
Convention Adventure
Superhero Season

This short adventure for Invincible – Superhero Roleplaying throws heroes into a deadly predicament as a massive bounty is placed on their heads – one lucrative enough to send every supervillain in the city scrambling to collect.
The adventure is intended for convention play and can be completed in a single sitting. Playing it requires access to the large city map and standees found in the Invincible – Superhero Roleplaying Starter Set.
If you are not the GM, stop reading here!
Prologue
On the one-year anniversary of the Omni-Man incident, the city prepares a memorial event to honor those who were lost. Machine Head, the notorious criminal kingpin, sees the gathering as the perfect chance to strike at the unusually large number of superheroes who will be present. He quietly spreads word through the criminal underworld in the weeks leading up to the event – on the day of the memorial, he will pay a substantial bounty for every superhero successfully taken out, sharing the location of a “drop point” outside the city where defeated heroes are to be taken to be teleported to a secure location by Machine Head’s teleporting second-in-command Isotope.
The offer draws out every kind of low-life, assassin, and supervillain eager to cash in on the opportunity. To ensure the heroes can’t simply leave to avoid being hunted, Machine Head has planted high-yield explosives in at least a dozen of the most crowded parts of the city – threatening countless innocent lives and forcing the heroes to stay to protect them.
Tips for Convention Play
Superhero Season is designed to be possible to play at a convention, typically with a strict time limit of two hours. Here are a few things for the GM to keep in mind:
Keep Up the Pace: If you forget or can’t quickly find a rule or detail, make a quick judgment call and get on with the game – it’s okay to share this is what you’re doing with the players.
Keep Track of Time: Set a timer that the players can see and regularly remind them of how much time remains in the session. If they are confused about what to do to move things forward, cut to the next action scene.
Replace Dead Heroes: There is a real possibility that a hero might sustain critical injuries – or even die – during the course of the adventure. If that happens, make sure the player gets a new hero to play from one of the unused pregens.
Reward Creativity: If the players come up with a clever solution to overcome a challenge or threat that makes comic book sense, let it succeed. If you’re ever in doubt whether doing so will make things too easy, call for an attribute roll.
Enjoy the Game: The entire point of the session is for everyone to have fun – don’t take it too seriously. Be on the players’ side and do your best to make sure that everyone gets a voice and shares the spotlight at the table.
Adventure Overview
To give you the big picture before you run this adventure, the overall structure flows as follows:
- Prelude: The Memorial
- Briefing: He Wasn’t Bluffing
- Act I: Get Rich Quick
- Act II: Shooting Gallery
Prelude: The heroes attend the memorial for those who died in the wake of Omni-Man and Invincible’s battle and hear words shared by the victims’ families, wrapping up with a tribute video that gets interrupted by Machine Head’s deadly proposal.
Briefing: Global Defense Agency director Cecil Stedman contacts the heroes to confirm that Machine Head’s threats are real – GDA teams have found bombs in at least a dozen locations that need to be dealt with, and the GDA will never be able to evacuate the areas before it’s too late. He asks the heroes to help with some of the bomb sites.
Act I – Get Rich Quick: Once the heroes arrive at the first bomb site, they are ambushed by a handful of villains who have banded together for strength in numbers – Magmaniac, Tether Tyrant, Iguana, Magnattack, and Killcannon. They must survive long enough to neutralize the bomb or evacuate the area.
Events: A list of events (below) is included to provide additional threats for the heroes if they manage to navigate the opening action scene quickly and have ample time before the session will end. You can choose any event from the list that fits best or that you would like to include. These events are optional – the adventure can progress directly from Act I to the final confrontation in Act II if time is running short.
Act II – Shooting Gallery: The heroes are called to handle the last remaining bomb site at the Horizons Office Complex – but the Maulers have laid a deadly trap for them. Can the heroes survive long enough to escape the Maulers’ clutches? Or will they make the Maulers tens of millions of dollars richer?
Key Non-Player Characters
During this adventure, the heroes could encounter several NPCs, described in detail later in this booklet and briefly introduced below.
Cecil Stedman: The longtime Director of the Global Defense Agency that coordinates the crisis response and provides support for the hunted superheroes.
Donald Ferguson: Donald Ferguson is Cecil Stedman’s right-hand agent at the Global Defense Agency and serves as the GDA liaison to the new Guardians of the Globe, where he helped onboard and provide guidance for team members.
The Mauler Twins: A blue-skinned genetically-enhanced series of clones whose physical might is easily matched by their brilliance – and depravity.
Machine Head: Head of the largest organized criminal cartel in the country with a bio-synthetic neural computing head that enhances his intelligence.
Isotope: Machine Head’s pragmatic second-in-command with the extremely useful ability to teleport himself and others.
Killcannon: Killcannon is a small-time villain – and self-styled nemesis to Atom Eve – equipped with a powersuit that features a laser cannon arm.
Magnattack: A dangerous assassin that can create and control magnetic fields around his body, using them to arrange metal to form armor and weapons.
Magmaniac: An experienced thief with the ability to transform his body into living molten magma, allowing him to burn through almost anything.
Tether Tyrant: A professional criminal with strange and deadly “bubblegum” like appendages that sprout from his torso.
Iguana: An elite enforcer for the nefarious Lizard League with enhanced physical capabilities and deadly combat training.
The Superheroes
This adventure is intended for five heroes, but seven pre-generated heroes and their character sheets are available to choose from. Let the players choose which superhero they want to play. If any of the PCs should be seriously injured or even die during the course of the adventure, the controlling player can take over any leftover superheroes as a replacement.
- Robot: Hyper-smart intelligence housed in a high-tech robotic body. Role: Leader
- Monster Girl: Snarky woman in the body of a teenager due to a curse that also allows her to transform into a monstrous troll-like creature. Role: Brawn
- Rex Splode: Brash super-powered crime fighter with the ability to charge items with combustible particles. Role: Wildcard
- Atom Eve: Idealistic genetically bioengineered hero with the power to manipulate matter. Role: Controller
- Bulletproof: Newly-operating hero able to absorb kinetic energy, granting him superhuman strength, speed, stamina, and the ability to fly. Role: Defender
- Knockout: Exuberant fighter empowered by a pair of magical boxing gloves she inherited. Role: Striker
- Kid Thor: Heroic legacy hero with an enchanted hammer that grants him enhanced might and durability. Role: Striker
Prelude
When your players have chosen their heroes, looked over their character sheets, and asked any questions they have, read or paraphrase the text below.
On the one-year anniversary of the catastrophic battle between Omni-Man – formerly the world’s greatest hero – and his son Invincible, a conflict that carved scars across multiple regions of the globe, the city is holding a memorial at Municipal Park to honor those who were lost.
You are among the heroes in attendance, prompted by conscience – or the GDA’s public relations team if that fails. The park around you is jam-packed with people who have come to pay their respects. A somber atmosphere hangs in the air as attendees chatter aimlessly, wait in line at scattered food trucks, or stand in quiet reflection while awaiting the event’s first speaker to take the stage, which has a large jumbotron video screen.
Social Scenes
Before the memorial begins, the heroes have an opportunity to roleplay interactions to familiarize themselves with their heroes.
Suggested social scenes for each hero are available as a handout (page 23). Give the handout to the players and let them pick a scene they would like to roleplay and then let each player place their standee in a zone of their choice in the park. Each hero has two suggested scenes – one that involves another hero and one that interacts with an NPC. It’s always up to the players to decide their social scenes, and they can choose to come up with their own if they prefer. You can call for an attribute roll (typically PRESENCE) to indicate the reactions of NPCs. If you have a time limit, keep these social scenes very short, just a minute or two for each hero.
Briefing
After each hero participates in their social scene and you’re ready to get into the action, read or paraphrase the text below.
As the closing video tribute plays, the feed abruptly glitches. The screen flickers, and the infamous crime boss Machine Head’s robotic visage fills the jumbotron. His distorted, semi-mechanized voice booms across the silent crowd:
“I’ve had enough of superheroes meddling in my affairs – in my city. Effective immediately, it’s open season on every costumed do-gooder in sight. Anyone who delivers a confirmed, active superhero to me – dead or alive – within the next twenty-four hours gets ten million dollars a head. You all know the drop point.”
“And before any of you hopeless capes get the idea to clear out so the plebes don’t end up caught in the crossfire… don’t. I’ve planted big ba-da-booms all over the city that go off in one hour. I think hunting those down should keep you plenty occupied while every thug in the country hunts you.”
The suddenly terror-stricken crowd panics and begins to flee. While you don’t see any active threats in your immediate vicinity, you hear the sound of an explosion somewhere in the distance.
The explosion is off the map, and before the heroes have time to react to it, the stern voice of Cecil Stedman – Director of the Global Defense Agency – crackles through the heroes’ GDA earpieces. Read or paraphrase the sidebar below titled “He Wasn’t Bluffing” as Cecil.

