Thursday, April 11, 2013

[Q&A] Joshua Kubli (Invulnerable)

[19:32] <+jkubli> My name is Joshua Kubli, and I'm the head enchilada of Imperfekt Gammes ((Link: We publish the Invulnerable RPG, a super hero roleplaying game.
[19:32] <+jkubli> It is currently available at, Indie Press Revolution, Paizo, and other sites, and I am running a Kickstarter for a new edition.
[19:33] <+jkubli> Invulnerable features versatile powers, fairly gritty combat (with optional rules for lighter four-color fare), a Motivation system that explores morality and moral conflict, and has a complete, built-in setting.
[19:34] <+jkubli> The Kickstarter for the Vigilante Edition will pay for a new cover, more interior art, better editing and layout, and we have some very cool stretch goals, including a book co-written by several awesome RPG authors.
[19:34] <+jkubli> That's about it! (done)
[19:35] <+Silverlion> How does it handle superpowers?
[19:35] <~Dan> Thanks, Joshua!
[19:35] <+jkubli> Super powers are handled as clusters of effects. When you buy a power, say, Elemental Control, you get one Power Enhancement.
[19:36] <+jkubli> You may then select additional Power Enhancements to divide among your Powers. Each hero generally knows a cluster of tricks for every power they possess.
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[19:36] <+DungeonofSketch> How would you describe system mechanics? Is it 'rules light' or more of a tactical simulation?
[19:37] <~Dan> (Howdy, Wondy!)
[19:37] <+jkubli> Almost every classic comic book power is pre-designed and written up. It's easy to add additional powers, because the Enhancements all use a simple set of unified mechanics.
[19:37] <+Silverlion> So anatomical seperation?
[19:38] <+jkubli> ?
[19:38] <+Silverlion> Its a power, from comics :D
[19:38] <+Silverlion> The ability to seperate a body part and send it off..
[19:38] <+Silverlion> I was just wondering how pre-written things..
[19:39] <+DungeonofSketch> Mechagodzilla style
[19:39] <~Dan> (I'll call for a question pause here, since Joshua's got a couple of relatively detailed questions at the moment.)
[19:39] <+jkubli> That one is not written up in the book, but could easily be designed as a variant of Duplication. I'd make that Enhancement available to Shapeshifting.
[19:41] <+jkubli> There's guidance on modelling new powers. Rather than re-writing the same powers over and over again in an effect-based system, you're given some clear guidance on how powers work, and when you run into something outre, you're able to handle it yourself.
[19:41] <+Silverlion> Cool.
[19:41] <+jkubli> Most GMs have no problem handling things like this with a little guidance.
[19:41] <+jkubli> As for the mechanics,
[19:43] <+jkubli> Actions are resolved on 3d6 + Attribute + Talent vs. a Difficulty Factor. Hyper-Attributes add extra dice to the roll.
[19:44] <+DungeonofSketch> Seems pretty stream-lined there - that's always good for both new players and experienced players who don't wanna get bogged down with too many rules.
[19:44] <+jkubli> Actions cost HP. Different kinds of damage deal different Injury and Debility damage, to different hit locations. If this is too crunchy, you're encouraged to treat all damage as Blunt, and all attacks as Torso hits (increasing Torso HP a bit). Nothing breaks.
[19:44] <+jkubli> Yep!
[19:44] <+jkubli> Sorry. Actions cost AP.
[19:44] <+jkubli> Not HP!
[19:45] <~Dan> I was about to say, damn, that's harsh! :)
[19:45] <+DungeonofSketch> Right on
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[19:46] <+DungeonofSketch> So, how does character advancement work?
[19:46] <+Silverlion> Sounds kinda crunchy..if it uses AP.
[19:46] <+jkubli> Characters have an Awesomeness Level (1-10), which gives them separate pools of BP to spend on Attributes, Talents, and Powers.
[19:46] <+AWOLJoe> I love that term, Awesomeness Level
[19:47] <+jkubli> Each hero selects an Origin, which (1) provides in-game flavor, and (2) pre-spends some of your Power BP from Awesomeness Level 1 for you.
