Invulnerablog

Grab Some Dice and Save The World!

Saturday, May 4, 2013

New Edition Going Forward!

So, minor setback. The Invulnerable RPG Kickstarter for Vigilante Edition didn’t fund. I’m sure I could have marketed it better, and suffering some health issues in the middle of the project didn’t help.

But the new edition is going forward! I just commissioned the cover and a new half-page illustration from Jason Juta, and I still have other illustrations rolling in. Meantime, I’m doing layout on the interior; Chapters 1 and 6 are done, and 13 is mostly done. I decided after Chapter 1 to do the hardest chapters first, to get them out of the way, so the remainder will go much smoother.

I’ve confirmed that Vigilante Edition will still be carried by Chronicle City once it’s complete. I’m not sure what the time frame will be, but there’s a chance we can make the original October/November goal. Keeping fingers crossed.

If anyone has any questions about the new edition, please e-mail me. I’d love to hear from you! And to everyone that pledged to the Kickstarter, thank you so much. Your interest and encouragement means so much to me.

Heroes never give up! Nothing can stop us from Grabbing Some Dice and Saving The World!

posted by Joshua Kubli at 8:06 AM  

Saturday, April 27, 2013

A day and a half to go on the Vigilante Edition Kickstarter!

Art for Vigilante Edition

Art for Vigilante Edition

Less than 36 hours to go on the Invulnerable RPG: Vigilante Edition Kickstarter, and we’re at almost $2200 of $4000 for the new edition. The new edition will have an awesome cover by Jason Juta, and interior art by Joel Biske, Gennifer Bone, Bradley K. McDevitt, Khairul Hisham, and more!

10% of sales of the final version will go to Doctors Without Borders.

Can you help us make that happen?

http://www.kickstarter.com/projects/528165883/invulnerable-comic-book-tabletop-rpg-vigilante-edi

posted by Joshua Kubli at 9:33 AM  

Sunday, April 7, 2013

Kickstarter Progress — and Incendiary!

example_incendiary_1


Incendiary’s character sheet, part 1

Incendiary's character sheet, part 2

Incendiary’s character sheet, part 2


The Invulnerable RPG: Vigilante Edition Kickstarter is almost 1/3 of the way funded!

We’re on track, and your contribution is greatly appreciated. Check out all of the updates at Kickstarter: http://www.kickstarter.com/projects/528165883/invulnerable-comic-book-tabletop-rpg-vigilante-edi

In the latest update, I show updated stats for the mutant hero Incendiary, laid out with the new page background by Joel Biske! Click above to see, or click here: http://www.kickstarter.com/projects/528165883/invulnerable-comic-book-tabletop-rpg-vigilante-edi/posts/447376


Vigilante Edition will be full of earth-shattering art, wrapped in an explosive cover, and filled with the best Cosmology RPG Engine supers rules yet, but we need your help to make that happen!

Go to Kickstarter now and lend us your support!

posted by Joshua Kubli at 9:13 PM  

Wednesday, April 3, 2013

IRC stands for Invulnerable RPG Chat!

Joshua Kubli is doing a Q&A on the RPG.Net IRC channel next Wednesday at 5 PM Pacific, about Invulnerable and the Vigilante Edition Kickstarter!

You can join us here: http://tinyurl.com/belh2wq!

posted by Joshua Kubli at 7:05 PM  

Saturday, March 30, 2013

The Invulnerable Super Hero RPG: Vigilante Edition Kickstarter is now Live!

The Invulnerable Super Hero RPG: Vigilante Edition Kickstarter is now Live!

Invulnerable Banner Final

http://www.kickstarter.com/projects/528165883/invulnerable-comic-book-tabletop-rpg-vigilante-edi

We hope to produce an awesome new edition of the Invulnerable Super Hero RPG, with a new cover, lots more art, better editing and layout, and lots of errata fixes!

Please check out the stretch goals, including a revamp of the Dauntless sourcebook, and a new Invulnerable sourcebook by Steven Schend, Michael Garcia, Christopher Helton, Rafael Chandler, and Eloy Lasanta!

With artwork by amazing talents like Jason Juta, Joel Biske, Jason Rainville, Bradley McDevitt, and Gennifer Bone, this book will be great choice for any fan of traditional tabletop comic book roleplaying games.

