of anAttribute.

    As an example, suppose two heroes with no knowledgeof explosives are trying to defuse a bomb. A hero with noHyper-Insight, but 5 Levels of normal Insight, assists a herowith Hyper-Insight Level 5 in defusing a bomb. In this case,the average hero is actually going to cause problems. Theirstupid suggestions will slow down the Hyper-Insightful hero,causing a Penalty of -3to the brighter hero's Hyper-InsightRoll.

    The Cooperation Modifier cannot increase or decreasethe effects of the Hyper-Attribute, only the die roll for; example, a hero with Hyper-Strength 1 and STR 8 workswith a hero with STR of 10 this doesn't mean the super-;strong hero can suddenly lift more than their maximumweight of 1 ton!

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    Chapter Two: Character CreationChapter Two: Character Creation

    Awesomeness LevelAwesomeness Level

    Some heroes patrol the mean streets, while othersroutinely save the universe. Every hero does the best they'recapable of, but some battles are just too big for a hero of agiven power level to handle. The hero's overall might iscalled their Awesomeness Level.

    There's a lot more to making a cool Character thanoozing cosmic power from your pores, so don't despair ifyour Game Master wants a low-Awesomeness Campaign.

    There are plenty of low-Awesomeness heroes that are reallybadass! On the other hand, just because you're in a highAwesomeness Campaign, that doesn't mean you can neglectthe hero's background and personality and just focus on howmany tanks they can punch into submission before breakfast.The worst thing in comics is a lame, cardboard-cutoutCharacter with no discernible past, goals, hopes, or dreams,

    just a costume and a bunch of random powers.

    Awe

    Level

    Awesomeness

    Title

    Origin

    Choices

    Total

    Attribute

    Levels

    (Max 10)

    Max

    Power

    Levels

    Add'l Power

    Enhance-

    ments

    Free

    Talent

    Levels

    Max

    Weakness

    BP

    10 Multiversal Sentinel 10 24 10 10 120 28

    9 Cosmic Exemplar 9 23 9 9 110 26

    8 Galactic Defender 8 22 8 8 100 24

    7 Interstellar Paragon 7 21 7 7 90 22

    6 Worldwide Guardian 6 20 6 6 80 20

    5 National Champion 5 19 5 5 70 18

    4 Vindicator of the Weak 4 18 4 4 60 16

    3 Regional Hero 3 17 3 3 50 14

    2 Protector of the City 2 16 2 2 40 12

    1 Mean Streets Vigilante 1 15 1 1 30 10

    Awesomeness Table

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    Build Point CostsBuild Point Costs and Bonusesand Bonuses

    Different game mechanical advantages, such asAttributes, Talents, and Powers, cost varying amounts ofBuild Points per Level. Disadvantages, such as Weaknesses,also grant varying amounts of Build Points per Level. Playersare given a number of Build Points for their Character'sAdvantages based on the Character's Awesomeness Leveland the Character's Origin. Players may choose moreWeaknesses for their Character, to give them extra BuildPoints.

    AbilityCost/Bonus

    Column

    Attributes Cost: Cheap

    Basic Talents Cost: Very Cheap

    Advanced Talents Cost: Extremely Cheap

    Human Weaknesses Bonus: Very Cheap

    Metahuman Weaknesses Bonus: Average Column

    Powers Cost: Varies

    Ability

    Level

    Extremely

    Cheap

    Very

    CheapCheap Average Expensive

    Very

    Expensive

    Extremely

    Expensive

    Level 1 1 2 3 4 5 6 7

    Level 2 2 4 6 8 10 12 14

    Level 3 3 6 9 12 15 18 21

    Level 4 4 8 12 16 20 24 28

    Level 5 5 10 15 20 25 30 35

    Level 6 6 12 18 24 30 36 42

    Level 7 7 14 21 28 35 42 49

    Level 8 8 16 24 32 40 48 56

    Level 9 10 20 30 40 50 60 70

    Level 10 14 28 42 56 70 84 98

    Higher Levels +4 each +8 each +12 each +16 each +20 each +24 each +28 each

    Ability Build Point Cost Table

    Character Creation ProcedureCharacter Creation Procedure

    Character creation is the process by which a Playercreates the hero they're going to roleplay. There is a specificprocess for creating a truly kick-ass hero.

    (1). Ask the Game Master what kind of Campaignthey're going to run.

    (2). Come up with a Character concept, and answer theCharacter Concept Questionnaire. Run the concept

    past the Game Master and see if they'll require anychanges.

    (3). Choose 2 different Motivations.

    (4). Select a number of Origins equal to the Character'sAwesomeness Level. The hero may select the sameOrigin multiple times.