[19:47] <+jkubli> Thanks! For example,
[19:47] <+DungeonofSketch> I see - so then the points are awarded in a manner similar to the old World of Darkness-type style?
[19:47] <+jkubli> Avatars (gods) are immortal and super-strong, Sorcerers can cast spells, etc.
[19:47] <+jkubli> Kind of? Except there's no prioritizing different categories of Attributes and Abilities.
[19:48] <+jkubli> I'd have to liken it to Icon Star Trek, most of all.
[19:48] <+DungeonofSketch> I see
[19:49] <+Silverlion> Interesting.
[19:49] <+DungeonofSketch> Now, I have a bit more of a strange question, if I may.
[19:49] <+jkubli> Example: Heroes get (AWE +14) BP for Attributes; Attributes cost 2 BP and start at 3; 5 is average.
[19:49] <+jkubli> Sure!
[19:49] <~Dan> Can you give us the attribute breakdown? (When you're ready.)
[19:50] <+DungeonofSketch> How hard is it (from a prep perspective) to design NPCs? Is the monster/npc set of stats as complex as a pc, or is it simpler?
[19:50] <+jkubli> Sorry, that's AWE + 14 Levels.
[19:50] <+jkubli> Depends on if you're making a villain/ally/neutral or a Mook. You're encouraged not to spend all the available points on Mooks. NPCs use the same stats.
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[19:51] <+Silverlion> Is there a setting?
[19:51] <~Dan> (Question pause.)
[19:51] <~Dan> (After Sil's question.)
[19:52] <+jkubli> The sourcebook Dauntless has rules that make character creation even simpler; instead of spending points on Attributes and Talents, you choose a Profession Package and a Tactical Role Package, and youre' done with that step.
[19:53] <+DungeonofSketch> That makes it nice for impromptu games
[19:53] <+jkubli> There is a built-in setting, called Earth-Omega. I've tried to include all of the best of all comics eras; the silliness and weirdness of the Silver Age, and the grimness and maturity of modern comics.
[19:54] <+jkubli> On Earth-Omega, most powers are caused by extra-dimensional forms of matter and energy, called Irrational Matter and Irrational Energy. They leak through and change people.
[19:54] <+jkubli> Magicians control Irrational Energy directly, while technical heroes make neat gadgets using Irrational Matter.
[19:54] <+jkubli> whew! (done)
[19:55] <+DungeonofSketch> That sounds like the players have a wide range of style/genre options then - that's really nice
[19:55] <~Dan> Did you see my question about the attributes, Joshua?
[19:56] <+jkubli> Sure. Earth-Omega has several city locations, each one with a different feel. New Amsterdam is great for street-level crimefighters, while Puerto San Tomas is more geared towards high-level heroes, and Entremont is a city steeped in mystical folklore.
[19:56] <+jkubli> I'd love to do a book about each city, eventually!
[19:56] <+jkubli> I missed it, sorry! Attributes:
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[19:57] <~Dan> (wb, Poet!)
[19:57] <+jkubli> Heroes have Strength, Agility, Toughness, Insight, Personality, and Will.
[19:57] <+jkubli> Most of them are fairly self-explanatory. Insight is a combination of intelligence, inspiration, and perceptiveness.
[19:58] * ~Dan nods
[19:59] <+DungeonofSketch> Do you have staff already picked out?
[19:59] <+jkubli> Corresponding to these are the Powers Hyper-Strength, Hyper-Agility, etc. Which not only boost your calculated Assets, but like other Powers, also give you Power Enhancements.
[19:59] <+DungeonofSketch> (oops)
[19:59] <+jkubli> That's okay! (done)
[20:01] <~Dan> What was your rationale for rating hyper-attributes as dice rather than flat bonuses?
[20:01] <+jkubli> I have a group of folks I've worked well with in the past, but I'm willing to consider others. Anyone interested in working with me should mail me at and we can discuss it there.
[20:02] <+DungeonofSketch> I shall - thank you
[20:04] <+jkubli> Several reasons. For one thing, this way a hero with a lower superhuman Attribute has a chance of defeating a villain with higher Attributes, if the villain rolls poorly. If, instead, the hero rolls 3d6+55 and the villain rolls 3d6+75, the hero will lose every time.