Please consider making a donation for the new edition, and net yourself some great supers gaming in the process.
If you have any questions, please contact Joshua Kubli at jkubli@imperfekt-industrees.com.
Thanks!

posted by Joshua Kubli at 6:39 AM  

Wednesday, March 27, 2013

Invulnerable: Vigilante Edition Kickstarter begins Friday!

The new Kickstarter fundraiser for the Vigilante Edition of the Invulnerable Comic Book RPG begins Friday, March 29th!

The project will update Invulnerable with all-new errata fixes, and include better editing and layout, a new cover by Jason Juta, page border art by Joel Biske, and lots and lots more awesome interior artwork from such artists as Bradley McDevitt, Gennifer Bone, Jason, Joel, Khairul Hisham, Stewart Thomas, Elijah Brubaker, and more!

Stretch goals will include a revamped version of Dauntless (with Nigh-Invulnerable folded in!), a print release of our dark modern fantasy game Dirge, and an all-new Invulnerable book, Grim Visage of Justice! The new book will include writing by industry greats like Steven Schend, Michael Garcia, Chris Helton, Eloy Lasanta, and Rafael Chandler!

In addition, 10% of the print and PDF sales of the new edition, when completed, will go to Doctors Without Borders, aka Médecins Sans Frontières. Even if you don’t contribute to the Kickstarter, we strongly urge you to contribute to these, yes, real-life heroes.

We can use your help.

Alone, we can do nothing, but together, we can

Grab Some Dice and

SAVE THE WORLD!

posted by Joshua Kubli at 9:06 PM  

Thursday, January 17, 2013

Interview with Joshua Kubli of Imperfekt Gammes on RPG.Net!

I was interviewed for RPG.Net not long ago! You can read the interview here, where I talk about my gaming history, writing, Invulnerable, and the future of gaming!

http://www.rpg.net/columns/interviews/interviews34.phtml

posted by Joshua Kubli at 9:34 PM  

Monday, December 24, 2012

Happy Holidays from Imperfekt Gammes!

Have a gift from us: Invulnerable RPG stats for Santa Claus, and two new Motivations for your heroes, Generosity and Peace!

Joy to the World, Peace on Earth, and Happy Holidays from Imperfekt Gammes!

> Santa Claus, Avatar Ally

Saint Nicholas, Kris Kringle, Sinterklaas … a hero to many, not for fighting crime, but for bringing peace and joy to the world. One of the first true Avatars to arise from the modern era, he brings toys, food, and gifts to the good people of the world, particularly the poor and children. Obviously, his feats have been exaggerated; he can’t visit every child on Earth-Omega in one single night, and it bothers him that he can’t help everyone, or live up to the myth that he embodies. Nevertheless, he’s a force for goodness in a sometimes cold and heartless world.

Awesomeness Level: 7.
Origins: Avatar 7.
Motivations: Generosity, Peace.

Physical Attributes

  • AGI: 5
  • STR: 6 (HTH 1d6+1d3)
  • TGH: 7

Mental Attributes

  • INS: 8
  • PER: 8
  • WIL: 8

Initiative

  • INIT: 13.

Physical Resources

  • LIF: 11
  • VIG: 32

Mental Resources

  • DET: 36
  • REP: 20.

Health:

  • Roll: 2; Body Part: Foot; HLT: 21; IPRO: —; DPRO: —.
  • Roll: 3 to 4; Body Part: Leg; HLT: 37; IPRO: —; DPRO: —.
  • Roll: 5 to 8; Body Part: Torso; HLT: 73; IPRO: —; DPRO: —.
  • Roll: 9; Body Part: Head; HLT: 26; IPRO: —; DPRO: —.
  • Roll: 10 to 11; Body Part: Arm; HLT: 31; IPRO: —; DPRO: —.
  • Roll: 12; Body Part: Hand; HLT: 21; IPRO: —; DPRO: —.

Physical Defenses

  • CDEF: 13
  • RDEF: 12

Mental Defenses

  • MDEF: 48

Basic Talents:

  • Athletics: —, Close Combat: 2, Dodge: 1, Driving: 3, Education: 3, Endurance: —, Intimidation: —, Metahuman Lore: 2, More Money Than God: 8, Notice: —, Persuasion: —, Piloting: 3, Ranged Combat: 1, Self-Control: 3, Sneak: 7, Trickery: 3, Tech: 3.

Advanced Talents:

  • Break & Enter: 7.
  • Courageous: 1.
  • Engineering: 2 (Carpentry, Toys).
  • Super-Headquarters [North Pole]: 2 (Rec Room, Workshops).
  • Stability: 3.

