Invisible Sun
A roleplaying game of surreal fantasy¸ secrets¸ and magic that is truly magical. Wield fabulous powers as you uncover the secrets of reality itself.Lorcan made a gun out of demon; its bullets only harm possessed people. On his quest to discover the long-forgotten (and perhaps forbidden) number between 12 and 13¸ the weapon is proving useful as the Enemies of Sleep appear determined to stop him.
Duri's face is normally a blur of swirling spiritforms¸ but occasionally she can make one of them manifest¸ and she gains its appearance and memories. If she risks keeping the new face too long¸ however¸ she can lose her identity.
Rodir has connections all over the city¸ and she holds a collection of wicked keys that allow her to unlock any problem by just creating a keyhole to insert a key¸ turn it¸ and see what happens. People don't appreciate it when she does this to them¸ but that's what they get for being in her way.
Do you think you live in the real world?
You don't. This world you see around you is Shadow-a world illuminated only by the Grey Sun. You think it is your home¸ but that's because you have forgotten your true self. Awaken¸ and return to the Actuality and Satyrine¸ the city under the Indigo Sun. You are a vislae¸ a wielder of fabulous powers and capabilities¸ a shaper of reality itself. You sought shelter in Shadow to escape the war¸ but the war is now over and your home has called you back.
Invisible Sun is a roleplaying game of surreal fantasy. The player characters are vislae-wielders of magical power-recently returned to their true home: the Actuality¸ a world that seems like a surreal dream to those of us toiling aimlessly in the boring¸ grey realm you and I falsely believe is the real world. These characters face incredible challenges¸ visit breathtaking places¸ and discover secrets so astonishing that the only ones who can cope with them are those who understand the truth that powers the universe: Magic.
Magic: A power that can be pursued¸ studied¸ and even mastered¸ but never completely understood or controlled. It is fluid¸ unpredictable¸ and ever nuanced in effect. Its secrets are boundless. But that does not mean it is without rules and methods. There are four orders¸ major schools of magical thought and training. Vances study their spells carefully¸ believing they are¸ in their own way¸ intelligent in and of themselves. Makers¸ as the name suggests¸ use magic to create powerful items. Weavers cast spells with a fluid and improvisational sort of sorcery. Goetics use their magical skills to summon demons¸ angels¸ and other creatures to do their bidding. Outside of the four orders¸ Apostates are vislae who find their own paths and methods for wielding the power of magic¸ rejecting the hierarchies of the orders.
It is a rare vislae who does not have a house. Your house is as integral to your being as your spells or character stats. The houses of vislae are often haunted¸ filled with mysterious unknown rooms¸ bigger on the inside¸ or possessed of their own intelligence. And in Satyrine¸ a house is defined as much by what goes on around it as by the contents of its walls (assuming¸ of course¸ that a vislae's house even has walls). Local personalities¸ sites of interest (or danger)¸ organizations or factions¸ and ongoing conflicts all affect a vislae's house and life. And all of this is determined as part of the character creation process.
Bonds¸ character arcs¸ echoes of your life in Shadow¸ a secret Soul¸ your role within your order¸ and your relationship to other player characters are all addressed during character creation through a fun¸ interactive process that engages the entire gaming group. And leads to PCs with incredibly rich backstories¸ inner lives¸ motivations¸ and relationships-and a vast array of adventuring hooks.
Finally¸ for Invisible Sun characters¸ even death is not the end. For in the Actuality¸ death is simply the realm under the Pale Sun¸ another world along the Path of Suns.
When exiled to Shadow¸ you probably believed there was just one sun-but there are in fact eight. Nine¸ actually-but even many learned people don't know that¸ for the ninth is a secret. Invisible. As a vislae¸ that is one of many secrets you know.
The Path of Suns is a representation of the way magic works¸ the known levels of existence¸ the stages of a life¸ and the makeup of the mortal soul¸ all in one. It is a symbol. A metaphor. A diagram. A map. Each sun represents a different concept¸ a different "place” and a different fundamental aspect of the universe. These different concepts are signified by the color of each sun¸ so that color ends up representing the sun and its attendant ideals.