He Wasn't Bluffing
He wasn't bluffing. He set off one explosion already – I'm sure to show us he means business. Dozens are confirmed dead so far, and our long-range scans have already found bombs in over a dozen more locations.
I've got teams headed that way, but there's no way we can defuse them all or evacuate the danger zones without your help. I've got a couple of sites that are high priority that I need you to handle. He's planted one at the construction site by the Metro Station, and that's the most crowded part of the city, so haul ass there first.
And watch your backs. We're getting reports of supervillains all over the place, and you can bet they're gonna be eager to collect on that bounty.
Downtown Features
Machine Head timed his very public proposal to any nearby villains for when the city was at its most crowded, right at the end of the memorial tribute. At this time, the downtown streets are packed with traffic and bystanders, typical of a bustling metropolitan area. Machine Head’s tower looms over the heart of the city, but other key features are listed below. If you want to expand your description of the city or need to describe a building not included below, see the Downtown Buildings sidebar.
Metro Station and Train: The city’s busiest subway station is located near Machine Head’s tower, with thousands of trains arriving and departing daily. Recent renovations have caused significant delays and disruptions, turning the station into a sprawling construction site. This ongoing work has closed several of the most convenient pedestrian routes, making navigating the station a frustrating ordeal for its many users. The metro system spans the entire city, with many sections running on elevated tracks above street level.
This is the location of the first bomb the heroes are tasked with handling (see Act I – Get Rich Quick below).
Research District: This district is home to a mix of cutting-edge medical, technological, and commercialization firms, as well as several nonprofit organizations. A portion of the district’s southeastern edge appears on the downtown poster map. The skyscrapers here are known for their modern and striking architecture, reflecting the area’s significant financial investment.
This area is a good place for the Dangling Train event to take place (below).
Municipal Park: Located southwest of Machine Head’s tower, on the outskirts of downtown, Municipal Park is one of the city’s few green spaces. Commonly referred to by locals as simply “the park,” it features tree-lined paths, walking and cycling trails, open lawns, sports courts, and other typical park amenities.
This is where the heroes start the adventure attending the anniversary memorial event (see Prelude above).
Downtown Docks: Northeast of Machine Head’s tower lies one of the city’s smaller shipping ports. It mainly handles high-value or perishable goods bound for the many nearby corporate headquarters. The surrounding shipyard is littered with rusting ship hulls and stacks of brightly colored shipping containers. The area is notoriously dangerous and has a reputation for being a hotbed for illicit activities.
This area is a good place for the Remote Ambush event to take place (below).