Weaknesses:

  • Human Weaknesses:
    • Addiction [Sweets], Level 1.
    • Attachment [Mrs. Claus], Level 4.
    • Bum Leg, Level 4.
    • Old, Level 4.
    • Outsider, Level 4.

Bum Leg and Old replace the Arrogance that Avatars usually suffer.

Powers:

  • Magical Power Source:
    • Grimoire, Level 7 (Cantrips, Rituals). Power Modifier: Implement [Device], Very Minor Detriment. Note: This is Santa’s legendary bag. He can pull almost anything conceivable from it, but the magical wonders he produces usually look like old-fashioned wooden toys, painted in bright colors.
    • Hyper-Personality, Level 4 (Bulletproof Smile, Commanding Oration, Counter-Argument, Devil’s Advocate, Godlike Charm, Legions of Followers).
    • Hyper-Toughness, Level 1 (Resistance [Aging, Deprivation, Disease, Toxins] Unstoppable).
    • Telepathy, Level 7 (Read/Send Thoughts).
    • Time Control, Level 7 (Bullet Time).

Gear:

  • Equipment: Fur-Lined Coat (as Rain Coat). Santa Claus can pull almost anything else he could need, or imagine, out of his magic bag.
  • Vehicle: Sled pulled by magical reindeer (Type: Air; Base Speed: 480 mph, Max Speed: MACH 0.8; Size: 15; Base VDEF: -7; Crew: 1 pilot, 10 passengers; Cargo Class: Heavy (-1 MVR); Ruggedness: Rugged (-1 MVR); Features: Disguised (it’s an aircraft that looks like a sleigh), More Cargo, More Passengers, No Airfoils, Open, Stylish, VTOL.

Details:

  • Sex: Male.
  • Preference: Heterosexual.
  • Height: 5′ 10.”
  • Weight: 310 lbs.
  • Eye Color: Blue.
  • Hair Color: White.
  • Hair Style: Medium length, with a long white beard.
  • Skin Tone: Pale.
  • Costume/Clothes: Fur-trimmed red velvet tunic and pants, floppy, pointed hat lined with fur.
  • Personality: Santa Claus is well-known for his unrelentingly positive and cheerful demeanor.
  • Goals: By bringing toys and games to impressionable kids, Santa Claus works to help them believe that the world is really a good place, and grow up to demonstrate the same generosity to others.
  • Obstacles: As an Avatar, a being that embodies goodness and generosity, Santa Claus can sense good and evil in people, but he doesn’t really understand evil. In this way, he’s just a bit gullible. This probably explains why Santa Claus gets kidnapped by super-villains every few years, and needs to be rescued.
  • Central Contradiction: Santa Claus is basically synonymous with Christmas, and his Central Contradiction is the same as the holiday. The annual festival of love and generosity is just as much a celebration of greed and conspicuous consumerism, the same things he’d like to see fade away.

Story Use/Notes: Santa Claus works best in humorous, whimsical holiday Adventures. The archetypal Santa Claus story sees him kidnapped by some hard-hearted but goofy villain; the heroes get Santa free, and everyone gets a lecture about the true meaning of Christmas and gets gifts and cookies.

New Motivation: Generosity.
Description: So many people lack the basics; food, potable water, a place to live. It’s easy for heroes to go punch bad guys, but it’s so much harder to really make the world a better place. That only makes it more important.
Game Mechanics (Generosity):

  • Gain Determination Points: The Character gains
    1d6 Determination Points when they pass up one something they need or want, to take care of others instead. Special Rule: This hero may sacrifice up to 5 Equipment Slots to gain an equal number of DET; the hero feels more confident and responsible by donating their wealth to care for others.
  • Lose Determination Points: The Character loses
    1d6 Determination Points when they ignore someone in dire need.

New Motivation: Peace.
Description: The world is full of mindless violence, but so often, it solves nothing. Clearly some people can’t be reasoned with, but that’s no reason not to try.
Game Mechanics (Peace):

  • Gain Determination Points: The Character gains
    1d6 Determination Points when they solve a problem with talking rather than fighting. It doesn’t always work, but the hero must make the effort.
  • Lose Determination Points: The Character loses
    1d6 Determination Points when they engage in needless physical violence. Any time they attack first, refuse surrender, or fail to negotiate, they suffer this loss.
posted by Joshua Kubli at 2:07 PM  

Friday, December 21, 2012

More Super-Options

The rules in the Invulnerable RPG work great out of the box for making supers by just spending a few points — or, if you’re using Dauntless and Nigh-Invulnerable, with just a few rolls. Players that want to fine-tune their heroes, though, have the option of taking Power Quirks and Power Modifiers. Here are a few new ones.