[20:05] <~Dan> Makes sense.
[20:05] <+Silverlion> Do you have any sample heroes/villains to share?
[20:05] <+DungeonofSketch> In other words, to remove statistical certainty
[20:05] <+jkubli> Also, it's fun to roll dice, and seeing another die or two in the table is a nice cue that -I have great power-!
[20:05] <+jkubli> Yes.
[20:05] * ~Dan chuckles
[20:06] <~Dan> On a related note, how well does the system scale? Would someone like Galactus "break" the scale?
[20:06] <+jkubli> I posted one sample character on Kickstarter, along with a sample of what the new layout might look like (it will almost certainly be a bit more refined than this): (Link:
[20:07] <+jkubli> There are a bunch more on the Imperfekt Gammes blog, the Invulnerablog: (Link:
[20:07] <+jkubli> (Yes, I call it the Invulnerablog, and I am not even ashamed.)
[20:08] <+jkubli> (done)
[20:08] <~Dan> (Did you see the Galactus question?)
[20:08] <+DungeonofSketch> Wow - that's really nice layout! (had to say it) The character info seems it can be as deep as a player wants, yet the rules to seem simple enough to understand at a glance.
[20:08] <+DungeonofSketch> (oops - sorry Dan)
[20:09] <+jkubli> Re: Scaling:
[20:09] <~Dan> (No problem, DoS!)
[20:10] <+jkubli> The system scales nicely up to the point of a really powerful, cosmic-level hero, like Surfer, or an army-smasher like Hulk. A being like Galactus, if you look at how they are treated in the comics,
[20:11] <+jkubli> They are more of a plot device than a real person. I'd treat Galactus as a Cosmic Entity, a special kind of character that has no stats.
[20:11] <+DungeonofSketch> So, is your system based on individual hit location?
[20:11] <+jkubli> Cosmic Entities aren't there to be beaten up. Heroes have to switch gears and trick them, give them an impassioned speech, find their secret weakness.
[20:12] <+jkubli> The default setting for the combat rules uses hit locations, yes.
[20:12] <~Dan> Hmm. Is there any way to work around that? I get what you're saying, but I can think of plenty of examples in which heroes have had to slug it out with Cosmic Entities.
[20:12] <+DungeonofSketch> I like that - especially if you're dealing with an enemy with a 'weak spot'
[20:12] <~Dan> (Heck, they even took on the Beyonder back in the day.)
[20:13] <+jkubli> Yes. As I said, you can ignore hit locations, give all heroes a simple pool of hits equal to, say, 110% or 120% of their Torso Health, and you're set. Nothing breaks.
[20:14] <+DungeonofSketch> For the four color-type combat? Nice
[20:15] <+jkubli> What I remember is the heroes attacking the Beyonder, failing to do any damage, and then all hell breaks loose, as Beyonder does what he wants. But if you wanted to make an Awesomeness 1000 villain, you could do so.
[20:15] * ~Dan nods
[20:16] <+jkubli> I have tinkered with rules for Awesomeness Levels higher than 10, but every time I do, I really feel that it would be just as much fun to set some simple rules for "how can the Entity
[20:16] <+jkubli> plague our heroes, and what are the victory conditions for the encounter (other than combat)." Heroes get to punch things a lot already. :)
[20:16] * ~Dan chuckles
[20:17] <+DungeonofSketch> Do you already have a cosmology set up? Any notable teams, etc?
[20:17] <+jkubli> Do I ever!
[20:17] <~Dan> Oh, I meant to ask this earlier, but how broad are the skills?
[20:18] <+DungeonofSketch> Oh snap!
[20:18] <+jkubli> There a bunch of built-in teams. Your hero may have already met and worked with them by taking the Team Training Talent.
[20:18] <+jkubli> There are two tiers of Talents: Basic and Advanced. Basic Talents are broad but slightly pricier, Advanced Talents are cheaper, but narrower, and have prereqs.
[20:19] <+jkubli> Some Advanced Talents also give you a little extra bonus, called a Focus. Each time you take a Level of Team Training, you get a Focus, which is a Team you've Trained with.