    (5). Spend (AWE +14) Levels, or ((AWE *3)+42) BP,on Attributes. All Attributes start with 3 Levels.

    (6). Spend (20 +(AWE *10)) BP on Talents. Rememberthat Basic Talents cost double.

    (7). Spend Build Points from Origins on Powers.

    (8). Calculate Assets. The calculations are pretty

    simple, but you may find it quicker to use theonline form at http://www.imperfekt-industrees.com/gammes/ig_calcs.html .

    (9). Choose a minimum of 4 Levels of Weaknesses.Remember that Metahuman Weaknesses count asdouble.

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    http://www.imperfekt-industrees.com/gammes/ig_calcs.htmlhttp://www.imperfekt-industrees.com/gammes/ig_calcs.htmlhttp://www.imperfekt-industrees.com/gammes/ig_calcs.htmlhttp://www.imperfekt-industrees.com/gammes/ig_calcs.htmlhttp://www.imperfekt-industrees.com/gammes/ig_calcs.html
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    (10).Characters may select 5 pieces of Equipment.Characters with Levels in the Arsenal Talent mayselect Weapons and Armor granted by that Talentat this stage as well. Instead of Equipment, the heromay select Weapons or Armor, but they cost 2 slotseach Vehicles cost 2 or more slots.;

    (11).Show the Game Master your Character, and ask ifthere are any last-minute adjustments needed.

    (12).Go be a hero!

    Origins

    Alien

    Android

    Avatar

    Battle-Suited

    Bearer

    Bio-Engineered

    Chosen

    Cursed

    Cyborg

    Freak Accident

    Gadget-Monger

    Mutant

    Prodigy

    Sorcerer

    Super-Scientist

    Symbiote

    Character Concept QuestionnaireCharacter Concept QuestionnaireWhen formulating a Character concept, ask yourself

    these questions before you start spending points. If you don't

    have more than a code-name and a power set in mind, you'llend up with a shallow caricature, not a genuinely interestinglady or gent, who just happens to also have strange powers.

    Character Concept Questionnaire: Origin: How did the hero get their Powers? If

    the hero has a Technology or Super-TrainingOrigin, what were the circumstances that drovethem to train or invent their Powers?

    Motivations: Why does the hero put on a costumeand go risk their lives for the sake of others? Howdid the hero gain their Motivations was it theirupbringing, their admiration for a hero or greatpeople of history, or upset at seeing evil triumph?

    Team Affiliation and Training: Is the hero amember of a super hero team? Have they

    received any training from another hero, or froma team?

    Code Name and Secret Identity: What name doesthe Character go by?

    Gender: Is the hero male or female?

    Age: How old is the hero?

    Heroic Career: When did the hero gain powers,and when did they decide to become a hero? Howlong has the hero been doing this?

    Personality and Goals: How does the hero act?What do they do for fun? What are their long-term plans for their heroic career?

    Obstacles: How could the hero be a moreeffective crimefighter? What challenges does the

    hero face in their adventuring life? Whatresponsibilities is the hero charged with, otherthan saving the world?

    Appearance: What does the Character look like,both in and out of costume? Is there a photo,painting, or other image that captures theCharacter's looks?

    PagePage 1111

    Ordinary HeroesOrdinary Heroes

    Sometimes the heroes of yourSometimes the heroes of yourCampaign might not have capes,Campaign might not have capes,masks, or even powers. The heroesmasks, or even powers. The heroesmay be spies, mercenaries, or somemay be spies, mercenaries, or someother sort of modern-day adventurer.other sort of modern-day adventurer.You can create heroes for a normalYou can create heroes for a normalor mundane Campaign in the sameor mundane Campaign in the sameway as for a super-heroic Campaign,way as for a super-heroic Campaign,but don't allow the Characters to takebut don't allow the Characters to takean Origin. In these Campaigns, anyonean Origin. In these Campaigns, anyonewith an Origin and Powers will be verywith an Origin and Powers will be veryformidable, so take care in mixingformidable, so take care in mixingthese game options.these game options.

    Another Campaign option is theAnother Campaign option is the

    Transformation Event Campaign,Transformation Event Campaign,where the heroes start off as ordinarywhere the heroes start off as ordinarypeople, and then gain powers from apeople, and then gain powers from amutual radiation accident, or allmutual radiation accident, or alldiscover their mutant powers together,discover their mutant powers together,or the like. This is a good way to bringor the like. This is a good way to bringthe Characters all together, as well asthe Characters all together, as well asto introduce their new powers.to introduce their new powers.

