Showing posts with label invincible. Show all posts
Showing posts with label invincible. Show all posts

Sunday, May 24, 2026

Oh Father...

Amazon's The Boys ended this week and while I've seen several critiques, I thought the series finale was satisfying. A character prominently featured this season, is the megacpastor supe, Oh Father. I decided he needed DCC stats/
Oh Father: Init +1; Atk +6 punch (1d6+3) or sonic blast (see below); Crit V/1d20+1d8; AC 16; HD 7d10+28; HP 60; Mov. 30'; Act 1d20+1d12; SP sonic scream, super hearing; SV Ref +4; Fort +4; Will +8; AL L

Sonic Scream:
Oh Father can make a sonic scream affecting all creatures in in a 20 foot cone. Creatures in the cone must make a DC 15 (Fortitude) save. Non-supes in the cone take 1d12 damage and are unable to act while Oh Father is screaming on a failed save. On a successful save that take have damage and can act (though at a -1 dice penalty) while within the cone. Supers in the cone take 1d6 damage, are unable to use their powers, and unable to act on a failed save. On a successful save they take no damage and are able to act (though their powers still don't work within the cone).

Super hearing:  Like all V supes, Oh Father can hear better than normal humans. He can hear higher frequencies than humans. He has a +5 roll to all sight/smell/hearing rolls. This also makes him weak to sonic attacks.

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Check out this Invincible and The Boys crossover pic by Paradoxic.

If you want more DCC Invincible or The Boys content check out these posts.

Thursday, May 21, 2026

The Guardian of Nepal

Yeti is another odd Guardian of the Globe I love. While the eager Nepalese hero appears to be a yeti, he's actually a 12 year old frost giant. When his age was discovered by Guardian leader, Brit, he was temporarily kicked off the team. Brit eventually changed his mind and invited the excitable hero back onto the team.

Yeti: Init +2; Atk +8 claws (1d8) or +4 thrown debris (1d8 20/ 60/ 100); Crit G/1d14; AC 18; HD 5d12+20; HP 49; Mov. 30'; Act 1d20+1d14; SP accelerated healing, immunity to cold, sure footing; SV Ref +5; Fort +8; Will +4; AL L

Accelerated healing: Yeti regains 1d4 hit points every hour.

Sure footing: Yeti can move across ice without slipping.

Saturday, May 2, 2026

Invincible Vs

This week an Invincible fighting game dropped. Created by a lot of the folks that made 2013's Killer Instinct reboot, the game is full of blood, guts, and crazy combos. It also features a story mode that feels like a lost episode from the series. Check out the story trailers below.


Also remember if you want to add some Invincible goodness to your DCC supers games, I've got your hook up.

Thursday, April 30, 2026

"You're Just Going To Get Yourself Killed Donald."

"That's what I do, sir."

While I still need to stat ReAnimen, it didn't feel right having Cecil stats and not having ones for Donald.


Donald Ferguson: Init +3; Atk +6 punch (1d8) or +5 energy blasts (2d6, 20/60/100); Crit M/1d10; AC 16; HD 8d10+24; HP 75; Mov. 30'; Act 1d20; SP infravision 60', cyborg; SV Ref +4; Fort +10; Will +4; AL L

Cyborg: Donald's brain is the organic piece of him left. As long as his brain is unharmed, he is affectively immortal. He is immune to fear, charm, and other mind-altering effects, as well as poison and diseases.

Sunday, April 26, 2026

"We Can Be The Good Guys..."

"...or we can be the guys that save the world. We can't be both."

Cecil Stedman is one of my favorite characters in the Amazon Invincible series. I feel like the changes they made to the character for the show make him more nuanced and even heroic. While I don't always agree with his actions, they do make sense. Also, Walter Goggins voice acting for him is incredible. 


Cecil Stedman: Init +2; Atk +5 Y blaster (2d8); Crit V/1d10; AC 15; HD 5d10+15; HP 35; Mov. 30'; Act 1d20+1d14; SP GDA resources, +5 to personality rolls; SV Ref +3; Fort +5; Will +8; AL L

GDA resources: Cecil has access to advanced tech do to his role in the Global Defense Agency.
    • The Hammer: The Hammer is the GDA's giant space laser satellite. It does 12d20 damage to all creature and objects in a one mile radius (DC 20 reflex save for half damage). 
    • Y Blaster: Created from captured Flaxan tech, this super power blaster has a range of 20/60/100.
    • Teleportation: At the cost of $7.36 billion the GDA can teleport up to 5 individuals to any location on Earth.
    • Noise Makers: These devices emit a sonic frequency that can disable or even kill a Viltrumite. Creatures with super hearing within a 30' radius have their dice chain reduced by two steps. Viltrumites must make a Fortitude save (DC 15) every turn or take 1d4 damage (which ignores their regular invulnerability).
    • ReAnimen: Cecil can summon super-powered mechanical soldiers. I haven't created ReAnimen stats but for now you can use the my Sabretooth Cyborg stats.

