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Monte Cook Games

PRODUCT INFORMATION
PRODUCT INFORMATION

PRODUCT INFORMATION

Do you dream of escape, but you don’t know from what, or to where? Looking for a chance to escape the insanity of the world, and immerse yourself into something rich, deep, and fantastical? Something that challenges the limits of your creativity and your intellect? Lorcan made a gun out of demon which fires bullets that 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 occasi...
Do you dream of escape, but you don’t know from what, or to where? Looking for a chance to escape the insanity of the world, and immerse yourself into something rich, deep, and fantastical? Something that challenges the limits of your creativity and your intellect? 
  • Lorcan made a gun out of demon which fires bullets that 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. 
  • Thom is dead, but he doesn’t let that deter him. While he knows how to restore his life, he chooses not to, because the advantages of being a wraith are many. Of course, he occasionally has issues with not existing. 
  • Rodir has connections all over the city, and she holds a collection of wicked keys that allow her to solve (unlock) any problem (lock) 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. 

These are all player characters in the Invisible Sun tabletop RPG. They are no longer trapped in Shadow—where you are right now—but inhabit the Actuality, a world that seems like a surreal dream to those of us toiling aimlessly in the boring, grey realm that we 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 that understand the truth of the real power in the universe: 

Magic.

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Customer Reviews

Based on 1 review
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Sam P
One box to rule them all

Invisible Sun is one hell of a game. Unfortunately (?) the developer has been deliberately light on to maintain mystique. The game itself is a premium one-click entry for a whole gaming group, including x4 Hardcover Books (The Key, The Path, The Way, The Gate) which represent the Player Handbook, GM Guide, Magic Guide and a Game Mechanic / Worked Example guide, GM play book, 1000 cards, Char sheets, restaurant menus, business cards, wax sealed envelopes, 6 finger statue, tarot deck of suns plus many more high quality props ( why not pick up a tourist pamphlet of the city?).

Uses D10 rather than D20 (with 10's replaced by 0's, so rolling from 0-9) and uses a different take on rolling for scores: the challenge (e.g. level 5) subtract the venture (e.g. spell level 2) means a roll of 3 is required. This then extends across including multiple dice and eating into stat pools called bene. There are qualia (mental) and certes (physical) stat pools, with experience measured in terms of joy, despair and crux rather than experience points.

Every character is a spellcaster, with access to normal spells plus one of four major schools: vance, weaver, goetic and maker with apostates a hybrid of all. Characters have traits: eg "hosts a legion" you are inhabited by 1000 demons and have a subset of magic skills with a new skill tree on top of your order specific magic. The first session is usually spent creating the characters and their histories. Go. Explore the 9 suns and their planes.

WHAT OUR CUSTOMERS SAY

Customer Reviews

Based on 1 review
100%
(1)
0%
(0)
0%
(0)
0%
(0)
0%
(0)
S
Sam P
One box to rule them all

Invisible Sun is one hell of a game. Unfortunately (?) the developer has been deliberately light on to maintain mystique. The game itself is a premium one-click entry for a whole gaming group, including x4 Hardcover Books (The Key, The Path, The Way, The Gate) which represent the Player Handbook, GM Guide, Magic Guide and a Game Mechanic / Worked Example guide, GM play book, 1000 cards, Char sheets, restaurant menus, business cards, wax sealed envelopes, 6 finger statue, tarot deck of suns plus many more high quality props ( why not pick up a tourist pamphlet of the city?).

Uses D10 rather than D20 (with 10's replaced by 0's, so rolling from 0-9) and uses a different take on rolling for scores: the challenge (e.g. level 5) subtract the venture (e.g. spell level 2) means a roll of 3 is required. This then extends across including multiple dice and eating into stat pools called bene. There are qualia (mental) and certes (physical) stat pools, with experience measured in terms of joy, despair and crux rather than experience points.

Every character is a spellcaster, with access to normal spells plus one of four major schools: vance, weaver, goetic and maker with apostates a hybrid of all. Characters have traits: eg "hosts a legion" you are inhabited by 1000 demons and have a subset of magic skills with a new skill tree on top of your order specific magic. The first session is usually spent creating the characters and their histories. Go. Explore the 9 suns and their planes.

Invisible Sun

Invisible Sun

$355.45

$449.95

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$94.50

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