Invisible Sun - 01 The Key
Invisible Sun - 01 The Key
Invisible Sun - 01 The Key
THE KEY
A book for players and game masters.
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THE WAY
The Way of Magic ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 4
Magical Practices ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 6
Minor Magic ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 24
Long-Form Magic ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 28
The Endless Grimoire: General Spells ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 46
Vance Spells ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 54
The Maker’s Matrix ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 58
Weaver Threads (Aggregates) ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 64
Goetic Summoning ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 74
Character and House Secrets ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 84
Ephemera ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 98
Objects of Power ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 110
The Changeries ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 116
THE PATH
Precepts ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 4
The Path of Suns ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 34
The City of Satyrine ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 64
Fartown ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 98
Organizations ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 106
Inhabitants of the Actuality ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 120
THE GATE
Gameplay ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 4
Actions ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 16
Advanced Rules Modules ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 34
Gamemastering ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 46
The Sooth Deck ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 72
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The Key
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THE ALCHEMY
OF LIES AND TRUTH
I
n this chapter, you will find truth. And lies. Only through Shadow car and it drags you back down into the Grey, seeping
the synthesis of the two can you find reality. down and down like quicksand. Or maybe you just fall back into
it all because you’ve always got a bit of Shadow’s essence in you
now, wherever you go, and whatever you do. It knows where to
FORCED FREEDOM find you. Whatever the case, it’s never happened to me. Not yet.
I first escaped Shadow three or four years ago. The Hendassa I’ve spent the last few years entirely in Indigo.
dragged me out, so I suppose it was less an escape and more like a Like most people, I found my place in the city of Satyrine. I’ve
rescue—or a harvest, depending on your opinion of the Hendasa heard it called the City of Notions, the City of Forever, and the
and their grey reapers. Glistening City. That last one is a stretch, but there are parts of the
At first, it was bewildering. I would say that it was like waking city—the Celestial Bazaar and the Marquis Quarter—that glisten,
up from a dream, but that’s not really it. More like going to sleep I suppose. Maybe the whole place did, before the War. Now more
and realizing that the dream is real and waking life was the of the city is a ruin than not. Although people are working to
dream. It took me quite a while to acclimate to Indigo. Or rather, reclaim it, now that the War is over. I have only general memories
re-acclimate. Just the whole . . . idea of it. Those were rough times. of what Satyrine was like before the War, and before I exiled
I really don’t like to talk or even think about those days. Some myself to the Grey. Shadow does that to you.
of the things that happened to me. Some of the things I did to I was one of the fortunate ones, though. My house was still
survive. And, perhaps more important, to understand. more or less intact. I had to work to get it in order, but I managed
Like millions of others, I had submerged into Shadow to escape to get the grigs cleared out and chased away most of the ghosts.
the War. But part of Shadow, of course, is the forgetting. That’s its It’s still a little rough around the edges, but it’s home. There’s a
nature. Officially, it’s called the Grey, and it is a place of distraction familiarity to it—it’s an anchor when this weird and wonderful
and nonsense. Endless meaninglessness and trivialities, always place gets to be too much. A sanctuary.
churning and turning in on itself. Always moving, but never going Most of the people I knew from before are gone. To be brutally
anywhere. In Shadow, I lived in a house, had a family, had a degree honest, I barely remember them anyway. The time before the War,
under my belt, and a job to earn money that passed through my before the Grey, that’s like someone else’s life. But in the last few
hands and into the hands of others like a grinding wheel, all of us years, I’ve gotten to know my way around the city as it’s being
believing that amassing it was the ultimate goal, never realizing that rebuilt, and I’ve made some friends.
doing so was impossible. I watched television and half paid attention Take, for example, my neighbor. He tinkers with rhyming magic.
to sports, politics, and culture, never recognizing that none of it made He’s also got a 1966 Lamborghini Miura parked in front of his house.
any sense, never went anywhere, never accomplished anything. Which might seem a little out of place here. It’s very . . . showy. That’s
Once I re-acclimated, I never missed Shadow. Once I his memento from Shadow. Remember, I said many of us have ties
understood the Actuality, I never looked back. back to Shadow. A bit of Shadow that sticks. Well, some of them use
I understand that sometimes people get dragged back into that connection to reach in and pull out a memento. I’m not going to
Shadow. I don’t know if what happens is more like a snare that tell you what mine is. That’s personal.
grabs you or a siren’s call that lures you back. Maybe you suddenly Which reminds me, I’ve barely mentioned the biggest, probably
remember your Shadow family or your Shadow lover or your most extraordinary part.
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The Key
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The Alchemy
of Lies and Truth
Rivenhome
MIRRORS She once asked the Maker what his greatest creation was to
Mirrors are a virus. date. “When I was a young man,” he told her without hesitation,
We think they are simple tools, but the secret truth is far more “I looked for God. And I found him.” After a pause, he continued.
sinister. They multiply when we’re not looking—it’s all about “I took what I found, and I made him into a gun. Being both
looking, you see. They’re mirrors. Newly born mirrors seep into a Maker and a younger fellow at the time, it made sense. But
our homes, workplaces, and even temples and graveyards. Look that god-gun was soon stolen from me by a demonic bureaucrat
away and there’s suddenly a mirror in a room where there wasn’t called The Enemy of Sleep. Since that time, I have steered clear of
before, and we don’t even notice. It’s a virus. It spreads. weapons and war. Like begets like, as they say.”
If every bit of the world is reflected in mirrors at once, But more to the point, on another occasion the spider idly
everything inverts. The world on the other side of the mirror complimented the Maker on a beautiful mirror with a silver frame
becomes real, and we become the reflection. that hung on the wall. She had assumed that he, being a Maker,
It’s an invasion, I tell you. It is a secret, told to me by a very had fashioned it himself.
well-informed truespider. She heard it from a Maker who lived “What?” the old man said with a start and looked around. “I
in a little house in the country next to a burbling, tick-tocking don’t have any mirrors here.”
stream of clocks. Every hour upon the hour, the chimes from the But he most certainly did, and this clearly alarmed him. “I’ve
river were so loud that someone standing upon the banks could not been vigilant,” he said, cursing. And with that, he took a
not hear anything else. But she wasn’t on the bank; she was in his hammer from his kit and smashed every mirror in the house. He
house, spinning a web in the corner. She had promised him that swept the pieces outside, into the river.
she would not drink the fluid in his eyes while he slept, and so the The spider asked the Maker why he had done that, and
Maker agreed to let her stay. moreover why he had greeted each mirror he found in the house
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The Key
that day with surprise and horror. He explained the dread secret to A MAGE AT ARMS
her. Even as you read this, you’re doing so in Shadow. You believe it to
Not long after, the man vanished. One minute he was there, be the real world, and the sights and sounds you see are normal.
working at his bench, and then, when the spider wasn’t looking, You believe the events around you have meaning and significance.
he wasn’t. But a part of you, deep down, knows that they do not. There’s a
Because with mirrors, it’s all about looking. part of you that knows that the real world is far bigger, far more
Never stop looking. mysterious and wondrous, than the grey shades around you.
The first true thing I saw was an elderbrin in the form of a
thing with a head like something from the briny deeps and a
body of pure fire, emitting rays of darkness from its eyes. This
sight alone, I can tell you, was enough to yank me out of the Grey
and into Indigo. We refer to these—the Grey and Indigo—as
places, and that’s not incorrect, but they are also just as accurately
described as states of being. Each is defined by the sun that shines
down upon them, both physically and metaphysically. This is true
of the Pale, the Blue, the Green, the Red, and other suns as well.