Act I – Get Rich Quick
The heroes must travel to the first bomb site at the Metro Station to stop the explosives there from going off before it’s too late!
Preventing the explosives from going off is a challenge – see the sidebar Challenge: Metro Station Explosives. The time limit begins as soon as Cecil ends his briefing, so make sure the heroes know the clock is ticking. Draw initiative right away. They can get to the Metro Station using their Movement powers (FLIGHT or LEAPING), and they can choose to take stress to get there faster and save a round or two on the challenge.
Into Action!
Metro Station: The crowded station has been undergoing construction for as long as many of the city’s residents can remember. Machine Head’s agents have planted the explosives in the construction site where they are harder to reach and farthest away from Machine Head’s tower – the crime lord doesn’t want to pay extra for an additional service appointment with the window cleaners.
Endangered Civilians: The area around the Metro Station is full of innocent civilians trying to evacuate. At the start of Act I, place a Civilians token in each zone marked on the map above, with the Unhurt side up.
The Blast Radius: Any Civilians token remaining in a zone marked with an explosion symbol adjacent to the Metro Station construction site when the explosives detonate should be flipped over to the Bloodied side – all the bystanders in the zone are killed in the blast. In addition, all of these zones are immediately wrecked (chapter 4 in the Core Rulebook).
Evacuate Bystanders: Heroes can get endangered civilians to relative safety outside the bomb’s blast radius by rolling for AGILITY, STRENGTH to pick up and carry people, or REASON to use powers like TELEKINESIS or MATTER CONTROL to move others. One such successful roll is a full action and moves the Civilian’s token into any adjacent zone.
GDA Evaluation: How many civilians that the heroes manage to save from the explosives – whether by stopping the bomb from going off or evacuating them to safety – will reflect on the evaluation of their performance by Cecil at the end of the adventure – see below.
When the heroes arrive at the bomb site, read or paraphrase the following:
Half of the Metro Station is under construction, cluttered with dirt, gravel, and heavy machinery. The bomb is impossible to miss – several blocks of plastic explosives are strapped to the metal framework of the new building’s foundation, connected to a large console that pulses with a rhythmic red beep. As you scan the area, it becomes clear that hundreds – possibly thousands – of people are still within the blast radius. With the gridlocked crowds at a standstill in every direction, there’s no way they can escape in time.
Challenge: Metro Station Explosives
The explosives are counting down – the Metro Station is going to blow!
Challenge Rating: 5 Time Limit: 5 rounds
If the challenge is not overcome in five rounds, a Blast 10 explosion is triggered in the bomb’s zone and all adjacent zones. Suggested objectives for this challenge are provided below:
- Disarm the Bomb: Heroes can hack the encrypted timer or cut the right sequence of wires to try to disarm the explosives by rolling REASON or using powers like MATTER CONTROL or TRANSFORMATION (roll for any mental attribute).
- Disrupt the Signal: Heroes can overload the console to short it out by using a relevant power like BLAST (roll for AGILITY) or ELECTRICITY CONTROL (roll for any mental attribute).
- Neutralize the Blast: Heroes can move large materials into place to dampen the blast by rolling for STRENGTH, or for REASON when using powers such as MATTER CONTROL or TELEKINESIS, or by operating the construction equipment in the area, by rolling REASON.
The round after the first hero arrives at the Metro Station construction site, several bounty-hunting supervillains attack – Killcannon, Tether Tyrant, Iguana, Magmaniac, and Magnattack. Read or paraphrase the following:
As if dealing with the bomb wasn’t difficult enough, a thunderous pulse of energy slams into one of the newly erected concrete walls nearby, ending in a violent crash. You quickly spot the source – the two-bit villain Killcannon strides forward, grinning widely.
“I did that on purpose,” he says. “I didn’t have to miss. HA! I love that movie.”
Around the perimeter of the construction site, more villains emerge. Tether Tyrant descends from a nearby building on writhing tentacles. From behind an excavator, the Lizard League assassin Iguana stalks into view. Magmaniac erupts from the ground through a superheated tunnel. The surrounding chain-link fence tears open as Magnattack forces his way through.
The metal-covered villain surveys the scene and calmly says, “Let’s get it.”
Place standees for the villains in zones of your choice adjacent to the construction site, draw initiative for each villain, and see the sidebar Villain Tactics below. The heroes now have to spread their efforts between fighting the supervillains and preventing the detonation! If you have fewer than five players, remove one villain of your choice for each missing hero and adapt the text above.
Events
This section contains three events that you can spring on the heroes in Act I if you have time for it before moving to the final act – however, we do not recommend using these if you are playing the adventure a strict time limit. The specific events might need to be adjusted as a result of the players’ actions.
Opportunistic Goons: The heroes are attacked by four groups of Machine Head’s goons (below), freelancing in hopes of earning a bounty, and two random thugs (see below) foolishly looking to score big. The goons are minions, but they’re well coordinated and use the helping rules to attack in concert. They fight aggressively but aren’t eager to die at the heroes’ hands. Once two of the groups are defeated, the remaining goons attempt to flee.
Remote Ambush: Machine Head knows that every superhero eliminated while the bounty is active is one less payout to the greedy villains hunting them. To that end, he has installed four retractable concussion turrets and deployed a group of 10 hunter-killer drones to the marked zones on the map above.
The drones can broadcast audio through external speakers, luring the heroes in with simulated sounds of chaos and screaming civilians. Once the heroes enter the area, Machine Head assumes remote control of the turrets and drones, taking obvious glee in attacking the heroes – and taunting them through the drones’ speakers as the fight unfolds.
Dangling Train: Cecil contacts the heroes via their earpieces to report that a section of the elevated subway track was destroyed in the initial explosion set off by Machine Head. The train couldn’t stop in time, and the front third of it now dangles perilously over the edge of the gap. The packed train cars are carrying over a hundred panicked passengers. See the Challenge: Dangling Train sidebar below.
Challenge: Dangling Train
There’s a broken gap in the elevated track and the train is hanging over the edge!
Challenge Rating: 5 Time Limit: 3 rounds
Place a Civilians token representing the train in the marked zone on the map above. If the heroes fail to resolve the crisis before the time limit, the suspended front of the train drags the rest off the track in a catastrophic crash. Many passengers are killed, and the survivors suffer critical injuries (flip the token to its Bloodied side). Suggested objectives:
- Return to the Tracks: Heroes can try to force the train back onto the tracks and away from danger from the gap by rolling for STRENGTH.
- Evacuate Passengers: Heroes can get passengers off the train by rolling for AGILITY when using a movement power, STRENGTH to pick up and carry people, or REASON when using powers that can move others like TELEKINESIS or MATTER CONTROL.
- Soften the Landing: Heroes might try to stabilize the landing zone by rolling for REASON to improvise leverage and supports from the tracks to the ground using powers such as BARRIER, MATTER CONTROL, SNARE, or TRANSFORMATION.
Iguana