    As exciting and mysterious as theAs exciting and mysterious as themask and the cape and the powers are,mask and the cape and the powers are,it's easy to forget that there's anit's easy to forget that there's anordinary person in there, underneathordinary person in there, underneathall of that, and that comics areall of that, and that comics arebasically stories about ordinary, flawedbasically stories about ordinary, flawed

    people burdened with incrediblepeople burdened with incredibleresponsibility along with their weirdresponsibility along with their weirdgifts.gifts.

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    Profession: What does the hero do for a living intheir secret identity? How do these skills helpthem fight crime?

    Base of Operations: Where does the hero live andwork? What sort of headquarters does the herouse?

    Central Contradiction: What is paradoxical orunexpected about the hero and their concept? Themost interesting Characters have some tension at

    the core of their concept, something that providesthe potential for drama, something central to thehuman experience.

    Character Creation ExampleCharacter Creation Example

    Basic Concept for IncendiaryBasic Concept for IncendiaryThe Game Master works with Kate to create her

    Invulnerable RPG Character. She decides she'd like to create

    a fire-controlling government agent, maybe a Mutant whoworks for A.P.E.X. and gets to fly around throwing fireballsat bad guys, and then dragging them off to throw behind bars.That sounds like a blast, and the GM agrees that the conceptwill work in his Campaign. She looks in a thesaurus for fire-related words, and she sees Incendiary. She likes this word,and uses it for her new Character's code name.

    Kate looks over the Character Creation Procedure, andthe GM tells her that the Campaign will be AwesomenessLevel 5. Kate gets a Character sheet and gets to workbringing the world its latest (and maybe greatest) hero!

    Creating IncendiaryCreating Incendiary

    > Incendiary's Central Contradiction

    The Game Master tells Kate that she should give somethought to Incendiary's appearance and personality, but mostof all, to her Central Contradiction. What kind of dramatictension exists in this Character? What kind of inner paradoxmakes Incendiary an interesting person? Kate thinks for awhile and decides that Incendiary is a seasoned, professional,a hero who's sacrificed a lot to work her way up in theA.P.E.X. ranks. Maybe she was even once a member ofanother super hero team, and left her friends so she couldhave a stable, paying career. Maybe her old team weren't asambitious as she was? Or maybe she didn't want to travelconstantly anymore maybe she has an ailing relative she's; responsible for.

    > Incendiary's MotivationsAs a government agent, it makes sense that Incendiary

    would want to support the law. Kate chooses the LawMotivation. On the other hand, she realizes that sometimesthe law is inadequate, so she selects the Justice Motivation aswell. This should offer some interesting, dramatic potential,

    when the two Motivations come into conflict with oneanother, illustrating another internal conflict in Incendiary'sprofessional and personal lives.

    > Incendiary's Origin

    Kate decides that although Incendiary is a Mutant withgreat powers of fire control, she's no slouch even without herpowers her long training has made her a pretty tough chick; without them. Kate decides to select the Mutant Origin 4times, and the Prodigy Origin once.

    As a Mutant, Incendiary gains a Bonus of +2 Levels toher Toughness Attribute, and a Bonus of +2 Levels to theMetahuman Lore Basic Talent. She also suffers from 5Levels of the Reject Weakness. As to Powers, she has 25 BPper selection for Powers, all of which share the BiologicalPower Source, for a total of 100 BP for Powers.

    As a Prodigy, Incendiary gains a Bonus of +2 to theAthletics and Dodge Basic Talents. She also gains 1 Level of

    either the Hyper-Agility, Hyper-Strength, or Hyper-Toughness Powers. She gains 10 BP for Powers, which shemay only spend on Powers or Physical Talents. The Powersshe may choose from as a Prodigy include up to 1 Level ofHyper-Strength, or up to 3 Levels of Hyper-Agility, Hyper-Toughness, Hyper-Will, or Elemental Control [Qi].

    > Incendiary's Attributes

    All Characters' Attributes ordinary start at 3, except forIncendiary's Toughness, which starts off at 4, because she's aMutant. Level 5 is average for all Attributes, and herAttributes can't exceed 10 the only exception in this case is; again TGH, which has a ceiling of 12.

    Kate sees that, because this Campaign is at

    Awesomeness Level 5, she has (14 + 5 = ) 19 Levels to spendraising her Attributes. Kate decides that Incendiary is veryquick and accurate, because of her training as a governmentagent she raises Incendiary's AGI to 7. Kate decides that; Incendiary is kind of strong, but not an outright bodybuilder ;she raises Incendiary's STR to 6. She also thinks thatIncendiary is pretty tough, so she sets Incendiary's TGH at 6,which isn't that expensive, since it starts off at 4.