But I’m getting ahead of myself, and you’re in Shadow, so all of
this is new to you. Forgive me.
It must be clear by now that I am no teacher. My gifts do not
lie in instruction, but in exploration. I am a seeker. And since
you are in Shadow, I should note too that one of the strange
misconceptions that some have about practitioners of magic is
that they are a physically weak and frail lot, bookish and even
cowardly. That is often how they are presented in fiction.
Nonsense. I can tell you that I am a vislae, and the master
of many spells. But I am also an explorer and a warrior. I have
walked the path of the 17 towers and spoken to the lords and
ladies that I found there. I have defeated the guardians of the
Cygnine Gate and survived the incantation of Amatory Bloodfire.
And you can be me.
APOSTATE
Anestra had given up on the orders of magic altogether and
thus was labeled Apostate. She embraced the term and made
it her own. Thanks to a few glamours she discovered, the word
“Apostate” now floated above her head in glowing letters. It
followed wherever she went. Exactly as she wanted it.
Anestra wore a sinsuit made of wrath and a bit of envy. A candle
of numina burned upon her shoulder. Long brown dreadlocks
cascaded around her face and down her back, but a minor charm
kept them from the dangers of the candle flame.
When Anestra went to the library-temple of Rhol, most of the
other vislae there avoided her. Apostates were unpalatable enough
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The Alchemy
of Lies and Truth 9
for library priests, but one who embraced the outcast nature? One simply your neighbors. Some might be people you met while
couldn’t be seen with such a person. in Shadow. Others will be new. The important thing is, the
Anestra spent her time in the library poring over some of the connections you have to others are going to serve as some of your
more obscure tomes of demonic lore. When she had read every more efficient tools for getting ahead in Satyrine. It’s very, very
book and scroll on the topic the god had to offer, she left to difficult to succeed entirely alone.
consult with the Forty Apodictic Faces of Wisdom in the Garden 3. Rid yourself of “Shadow thinking.” Try to forget the things
of Oflim. you think are important. Shadow has lied to you not just about
Mages and sorcerers across Satyrine began to wonder, what who and where you were, but about how the very world works.
does Anestra seek? What knowledge is she after? Much of what you think you understand, from the laws of
She confided in no one. She inquired with no one who would physics to the importance of automobiles and computers to the
share her secrets. And she continued her search. significance of dreams to an endless parade of other ideas and
Eventually, one day, after a keyfall, where keys of all shapes and concepts, are all based on utter nonsense.
sizes rain down from the heavens, she found a key. Not just a key, 4. Similarly, alter your perspective on what “makes sense.”
but a so-called wicked key that can open anything. They are not, Often, things just don’t work like they do in Shadow, and vislae
as it turns out, as rare as some would have you believe. who have returned to Indigo just have to accept them and move
Using this key, she unlocked the door of a library far more on. Take, for example, the War. The victors of the conflict cast
ancient than that of Rhol, the Left-Handed God. So ancient, incredibly powerful spells to make the other side irrelevant. So no
in fact, that it no longer existed. And within this long-gone one really talks about them (occasionally referring to them as “the
storehouse of knowledge, Anestra found what she was looking Enemy” and blaming them for any negative repercussions), nor
for: the secret name of a demon so obscure and so lost that no one do they discuss what the War was actually fought over. The magic
living or dead remembered it. involved makes this difficult to comprehend, and that might be
So, with this knowledge, she conjured this demon—not to the point.
command it, or interrogate it, or for any such conventional In the Actuality, roads sometimes spiral. Houses are sometimes
sorcery. No, Anestra turned her back on such things. She more clever than their owners. A ghost of an unfinished book
summoned this ancient being out of the Dark to gaze into its eyes, might contain the chapters that would complete it. Thoughts
for she knew its pupils shone with a color otherwise unknown, might think themselves.
anywhere. 5. Don’t utterly reject what happened to you in Shadow. Shadow
And with that, she took the next step down a path that would is a lie, having muddled your senses and darkened your soul, but
lead her, alone, to the Labyrinth. Exactly according to her plan. the experiences you had there still carry weight. Their significance
lies not in the world without, but the one within. The experiences
in your Shadow life are a part of you. They helped shape who
REACQUAINTING YOURSELF you are. Recognize that you are not the person you were when
WITH THE WORLD you went into exile, and embrace it. It’s possible that what you
From the Handassa’s pamphlet “So You’ve Just Returned From Exile” learned in Shadow (not about the world, but about yourself ) will
be invaluable.
Once you’ve re-acclimated to the Actuality, you’ll want to take 6. Find something important to focus on. In Shadow, they say,
certain steps. “Idle hands are the devil’s workshop.” In the Actuality, we know
1. Establish your home. (Almost) every vislae has a house, and that devils have different tactics not so neatly summed up in a
being cut off from it for years is like having lost a limb you forgot single statement, but the overall sentiment remains valid. You
you had. Sweep it out, chase off the spiders and the grigs, and have great power and unique skills. Put them to use. Become a
make sure your books and other belongings are in order. Get to part of the real world again.
know the place again.
2. Make some friends. Some of these will be old friends you
knew from before. Perhaps fellow members of your order. Or
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The Key
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CHARACTERS
I
nvisible Sun is deeply character focused. Not accountants, clerks, and programmers in Shadow. Part
only are the player characters the avatars of of the Invisible Sun narrative the PCs take part in will
the players of the game, but the characters and likely involve reconciling those two distinct natures.
their arcs drive play as well. Character creation Unlike mages found in other fantasy settings
is involved, with many choices, but the esoteric (particularly epic fantasy or swords and sorcery),
arts are involved and require a great deal of vislae do not conform to a physical type. In other
introspection, so the intricacy and depth are an words, they’re not all bookish and slight, or old
excellent primer for what it means to be a vislae. men with beards. On the contrary, a barrel-chested
soldier, a graceful gymnast, an obese ex-athlete, a
shadowy assassin, or a lanky professor could all
WHO ARE THE be vislae. This point takes on even greater nuance
PLAYER CHARACTERS? when one considers that most vislae, as they grow
Player characters (PCs) are mages, sorcerers,
adepts—people who practice magic. Collectively, you
call yourselves vislae, which refers to the steward
of the Invisible Sun, Visla. To most, “vislae” means
“children of Visla,” and this name comes from the Throughout these books, you’ll see page
THE PATH
recognition that anyone who uses magic owes fealty Invisible Sun, page 62 references to various items accompanied
to and knowingly or unknowingly relies upon Visla by the following symbols and colors.
and the Invisible Sun. Vislae call non-vislae “nons.” Visla, page 62 These are page references to other books
It’s not meant to be insulting. Well, not much. within The Black Cube, where you can find
Shadow, page 52
Vislae characters all have one commonality: all additional details about that item, place,
exiled themselves to Shadow long ago to avoid Actuality, page 5 creature, or concept. It isn’t necessary to
the War, and have now returned to their homes look up referenced items in the books, but
in the Actuality. As such, they are reacquainting doing so will provide useful information
themselves with the world and their place in it. for character creation and gameplay.
When they left, the PCs had homes and roles in
society. Upon their return, memories came back
slowly, and only in very broad strokes. The world THE WAY THE PATH
was changed by the War, but the characters are well
on their way to reclaiming those abandoned lives.