[20:20] <+jkubli> Each Team gives different benefits. Like, Patriot Force is the all-American, heavily-publicized government team; they gain Reputation easily.
[20:20] <~Dan> Can you give an example of a Basic talent and a related Advanced Talent?
[20:21] <+jkubli> Sure. Basic Talent: Ranged Combat. Advanced Talent: Marksmanship. Marksmanship Focuses give you special trick shots, or bonuses with a specific weapon.
[20:21] <+DungeonofSketch> Makes sense
[20:22] * ~Dan nods
[20:22] <+jkubli> Basic Talents include things like Ranged Combat, Close Combat, Notice, Sneak, and Athletics.
[20:22] <~Dan> On a related note, how well can non-powered heroes keep up with actual superheroes?
[20:24] <+jkubli> One Origin, Prodigy, are heroes that gained strength, speed, toughness, and the like through nothing but training and dedication. Super-Scientists also get by with just their scientific training and a plethora of gadgets they whipped up in the lab.
[20:25] <+DungeonofSketch> How does magic interact with more traditional powers in your game (i.e., like Superman's weakness vs. magic)?
[20:25] <+jkubli> So, pretty well. Obviously, some Power Enhancements aren't available to Prodigies, but they are plenty competent.
[20:25] <~Dan> Are gadgets basically powers with a "you can lose them" disadvantage?
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[20:26] <+jkubli> First: The four Power Sources are Biology, Magic, Technology, and Super-Training. An Origin "tags" Powers as belonging to 1-2 Power Sources.
[20:27] <+jkubli> Origins also "tag" Powers as Innate, Devices, or Suits. So a Battle-Suited hero has Technological Suit Powers.
[20:27] <+jkubli> Mythological beings like Avatars and Cursed have the Magic Power Source, as do Bearers and Sorcerers.
[20:27] <+jkubli> (done)
[20:28] <+jkubli> Unless you want more specifics about gadgets and spells?
[20:28] <~Dan> That would be interesting to hear, yes.
[20:29] <+jkubli> There are two Wild Card Powers, Powers that give you a pool of points to select other Powers from on the fly. Gadget-Mongers and Super-Scientists have access to one of these, Inventions, while Sorcerers have access to another, Grimoire.
[20:30] <+jkubli> Wild Card heroes are a great addition to your team, because they are the ultimate back-up. If the enemy can only be harmed by fire, boom, fire spell.
[20:30] <~Dan> (brb)
[20:30] <+DungeonofSketch> Kinda like Green Lantern?
[20:31] <+DungeonofSketch> I really like the versatility I see in this
[20:31] <+jkubli> You could definitely write up Green Lantern's power as a Wild Card Power, for sure.
[20:31] <+DungeonofSketch> So, how much playtesting have you had in this so far?
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[20:32] <+jkubli> Several campaigns, loads of writing up characters. It's been out for two years, so it's benefited from other peoples' feedback, as well, for which I'm grateful.
[20:33] <+DungeonofSketch> That's good - lots of time to hone your system.
[20:33] <+DungeonofSketch> Have you written any other rpg stuff? Just outta curiosity
[20:34] <+jkubli> I've written one other complete game using the basic system as Invulnerable, a dark modern fantasy/horror game called Dirge. I tinkered with a fantasy version as well. And I have two other games in development, each with their own systems.
[20:35] <+jkubli> The first is a hard scifi game called Broken Symmetry. The second is a cyberpunk/wuxia mashup called Kill The Buddha. I usually post things I'm working on at Scribd for feedback: (Link:
[20:35] <+DungeonofSketch> It really seems, from what I've seen so far, it'd be pretty easy to use this is as an all-encompassing system.
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[20:36] <~Dan> (back)
[20:36] <+jkubli> In many ways, super heroes are the hardest genre to write for. Any game that can handle supers should be capable of handling anything!
[20:36] <+Silverlion> Most superhero games can double as a multi-setting game.
[20:36] <+jkubli> WB Dan!
[20:37] <~Dan> How gonzo is the setting? Is it full-bore weird like the DC and Marvel universes?
[20:37] <~Dan> (Thanks!)