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    Incendiary is a smart chick, Kate thinks, but she's notquite brilliant, just studious. Kate spends 3 Levels to raiseIncendiary's INS to 6. Incendiary is likeable enough, but she'salso kind of brisk and business-like most of the time she's; definitely a career professional, so Kate only gives Incendiary2 more Levels of PER, so she's just average in charisma.Finally, Kate decides that Kate is very stubborn and strong-willed, and so gives her a total of 7 Levels in WIL.

    The final layout for Incendiary's Attributes look likethis:

    Physical Attributes Mental Attributes AGI: 7 INS: 6 STR: 6 (HTH 1d6) PER: 5 TGH: 6 WIL: 7

    > Incendiary's Powers

    Incendiary has 100 Build Points to spend on Powersfrom her Mutant Origin. Since her entire schtick is flame-based powers, Kate selects Elemental Control [Fire].

    Since she's Awesomeness Level 5, she can choose up to5 Levels of any Power. Elemental Control is an ExpensivePower, which means that it'll cost 5 Build Points per Level.Kate goes ahead and purchases 5 Levels of Elemental Control[Fire] this costs 25 Build Points, leaving 75 Build Points.; She gets 1 free Power Enhancement for Elemental Control[Fire]. She looks over the Power Enhancement list forElemental Control, but there aren't any AutomaticEnhancements, so Kate can choose any Enhancement shewants. Kate chooses Elemental Bolt [Fire].

    Kate looks over the list of Powers, and decides thatAbsorption might be appropriate, too. Maybe Incendiary canabsorb flames and become stronger as a result. Absorption isExtremely Expensive, costing 7 Build Points per Level Kate; purchases 5 Levels, costing a total of 35 Build Points, leaving

    40 Build Points left. She gets another free PowerEnhancement for Absorption, and checks the list of PowerEnhancements for Absorption. There aren't any AutomaticPower Enhancements for Absorption, either, so she choosesthe Absorb Energy Power Enhancement.

    None of the other Powers really seem to fit the intendedfire theme, so Kate decides that she'll spend the last 40Mutant Power Build Points on Power Modifiers. Incendiarygets 5 additional Power Enhancements to spend on anyPowers she wants, and since fire is her thing, she's going togo ahead and spend 4 of them on Elemental Control [Fire].She looks over the list and chooses Elemental Flight, Inferno,Sense Element [Fire], and Transform into Energy.

    Looking at the Power Modifiers, Kate thinks that itmight be nice if Incendiary could reach MACH speeds. Shesees that if she purchases the Mega-Speed Power Modifier at

    the Typical price, it'll cost the equivalent of 2 Levels for thatPower again, Elemental Control is Expensive, so it costs 10; BP, leaving 30 BP.

    Kate sees that she can buy more Power Enhancements;they cost the same as added Levels of that Power. She canafford 6 more Levels of Elemental Control, so she checks outthe Power Enhancements for Elemental Control [Fire]. Shechooses Blinding Burst, Elemental Barrier, Deadly Barrier,

    Sculpt Element, and Elemental Blast . That's about all thefire-related Power Enhancements Incendiary truly has an; impressive array of flame tricks!

    Now that Kate's finished with Incendiary's MutantPowers, Kate has 10 Build Points to spend on Incendiary'sProdigy Powers and Talents. She gets a free Level in aphysical Hyper-Attribute, so she selects a Level in Hyper-Agility. As always, she gets a free Enhancement in this newPower she looks over the list of Power Enhancements for; Hyper-Agility, and sees that Motion Blur is the AutomaticPower Enhancement for Hyper-Agility.

    Kate decides that, to keep Incendiary alive and fighting,it might be wise to purchase a Level of Hyper-Toughness.Since Hyper-Toughness is Extremely Expensive, it costs 7Build Points per Level, leaving 3 Build Points left. She looksover the list of Hyper-Toughness Power Enhancements, andsees that Unstoppable is the Automatic Power Enhancementfor that Power.

    She decides to spend these on Physical Talents she; decides to spend them on Marksman. After all, it makes sense

    that Incendiary would be a good shot, spending time on thepistol course in her agent training, as well as throwingfireballs at people all the time. Kate makes a note on theCharacter Sheet that she'll need to take 4 Levels of theRanged Combat Talent to qualify for Marksmanship.

    Incendiary still has one Power Enhancement to spend,so she looks over the list of Power Enhancements for Hyper-Agility and Hyper-Toughness, and decides that Resistance[Temperature Extremes] would be thematic.

    That's all the Build Points for Powers that Incendiarygets, from both of her Origins, and all of her PowerEnhancements. Her Powers look like this:

    Powers: Biological Power Source:

    Elemental Control [Fire]: Level 5 (Blinding

    Burst, Deadly Barrier, Elemental Barrier,Elemental Blast Elemental Bolt, ElementalFlight, Inferno, Sculpt Element, SenseElement [Fire], Transform Into Energy) ;Power Modifiers: Mega-Speed [Typical].