This means that all the PCs walk a strange line
of being both acquainted with the setting and THE KEY THE GATE
distant from it. Because although each of them is a
magic-wielding vislae, they were also—recently—
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The Key
more powerful, visit Satyrine’s changeries and have Satyrine’s natives sometimes call it the City of
their bodies reshaped and—often—altered so that Notions, because nothing is more important or
some aspect of them is no longer recognizably valuable there than an idea, a concept, a feeling,
human or even organic. Powerful vislae with or an emotion. These are commodities that can be
heads shaped like brass cubes, skin of sparkling bought and sold in Satyrine. Why, the very currency
diamonds, eyes of green fire, a serpentine lower Orbs, page 181 of the city—called orbs—represent ideas.
body, legs like a spider, or stranger configurations
are all possible and even relatively commonplace. THE PEOPLE
Besides humans, there are many other peoples
WHAT DO YOU DO? THE PATH that live in the city. The most common (but still
In the broadest sense, you are reclaiming and Elderbrin, page 30 far less numerous than humans) are the elderbrin.
rebuilding the life you abandoned long ago. In so These shapeshifting beings are—by human
doing, you aid a city that is likewise being reclaimed standards—a bit flighty and prone to strange fits
and rebuilt. More specifically, however, you wield THE PATH of fancy. Another, even more rare people are the
magic to discover secrets, gather influence, and Lacuna, page 30 lacuna. Lacuna exist only as apertures to elsewhere.
amass power. They look like person-shaped holes in the very
There are many, many avenues to achieve fabric of reality. Lacuna are secretive and reticent,
such goals. And further, your character will have and frequently motivated by entirely nonhuman
THE PATH
individual objectives unique to them that come Labyrinth, page 77
rationales. There are also very small numbers of
from what are called character arcs. Your character other non-humans, hailing from far-off half-worlds,
might be looking to solve a particular mystery or each with their own unique form and outlook.
There is another kind of
get revenge for a wrong perpetrated against them person, but most don’t live As previously stated, even among humans, not
in the past. In other words, “What do you do?” is in Satyrine. These are everyone in Satyrine is a vislae. However, some of
a question answered fully by each player, not the shadows, and they hail the nons aren’t actually people. Instead, they are
game. You are in the driver’s seat. You decide what from the Grey. Never real thoughtforms. These servitors are magical force
your character does. people to begin with, they shaped by sorcerous thought and given existence
are part of the illusion of the
Particularly ambitious characters do what they do in the world to perform tasks. Messengers,
Grey but are so elaborate—
ultimately to walk the Labyrinth successfully. Those having existed alongside guards, cleaners, and clerks might potentially be
who succeed at this lofty goal gain incredible power vislae trapped in Shadow— thoughtforms. Thoughtforms look like people,
and access to another sphere of existence altogether, that they have taken on but some can see their true nature, and even a
where they can walk amid the most powerful beings a true life of their own. brief interaction can suggest to anyone that a
More sophisticated than
in the universe and test their mettle against the thoughtform is not an actual person. Thoughtforms
thoughtforms, shadows can
greatest challenge in existence. That’s heady stuff, have personalities, original don’t have much in the way of emotions, original
though, and most characters are unlikely to look so thoughts, emotions, and thought, or wills of their own. Once, a vislae who
far ahead from the start (but some might). will. It’s possible to play a had recently returned from Shadow suggested that
Shadow character. See they were like magical robots, and the comparison
The Gate, page 45. is not far off.
WHAT IT IS LIKE TO And of course, some of the people in Satyrine
LIVE IN SATYRINE THE PATH aren’t alive. The Dead primarily live in a faraway
Characters live in the city of Satyrine. Not everyone The Dead, page 112 place called the Pale, but some take up residence
there is a vislae, but most vislae make their home in in Satyrine. While most of these take the form of
Satyrine, page 65
the city. It is an ancient place of multiple districts, ghosts and wraiths that haunt a great many locales,
each with its own unique nature. Some districts The Pale, page 53 a few inhabit corporeal bodies and live—well,
do not even exist in the same world as the others. exist—and work alongside the living.
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Characters
THE STRUCTURES
Satyrine is a sparsely populated city. Some of its Don’t pretend it’s not all It’s possible to start a new character just as they
streets remain quiet and empty much of the time. very strange. As an Invisible leave Shadow, or even have the first session start
Others bustle with life. Almost all are twisting, Sun player, your character with the character(s) in Shadow and play out
has just spent a great deal of
strange affairs. Buildings stretch in impossible time in Shadow—just like
the first transition. This isn’t recommended, at
directions and streets wrap around themselves you. Yes, your character’s least the first time, because it has a tendency to
like Mobius strips. Structures move, and avenues back in the surreal world set the character apart from or even against the
repeat. Places trail off into seeming nothingness. of the Actuality, where setting. This isn’t a story about characters in a
Until you really know your way around, getting lost magic and wonder are a strange land trying to get back to where they’re
part of life, but their time
in Satyrine is practically a given. from, or one about accepting the impossible
in Shadow allows them
This is not helped by the fact that much of the to see the world with new truth of one’s world. You can use Invisible Sun
city is in ruins. Just a few years ago, the terrible eyes. Eyes very much like to tell those stories, but they’re not a part of the
War raged across the Actuality (and in particular yours. Eyes unaccustomed core story here. Shadow is the past. It is a pale,
Satyrine). Whole sections of the city were destroyed, to origami buildings and uninteresting, and ephemeral shade of reality.
with the weapons that wreaked the damage—called intelligent, floating jellyfish. Although the seductive call of one’s past is an
Find that place within
Hate Cysts—hidden in the Ruined Expanses, where yourself where you can
aspect of Invisible Sun (see Falling Back Into
they continue to inflict further woe. Many areas marvel at the wonders but Shadow, The Gate, page 7), the core story is
remain in their sad (and dangerous) state, providing accept them as reality so about the Actuality, the present, and the future.
difficult urban wildernesses to cross to get from you can move on. A vislae’s
one city district to another. Of course, (relatively) unique perspective of having
lived in both Shadow and
safe paths and bridges have been created to make
the Actuality mirrors a
getting around easier. If you know the way. player’s perspective of
being caught up in the
THE INSTITUTIONS wonder and yet wanting
The rulers of Satyrine are as complicated as the to escape—at least for a
city itself. Ostensibly, a group of three potentially time—into the fiction.
godlike individuals called the Deathless Triumvirate
rule the city. They are aloof and distant, however, THE PATH
which means that real power is far more local. Hate Cysts, page 73
Gerents manage districts and neighborhoods, and
Deathless Triumvirate,
each employs their own personal law enforcement,
page 65
emergency responders, and civil servants (a great
many of these are thoughtforms). Gerent, page 71
When it comes to law enforcement, however,
we would be remiss in not mentioning the Thah. Thah, page 71
This quasi-military organization is independent
Magisterium, page 77
but nevertheless acts as one of the city’s major law
enforcement and peacekeeping agencies. Thah
wear gold and red uniforms and their touch is their
weapon. They wield fear rather than authority.
Meanwhile, the Magisterium oversee the thirteen
secret souls of all the inhabitants of the city (and Secret soul, page 139
in fact, all those outside as well). Thirteen is the
number of mortality, and all mortal souls have
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BEYOND SATYRINE
Satyrine lies at the heart of a world called Indigo, so
THE PATH
named because it is the realm illuminated by the Perfected, page 102
Indigo Sun. But there are other suns, and their light The Indigo Sun The Grey Sun
defines other worlds that coexist with Indigo. There Indigo, page 46
are eight such suns in total, plus the Invisible Sun:
Silver, Green, Blue, Indigo, Grey, Pale, Red, and Silver, page 38
Gold.