Iguana is a high-profile enforcer in the notorious Lizard League. Little is known about her past, and she prefers it that way. What is clear, however, is her reputation for sowing chaos and always emerging unscathed to tackle the next mission. Like her fellow enforcers, she is fiercely loyal to the League’s ultimate goal – ruling the world. Iguana is a highly-skilled combatant, expertly trained in melee combat and martial arts. She wields ten razor-sharp claws – crafted from an unknown material that can slice through almost anything – to devastating effect.
Role: Striker Occupation: Secret Agent Personality: Dangerous, professional, and pitiless killer. Drive: Domination. Iguana wants to help the Lizard League take over the world. Flaw: Cold-blooded. Iguana is always callous and deliberately vicious.
Reputation: 4 Resources: 5
Spectacular FIGHTING 8, Incredible AGILITY 6, Incredible STRENGTH 6, Good REASON 3, Extraordinary INTUITION 5, Great PRESENCE 4
Health: 10 Resolve: 6 Slugfest Damage: 4
Known Powers
Power source: Enhanced physiology. Iguana possesses superhuman might, speed, and senses, though the origin of these abilities is unrevealed.
- ENHANCED SENSES: Iguana has heightened senses, particularly vision.
- LEAPING: Iguana can leap up to 2 zones in a single (quick or full) action.
Power source: Lizard suit. Iguana wears a special composite polymer costume that provides additional offensive and defensive capabilities.
- PROTECTION: The polymer material provides Armor 2.
- STRIKE: Ten razor sharp claws are integrated into the costume, increasing her Slugfest Damage by +1 and allowing her to halve the effect of Armor by taking 1 point of stress.
Known Talents
Formidable, Martial Arts
Killcannon