    Super-Training Power Source: Hyper-Agility: Level 1 (Motion Blur).

    Hyper-Toughness: Level 1 (Resistance[Temperature Extremes], Unstoppable).

    Now, it's time to spend BP on Talents!

    > Incendiary's Talents

    Kate looks at the Character Creation Procedure and

    sees that as an Awesomeness Level 5 Character, Incendiarygets 70 Build Points to spend on Talents. Right off, Kate seesher note that she needs to buy at least 4 Levels of the RangedCombat Basic Talent so she can qualify for theMarksmanship Advanced Talent. She goes ahead andpurchases 5 Levels, which costs 10 BP, leaving 60 BP.

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    Incendiary gets 3 Focuses for Marksmanship, so shechooses Combat Awareness, Fast Attack, and SignatureMove [Elemental Bolt]. Combat Awareness has aRequirement of 2+ Levels of Notice. Kate purchases 3 Levelsof Notice for Incendiary. This costs 6 BP, leaving 54 BP

    As a member of A.P.E.X. and a former member ofPatriot Force, it makes sense that she'd have the TeamTraining Focuses for these teams. Kate looks at the A.P.E.X.Focus for Team Training, and sees that the Requirement is 5Levels of the Authority Talent. Authority is an AdvancedTalent with a Requirement of Education 1+ Levels, so Katepurchases 3 Levels of Education, costing 6 BP, and leaving48 BP. Kate purchases 5 Levels of Authority, which costs 5BP, leaving 43 BP. Kate sees that the Patriot Force Focusonly requires Awesomeness Level 5, so there's nothing elseto buy. Since she meets all the Requirements now, Kate goesahead and spends 2 Levels of Team Training, costing 2 BPand leaving 41 BP.

    Kate figures that Incendiary needs some Close Combattraining, so she can punch and kick if she should ever lose herfire powers. She purchases 2 Levels, costing 4 BP, and 39 BP

    remains. Incendiary is a pretty tough young woman, so itmakes sense that she'd have fairly high Intimidation and Self-Control Talents Kate goes ahead and purchases 5 Levels; each of them. As Basic Talents, they cost 2 BP/Level, andboth cost 10 BP this leaves 19 BP.;

    Incendiary is a government agent, so it makes sensethat she would have some Levels in Investigation, and maybein Hacking, too. Investigation has Notice 1+ Levels as aRequirement she meets that Requirement, so nothing else; needs to be purchased. Hacking requires Tech 1+ Levels as aRequirement Kate doesn't see Incendiary as a really big; gearhead, so she only purchases 1 Level of Tech, costing 2BP and leaving 17 BP. Now that Incendiary meets theRequirements, Kate purchases 3 Levels of Investigation and 2of Hacking, costing a total of 5 BP, leaving 12 BP.

    Kate takes one last look over the Talent list and sees

    that Incendiary doesn't have any Levels in Endurance,Persuasion, or Sneak. Endurance is good for any hero,Persuasion will be necessary to question witnesses, andSneak is always good for infiltrating enemy bases. Kate givesIncendiary 2 Levels of each all 3 will cost 4 BP, and that's all; the Build Points for Talents that she's got.

    Incendiary's Talents look like this:

    Basic Talents: Athletics: 2, Close Combat: 2, Dodge: 2, Driving:

    ---, Education: 3, Endurance: 2, Intimidation: 5,Metahuman Lore: 2, More Money Than God: ---,Notice: 3, Persuasion: 2, Piloting: ---, RangedCombat: 5, Self-Control: 5, Sneak: 2, Trickery:---, Tech: 1.

    Advanced Talents: Authority: Level 5.

    Creepy Looks: Level 2. Investigation: Level 3. Hacking: Level 2. Marksmanship: Level 3 (Combat Awareness,

    Fast Attack, and Signature Move [ElementalBolt]).

    Team Training: 2 (A.P.E.X., Patriot Force).

    > Incendiary's Weaknesses

    Like all Characters, Incendiary must select 4 Levels ofWeaknesses Metahuman Weaknesses count double towards; this. She already has 5 Levels of the Reject Weakness, from

    her Mutant Origin.

    It's already been established that family is veryimportant to Incendiary. For her required 4 Levels ofWeakness, for which she gains no BP, Kate selects 4 Levelsof the Attachment Weakness, adding that she's Attached toher aging Aunt Beatrice.