Green, page 41
Each sun embodies a concept, carried within
the light it sheds upon the world below it. For Blue, page 43
The Pale Sun
example, not only is the Red Sun one of destruction
and change, but the realm it creates through its Grey, page 52
illumination is likewise a demon-haunted world of
Pale, page 53
violence and mayhem.
Beyond these realms lies the cold and dismal Red, page 56
Dark, where no sun’s light reaches. And scattered
amid the whole thing are the so-called half-worlds, Gold, page 59 The Red Sun
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characterized as already being full of strangeness, attempt. In other words, some aspect of their nature. The body of a
or in a world where “strange” is normal. Some of people who have the corrupt mage full of despair might be found
potential but do not become
this is good, and offers vislae advantages that others vislae are vanishingly rare,
swarming with beetles. The body of a more
do not have. Some of this strangeness is an outright usually existing only in very pure-hearted vislae might crumble into a series
danger, the sort of thing that makes even people in special circumstances. of sacred relics.
Indigo sometimes avoid them or never attempt to
learn the art of magic in the first place.
Some of the more significant bits of strangeness Vislae are often called CREATING A
in a vislae’s existence include the following. mages and sometimes VISLAE CHARACTER
✦✦ Vislae know a secret language that only they adepts, esoterics, ascended, Creating a character involves a number of steps,
illuminated, practitioners,
can speak. and at each step, you must make choices. This
enlightened, awakened,
✦✦ Vislae houses are usually haunted by spirits or process isn’t just to determine how hardy your
casters, canny ones, zelators,
infested by magical pests. and initiates. Only those character is and how many skills and spells they
✦✦ Vislae houses often end up with a secret room truly out of fashion or can use. It’s also to develop a character with a
that even the vislae didn’t know was there (at ignorant use the term background, a personality, and goals. A character
least at first). “wizard.” Sorcerer, warlock, with a life.
magician, magister, and
✦✦ Like all things, knowing a vislae’s secret name
witch are terms embraced by
Everything in the Invisible Sun game revolves
gives you power over them. However, knowing a few and rejected by most around the characters and their character arcs,
it also gives them power over you. to be on par with wizard. so characters are intricate and complex, just like
✦✦ Vislae can recognize the intentions and Magic user, spellcaster, and real people. Developing a character’s background,
emotional state of another vislae by watching a few other even rarer terms home, connections, rivals, and so on—all of which
exist, but are practically
them cast spells. are called a character’s foundation—is such an
never used.
✦✦ Vislae possess objects that represent them and important part of the game that the first session
hold a portion of their own essence. is always a group experience where all such
✦✦ Vislae have their own types of currency of value information is created. In other words, a player
For players wanting more
only to them. creates their character, but the group helps create
simplistic characters,
✦✦ It is dangerous to awaken a vislae from a the context around that character in a formal (and
the Shadow character is
dream. There is a chance that the unfinished available. fun) process that begins a narrative.
dream will come with him into the real world.
✦✦ Vislae have different aspects—literally THE TESTAMENT
versions of themselves that coexist but operate THE GATE (AND THE VERTULA KADA)
independently on different levels of reality—so Shadow character, Vislae are tied to the Invisible Sun and its
vislae are properly referred to as “they.” page 45 guardian, Visla. Hence the name. They draw their
✦✦ Objects in proximity to and of importance to a magical power from the Invisible Sun, and thus a
vislae sometimes gain magical properties (not fundamental part of their very nature is wrapped up
always beneficial). in the connection with it that they take with them
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everywhere they go. All vislae carry an object that Testament of Suns is a guide through character
represents this connection. This object is called the creation and an icon representing the finished
Testament of Suns and looks like a stylized hand THE PATH
character. (As it also represents the Invisible Sun, it
with six fingers. Invisible Sun, page 62 figures prominently into the use of the Sooth Deck.)
Apostates, of course, must be different from
everyone else. Apostates are vislae who reject the
orders of magic, and thus reject the Testament of
THE GATE Suns. They carry their own object, which they call
DA
Apostates, page 60
angular, multi-piece object of glass, crystal, or metal.
A
But since most vislae use the Testament of Suns,
and since you don’t know what order to choose
before character creation begins, we will use the
TOR
VER
Testament as our guide through the character
creation process.
Once character creation is complete, each vislae can
be described in a sentence: “I am a blank blank of the
Order of blank who blanks.” Four of the character’s
aspects determine the parts of that sentence. So a
character is a [FOUNDATION] [HEART] of the Order
of [ORDER] who [FORTE]. The Black Cube provides
blank versions of the four-page character tome a player
uses to record all their information.
Alternatively, some players might choose to have
the heart be an adjective rather than a noun in
their sentence, making the name of their order the
VERTULA KADA
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The Key
noun. (Each of the heart names are also, handily, eight steps to character creation that we will number 0
an adjective.) This makes the sentence instead: “I through 7. (0 is numbered as such because it is optional
am a [FOUNDATION], [HEART] [ORDER] who and exists outside the aspects of a character, dealing
[FORTE].” So a character might be an Itinerant Itinerant, page 147 more with the player.)
Galant of the Order of the Vance who Revels in You can do steps 0 through 4 on your own,
Beauty, or they might be an Itinerant, Galant Vance Galant, page 67 although doing them in conjunction with the game
who Revels in Beauty. master (GM) is not a bad idea. Steps 5 through 7
Order of the Vance, page 37
should be done in conjunction with the other players,
THE SIX FINGERS OF THE Revels in Beauty, page 112 and will likely be handled when you get together for
TESTAMENT OF SUNS the first session of the game. Steps 1 through 7 all
With the Testament in mind, you create a vislae in six have their own dedicated chapters in this tome to
steps, listed below. Some of the steps are simple, and Every order has its own help guide you through the choices involved.
others are involved. All exist so that you can develop character tome, designed to Step 0: Choose a roleplaying style.
a deep and dynamic character. Six is the number of hold its specific information. Step 1: Choose an order.
death and is generally regarded as ill-favored, so we Step 2: Choose a heart.
shall include a seventh step, which involves the bonds Step 3: Choose a forte.
a character has with their closest friends. But seven is GMs should record each Step 4: Choose a soul.
the number of change and transition, and eight is the character’s sentence in Step 5: Build a foundation.
number of rebirth and new beginnings (and in so many The Guiding Hand. Step 6: Choose a character arc.
ways, vislae returning from Shadow are, in a very real Step 7: Create bonds and an initial group
sense, experiencing rebirth). So there are, in fact, desideratum.
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just say, “an Apostate.” Collectively, all vislae are Later, your forte might gain an appurtenance that
THE GATE
sometimes referred to as the Invisible Church, Appurtenance, page 35 modifies it even more, but starting characters don’t
again showing their connection to the Invisible Sun need to worry about that.
and its patron/warden, Visla.
In brief, Vances are sorcerers who prepare and cast STEP 4: CHOOSE A SOUL
spells they learn from books, and they believe that All characters have a secret. Well, they likely have
spells are, in their own way, intelligent in and of many, but the deepest secret anyone possesses lies
themselves. Makers, as the name suggests, use magic within their own soul. All vislae have an allegiance
to create powerful items. Weavers cast spells with a to one of thirteen secret souls. These secret souls
very fluid and improvisational sort of sorcery. Goetics Magisterium, page 140 are governed by a group of beings called the
use their magical skills to summon demons and other Magisterium. Each has a Soul Guardian that a vislae
creatures to do their bidding. Apostates dwell outside Soul Guardian, page 140 can call upon in a time of need (for a hefty price that
these categories and find their own paths. has little to do with money).