Tuesday, March 31, 2026

Welcome to the Jungle

Invincible artist Ryan Otley shared this Atom Eve an Dinosaurus in the style of Marvel’s Savage Land pic  and it is fire.

Wednesday, February 4, 2026

Vive Le Bruiser!

Le Brusier is one of the more interesting characters in the Invincible universe. Not much is known about the super pooch, other than she was born in France is is probably a French Bulldog. She's also misgendered by her teammates and the public. During the Viltrumite War she was recruited by Brit into the Guardians of the Globe, where she quickly bonded with her teammate Pegasus.

Le Brusier has the common suite of paragon powers: superhuman durability, hearing, smell, speed, strength, and agility. She also has enhanced intellect, being a dog with comparable intelligence to a human.

For this build I made her a 5th level canine using the Rabid Dogs Zine Volume 1 and then added her super powers. If you want more DCC superdog stats, check out the Krypto ones I made for my review of Superman (2025).

Le Brusier: Init +3; Atk +7 bite (1d6+3); Crit I/1d10; AC 15 (small and agile, dex); HD 5d8+15; HP 39; Mov. 60'; Act 1d20; SP dog skills, luck die d4; SV Ref +6; Fort +6; Will +2; AL L

Dog skills: Sneak Silently +12, Hide in Shadows +8, Detect/Follow Scent +12, Pounce +11, Tenacious Grab +11

Thursday, January 22, 2026

He’s The Boss, Baby

Another of my fav background heroes created for Invincible is Business Baby. Like Two Punch Man little is known about him. Despite having the body of a toddler, he is extremely agile and a hand to hand combat expert. He is normally accompanied by the the strong hero, Big Mildew. He was one of the heroes brought in by Brit to fighting in the Invincible War. He was able to dodge attacks by the evil variant he faced, thought he appeared to die when Big Mildew fell on him. Series creator, Robert Kirkman, has stated that he survived and was recovering.

Business Baby: Init +5; Atk +3 punch (1d4); Crit II/1d10; AC 18; HD 6d6; HP 30; Mov. 30'; Act 1d20+1d16; SP good luck charm; SV Ref +5; Fort +2; Will +3; Path L

I figured I'd go ahead and I'd also stat out Big Mildew.

Big Mildew: Init +0; Atk +d8 punch (1d10+5); Crit G/1d16; AC 14; HD 6d12; HP 74; Mov. 30'; Act 1d20+1d16; SP crit range 18-20, mighty deeds of prowess ; SV Ref +2; Fort +7; Will +2; Path L

Tuesday, January 20, 2026

Two Puuuuuuuuunch!!!!!

While the Invincible comic series features appearances from many Image heroes, due to licensing issues, the animated version has had to create new ones. One such hero is Two Punch Man. Not much is known about the character, but it's obvious he's an homage/parody of Saitama, the protagonist of One-Punch Man. His first appearance was at the funeral for the Guardians of the Globe. He is apparently as strong as Saitama and he can fly. He seemed to be taken out pretty easily, so he isn't the most durable. To use his power he must land a second punch on his foes. This is shown to take out a magma creature that gave Invincible trouble. Unfortunately for Two Punch Man, he's often knocked out before he can land the second blow.

Two Punch Man: Init +2; Atk +5 punch (1d4); Crit V/1d20; AC 14; HD 3d8; HP 15; Mov. 30', fly 50'; Act 1d20; SP two punch; SV Ref +2; Fort +3; Will +2; Path L

Two punch: Two Punch Man can unleash his devastating power on an opponent he punches a second time in combat. Instead of 1d4 damage, this punch deals 12d12 damage. Two Punch Man can hold back his power and make the punch nonlethal. If this option is taken, instead of killing the opponent, it reduces them to 1 HP and they fall unconscious.

Also if you're curious about the blog's title, its a reference to the infectious theme for the first season of One-Punch Man.

Tuesday, March 25, 2025

My Invincible Academia

 Check out this this cool Invincible x My Hero Academia art by La Hoz De La Muerte.

Saturday, January 11, 2025

Invincible Zombies

Check out this fantastic artwork from Invincible artist Ryan Otley.

I've not created any Invincible stats, but I do have some supers zombies content. 

D&D 5E

Cinematic Unisystem
Dungeon Crawl Classics/Mutant Crawl Classics

Monday, March 11, 2024

Music Monday - Break Even

 Enjoy this track by JT Music inspired by Invincible Season 2: Part I.

Saturday, October 21, 2023

Invincible Season 2

Invincible returns to Amazon Prime November 3rd. I loved the first season and am pretty stoked for this one. It looks like they will be doing the Invincible War story.

Friday, January 20, 2023

The World Will Get More Invincible In Late 2023

 Here's a nice meta teaser for Invincible Season 2.

Monday, May 17, 2021

Music Monday - NVNCBL

I love the Amazon take on Invincible. It's beautiful, brutal, and wonderfully voice acted. If you did too, check out this poignant track from Mega Ran.