Killcannon is a small-time villain armed with a powersuit featuring a powerful laser cannon arm. His true identity remains unknown, but he’s been tied to numerous crimes over the years, frequently clashing with Atom Eve and Rex Splode. He even claims to be Eve’s nemesis. It didn’t take much to recruit Killcannon when Machine Head ramped up security for the kaiju clone field test, offering him the chance to do the two things he enjoys most – blasting things and making money.
Role: Blaster Occupation: Criminal Personality: Violent and unsound tool that is more dangerous than he seems. Drive: Greed. Killcannon turned to a life of crime for the promise of wealth. Flaw: Oblivious. Killcannon never grasps the true nature of a situation.
Great FIGHTING 4, Amazing AGILITY 7, Good STRENGTH 3, Typical REASON 2, Good INTUITION 3, Good PRESENCE 3
Health: 7 Resolve: 4 Slugfest Damage: 2
Power source: Cybernetic enhancement. Killcannon’s left arm has been replaced with a cybernetic limb with a cannon capable of firing energy blasts, as well as a durable battlesuit.
- Massive BLAST: Killcannon can perform a shooting attack with Damage 5, Range 0/5.
- Boost: Quick Blast. If targeted by a shooting attack, Kilcannon can take 1 point of stress to immediately make a shooting attack as a quick interrupt action, before the attack against him is resolved. His attack still counts toward his actions for the round.
- PROTECTION: Killcannon has Armor 2 against all attacks.
Talents
- Merciless: Killcannon regains 1 point of Resolve each time he causes an enemy to be broken by damage.
- Rapid Fire: Killcannon can make a shooting attack as a quick action instead of a full action, but with −2 dice.
- Sniper: If Killcannon spends a quick action right before making a shooting attack (on the same turn), he gets +2 dice to the attack roll.
Drawbacks
- Overconfident: Killcannon cannot push rolls if he has more than half of his total Health remaining (rounded up).
Magmaniac

Magmaniac began his criminal career several years ago with a series of deadly bank robberies, using his ability to transform his body into living molten magma to burn through vault doors. He was eventually captured and placed in custody, but was teleported out of his cell by Isotope (above) to serve as a bodyguard for Machine Head, just prior to the kaiju clone field test. Magmaniac frequently works with Tether Tyrant (below).
Role: Blaster Occupation: Blue Collar Personality: Spirited, disparaging, prepared, and straightforward. Drive: Subsistence. He wants to make ends meet, believing crime is the best route. Flaw: Desperate. Magmaniac makes bad decisions thinking he has no other choice.
Amazing FIGHTING 7, Extraordinary AGILITY 5, Extraordinary STRENGTH 5, Typical REASON 2, Good INTUITION 3, Great PRESENCE 4
Health: 11 Resolve: 5 Slugfest Damage: 3 (5)
Power source: Human volcano. Magmaniac can transform all or parts of his body into a molten magma-like substance that generates immense heat at will.
- BLAST: Magmaniac can perform a shooting attack with Damage 3, Range 0/3
- Boost: Burst Effect. When using his BLAST, Magmaniac can take 1 point of stress to give the attack area effect.
- BURROWING: Magmaniac can burrow underground up to 2 zones in a single (quick or full) action. Burrowing works like ground movement but ignores all walls and doors.
- ELONGATION: Magmaniac can reach items, and make slugfest attacks against enemies, in any adjacent zone without moving into it.
- EMANATION: Magmaniac can activate this power with a quick action (even as an interrupt). Once activated, his Slugfest Damage is increased to 5 and anyone who touches him (including slugfest attacks) suffers 3 points of damage. The effect lasts until his next turn.
- IMMUNITY (HEAT): Magmaniac is immune to all damage from fire or heat.
- PROTECTION: Magmaniac has Armor 2 against all attacks.
Talents
- Durable: Magmaniac’s Health is increased by 2 (accounted for above).
- Supportive: When Magmaniac helps someone, they get +2 dice (instead of +1).
Magnattack

The man known as Magnattack can create and control magnetic fields around his body, using them to arrange metal to form armor and weapons that he has used to carry out a series of bloody robberies and assassinations. After being imprisoned for one such crime, he escaped during a power failure and began working for the crime boss Machine Head. He aspires to run his own organization one day, and this is a good chance to learn the ropes.
Role: Controller Occupation: Criminal Personality: Deadly, conspicuous, and unstable killer. Drive: Ambition. Magnattack wants to carve out his own territory in the criminal underworld. Flaw: Malicious. Magnattack resorts to violence to overcome everything.
Extraordinary FIGHTING 5, Extraordinary AGILITY 5, Good STRENGTH 3, Good REASON 3, Typical INTUITION 2, Typical PRESENCE 2
Health: 7 Resolve: 4 Slugfest Damage: 2 (4)
Power source: Personal magnetic field. Magnattack can generate and control a magnetic field around his body that he typically uses to shield himself in more than eighty titanium alloy plates.
- EMANATION: Magnattack can activate this power with a quick action (even as an interrupt). Once activated, his Slugfest Damage is increased to 4 and anyone who touches him (including slugfest attacks) suffers 3 points of damage. The effect lasts until his next turn.
- MAGNETISM CONTROL: As a full action, Magnattack can move and control any magnetic metal (such as iron and steel) within his zone or an adjacent zone up to weight rating 4 (400 lb.). He can use this to make a shooting attack with Damage 3, Range 0/1 as long as there are magnetic metal objects in his or an adjacent zone. He can use this attack to immobilize the target instead of causing damage, preventing it from performing any actions that require physical movement until it has broken free. Doing so requires a STRENGTH roll (full action). Against an opponent that is made of metal (fully or partially), these attacks can be used even if there is no other metal around. Magnattack can also use this power to block any attack using metal (even a shooting attack, his counterattacks have Damage 3).
- Major PROTECTION: Magnattack has Armor 3 against all attacks.
Talents
- Killer: When Magnattack inflicts a critical injury, he rolls twice and chooses the higher result.
- Merciless: Magnattack regains 1 point of Resolve each time he causes an enemy to be broken.
Tether Tyrant