New Power Quirks:

Power Quirks are extremely minor Power Enhancements, that don’t cost a Power Enhancement slot. Power Quirks are mentioned on Invulnerable RPG, page 48. Elemental Control Power Quirks can be simulated with the Sculpt Element Enhancement, but Power Quirks are cheaper and easier to use.

Air Barrier: Requires Elemental Barrier. The hero can make their Elemental Barrier airtight, so they can survive in outer space and underwater for short periods. Activating the Air Barrier costs an additional 1 VIG per Round, but costs no additional AP.

Perfect Balance: Requires Hyper-Agility. As long as the hero remains motionless, they cannot fall off of any surface. As long as there’s room for them to stand, sit, or cling, they’re safe.

Run Across Water: Requires Hyper-Agility Level 3+, Super-Running Enhancement. The hero can run across water when using Super-Running.

Runes: Requires Grimoire. Most magical spells require a Sorcerer to make complicated gestures and chant incantations, but some Sorcerers can substitute magical inscriptions for one of these casting requirements. The Sorcerer must have a writing tool of some kind, and inscribe a special sigil in a magical language on a nearby object. Area-effect Powers are centered on the object, but if it’s small enough, the caster can carry it with them.

New Power Modifiers:

Emotional Trigger [].
Description: Your power can only be accessed under the grip of powerful feelings.
Modification: Minor or Very Minor Detriment.
Game Mechanics: Choose one emotion, like rage, fear, or hatred, and choose one Power. This Power can only be accessed when the hero suffers the appropriate Emotion Affliction. A self-conscious hero, or their allies, can manipulate the hero’s emotions to trigger the emotion with Social Talent rolls, at the Game Master’s discretion.
Emotional Trigger is often paired with Power Overdrive. In this case, the Enhancement is Very Minor, instead of Minor. The Power can be accessed normally, but the Overdrive must be triggered by an Emotion Affliction.

No Mightier.
Description: Although you can transform into metal, sand, or ice, you aren’t superhumanly strong in your alternate form.
Modification: Typical Detriment.
Game Mechanics (No Mightier): The hero doesn’t gain Hyper-Strength, Hyper-Toughness, or any related Power Enhancements, when they use the Transform Into Matter Enhancement.

posted by Joshua Kubli at 9:25 AM  

Thursday, December 13, 2012

New Villain — Dragonfly

The villainous arms dealers known as the Wellspring have an entire cadre of super-powered agents. Not content to recruit super-powered agents, they find C-list villains and amplify their powers with a captured cache of alien symbiotes. This not only makes their agents deadlier, but places them under the Wellspring’s total control.

We’ve met two of them — Sunflower and Fray — and now we meet a third, the master thief Dragonfly!

Dragonfly II, Prodigy/Symbiote Villain

The first Dragonfly was a master criminal, legendary nemesis of the hero Dark Wraith. When he was released from prison, Julius Drake opened the Super Hero and Super Villain Museum in Puerto San Tomas, making money off his old exploits. Neal grew up on stories of his old man’s exploits, and decided early on to follow in his footsteps. Years of training and trying and failing followed after. Although a excellent thief and criminal mastermind, Neal never achieved the infamy of his father, and time and time again, he was sent to prison when his plans failed. Bitter and disillusioned, Neal Drake was ready for anything that might help him score one last big heist before he retired in comfort … and then he heard about the Wellspring and their symbiotes.

Awesomeness Level: 5.
Origins: Prodigy 2, Symbiote 3.
Motivations: Prestige, Greed.

Physical Attributes:

  • AGI: 10
  • STR: 7 (HTH 2d6)
  • TGH: 7

Mental Attributes:

  • INS: 7
  • PER: 6
  • WIL: 6

Initiative:

  • INIT: 20

Physical Resources:

  • LIF: 25
  • VIG: 69

Mental Resources:

  • DET: 19
  • REP: 8.