[20:38] <+jkubli> The setting is kinda serious, but has some goofy spots. On the one hand, the setting's #1 caped super-strong guy is in prison, after villains killed his family and he went on a rampage. On the other,
[20:38] <~Dan> Mole-men, dinosaurs, aliens, vampires, the whole nine yards?
[20:39] <+jkubli> A recurring villain is an alien super-scientist ape with a predilection for cooking shows and pop culture.
[20:39] <+jkubli> It's gonzo taken seriously. Everything exists. Everything you mentioned.
[20:41] <+DungeonofSketch> That's a very interesting idea - respecting gonzo - I think weird is always good,
[20:41] <~Dan> Is the weirdness common knowledge?
[20:41] <+jkubli> People have to deal with the reality of a world where villains can create an army of pirrhana-men and attack the UN building, and that makes them scared.
[20:41] <+jkubli> The weirdness is common knowledge, and people are scared. The government ruthlessly markets their super-teams, but they know there's no way to keep a lid on the madness.
[20:42] <~Dan> Have superheroes been around throughout history in the setting?
[20:42] <+jkubli> Some things are kept secret, like dimensional gates, and the UN's secret treaty with the local alien confederation.
[20:43] <+jkubli> Heroes have been around going back to prehistoric times, yep. Some times they're more common than others.
[20:43] <+Silverlion> Indeed.
[20:43] <+jkubli> Sorcerers try to keep the dimensional gates closed, and until recently the Avatars had a treaty that kept them from meddling in human affairs, for example. All that went out the window in WW2,
[20:44] <~Dan> Do their peak periods correspond to mythic eras, the pulp era, and so forth?
[20:44] <+jkubli> when an Egyptian summoned Sutekh to fight the Nazis.
[20:44] <+jkubli> Roughly, yes. Also times like the French Revolution, the Atlantean rebellions, etc.
[20:45] <~Dan> The Scarlet Pimpernel was a superhero? :)
[20:45] <+jkubli> Le Masque Vengeur was the greatest hero of the Revolution, sir!
[20:45] <~Dan> Nice. :)
[20:46] <+jkubli> (yes, like the Scarlet Pimpernel)
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[20:46] <+DungeonofSketch> Who is the biggest Bad Guy / Evil Organization in your setting?
[20:46] <~Dan> How does weapon damage work, and how useful are firearms?
[20:48] <+jkubli> The Terror Legion, without a doubt. Others are bigger in one field (super-science, magic), or one remote place (space), or with one narrow cause (mutant revolt), but the Terror Legion are the ones people think of when they think, 'supervillain.'
[20:48] <+DungeonofSketch> Excellent
[20:49] <+jkubli> If you mean like melee weapons, they add to normal hand-to-hand damage. Superstrong heroes have Power Enhancements such that they don't really need knives or swords per se. As for firearms,
[20:50] <+jkubli> They're useful up to about AWE 5. At about that point, Power damage starts to outstrip gun damage. Heroes can still use guns, though; guns don't get tired!
[20:51] <~Dan> Does degree of success affect damage?
[20:51] <+jkubli> Street-Level heroes go to about AWE 5, while truly global heroes start at 5 and go up. So there's a sweet spot at about 5 where everyone is equally effective.
[20:52] <+jkubli> If you are using the hit location tables, the better you roll, the more likely you can place a hit on the Head or Torso, which can end the fight quickly.
[20:52] <+jkubli> Also, Mooks surrender when you score a Triumph against them, or they suffer most Conditions.
[20:53] <~Dan> A Triumph?
[20:53] <+jkubli> Critical Success.
[20:53] <~Dan> How is that determined?
[20:53] <+jkubli> I keep to standard RPG terminology for the most part, but I call Critical Successes Triumphs, and Critical Failures are called Mishaps.
[20:54] <+DungeonofSketch> Well, I'm going to skedaddle now - I have learned a great deal from this, and I wish you every success in your project, Mr. Kubil.  See you around, everyone.
[20:54] <~Dan> Don't be a stranger, DungeonofSketch!
[20:54] <+DungeonofSketch> I'll be back - thanks all - got drawing to do!