For more on orders, see Order. Order, page 34 This means every vislae has a portion of their
soul that is connected to the larger world. How
STEP 2: CHOOSE A HEART Heart, page 65 this portion aligns with that same portion of
Your heart defines your essence. It is the most other vislae’s souls determines a bit of significant
basic building block of your character. It is a broad Souls, page 139 information about the vislae.
personality type, but it is also an essential marker Soul allegiances can help determine outlook
Statistics and Skills,
for a character that ties them into how they interact page 24 and personality, to a degree, but they affect magic
with the ebbs and flows of magic. There are four more directly, particularly for advanced characters.
different hearts to choose from in Heart: intuitive, Fuses Nightmare to Fist, They are to be kept secret, and as such are never
quick thinking Galants; contemplative, thoughtful page 100 mentioned as part of the sentence that describes the
Stoics; emotional, personable Empaths; and character. To put it another way, secret souls are the
Breathes Runes, page 78
passionate, hair-trigger Ardents. unspoken part of the describing sentence.
Heart is what determines the starting values of Dwells in Darkness, page 94 You’ll find more about souls in Soul.
your stats, Certes and Qualia. Look to Statistics and
Skills for information on stats. Channels Strength and STEP 5: BUILD A FOUNDATION
Skill, page 86 Your foundation is your life. Where do you live?
STEP 3: CHOOSE A FORTE The First Session, page 194
What did you do before? What did you do while in
Forte plays a huge part in determining what your Shadow? Who do you know?
character does. This is why all fortes have names Home, page 149 This is the first step that you should do at least
that are verbs rather than nouns. Fuses Nightmare partially in conjunction with the other players. In
to Fist, for example, or Breathes Runes. While order Neighborhood, page 152 fact, The First Session offers a system designed so
determines many of your capabilities and skills, forte that they can help you.
Shadow skill, page 154
is the all-important facet that makes your character Foundation defines:
unique. A Goetic who Dwells in Darkness is going Shadow memento, page 154 ✦✦ the vislae’s home (and neighborhood)
to use his order’s summoning skills and spells very ✦✦ the vislae’s Shadow skill
differently than a Goetic who Channels Strength and Personal quirk, page 154 ✦✦ the vislae’s Shadow memento
Skill. The former is likely to deal with demons to help ✦✦ the vislae’s personal quirk
Connections, page 156
uncover secret, hidden lore, while the latter will focus ✦✦ the vislae’s connections and NPC bonds
on summoning entities to complement the knowledge NPC bonds, page 157 More information on developing a foundation can
and abilities he channels from others. Look to Forte be found in Foundation.
for dozens of fortes to choose from. Forte, page 70
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STEP 6: CHOOSE A CHARACTER ARC many being suggested by the events of the
Character arcs offer the main way for characters to narrative—but some character arcs have a cost to
earn the points that they spend to advance (called begin. However, the arc you choose at the beginning
Acumen and Crux). They are a way for a character Acumen and Crux, page 22 is always free.
to have a goal and take steps to advance that goal. More information on character arcs can be found
You might start with a desire to find a mentor, Character Arcs, page 162 in Character Arcs.
learn a secret, or avenge the death of a friend, for
example. The character arc tracks your progress as STEP 7: FORM BONDS
you attempt to accomplish one of those things. The very end of the character creation process
You start with a single arc. You can undertake as requires the GM and other players. At this time,
many arcs as you wish as the game progresses— you develop the neighborhood around your house,
choose the bonds you have with the other PCs,
determine what ephemera you begin the game with,
and devise the group’s initial general goal, called the
desideratum.
When you build a character’s foundation, it
becomes crystal clear that in Invisible Sun, PCs
are individuals with their own agendas, their
own homes, and their own lives. But roleplaying
THE GATE games are about groups of PCs working together,
Development Mode, and (other than in Development Mode, which is a
page 6 separate style of play) Invisible Sun is no exception.
So why do the PCs work together?
Because they have bonds that tie them together,
forming relationships. Bonds can define familial
relationships, friendship, romantic interest, debt
obligations, and more. What’s more, characters
might gain both special advantages and drawbacks
based on the bonds they choose.
Not every character needs to be bonded to every
other character, but each PC needs to have a bond
to at least one other character. PCs can also have
bonds to specific NPCs or connections to groups
and organizations as well. These are handled as part
of a character’s foundation.
You will definitely want to work with the other
players while creating PC bonds.
More information on devising bonds can be
The First Session, page 194 found in The First Session.
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2 Injuries. When you have 3 Injuries, they become have access to, but normally these are seemingly
a Wound (if the attack was physical) or an Anguish magical whims gifted by the universe, if the vislae is
(if the attack was to your mind). If you suffer 3 open to such things.
Wounds or Anguish, you die. Like just about everything else, ephemera and
Certain things will absorb or negate incoming objects of power have levels.
damage. Some particularly horrific (usually magical)
attacks skip Injuries and inflict Wounds or Anguish SOOTH DECK
directly. THE GATE When something significant happens in the game,
Sooth Deck, page 72 the GM will turn over a card in the Sooth Deck.
EPHEMERA AND OBJECTS OF POWER Among other things, the card revealed will change
Ephemera objects and objects of power are items the way magic works, making certain spells and
imbued with magic that a character will gain effects more powerful, and others less so. These
throughout the narrative. Ephemera are one-use changes are frequent and usually fleeting, and they
THE WAY
items like a potion you drink or an amulet whose Ephemera objects, reflect the fact that the magical world is a complex,
power you call upon and consume. Objects of page 100 ever-shifting one. Since events that cause a card
power last longer—sometimes forever. turn are usually magical, this shows that the more
Characters are limited in how many ephemera Objects of power, page 110 one uses magic, the more magic gets disrupted,
they can have at one time. Rather than a physical like a still pond into which more and more pebbles
Incantations, page 106
ephemera object, a character can meditate to learn are dropped, causing ripples that then interact with
fleeting spell-like practices called incantations. other ripples, and so on.
Powerful vislae can choose which incantations they
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STATISTICS AND SKILLS
“T
here are things knowable and qualities of a character. In other words, you are born
Certes, page 26
unknowable, and both contain with your raw stat, but the refined pools indicate
treasures.” Accuracy, page 26 how you apply it. For Certes, the pools are Accuracy,
—Cladiu the Elder Movement, Physicality, and Perception. For Qualia,
Movement, page 26 the pools are Sorcery, Interaction, Intellect, and
The previous chapter outlined seven (no, eight) Sortilege.
Physicality, page 27
steps of character creation, most represented by the The third stat is special and does not work like
Testament of Suns. While we’re going to get back to Perception, page 27 the other two. It is called Hidden Knowledge and
that, there are some things you need to understand abstractly represents the accumulation of bits of
first, and among them, the most important are your Qualia, page 27 lore, rumor, hearsay, and truth in a vislae’s life.
character’s statistics and skills. Neither are steps in
Sorcery, page 27
character creation on their own because they are STAT SCORES
determined by other steps (in the case of statistics, Interaction, page 27 Your heart determines your starting Certes and
your heart and your foundation, and in case of Qualia scores. A score of 8–10 is about average. The
skills, your order, your heart, and possibly your Intellect, page 27 points in these scores are always divided into the
foundation). They arise from other steps. pools for each stat. Points not put in a pool serve no
Sortilege, page 27
purpose.
Hidden Knowledge, page 30
STATISTICS STAT POOLS
All characters are described by three statistics Bene, page 28 We measure the current value of a stat pool in bene.
