Invisible Sun on BackerKit for Backers and Pre-order Customers

Invisible Sun on BackerKit for Backers and Pre-order Customers

Illustration by Jason Engle
Illustration by Jason Engle

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.

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.

Help…I lost my Invisible Sun BackerKit Invitation

Were you a Kickstarter backer for Invisible Sun but lost your invitation to BackerKit? Fear not! Join us at BackerKit for Invisible Sun. Invisible Sun on BackerKit will close on November 17th.

I’m a backer. Where can I see a list of my rewards?

To see a comprehensive list of your backer rewards, and any add-ons you purchased, please log on to your Invisible Sun BackerKit account.

I missed the Invisible Sun Kickstarter…can I still participate?

Did you miss the Kickstarter? Grieve not! There’s still time to pre-order Invisible Sun. Invisible Sun pre-orders will close on November 17th.

The blinking Cat Creature from the Invisible Sun RPG
Illustration by Roberto Pitturru

What is included when I purchase the add-on called Invisible Sun?

Invisible Sun is the game itself and comes in a beautiful black cube. This is everything you get when you purchase Invisible Sun:

  • The Cube Itself: The Black Cube is a mystery box taken right from the game’s setting. This incredibly sturdy box folds in a unique design, and it includes a special compartment for the books and a plastic tray to hold the cards and components of the game.
  • The Books: The cube contains four beautifully, intricately presented rule and setting hardcover books called The Key, The Gate, The Path, and The Way. These contain everything you need to start an Invisible Sun campaign. You’ll also find them to be filled with hidden puzzles, codes, and mysteries all their own. While solving these isn’t crucial, it will enhance your experience.
  • Sooth Deck: A special deck of 60 round cards used to facilitate gameplay and inspire GM creativity.
  • Board: A durable, folding cardstock board featuring the Path of Suns, on which the GM plays the Sooth cards.
  • Testament of Suns: An imposing resin sculpture that holds a Sooth card that is active long-term for all to see.
  • Spell Cards: 300 cards detailing the spells characters will cast in the game.
  • Ephemera Cards: 450 cards detailing the minor magic and one-use incantations characters will use in the game.
  • Artifact Cards: 200 cards describing the magical accoutrements characters will obtain and create in the game.
  • Tokens: More than 100 tokens of different types to use for the different kinds of player rewards, Vance spell management, and more.
  • Dice: 4 gorgeous 10-sided dice marked with game-specific symbols. One is a “mundane” die, while others are special “magic” dice.
  • Secrets Envelope: A sealed envelope with some of the deepest secrets of the setting. This is different than the secrets that all vislae (backers) will get in addition to the game, tied to the active sun on the day that they cast their spell to summon the Black Cube.
  • Cloth Map: A gorgeous map of the City of Satyrine.
  • Poster Map: A two-sided map showing the Actuality and the fantastic realm of Indigo.
  • The Guiding Hand: A GM’s notebook that guides the GM through creating a campaign of their own, with ideas, suggestions, and prompts.
  • Art Book: A fantastic compilation of the art from Invisible Sun, in an easily referenced format. Works as a great companion piece to the game, or as a way to show visual references to the players.
  • Player Handouts: Dozens of useful things, from quick-reference rule cards to a plethora of handouts and clue-laden props.
  • Character Tomes: The four orders of magic, plus the order-rejecting Apostates, each get their own unique four-page character tome. The game contains six blank copies of each type of tome, ready to use to create characters.
  • Grimoire Pad: A pad of 30 handy sheets for players to record their spells, secrets, and more.
  • Bookmarks: Four special bookmarks, each tied to a different book, not only help mark important pages, but list frequently referenced pages for important topics. And might they be part of a larger clue to yet another mystery? Everything’s fair game.
  • Pregenerated Characters: Five iconic characters for the setting, ready to use as player characters.
  • Sun Medallion: Every game contains one of eight metal medallions, each tied to one of the suns of the Path of Suns. Fate will decide which medallion you get, as there will be equal numbers of each made.
  • Searchable Electronic Reference: Every copy of the game comes with a digital download of the rules and setting material. You can read it on a tablet or other screen and easily search the file to find what you need.
  • Secrets: Are there still more mysteries hidden in the cube somewhere? Probably, for those who look carefully.

What is the release schedule for Invisible Sun?

is-timeline-01

This timeline is an estimate, of course. We will keep you updated through Kickstarter messages, Kickstarter updates, and direct messages.

Fulfilling Kickstarter Rewards

We use BackerKit to organize backers, pledges, and add-ons, but we don’t fulfill rewards through them. Instead, your rewards from this Kickstarter campaign will be fulfilled through the MCG Shop, which puts you, the backer, in charge of redeeming them at your convenience. Learn more about fulfillment and shipping for the Invisible Sun Kickstarter.

What is MCG’s release schedule for other products?

Here’s a sneak peek at new products and publications being worked on by Monte Cook Games for future release!

Invisible Sun Path of Suns Board

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