[20:54] <+DungeonofSketch> :)
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[20:54] <+jkubli> Succeeding by 10 or more on a roll scores a Triumph. Failing by 10 or more scores a Mishap.
[20:54] <~Dan> Ah, I see.
[20:55] <+jkubli> 10 is a nice easy number to remember.
[20:55] <+jkubli> Thank you, DungeonofSketch! Have a great day!
[20:56] <~Dan> (He's already gone. :) )
[20:57] <~Dan> How specific are basic powers?
[20:58] <+jkubli> Most Powers are pretty general. You choose a specialty for Elemental Control, like Elemental Control [Magnetism]. Most others, as families of effects, are pretty broad:
[20:58] <+jkubli> Extra Body Parts, Absorption, Luck Control, Teleportation.
[20:59] <~Dan> So in Invulnerable terms, how many basic Powers does someone like the Human Torch have?
[21:00] <+jkubli> He probably just has Elemental Control [Fire], and Absorption. He'd spend most of his Build Points for Powers on maxing out Elemental Control, and purchasing more Power Enhancements.
[21:02] <~Dan> Absorbtion gives him the flame form?
[21:02] <+jkubli> Absorption would be for if he wants to absorb a fireball that someone else throws at him. A forgiving GM might even let him take the Absorption Enhancements as part of Elemental Control.
[21:03] <~Dan> So the elemental form is part of Elemental Control?
[21:03] <+jkubli> And he can spend time and XP to add more tricks in game, and he starts off actually good at them.
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[21:03] <+jkubli> Yep. Body Of Energy is an Enhancement for Elemental Control.
[21:03] <~Dan> Very nice.
[21:04] <~Dan> This may sound odd in terms of a superhero game, but how cinematic is the system?
[21:04] <+jkubli> Easy to tinker with, but quick to get going, too.
[21:05] <~Dan> By that I mean, for example, can Spider-man take out a whole room full of goons in no time flat?
[21:05] <+jkubli> If the GM wrote up the goons as Mooks, or use the Generic Thugs in the book, then yeah, he definitely can, as well he should.
[21:06] <+jkubli> If the GM decides they are not Mooks, it will take more time to take them down, and he might get hurt in the process, but he should still be able to with no problems.
[21:07] <~Dan> Can a fast/agile hero make multiple actions per round?
[21:08] <+jkubli> Cinematic means lots of things. Giving non-powered heroes access to low levels of Hyper-Abilities and Power Enhancements means that they can do lots of crazy things that normal people couldn't.
[21:08] * ~Dan nods
[21:09] <+jkubli> A Hyper-Intelligent hero could dodge bullets better by calculating their trajectory. A Hyper-Personable hero could talk an enemy into surrendering with a well-constructed argument.
[21:10] <+jkubli> And a Hyper-Agile hero, even one with low Levels in the power, can be tough to draw a bead on, rarely miss, and gain extra Martial Arts and Marksman Focuses with the right Power Enhancement.
[21:11] <~Dan> But could a Hyper-Agile hero pull off an elaborate stunt and attack in one round?
[21:11] <+jkubli> There's a Power Enhancement for Hyper-Agility that gives you extra AP. And heroes have enough AP to attack twice in a round already.
[21:12] <~Dan> Ah, I see.
[21:12] <+jkubli> So, yep!
[21:12] <~Dan> Speaking of which, how do you handle super-speed? I'm told that's extremely difficult to model.
[21:14] <+jkubli> Super-speed is an Enhancement of Hyper-Agility. Related Enhancements let you punch at autofire speeds, create a tornado by running in a circle, or run across sheer surfaces.
[21:15] <+jkubli> It works pretty logically and simply in Invulnerable.
[21:15] * ~Dan nods
[21:15] <+jkubli> I didn't want to just dump a bunch more AP on super-fast heroes, because then they monopolize the spotlight.
[21:16] <~Dan> And you mentioned in our prevoius conversation that you could make a super-skilled marksman by taking Hyper-Agility with a limitation?
[21:17] <+jkubli> Yes. There is a system for further tweaking Powers, called Power Modifiers. If you want a hero with incredible aim but is otherwise no more graceful than anyone, that's one very easy way to do it.