(“stats”). Two of these are opposite sides of the This number can go up and down, so we track it
same coin: Certes and Qualia. Certes represents all with tokens. The value in a given pool represents
things physical and mundane. Conversely, Qualia the number of bene tokens you have in that pool
is everything mental, magical, and spiritual. The Refreshing stat pools, each time that pool is refreshed. This means that
points of each of these are divided into refined page 29 while players use the tokens to track bene, they
pools—four pools for Certes, and four pools for must note each pool’s normal starting value.
Qualia. Note that in the case of Sortilege, the value of the
The stats themselves can be thought to measure Comparing the core stat pool is not measured in bene, but in enhancements.
the base, untrained, inherent quality. In the case of scores of two characters gives These enhancements can be used with any action.
Certes, this is physical stamina, health, strength, a general sense of which is It is possible—through the effects of magic—to
speed, and so on. With Qualia, it is the natural superior in that stat. For gain enhancements in other pools as well as bene.
example, a character who
intelligence, charisma, discernment, and magical In that case, those enhancements can be used only
has Certes 14 is stronger or
power possessed by a character. tougher (in a basic sense) with the pool that they are in.
The pools associated with each stat represent the than a character who has a A bene token can be used with any action relevant
trained, practiced, and focused physical or mental Certes of 12. to that pool. A bene adds +1 to an action. This
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sustain before you die. While this might sound like +1 to your venture). So, for example, if Fiona casts
a quality one never wants tested, vislae are often put a level 3 spell, she can spend 4 Sorcery to gain an
in grueling, violent situations. additional +1 to the venture (3 for the spell, and 1
extra). And vislae always add the level of the spell
Perception It’s tempting for a GM to to the venture, so she has a venture of 4, plus any
Perception represents seeing things, hearing things, ask a player to roll for a other modifiers she might have.
and even sometimes touching or smelling things. Perception-based action
to see if the player notices
Searching a bookshelf for an invisible book is a Interaction
something hidden when
Perception action. Listening at a door to determine the character’s not looking. Any time a character interacts with another
if the ghosts in the next room are restless is a This is a mistake. With the being, whether they’re trying to persuade
Perception action. Your senses are an important exception of defense actions, them, interrogate them, or deceive them, that’s
part of your body and a clear expression of “Certes,” only players initiate actions. Interaction. Interaction actions can also include
The GM should not tell a
as the very word means what can be perceived. speaking before a crowd or asking around town for
player to take a Perception
action. So unless a player rumors and gossip.
QUALIA states that they’re looking
Qualia determines how smart, knowledgeable, and for something, they don’t Intellect
likable your character is. It includes intelligence, take that action. The GM Intellect is the power of your mind and your
wisdom, charisma, education, reasoning, wit, should use another method accumulated knowledge. It’s figuring out a logic
(perhaps a GM shift—see
willpower, and charm. Qualia governs solving puzzles, puzzle, recalling a historical fact, or doing math.
The Gate, page 9) to
remembering facts, and telling convincing lies. determine if the PC notices Intellect also includes resisting mental effects like
Characters interested in communicating effectively or something. mind control or madness.
being learned scholars should stress their Qualia stat. A bene in the Intellect pool can be spent in place
Qualia also represents your magical power. When of taking 1 Anguish, representing the character’s
Most characters will have
you cast a spell or use a magical power, you’ll be ability to weather psychic damage. This has to be
higher Qualia scores than
using your Qualia. Defensively, you’ll use it if a foe Certes scores. It’s just a fact spent as the Anguish is suffered, and it faces the
is attempting to attack you with magic. All vislae of life for vislae that mind is same limitations of spending bene (normally, you
will very likely want to focus on their Qualia stat. more important than body. can spend only one at a time).
The four Qualia pools are Sorcery, Interaction, After the fact, at any time, you can use an action
Intellect, and Sortilege. to spend an Intellect bene to negate an Injury, but
GMs might be tempted to
not an Anguish. Anguishes suffered are recovered
call for a player to make an
Sorcery Intellect-based roll to see only through rest or magic.
Sorcery is spellcasting. It is performing rituals, if they know a particular
using signs, and slinging hexes. It’s using the bit of information. As with Sortilege
abilities granted to you by your forte. When Perception, this is the wrong A vislae is not limited only by their Physicality. A
tactic. This is a player-
Weavers weave, they use Sorcery. When Makers vislae is not limited by their training. A vislae is not
initiated mechanic. Players
craft, they use Sorcery. Bene from Sorcery can help should say to the GM, “I even limited by their spells and secrets. A vislae can
ensure a spell’s success, but they also power spells want to know if I know use their raw magical might to influence any action
at a cost of 1 bene per spell level. When spending anything about this topic,” they undertake, or any action someone else takes,
bene to power a spell or other ability, the only limit and then make the roll. as long as they are nearby and within sight. This
is the total number of bene in your Sorcery pool is called Sortilege. In such cases, you are literally
at the time. In fact, since bene spent to power a using magic to manipulate reality on a very basic
Nearby, page 74
magical ability don’t count against the normal limit level. You use magic to impose your will on events.
of 1 bene per action, you can still add 1 additional When a vislae assigns Qualia points to their
bene to increase the level of the spell (and thus add Sortilege pool, this does not add bene, but instead
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adds enhancements. These enhancements allow the to the venture of the action, along with modifiers
player to roll an additional die to determine success based on skill, conditions, or other effects, and thus
(or, in some cases, the number of successes). you must do it before you attempt the roll—you
Normally, you cannot use Sortilege on an action Sometimes using Sortilege can’t roll first and then decide to apply a bene if you
that already has an enhancement, such as additional is called “a whammy,” as in rolled poorly.
dice from casting a spell or using an ability that “putting a whammy on it.” Skills and other advantages also add to an action,
But this is street slang not
provides them. Thus, most of the time, a vislae used by most vislae.
and you can use them in conjunction with bene.
can’t use Sortilege to aid in the casting of a spell or Normally, however, a character can use only one
similar ability. Likewise, it means that you can’t use bene per action. In addition, your character might
more than 1 enhancement from Sortilege on one THE WAY have special abilities or equipment that allow you
action. However, those who know the Advanced Advanced Sortilege, to use bene to accomplish a special effect, such as
Sortilege secret get around the limitation of only 1 page 85 knocking down a foe with an attack or affecting
enhancement at a time. multiple targets with a power that normally affects
Expansive Endeavor,
page 88
only one.
USING BENE Usually, you cannot add more than one bene to
When you really need to accomplish an action, you Magnificent Endeavor, an action. However, those who know the Expansive
can use a bene. This represents a concentrated page 90 Endeavor and Magnificent Endeavor secrets get
effort on the character’s part. A bene adds +1 to the around this limitation.
action.
You don’t have to use a bene if you don’t want to.
If you choose to apply a bene to an action, it adds
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VEXES AND SCOURGES all their pools reset to starting values, as do the
Through use of kindled items or weird magic, you number of rests available.
might end up with vexes in your stat pools as well. In fact, at any time, the GM can state that
Scourge
Vexes are the opposite of bene. When you spend pools reset to their starting values. This usually
them, you subtract 1 from your venture. You can Kindled items, page 183 occurs when the characters sleep for the night or
use a bene to cancel out a vex if you spend both. a significant amount of time passes. But even the
The GM decides when you spend a vex. They will The GM’s ability to call rare characters who do not sleep need to have their
for a pool reset is meant
always make certain it happens on a significant action. pools reset from time to time, so the GM has the
to help characters and to
If you have a circumstance that gives you a vex, keep abilities that add to authority to call for this to occur whenever it seems
such as wearing a kindled item, and you end that pools in check. In other appropriate. At this point, the character gets all their
circumstance (taking off the item) before you have words, characters can’t just rests back as well.
spent the vex, the vex lingers. However, if you have keep building up the bene If a player wishes, they can use their ten-minute
ended the circumstance and you’ve still got the vex, in a pool because the GM or one-hour rests to heal 1 Wound or Anguish
can call for a reset, ending
refreshing that pool will eliminate the vex. magical assistance from
rather than restore a pool.