    In fact, on reflection, Kate adds another 2 Levels ofAttachment, bringing the Level up to 6. Human Weaknesseslike Attachment give 2 BP per Level, so Kate gains another 4BP to spend on anything she wants. She decides to increaseher TGH by 1 Level (it costs 3 BP), and increase herInvestigation Advanced Talent Level by 1 (for 1 BP). As anAwesomeness Level 5 Character, she can select up to 18 BPworth of additional Weaknesses, but Kate decides that the 4BP she's chosen is enough.

    > Incendiary's Equipment

    Kate gets to select 5 pieces of Equipment forIncendiary. She decides immediately that she'll need aNanoweave Costume, so she doesn't burn off all her clothesand fly about naked (although that's a charming visual). Shedecides that Incendiary will also own a smart phone. As agovernment agent, she'll probably need a gun, so Kate spends2 Equipment slots on a Semi-Automatic Pistol she won't; need it all that often, with her fire powers, but it might comein handy sometime. Finally, she chooses sunglasses, tocomplete her cool look.

    > Calculate Assets and Game Master FinalCheck on Incendiary

    Kate calculates Incendiary's Assets, and writes themdown. She shows the Game Master her Character, ready tomake any necessary adjustments that he might want. As it sohappens, he says that Incendiary looks great, and he approvesIncendiary. So, Kate's Character looks like this:

    Incendiary's Final Write-UpIncendiary's Final Write-Up

    > Incendiary, Mutant Ally

    An African-American hero from Texas, Incendiary andher twin brother Permafrost are Mutants. Abandoned by theirmother and raised by an elderly aunt, Neva's brother joined

    the Chaos Crew and went in for a life of crime, while shefollowed her aunt's advice and chose a life of service. Sheserved with Patriot Force awhile, and became friends withUnstoppable Girl, but in the end made a hard choice and leftfor A.P.E.X., for a slightly more stable life that would helpher care for her old, ailing aunt. Incendiary is a professional,a career woman and career hero, a tough lady who handlesher great responsibilities with grace and style.

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    Secret Identity: Neva Louise Holt, government agent.Awesomeness Level: 5.Origins: Mutant 4, Prodigy 1.Motivations: Law, Justice.

    Physical Attributes Mental Attributes AGI: 6 INS: 7 STR: 5 (HTH 1d6) PER: 6 TGH: 6 WIL: 7

    Initiative INIT: 15

    Physical Resources Mental Resources LIF: 15 DET: 20 VIG: 39 REP: 5. HLT:

    RollBody

    PartHLT DPRO IPRO

    2 Foot 25 10 5

    3 to 4 Leg 40 15 8

    5 to 8 Torso 59 20 10

    9 Head 24 15 8

    10 to 11 Arm 34 15 8

    12 Hand 25 10 5

    Physical Defenses Mental Defenses CDEF: 15 MDEF: 12 RDEF: 15

    Basic Talents: Athletics: 2, Close Combat: 2, Dodge: 2, Driving:

    ---, Education: 3, Endurance: 2, Intimidation: 5,Metahuman Lore: 2, More Money Than God: ---,Notice: 3, Persuasion: 2, Piloting: ---, RangedCombat: 5, Self-Control: 5, Sneak: 2, Trickery:---, Tech: 1.

    Advanced Talents:

    Authority: Level 5. Creepy Looks: Level 2. Investigation: Level 3. Hacking: Level 2. Marksmanship: Level 3 (Combat Awareness,

    Fast Attack, and Signature Move [ElementalBolt]).

    Team Training: 2 (A.P.E.X., Patriot Force).

    Weaknesses: Human Weaknesses:

    Attachment [Aunt Beatrice Holt]: Level 6.

    Reject: Level 5.

    Powers: Biological Power Source:

    Elemental Control [Fire]: Level 5 (Blinding

    Burst, Deadly Barrier, Elemental Barrier,Elemental Blast Elemental Bolt, ElementalFlight, Inferno, Sculpt Element, SenseElement [Fire], Transform Into Energy) ;Power Modifiers: Mega-Speed [Typical].

    Super-Training Power Source: Hyper-Agility: Level 1 (Motion Blur).

    Hyper-Toughness: Level 1 (Resistance[Temperature Extremes], Unstoppable).

    Gear: Nanoweave Costume, Smart Phone, Semi-Automatic Pistol, Sunglasses.

    Details: Sex: Female. Preference: Bisexual. Height: 5' 6. Weight: 122 lbs. Eye Color: Brown. Hair Color: Brown. Hair Style: Shoulder-length and wavy. Skin Tone: Dark.

    Costume/Clothes: As Incendiary, red leatherpants with yellow flames, and red leather navel-baring shirt with yellow flames, goggles.

