Invisible Sun
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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 address