A scourge is like a vex but it stays in your pool spells or whatnot. Refreshing a pool always puts it back to its
and forces you to subtract 1 from your venture for starting value. Typically, this is the value you
every action related to that pool. You don’t “spend” a In some places, such as the assigned to it when you distributed points from
scourge. You have to get rid of it somehow—usually character tomes, you’ll find your stats. Sometimes, however, circumstances
references to SQ and SC.
through some magic or a specific action. increase your pools. For example, a spell gives you
These stand for Scourge in
all Qualia stat pools and 3 Perception bene. Such an increase is temporary,
RESTING AND REFRESHING POOLS Scourge in all Certes stat and if you refresh your Perception pool and haven’t
Characters can reset one of their pools by resting; pools, respectively. yet used the additional bene, they are lost. In other
this can be done four times each day. For two of cases, pool alterations might be ongoing. A kindled
Perception, page 27
these rests, the characters take a quick breather that item, for example, might be a pair of fashionable
is only an action. For another, it takes a longer rest Use the vex and scourge glasses that adds a bene to Interaction. If you
of ten minutes. For another, it takes one hour of counters right in the refresh the pool while wearing the glasses, you get
rest. However, these can be used in any order. appropriate pools on the stat the bonus bene after you refresh.
For example, a vislae might get themselves into a pool sheet, just like bene. This is true of vex as well. If those same kindled
heated debate and, in the middle of it, use an action glasses give you 1 vex in Accuracy, and you are wearing
to reset their Interaction pool, which has been the glasses when you refresh, you gain the vex.
drained in the discussion. Later that day, they must However, if you are not wearing them, you do not have
climb a tall slope and deal with the fact that some the vex after you refresh, even if you never spent it.
of the stones on the slope come alive and menace THE GATE Another use of the four rests is to get rid of
them. After that, the vislae stops for lunch and rests Unwanted Conditions, unwanted conditions, like facing the ongoing effects
an hour, resetting their Movement pool. Before page 32 of poison or being frozen by an enemy’s spell. A
going on, however, they rest another ten minutes character using a rest in this way does not get to
to reset their Sorcery pool because they’ve cast a lot also restore a pool. If something affects a character
of spells. Toward the end of the day, they get into that they do not want, the character takes the time
an altercation with a pack of hungry demons and, The character tomes are to rid themselves of the effect. Some things, like
in the middle of it, need to take a quick breather not forms to fill out. They’re poisons or diseases, will state that multiple rests are
tools to help you record and
for a round and reset their Physicality pool because needed to get rid of the unwanted condition that
keep track of various aspects
they’ve suffered serious damage. of your character. You they bestow. So if the description of a poison says
Normally, at the end of the day, when characters should feel free to customize it inflicts 2 points of damage every hour (2 rests),
sleep or rest for a long period of time (hours), them as you see fit. it means a character must use 2 rests to stop that
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The Key
damage. If they only have a one-round and one- Using Hidden Knowledge
hour rest left, it will take that much time to put an Often, using Hidden Knowledge requires a bit of
end to the damage—which means they’re going to narrative creation on the player’s part. In other
suffer at least 2 more points of damage. Whoever said that some words, you need to explain what hidden knowledge
If the number of rests needed isn’t specified, assume knowledge should remain you’re drawing upon when you use it. You don’t
that effects with a level of 1–5 require 1 rest, those of hidden was not a vislae. necessarily need to elaborate on the specifics (in
5–10 require 2 rests, those above level 10 require 3 rests. fact, it’s often better to leave the specifics out,
If a way of ending the condition is specified otherwise because leaving them to the imagination lends
(waiting for the sun to rise, finding an antidote, and so power to the narrative), but you do want to consider
on), then rests will not end the condition. THE PATH the generalities. If you’re trying to convince the
Handasa, page 111 leader of the Handasa to help you and you can
HIDDEN KNOWLEDGE justify using a bit of Hidden Knowledge to recall
Hidden Knowledge is a special statistic. Hidden something to blackmail her with, that might help
Knowledge abstractly represents the mystical (although the risks are obvious), but you don’t have
lore, the legends, the rumors and gossip, and the to specify what that blackmail material might be. As
carefully researched secrets that the vislae knows. another example, you might attempt to convince the
This stat is used to supplement any action the GM that you once read a bit of trivia on the best way
player and GM deem reasonable. to pick locks so your Hidden Knowledge can help
You spend points from your Hidden Knowledge you in that challenge (once), but you don’t have to
score to show that you have lore that will help you go into the specifics of lock construction to do so.
in a given situation. Hidden Knowledge might You can use Hidden Knowledge in any of these
be gossip, it might be arcane lore, or it might be cases:
something that came to you in a dream. Hidden Because Hidden Knowledge 1. Anytime a connection would normally come
Knowledge represents any kind of knowledge except is not used or gained nearly into play.
for common knowledge. as often as the other stats, 2. In virtually any kind of Interaction action.
you don’t use counters in
Spending 1 point from your Hidden Knowledge a pool to track it. Just note
3. When casting a spell or using a magical ability.
grants you a bene on any action that you can justify your total on the sheet in 4. When attempting a mundane action.
being assisted by a sudden, small bit of obscure lore. your character tome. 5. Any other time you can justify how using a
Which is to say, virtually any action. To aid a climb secret might help you.
action to scale a rocky stone incline, you might recall
a secret you once read about the very type of stone Gaining Hidden Knowledge
you need to clamber over. To affect an attack action, Certes, page 26 Unlike the bene in the Certes and Qualia pools,
you might blurt out a bit of embarrassing gossip Hidden Knowledge is not restored through rest.
you heard about your opponent to distract them. To Qualia, page 27 Points spent are gone for good. However, new
improve your chances of sneaking past a group of points can be earned through various means.
demonic guards, you might recall a little-known fact Hidden Knowledge is amassed through research,
about demon senses in the exact lighting conditions study, conversation, and eavesdropping or snooping.
they currently stand in. And so on. Types of Hidden Knowledge might be classified into
You can use only one bene from Hidden the following categories.
Knowledge at a time, but it can be combined with Secret Lore: The most common and useful type
a bene from the stat pool that you would normally of Hidden Knowledge, secret lore is gained through
associate with the action. reading and research. The GM awards Hidden
Starting Hidden Knowledge comes from your Knowledge based on character actions involving
foundation. Foundation, page 144 such research. As a general rule, three days spent
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Statistics and Skills
doing nothing but general research probably ought of Satyrine, known as orbs, is based on the concept
to earn a character 1 point of Hidden Knowledge, of ideas and thoughts. Trueorbs are the literal
up to a maximum of 5 points in any given thirty- representation of that—they are solidified ideas,
day period and a maximum of 20 points in a year. thoughts, and secrets. A character can destroy a
But the GM is free to limit it further unless the trueorb and gain 1 point of Hidden Knowledge.
character attains a new source of information (new Obviously, getting
books, a different library, an instructor, and so on). information through
Gossip: Surreptitious characters who engage in eavesdropping, snooping,
or outright theft poses
SKILLS
gossip, eavesdrop on others, peek at mail, or do Skills are specific actions your character is good
real risks. Getting caught
other such activities can earn Hidden Knowledge. might result in violence, at thanks to training and practice. Skills can be
Again, GMs should handle this case by case, but public shame, or criminal physical, like jumping, or they can be mental, like
such actions probably earn 1 point of Hidden proceedings. history.
