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.
The Invisible Sun roleplaying game is an unprecedented physical production, filled with massive amounts of content for a unique roleplaying experience. The black cube contains (and this is not an exhaustive list):
Four hardcover books totaling over 500 pages of game and setting content. (That’s well over the page count of one of our typical corebooks, such as Numenera.)
Roughly 1000 cards. The equivalent of about 200 pages of book content, and for the most part the cards do not duplicate text in the books. (That’s three or four times the size of a typical Magic: the Gathering core set, or twice the number of cards in a typical deck-building game like Dominion.)
The Sooth Deck, a beautiful tarot-like deck that’s instrumental to game play.
The Path of Suns game board, used with the Sooth Deck.
The Testament of Suns, a resin-cast figure that displays the currently ascendant Sooth Card.
A wide variety of tokens for tracking game info.
A set of custom Invisible Sun dice.
Two cloth maps.
A GM’s notebook.
Character tomes (similar in function to character sheets in other RPGs) for all four orders, plus apostates.
A character grimoire pad.
Five pregenerated characters.
Loads of in-setting handouts and props.
A gorgeous art book.
And the Invisible Sun app is free.
Invisible Sun is a game about discovery and secrets. There may be other content awaiting your discovery in the black cube.