The suns are also planes of existence-literal places vislae can visit. Each realm reflects the nature of the sun that illuminates it¸ and is guarded by wardens and peopled by creatures great and terrible¸ mysterious and¸ very often¸ dangerous. Magical power flows like a rushing river from the Invisible Sun through the other suns. (Although the main current follows the Path of Suns¸ not all do.) Powerful vislae travel the Path of Suns to master these different currents and better hone their spells¸ but to do so they must parlay with the wardens of the Suns and face the perils within their realms.
The Path of Suns connects all eight suns¸ Silver to Green¸ to Blue¸ to Indigo¸ then Grey¸ next Pale¸ and Red¸ and finally Gold. The Invisible Sun is not a part of the path¸ but rather outside¸ above¸ and around it. There are some¸ however¸ who follow the Nightside Path¸ which is the Path of Suns in reverse. In the Nightside Path¸ each sun has an altered¸ often darker¸ aspect. It would be far too simple-and erroneous-to call the Path of Suns "good” and the Nightside path "evil¸” but some do.
As a vislae¸ you might travel the path of suns¸ visiting these realms¸ parlaying with their wardens¸ encountering the glories and horrors within¸ and unlocking their secrets. Or your adventures might never take you beyond the borders of Satyrine¸ a surreal city rife with intrigue and conflict following the terrors of the recently concluded war.
Conventional RPG game play¸ with everyone gathering for a few hours every week or two¸ is what makes RPGs a great experience. It's also one of the greatest obstacles to a successful campaign¸ for our modern life rarely makes it convenient. Conventional play is the centerpiece of Invisible Sun¸ but the game also accommodates the realities of our lifestyles¸ rewards engagement with the game away from the table¸ and is deliberately made for differing player styles.
Play doesn't have to stop when the session is over. Players can keep the game going-individually or in groups-by creating side-scenes that describe high level actions that their character want to take. They can also create flashback side-scenes that reveal actions their characters have already taken. This also means that even if they can't make it to the regular session¸ they can still move their character's story forward. A side-scene might cover what Shanna's character does while she's absent from the regular session.
Players can even play if the GM isn't available. A side-scene could involve the entire group taking an action that they discuss in person and then communicate later to the GM. The GM resolves the action(s) by giving them a turn of a Sooth Card and then responding to the players' actions and intentions. The free Invisible Sun app¸ for iOS¸ Android¸ and web¸ facilitates these modes of play.
While Invisible Sun is aimed primarily at those of us who love deep¸ complex characters¸ there are options for when your cousin shows up from out of town and wants to join in for a session. And whether you're an out-loud extrovert who's happy to tell the world about your character¸ or a quieter player who keeps your character development mostly to yourself¸ the game is deliberately designed to let you get the most out of it.
The Invisible Sun roleplaying game is an unprecedented production¸ filled with massive amounts of content for a unique roleplaying experience. The Invisible Sun PDF contains roughly 80 files¸ including (and this is not an exhaustive list):
- Four game books totalling over 600 pages:
- The Key: A 208-page book on character creation and options.
- The Way: 124 pages on the many ways magic works.
- The Gate: 152 pages on game rules and GM information.
- The Path: 148 pages detailing Satyrine¸ the realms under the eight suns¸ and other elements of the game setting.
- Well over 1000 cards¸ laid out in a printer-friendly format. These cards do not duplicate each other¸ or content from the books.
- 242 Ephemera cards.
- Plus 208 Incantation cards.
- 201 Object of Power cards.
- 308 Spell cards.
- 18 Weaver Aggregate cards.
- 50 Vance spell cards.
- The Sooth Deck¸ a beautiful 60-card tarot-like deck that's instrumental to game play.
- The Path of Suns¸ used with the Sooth Deck.
- A wide variety of tokens for tracking game info.
- Several poster maps.
- The Guiding Hand¸ GM's notebook¸ in both a printer-friendly and form-fillable format.
- Character tomes (similar in function to character sheets in other RPGs) for all four orders¸ plus apostates¸ along with grimoire sheets.
- Five pregenerated characters.
- Loads of in-setting handouts and props.
- A gorgeous art book.
- And the Invisible Sun app is free from the MCG Shop.