Nothing is known about the true identity of the professional criminal called Tether Tyrant – or the origin and nature of the strange, bubblegum-like appendages that extend from his torso. Whatever they are, they’re undeniably lethal. Tether Tyrant recently entered the service of Machine Head, hoping steady work will mean steady pay. After all, making a living in supervillainy isn’t easy.
Role: Controller Occupation: Blue Collar Personality: Tough, rambling, conflicted, and thuggish. Drive: Livelihood. Tether Tyrant wants to get by, and his skills lend themselves to crime. Flaw: Distracted. Tether Tyrant seems to always have a conversation going on in his own head.
Incredible FIGHTING 6, Extraordinary AGILITY 5, Amazing STRENGTH 7, Good REASON 3, Great INTUITION 4, Extraordinary PRESENCE 5
Health: 11 Resolve: 6 Slugfest Damage: 4
Power Source: Tendril harness. Tether Tyrant’s chest harness increases his strength and houses thirty prehensile tendrils of unknown composition that he mentally controls.
- ELONGATION: Tether Tyrant can reach items and make slugfest attacks (including grapples, see SNARE below) against enemies in any adjacent zone.
- Boost: Elongated Stride. Tether Tyrant can use his ELONGATION power to move up to 2 zones in a single (quick or full) action, including vertically along walls. If he takes 1 point of stress, he can move up to 4 zones in a single action.
- Major EXTRA LIMBS: When Tether Tyrant makes a grapple attack in slugfest, he gets +3 dice to his attack roll. As opposed to a normal grapple, Tether Tyrant can perform other actions while the grapple is held, and he gets +3 dice to his STRENGTH roll to resist his target breaking free.
- Boost: Multiple Limbs. When using his EXTRA LIMBS, Tether Tyrant can grapple (and hold) up to three opponents as a single action. Make a single attack roll, but roll for blocks separately.
- PROTECTION: Tether Tyrant has Armor 2.
Talents
- Durable: Tether Tyrant’s Health is increased by 2 (accounted for above).
- Find Weakness: When Tether Tyrant rolls extra in a slugfest attack (including using his EXTRA LIMBS power), he can spend one to reduce the effect of any Armor by half (rounding up).
Machine Head Goons (Minions)

Occupation: Criminal, Drive: Vocation. Machine Head’s goons are doing it for the money.
Great FIGHTING 4 Great AGILITY 4 Good STRENGTH 3 Typical REASON 2 Typical INTUITION 2 Typical PRESENCE 2
Health: 1* Resolve: 3 Slugfest Damage: 2
*A group of minions has a Health score equal to their number.
Talent: Merciless.
Gear: Assault rifle (Bonus +1, Damage 3, Range 0/4, full auto), Kevlar vest (Armor 1), radio
Thugs (Minions)

Role: Brawn Occupation: Criminal Drive: Opportunism. The thugs take what they can, however they can, to get ahead.
Good FIGHTING 3, Good AGILITY 3, Good STRENGTH 3, Poor REASON 1, Typical INTUITION 2, Typical PRESENCE 2
Health: 1* Resolve: 3 Slugfest Damage: 2
*A group of minions has a Health score equal to their number.
Talent: Merciless
Gear: Handgun (Bonus +2, Damage 1, range 0/1) or knife (Bonus +1, Damage 1), mobile phone
Concussion Turret

Poor FIGHTING 1 Extraordinary AGILITY 5 Typical STRENGTH 2 No REASON 0 Great INTUITION 4 No PRESENCE 0
Health: 4 Resolve: –
Special: The turrets cannot move, make slugfest attacks, block or dodge attacks, or push dice rolls.
Power source: Turret mechanics. The concussion turret was cobbled together quickly by the Maulers – it does little else than fire at intruders.
- Major BLAST: Each turret can perform a shooting attack with Damage 4, Range 0/4.
- PROTECTION: Each turret has Armor 2 against all attacks. They are also immune to stress.
Hunter-Killer Drones (Minions)

These drones were only deployed today and are not authorized to operate in local airspace, but none of the local authorities have the gumption to challenge the crime lord.
Drive: Programming. The hunter- killer drones are operating according to their coding.
Typical FIGHTING 2, Incredible AGILITY 6, Good STRENGTH 3, No REASON 0, Typical INTUITION 2, No PRESENCE 0
Health: 1* Resolve: –
*A group of minions has a Health score equal to their number.
Special: The drones cannot block or dodge attacks, or push dice rolls. They are fitted with security cameras that feed directly into Machine Head’s office (above).
Power source: Attack programming. Machine Head’s hunter-killer drones are flying cannons capable of finding and eliminating their targets.
- BLAST: The drones can perform a shooting attack with Damage 3, Range 0/3.
- FLIGHT: The drones can fly up to 2 zones in a single (quick or full) action.
- PROTECTION: The drones have Armor 2 against all attacks. They are also immune to stress.
Act II – Shooting Gallery
Once the heroes deal with the first bomb site, any additional events, and you’re ready to move to the final act. First, allow the heroes to catch their breath for a few minutes and play out a social scene together – just a bit of post-battle banter. This will also allow them to recover some Health and Resolve (chapter 4 in the Core Rulebook) which will be crucial for the second act. Next, read or paraphrase the sidebar below titled “One More Bomb” as Cecil.