    Personality: Incendiary is dedicated to makingthe world a better place, partly out of shame andanger at how self-serving and rotten her brotherturned out to be. She's a dedicated career andfamily woman who rarely makes time for fun,and has sadly left friends behind on her path tosecurity and success.

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    Supporting CastSupporting Cast

    Kate does a very smart thing here,Kate does a very smart thing here,something that Game Masters love: shesomething that Game Masters love: sheadds some Supporting Cast to heradds some Supporting Cast to herhero's back story.hero's back story.

    Supporting Cast are NPCs thatSupporting Cast are NPCs thatthe hero can meet. Some of them maythe hero can meet. Some of them maybe friendly and helpful, like otherbe friendly and helpful, like otherheroes some are friendly but not that;heroes some are friendly but not that;helpful, like Incendiary's Aunthelpful, like Incendiary's AuntBeatrice and some are rivals and;Beatrice and some are rivals and;friendly enemies, like Incendiary'sfriendly enemies, like Incendiary'stwin brother Permafrost.twin brother Permafrost.

    Supporting Cast members make itSupporting Cast members make iteasier for the Game Master to writeeasier for the Game Master to writegood, exciting Adventures for yourgood, exciting Adventures for yourheroes to embark upon. So why aren'theroes to embark upon. So why aren'tSupporting Cast members mandatory?Supporting Cast members mandatory?Well, some Character concepts wouldWell, some Character concepts wouldbe light on Supporting Cast. Thebe light on Supporting Cast. Therecently-exiled Alien, the governmentrecently-exiled Alien, the governmentexperimental Ultra-Infantryman onexperimental Ultra-Infantryman onthe run from the government, manythe run from the government, manyheroes won't have Supporting Cast.heroes won't have Supporting Cast.But heroes that do find somethingBut heroes that do find somethingmore worth fighting for.more worth fighting for.

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    Goals: To take care of her elderly Aunt. Toreform her brother Permafrost, any way shesafely can. To make the world safe, particularlyfor law-abiding Mutants like herself.

    Obstacles: Incendiary must follow the rules andregulations that A.P.E.X. operates by. Also, hertwin brother is a street gangster that goes by thehandle Permafrost she's faced him several times,; and the two are evenly matched in power.

    Central Contradiction: Incendiary is a dedicatedprofessional, who's given everything up for hercareer and the old relative who's her only family.However, Neva always strives to find time for

    her friends and herself, and relishes her rarechances to relax and party. Even as a Mutanthero, Neva lives two entirely different lives.

    Story Use/Notes: Incendiary is a viable PlayerCharacter at Awesomeness Level 5. PCs that runinto trouble with the law may meet Incendiary,along with other A.P.E.X. agents.

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    Chapter Three:Chapter Three: MotivationsMotivationsEven among metahumans, not everyone has what it takes to be a hero. Motivations are what drives an individual with

    strange powers and abilities to risk their lives for others, to right wrongs and bring evildoers to justice, no matter what it takes.Motivations grant heroes the determination it takes to do what must be done, to overcome their limits and truly beextraordinary.

    Motivation StatisticsMotivation Statistics

    Additional Motivations are always possible check with; the Game Master if you have an idea for a new Motivation.

    AcceptanceAcceptanceDescription: Your powers, or maybe your looks, make

    people judge and fear you. You fight for understanding, soyou might have the same rights as others, although that daymay lay far in the future.

    Game Mechanics (Acceptance): Gain Determination Points: The hero gains 1d6

    Determination Points when they make a majoraccomplishment to gaining acceptance forthemselves and their own kind.

    Lose Determination Points: The hero loses 1d6Determination Points when they provethemselves untrustworthy or unworthy, showingthemselves unworthy of acceptance.

    FreedomFreedomDescription: You are a rebel, standing against

    needless rules and regulations, speaking your mind, and

    doing what seems right no matter the cost. Your merepresence makes tyrants angry and defensive, as they knowhow disruptive -- and inspiring your actions are.

    Game Mechanics (Freedom): Gain Determination Points: The Character gains

    1d6 Determination Points when the Charactermakes a major action in support of freedom andliberty, such as helping refugees escape adictatorial regime or confronting the owners of aThird World sweatshop.

    Lose Determination Points: The Character loses1d6 Determination Points when the Characterfails to stand up to heartless tyranny and soul-crushing bureaucracy. The Character loses 3d6DET if they ever actively support lasting tyranny,even temporarily or technically.