Health:

  • Roll: 2; Foot; HLT: 54; IPRO: 10; DPRO: 3
  • Roll: 3 to 4; Leg; HLT: 95; IPRO: 15; DPRO: 5
  • Roll: 5 to 8; Torso; HLT: 127; IPRO: 20; DPRO: 8
  • Roll: 9; Head; HLT: 60; IPRO: 15; DPRO: 5
  • Roll: 10 to 11; Arm; HLT: 73; IPRO: 15; DPRO: 5
  • Roll: 12; Hand; HLT: 54; IPRO: 10; DPRO: 3

Physical Defenses:

  • CDEF: 25
  • RDEF: 25

Mental Defenses

  • MDEF: 11

Basic Talents:

  • Athletics: 8, Close Combat: 3, Dodge: 4, Driving: —, Education: —, Endurance: —, Intimidation: —, Metahuman Lore: —, More Money Than God: —, Notice: 6, Persuasion: —, Piloting: —, Ranged Combat: 3, Self-Control: —, Sneak: 8, Trickery: 4, Tech: 2.

Advanced Talents:

  • Break & Enter: 6.
  • Creepy Looks, Level 1.

Weaknesses:

  • Human Weaknesses:
    • Despairing: 5.
  • Metahuman Weaknesses:
    • Achilles Heel [Radiation], Level 4.

Powers:

  • Super-Training Power Source:
    • Extra Body Parts: Level 5 (Claws, Fangs, New Sense [Ultraviolet], Scales, Wings).
    • Hyper-Strength: Level 5 (Powerhouse).
    • Hyper-Toughness: Level 3 (Regeneration, Unstoppable).
  • Super-Training Power Source:
    • Hyper-Agility: Level 1 (Alacrity, Motion Blur).

Gear:

  • Equipment: Flashlight, Lock Picks, Rope, Sunglasses, Walky-Talky.

Details:

  • Sex: Male.
  • Preference: Heterosexual.
  • Height: 6′ 1.”
  • Weight: 168 lbs.
  • Eye Color: Blue.
  • Hair Color: Blonde, fading to gray.
  • Hair Style: Short and parted on the side.
  • Skin Tone: Pink, with some liver spots.
  • Costume/Clothes: Dragonfly wears a green costume with a dragonfly symbol on his chest; numerous belts hold pouches with lots of combat and thievery gadgets. As a symbiote, Dragonfly seems to have grown insect-like wings and claws, making him look almost a man-sized dragonfly.
  • Personality: A legacy villain, Dragonfly has been at this for years. As a younger man, he saw himself as a dashing romantic hero, the rogue with the heart of gold and balls of brass, but time has worn down his bravado. Dragonfly is indulgent of novices, often acting as a sort of kindly mentor, but gets impatient with egotistical newbies.
  • Goals: Dragonfly once dreamed of living up to his father’s legacy and attaining infamy as a villain. Even better would be to have the kind of almost-congenial rivalry Dragonfly I had with the hero, Dark Wraith! But it was not to be, mostly because of bad luck and changing times. Dragonfly II just wants to amass a modest fortune, now, and retire before he gets jailed again, or gets too old for the villain game at all.
  • Obstacles: Dragonfly is getting old, and really wishes he could retire from “The Game.” He just doesn’t have the money; he really wants to make one last score so he can retire. By gaining a symbiote from the Wellspring, he’s more powerful than ever. But, cynical as he is, Neal realizes that he’s been tricked into virtual slavery, and retirement might be far off, or it might mean an early grave.
  • Central Contradiction: Dragonfly should’ve had everything going for him as a super-villain, but life isn’t that kind. He’s really good at what he does, but it just hasn’t paid off. Despite his incredible skill and years of experience, Dragonfly lives like a beggar. Dragonfly can’t afford to give up, not yet, and some part of him still hopes, in some small part, to live up to the example of his father, in the end. That part whispers to him that using the symbiote is a cheat, and Dragonfly is sad and uncomfortable with this fact, given his pride in his immense skills.

Story Use/Notes: Dragonfly just wants to retire, and live a life of relative ease after his failed life of crime. He can act as a mentor to younger villains, or even heroes, with roguish talents. Finally, Dragonfly is the oldest and most experienced of the Wellspring’s agents, and not only supports their agents in the field, but acquires special items for them to sell. Finally, it’s entirely possible that the Super Hero and Super Villain Museum, that his father once ran (and he secretly still owns and monitors), could be useful for heroes looking to research a foe.

posted by Joshua Kubli at 11:07 PM  
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