One More Bomb
Good, you're still alive. It looks like we've found and disabled all of the bombs across the city – except one. I'm not sure how we didn't detect it before, but it's located at the Horizons Office Complex.
I've got teams headed that way, but I don't think they're going to make it in time. I've also got Invincible headed that way, but you're closer. Get there fast and let's end this.
Into Action!
The heroes must get to the Horizons Office Complex to neutralize the final bomb site to put an end to this very bad day. Draw initiative again, and let the heroes move across the city round by round. Little do they know, there is no bomb – the Mauler twins have laid an elaborate trap for the heroes in hopes of scoring a huge payday to fund their future illicit endeavors. Can the heroes survive their devious scheme?
Horizons Office Complex: Currently housing over a dozen legal, research, and accounting firms, this relatively new building was constructed a few years ago to replace a beloved but aging structure that had been slated for demolition.
The Maulers have staged their decoy explosives device on the rooftop. The device is entirely convincing, identical to the other explosives planted across the city – except that it lacks any mechanism to trigger an explosion. The heroes will realize this the moment they attempt to disarm the bomb.
The Trap: Once all the heroes are gathered within the marked circle on the map above, the Maulers spring their trap. With a loud, synchronized clank, eight forcefield generators installed atop the rooftops in the area shed their camouflaged facades and roar to life. After a thunderous pulse of energy, a massive, translucent forcefield – faintly glowing blue – snaps into place, enveloping the entire area with the heroes trapped inside.
The Force Field: Place the circular cutout token (downloadable here) as indicated on the GM map above to represent the force field. Zones partly covered can only be entered if a standee base can fit inside the part inside the field. It has Armor 4 and can take 32 points of damage before collapsing.
The barrier is also reinforced with quantum disruptors to prevent teleportation into or out of the enclosed area. Heroes caught within the forcefield can move between ground level and elevated altitude, but cannot move to any other altitude without first escaping the forcefield. The field even extends underground, preventing any burrowing out.
The Maulers: As the trap is triggered, a total of six Mauler clones emerge onto the surrounding rooftops, each wielding a large, high-powered energy rifle. Read or paraphrase the following:
You spot a blue-skinned Mauler twin walking out onto the building’s roof, an enormous rifle bobbing in his hands. He shouts, “We have trapped you here inside with us. Don’t even try to escape!”
Another Mauler clone emerges on a nearby rooftop and adds, “It’s an exercise in futility – but to make sure…”
As his voice trails off, four more Mauler clones step into view, each speaking a single word in turn:
“We.” “Brought.” “Some.” “Backup.”
Place standees for the Maulers according to the GM map above. As the Starter Set only includes two Mauler standees, you can use the extra cutout standees provided (downloadable here). Draw initiative for the Maulers (a single card for all of them) and see the sidebar Mauler Tactics below. The heroes must survive long enough to escape the forcefield or take down the Maulers before they are overwhelmed! If you have fewer than five players, remove one Mauler for each missing hero.
Surviving the Trap
Escaping the forcefield from the inside is extremely difficult. Although sustained attacks can eventually weaken it enough to overload and shut it down, the heroes will likely need to endure the Maulers’ deadly shooting gallery for several rounds. Inform the players that this is a very hard fight. Fighting two Maulers is a decent challenge for a team of superheroes – facing six is an impossible task. This is not about winning, it’s about surviving.
Breaking the Field: Slugfest attacks against the field gain +2 dice as the target counts as “unaware” (chapter 4 in the Core Rulebook). A hero can also make a REASON roll (full action) to spot weak points in the field, effectively reducing its Armor to 2 for the remainder of the fight. The heroes cannot reach or affect the field generators from inside the field.
Run & Hide: The Maulers’ weakness is that they are quite slow. They have no Movement powers, so moving a single zone (even vertically in a building) requires a quick (or full) action. Also, they need to see a target to shoot at it, meaning heroes can hide behind or inside buildings. This might not be the most heroic course of action, but it might be wise for a hero with low Health – especially once Invincible has arrived outside. Note that a wrecked building is leveled and provides no cover.
Invincible Arrives: Invincible answers Cecil’s call and comes to the heroes’ aid. If the heroes were not defeated in Act I (above), he arrives in the round after the forcefield is activated and destroys one of the generators by the end of that round. If the heroes required Invincible’s assistance to escape the bounty hunters in the first act, he instead arrives three rounds after the barrier is activated.
Read or paraphrase the following upon his arrival:
A gold-and-blue streak slams into the forcefield above you and rebounds violently. Invincible has arrived. He shakes his head, staggered by the barrier’s strength.
Cecil’s voice crackles through your earpieces.
“I’ve opened a shared channel. Invincible, that forcefield isn’t coming down easily – but I’m betting the generators aren’t nearly as tough. See what you can do with those.”
Invincible turns toward the nearest generator and wails on it, destroying it in a brilliant blast. “Did that do anything?” he asks.
Cecil comes back on the line. “That did it, kid. The forcefield lost some power. Our techs think it’ll destabilize if you take out around half of those generators. Get to it!”
“On it,” Invincible affirms as he rockets toward the next generator.
Taking Down the Generators: Invincible is able to destroy one generator at the end of each of the following rounds. Once the fourth generator is destroyed, the forcefield loses too much power and deactivates. Can the heroes survive the onslaught of the Mauler clones long enough to escape their trap?
When the barrier falls, Invincible and GDA reinforcements promptly move in to help the heroes. Any remaining Maulers realize that the fight is lost and are teleported away by another clone in a remote location.
The Mauler Twins