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    Unheroic MotivationsUnheroic Motivations

    In a typicalIn a typical Invulnerable RPGInvulnerable RPGCampaign, the heroes are very human,Campaign, the heroes are very human,

    but at the end of the day, they put onbut at the end of the day, they put ontheir capes and masks because theytheir capes and masks because theywant to do what's right. Somewant to do what's right. SomeMotivations are more suitable forMotivations are more suitable forvillains than for heroes these are;villains than for heroes these are;called Unheroic Motivations, and arecalled Unheroic Motivations, and arefound in Chapter Twelve: Gamefound in Chapter Twelve: GameMastering, in the Creating Non-PlayerMastering, in the Creating Non-PlayerCharacters Section.Characters Section.

    But if the Game Master wants to,But if the Game Master wants to,for example if they're running a super-for example if they're running a super-villains Campaign, they can certainlyvillains Campaign, they can certainlyallow Unheroic Motivations. Theallow Unheroic Motivations. TheUnheroic Motivations includeUnheroic Motivations include

    Annihilation, Conquest, Deception, andAnnihilation, Conquest, Deception, andGreed. The C.H.I.M.E.R.A. and TaskGreed. The C.H.I.M.E.R.A. and TaskForce Tantalus Focuses for the TeamForce Tantalus Focuses for the TeamTraining Talent allow heroes to takeTraining Talent allow heroes to takeUnheroic Motivations as well.Unheroic Motivations as well.

    Heroes often struggle with oneHeroes often struggle with oneanother over complex situations whereanother over complex situations wheretheir Motivations clash, so be awaretheir Motivations clash, so be awarethat mixing Unheroic Motivations intothat mixing Unheroic Motivations intoan otherwise heroic Campaign canan otherwise heroic Campaign cancause even more strife. This can makecause even more strife. This can makefor some fantastic roleplay, but if yourfor some fantastic roleplay, but if yourPlayers aren't up to the challenge, bePlayers aren't up to the challenge, beaware.aware.

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    Image courtesy The Photoholic. Freedigitalphotos.net.

    JusticeJusticeDescription: You believe that everyone deserves an

    equal chance, and that injustice must be opposed by the just,in equal kind. Law isn't the same as justice you don't; necessarily care about the rules, you care about doing what'sright.

    Game Mechanics (Justice): Gain Determination Points: The Character gains

    1d6 Determination Points when they prevent agrave injustice, or bring the guilty in for trial.

    Lose Determination Points: The Character loses1d6 Determination points when they choose notto oppose a severe injustice. If the Character evercommits a severe injustice themselves, they lose3d6 DET.

    LawLawDescription: You believe in rules, in law, in standards

    of behavior. The natural world has its own natural order, andhumanity, even metahumanity, only operates correctly whenall are held accountable. Many folks like you prefer to workfor A.P.E.X. or Patriot Force, as their direct governmentsponsorship means they work within the structure of the lawthey so cherish.

    Game Mechanics (Law): Gain Determination Points: The Character gains

    1d6 Determination Points when they uphold thelaw and prevent a major breach of law bysomeone else.

    Lose Determination Points: The Character loses1d6 Determination Points when they choose notto prevent a major illegal activity. For example,it's okay to ignore jaywalking if the Character isin pursuit of a murderer. If the Character everbreaks the law themselves for no good reason,they lose 2d6 DET.

    MightMightDescription: Might alone does not make right, but

    you've really dedicated yourself to plumbing the furthestborders of your power. Martial artists tend to refine theircombat skills as a path to self-perfection and inner peace, andsome Mutants have taken on a similar belief with theirevolution-granted capabilities.

    Game Mechanics (Might):

    Gain Determination Points: The Character gains1d6 Determination Points when they permanentlygrow more skilled or powerful, or when theydiscover a new and exciting way to use theirabilities.

    Lose Determination Points: The Character loses1d6 Determination Points when they ignore anopportunity to train, or when they fail to exploreexciting new avenues of power.

    PrestigePrestigeDescription: You have a powerful ambition for

    recognition and fame. What's wrong with that? America isthe Land of Opportunity, and you're fighting to protect that,right? And everyone loves your breakfast cereal, and your

    clothing brand, and your energy drinks. Everyone thatmatters.Game Mechanics (Prestige): Gain Determination Points: The Character gains

    1d6 Determination Points when the Characterpermanently improves their popularity andReputation. Just appearing in the papers isn'tenough, if you've already been in the newsrags;the hero must receive awards, the key to the city,appear on Letterman, or score a majormerchandising contract.

    Lose Determination Points: The Character loses1d6 Determination Points when they screw up inpublic. Even worse, if the public ridicules thehero, like if a video of them utterly biffing it goesviral online, the Character loses 2d6 DET.

    ProtectionProtectionDescription: Villains, natural disasters, and alien

    invasions all threaten innocent lives but you're here to do; something about that. Heroes like you have often lost a lovedone to an evil force or a dramatic accident in their youth, andchoose to focus on the positive as a result, protecting lives.

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