[21:18] <+jkubli> Power Modifiers are completely optional. Most Powers, you don't need them at all. They're for those weird situations like,
[21:19] <+jkubli> "My laser vision is green, and only does full damage underwater", or "I can only see the past when I touch a living being", stuff like that.
[21:19] <+jkubli> They cost (or refund) some multiple of the cost of a power. So the math isn't crazy for Power Modifiers.
[21:19] <+jkubli> (done)
[21:20] <+jkubli> Unless you want to hear more about Power Modifiers. :)
[21:20] <~Dan> Cool. I like that you can create some of the weirdo powers in Wildcards, for example.
[21:21] <+jkubli> My examples of weird powers to model in the book are,
[21:21] <+jkubli> Speak To Plants, Control Sewage, and Summon Yak Butter Golem.
[21:22] <~Dan> So we have about 10 minutes left in regular Q&A time. Is there anything you'd like to cover we haven't mentioned?
[21:22] <+jkubli> How about Motivations and Determination?
[21:22] <~Dan> Sure!
[21:23] <+jkubli> Heroes all have 2 Motivations, that help determine what makes them a hero and motivates them to fight crime. GMs are encouraged to throw situations at the heroes where a hero has to
[21:23] <~Dan> (And as I mentioned, you can take all the time you want.)
[21:24] <+jkubli> decide what to do in a situation. If you act against your Motivations, you lose Determination, but if you act in accordance with them, you gain Determination.
[21:24] <+jkubli> Determination (DET) can be spent to boost actions, ignore social attacks, and is very important for some Magic-based heroes, like Sorcerers, Avatars, and Chosen.
[21:25] <~Dan> Cool. So these are "Fate Point" analogs?
[21:25] <+jkubli> Just as common, two heroes might find that their take on a situation is at odds. One hero might decide that a villain needs to be brought to the authorities (Law), while another wants to deliver final justice themselves (Revenge).
[21:27] <+jkubli> Probably closest to how Willpower works in oWoD, coupled with the Archetypes there.
[21:27] <~Dan> Ah, I see.
[21:28] <+jkubli> But really focused on the needs of a super hero campaign.
[21:28] <+jkubli> Villains have different Motivations, like Annihilation, Conquest, and Deception.
[21:28] * ~Dan nods
[21:29] <+jkubli> Under some circumstances, darker heroes might take Villainous Motivations. The superspies of CHIMERA have Deception, while the "reformed" villains of Task Force Tantalus may have any one Villainous Motivation.
[21:29] <~Dan> Task Force Tantalus = the Thunderbolts?
[21:29] <+jkubli> Or Suicide Squad, yep.
[21:29] <~Dan> Cool.
[21:30] <+jkubli> Bearers have an additional Motivation, that belongs to their enchanted item; it and its wielder don't always see eye to eye...
[21:30] * ~Dan chuckles
[21:31] <~Dan> Oh, I almost forgot! Do you have any links you'd like to lay on us?
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[21:31] <+jkubli> And some heroes, like Booster Gold, might be more interested in Prestige than is healthy (it's Heroic, but not very) or a martial artist might care as much about gaining Might as about doing what's right.
[21:32] <+Silverlion> Right makes Might! :D
[21:32] <+jkubli> Sure! First, the Kickstarter: (Link:
[21:33] <+jkubli> And once again, the Imperfekt Gammes site: (Link:
[21:34] <+jkubli> On twitter, @imperfektgammes. Also, I'm on Google+ a lot, feel free to drop by and chat there.
[21:35] <~Dan> I should probably call it a night shortly, but before I head out, do you have any final thoughts about what makes Invulnerable stand out from the superhero RPG pack?
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[21:38] <+jkubli> Invulnerable is a great game if you want the flexibility of a point-based supers game, with a little less crunch. There's something here for everybody.
[21:38] <~Dan> Excellent. :)
[21:39] <+jkubli> I think it is time for me to wrap this up also. Thanks for inviting me, Dan!
[21:39] <~Dan> Thanks so much for coming by, Joshua! Please stop by any time!
[21:39] <+jkubli> You got it. :) 'Bye!

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