The Mauler “twins” aren’t true twins – they’re a long-running chain of clones. Because each insists he’s the original, their identity is a constant source of argument. Their origins and true motives remain unclear, but they’ve posed a persistent threat to superheroes for years.
After learning weeks ago about Machine Head’s bounty on superheroes, the Mauler Twins devised a plan to maximize their profits. They cloned four additional versions of themselves as backup, created a decoy energy signature to fake a bomb site, and built four sophisticated force-field generators designed to trap as many superheroes as they could lure into the area. Their goal is to secure enough money to fund their operations for a long time to come.
The stats below are for each Mauler. This is an abbreviated version of the Mauler Twins description. A full version can be found in the Invincible – Superhero Roleplaying Core Rulebook.
Role: Brains Occupation: Criminal Personality: Sadistic, ambitious, and overconfident, with a surplus of self-preservation instinct. Drive: Discovery. The hunt for knowledge results in more power. Flaw: Short-sighted. The Mauler Twins never consider the long-term implications.
Spectacular FIGHTING 8, Incredible AGILITY 6, Amazing STRENGTH 7, Spectacular REASON 8, Good INTUITION 3, Great PRESENCE 4
Health: 17 Resolve: 8 Slugfest Damage: 4
Power source: High-tech inventions. The Maulers extensively utilize technology to further their endeavors, such as energy weapons, neurotoxin darts, nano-tasers, and sensor equipment.
- Massive BLAST (energy weapon): A Mauler Twin can perform a shooting attack with Damage 5, Range 0/5.
- DISTRESS (neurotoxin darts): A shooting attack with Damage 3, Range 0/3. If the attack pierces any armor, it inflicts stress instead of damage. Extra rolled increase the stress inflicted normally.
- STUN (nano-taser): A shooting attack with Damage 3, Range 0/3. The attack does not inflict any actual damage – instead, if it penetrates any armor, the target must make an immediate PRESENCE roll (no action) or miss their next turn. They also cannot perform interrupt actions until then.
Power source: Genetically altered physiology. The Maulers have heightened physical capabilities through a series of cloned iterations.
- PROTECTION: Each Mauler has Armor 2 against all attacks.
- QUICKNESS: Once per round, a Mauler can gain an extra action (quick or full) by taking 1 point of stress, on their turn or as an interrupt action.
Talents
- Durable × 3 (accounted for): The Maulers’ maximum Health scores are increased by 6.
- Find Weakness: When a Mauler rolls extra in a slugfest attack, he can spend one to reduce the effect of any Armor by half (rounding up).
- Merciless: The Maulers regain 1 point of Resolve each time they cause an enemy to be broken by damage.
Drawbacks
- Gear Dependent: If the Maulers’ high-tech inventions are lost, neutralized, destroyed, or otherwise rendered non-operational, they lose access to all of their powers. Their attributes are not affected.

Aftermath
After the final scene ends, if the heroes manage to survive, give them a chance to debrief and share how they decompress after their trying day – from attending the memorial to escaping the Maulers’ trap and everything in between.
GDA Evaluation
Cecil Stedman and the GDA will evaluate the heroes’ performance judging by whether they were able to stop the Metro Station bomb and survive the Maulers’ trap. If they prevented the bomb from exploding or killing civilians in no more than three zones (a maximum of 3 Civilian tokens were flipped, including by challenge effects from any events) and made it out of the forcefield with some of them standing, Cecil is happy with the outcome – read or paraphrase the sidebar titled “You Did Good Work Here Today” to conclude the adventure. If the heroes outlasted the Maulers’ trap but more than 3 Civilian tokens were flipped, instead read the sidebar titled “Can’t Win ‘Em All.”

You Did Good Work Here Today
Sometimes things actually turn out right, huh? Well, it was all completely screwed until you showed up...bigtime. Go home. Get some rest. Go out and celebrate the fact that you saved a lot of lives and made it out alive – you did good work here today. I'll be in touch – I'm sure something's gonna need saving again soon.
Can't Win 'Em All
Well, I guess you can't win 'em all can you? Too many lives were lost in that explosion – we can't afford those kinds of losses if we want the world to keep trusting superheroes. But I'm glad you made it out of all this alive today. You'll have the opportunity to do better next time. We'll call on you when the next depraved supervillain decides to do something awful... I'm sure that will be sooner rather than later.
Credits
Creators of Invincible
Robert Kirkman Cory Walker Ryan Ottley
Adventure Designers
Adam Bradford
Tomas Härenstam
Cover Art
Todd Nauck
Matt Herms
Graphic Design
JOhan Nohr
Interior Art
Reine Rosenberg
Cory Walker
Ryan Ottley
Maps
Brian Patterson
Proofreading
Brandon Bowling
Layout & Prepress
Dan Algstrand
© 2026 Skybound, LLC. Based on the comic book Invincible® by Robert Kirkman, Cory Walker and Ryan Ottley. INVINCIBLE and any related logos are registered or otherwise protected trademarks of Robert Kirkman Inc. All Rights Reserved.
