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Invisible Sun by Monte Cook Games


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About this project



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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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But nothing like what you’ve seen before. Invisible Sun makes magic magical again. Magic’s not just a series of mechanics. It’s weird, wonderful, unpredictable, and dangerous. With spells and incantations like The Flock Scatters at the Sound of Teeth, Sharp Edges in the First Frost, and The Punishment of Change Comes to the Wary, magic is what the game is all about.  



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We at Monte Cook Games have done a number of Kickstarter campaigns in the past, and we are proud of our track record of delivering high-quality, on-time products. This Kickstarter campaign is a bit different. Befitting the nature of this game, each of the backer levels is a spell that summons an extradimensional box of secrets called (in the setting) the Black Cube. In this case, the Black Cube you’ll be summoning is filled with wonders. You can get the game, which itself is a deluxe product and a thing of beauty (Call the Black Cube) or you can get the game with the Directed Campaign and all the stretch goals (Control the Black Cube). There’s also a special level for our awesome retailers (Entreat With the Black Cube) and two for a few of you to get the really deluxe treatment (Master the Black Cube and Merge with the Black Cube). Like all spells in Invisible Sun, the backer levels are written in first person. Throughout the campaign, we’ll refer to the act of backing at one of these levels as casting that particular spell. 



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Invisible Sun is a very special product, with a lot of high-quality components but quality like this comes at a premium. Some people will want to consider buying the Black Cube as a group. And you’ll want to know about our shipping policies


Last, note that when you back helps determine the nature of your rewards. Every backer will receive a sealed envelope with the game that holds a secret about the game or setting. The envelope that you get is based on the sun that is active on the day you back (see the top of the page for today’s active sun). No one secret is better than any of the others, but only those who cast Master the Black Cube or Merge the Black Cube will see them all. You can read this for more information about the Active Sun and how it affects your rewards. 



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Invisible Sun is a tabletop roleplaying game of surreal fantasy. It’s dark. It’s moody. It’s adult. It’s also perhaps the most deluxe and amazing roleplaying game product ever produced. Inside the specially designed cube you will find four books, a folding game board, a resin monolith, a metal medallion, four special dice, player handouts, tokens, and hundreds of cards to enhance your gameplay. 



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Invisible Sun is a game of secrets. And that is true of both the physical product and the in-world game as it is played. Hidden within the pages of the books, within the components of the game, and perhaps even within the box itself, lie clues to discover—clues that can unlock new secrets. Invisible Sun is as much about interacting with the physical game itself as it is about interacting with the other players. This is a game of deep immersion. Of escape. 


Players create in-depth and intricate characters where the house in which they live is as important as their stats and skills. Character choices drive everything, with game rewards based on personalized story arcs, and emergent mechanics arising from not just from character creation, but from ongoing character development. However, in the end, it’s not game mechanics that dominate gameplay, but roleplaying. 


Player characters in Invisible Sun discover and utilize secrets. These secrets often involve the very nature of the universe, and those who master such secrets can change that nature. In common parlance, this is magic, and thus player characters are magicians and sorcerers called vislae. How they utilize their magic—casting spells, creating objects of great power, entreating with otherworldly spirits, or improvising effects by weaving together threads of power—is up to them. Character creation and customization are paramount, and no character concept is refused. In a game where everything is possible, it’s never a matter of “You can’t do that,†but “How do you go about discovering the secret to do that?†


Let’s be upfront, though. Invisible Sun is not a game for everyone. Not because it’s difficult, but because it’s involved. It’s not really designed for casual, fire-and-forget sorts of play. It is character-focused the way a good novel or television series is character-focused, with individual story arcs, deep development, complex motivations, nonlinear narratives, and asymmetrical play. If you’re the kind of player who enjoys musing over your character between sessions, thinking deeply about the setting and events in the game, and making interesting choices, then Invisible Sun is the game you’ve been waiting for all this time. 



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We live in the modern world. We know what it’s like to try to get a group together on a regular basis—work, family, schedules, and other aspects of that nasty thing we call real life always get in the way. Invisible Sun, at its very core, is designed around overcoming that with gameplay options that deal with missing players, solo play integrated with group play, playing online, and more. 


Invisible Sun is a game that encourages players to think about the game away from the table—and rewards them for doing so. Not just on game night. This is a game for people who enjoy real investment in character and story. It’s not just a hack-and-slash, bash the bad guy sort of thing. Those kinds of games are fun, but this is something different. 



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Players (individually or in groups) can devise and stage side scenes or even flashback scenes to accomplish their goals. The rules of the game address these in a way that is separate from but compatible with the main narrative. In addition to the flexibility this gives in group storytelling, it means that there are many opportunities to play the game and advance the characters and the narrative even when the whole group can’t meet.


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I'd be tempted by this, but I already have far too many systems on my plate. My Emerald Spire campaign won't finish until the end of the year, then a friend has something prepared and I want to finally play Numenera after that. I'd be happy to buy something to read like I did for The Strange, but $200 is a bit much for that.

 

And to be honest, if I backed I'd almost feel like I needed to get the campaign as well. Which my wallet really can't take!

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