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232590267 Seitenabrufe seit dem 30.06.2003


Pfad: 

HauptseiteProduktlinienInvisible SunInvisible Sun: The Black Cube


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Invisible Sun: The Black Cube

 

Hersteller: 

Monte Cook Games

Produktlinie: 

Invisible Sun

Bestellnummer: 

MCG 0135

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

278,00 EUR

Anmerkungen:

 

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Produktbeschreibung

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.

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.

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