Knowledge, though probably not more than 1 a day, There are three kinds of skills: action skills,
and no more than 3 per week. As with research, narrative skills, and development skills. Action
As detailed in the Gameplay
new sources of information are assumed—relying chapter of The Gate, there skills allow you to use a weapon, avoid being hurt,
on the same busybody in the neighborhood to get are three modes of play: sneak, or move about with grace. Action skills are
all your gossip is not a good idea. Action, Narrative, and those related to actions with a potentially high price
Trivia: Trivia is gained through living. Hearing Development, mirroring for failure (jumping is an action skill because if you
rumors, catching bits of information here or the three types of skills. fail, you fall and maybe get hurt).
While you might be called
there—it’s random information that a smart vislae Narrative skills involve longer-term actions like
upon to use an action skill
can put to use. Thanks to trivia, all characters gain 1 during Narrative Mode, traveling, interacting with people, conducting
point of Hidden Knowledge each month. or a narrative skill in research, and so on.
Trueorbs: There is one unique method of Development Mode, the Development skills are those that won’t often
gaining Hidden Knowledge as well. The currency parallels are intentional. strongly affect success or failure in a tense situation
Action is for round-by-
but are important to who a character is, like baking,
round, time-sensitive,
usually dangerous tasks. calligraphy, or building model ships.
Narrative is for longer
group scenes that are less USING SKILLS
HIDDEN KNOWLEDGE AS REWARD time sensitive but still vital. Skills have levels, but only ever rise to 4. You can
Because sitting in a library or rifling through Development is for focusing think of level 1 as being familiar with an action,
someone’s mail should be only a small part of on an individual character,
level 2 as being practiced, level 3 as being trained,
a vislae’s life, a far more active way to award their needs, their goals, and
their background. and level 4 as being specialized, but these terms
Hidden Knowledge is to tie it to things a
exist only to give you a basic understanding. Each
character encounters in the story. Discovering
level adds +1 to your venture when you attempt that
an old book might be worth 1 or 2 points of Venture, page 22 action. So a level 3 climbing skill grants +3 when
Hidden Knowledge. Intercepting an important
you attempt to climb. Skills combine with anything
missive between NPCs might be worth 1 point,
else that adds to your venture, like the effects of a
as might overhearing a conversation—perhaps THE GATE spell or the use of bene from your stats.
by accident—in the course of doing something Venture, page 22
Very rarely, you might attempt an action in which
else. In such cases, rather than setting out to
two skills apply. For example, if a character is skilled
gain Hidden Knowledge, the character gains it
in both jumping and music, and has to jump around
more as an incidental reward for succeeding at
on the keys of a gigantic piano to play a particular
(perhaps more interesting) tasks.
tune, both skills might apply. If it makes sense to the
situation, you can use the benefit of both.
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The Key
get an immediate and tangible benefit when you When marking skills ✦✦ Breaking objects
succeed. So if you want to leap off the roof and grab down in your character ✦✦ Climbing
hold of the fin of the flying shark as it courses by, tome, just the skill name ✦✦ Escaping bonds
and the level are probably
you’re using an action skill (jump) because if you ✦✦ Jumping
all you need to write.
fail, you fall and take damage, but if you succeed, ✦✦ Running
they are all action skills. They are Resist, Dodge, ✦✦ First aid
that affects your mind (or your soul, or anything There are viruses that, ✦✦ Magical lore
You use Dodge to avoid being struck by an attack infect the reality you live in. ✦✦ Moving objects
✦✦ Riding
✦✦ Sailing
✦✦ Searching
✦✦ Understanding motives
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Statistics and Skills
DEVELOPMENT SKILLS
Development skills are those that are important to a
character’s identity, but only rarely used as a game
mechanic. In other words, it might be an important
and legitimate aspect of your character to be
excellent at baking, but the number of times you’ll
be asked to roll for a baking action will be low.
The game has no definitive list of development The wandering ghosts of
skills (players are particularly free to create their the lonely dead eventually
own to suit their character), but a basic list might fade altogether, but where do
they go?
include the following.
✦✦ Accounting
✦✦ Baking
✦✦ Biology
✦✦ Calligraphy
✦✦ Cartography
✦✦ Cooking
✦✦ Fiction writing
✦✦ Gardening
✦✦ Game design
✦✦ Geology
✦✦ History
✦✦ Medicine
✦✦ Metallurgy
✦✦ Music
✦✦ Painting
✦✦ Performance
✦✦ Poetry
✦✦ Sewing
✦✦ Sculpting
✦✦ Typing
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The Key
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ORDER (TOR)
“Y
our abilities are quite impressive,
my dear girl, but what you can do
is not as important to the Invisible
TU KA
Church as who you do it with.”
L
DA
“Fuck that.”
“Ah, Apostate then.”
A
All vislae are members of the Invisible Church,
a term with a great deal of gravity but not much
TOR
VER
actual meaning. The Invisible Church is not an
actual church or organization. It’s not . . . anything,
really, other than a way to refer to all vislae together.
The term makes it sound like all vislae belong to
a single society, which is incorrect. However, it is
not wrong to say that vislae do organize themselves
into groups. These groups are called orders,
and they represent different schools of magical
understanding and practice. They each see magic
differently, and they use it in very different ways.
To begin character creation, as guided by the
Testament of Suns, you should choose your order.
The vislae word for order is “tor.” There are four
orders of magic, called the Order of the Vance, the
Order of Makers, the Order of Weavers, and the The inclusion of
Order of Goetica. Outside of these exist those called Apostates in the umbrella
of the Invisible Church
the Apostates, who reject the very notion of orders. varies depending on who is
Order says a lot about an Invisible Sun character, using the term. Often, they
for it encapsulates a general focus of magical are thought to be outside it
talents and studies as well as a hierarchy and society when one focuses on them
to which the character belongs. To put it more specifically, but included
when using the term
plainly, order dictates some character abilities, but
“Invisible Church” generally
it also represents an in-game organization that the (as in, a way to group all
character belongs to. It is thus both mechanical and vislae together). It can be
story-based. confusing.
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The Key
The four orders are not the final word or the example Maker is almost certainly better at crafting
complete picture of sorcery. Not by a long shot. While all PCs are members objects of power than those of lower degree.
They are, however, the four most substantive and of one of the four orders, So degree is a little of both. It’s a measurement
widespread schools of magical practice and— rare NPC vislae might of how well one is accepted in the hierarchy of
belong to one of the smaller
perhaps most important to the matter at hand—the or more obscure schools of
the order, but it’s also a measurement of one’s
groups that exiled most of their membership to magic, such as the Sodality skill and knowledge in the focus of that order. A
Shadow during the War. Thus, those returning of Vryn or the Order of higher-degree Vancian mage is better at preparing
from Shadow now are almost all members of these Honed Thought. and casting specifically Vancian spells than a
orders, or they are Apostates rejecting those orders. lower-degree individual. A 3rd-degree Maker can
Despite the fact that members of all the orders potentially craft greater creations than one of the
seek to understand and wield magic, they have very 2nd degree.
different experiences, outlooks, and organization.
For example, the Order of the Vance has a single JOURNEYMAN DEGREE
hierarchy led by a governing body called the All members in the four orders began their careers
Telemeric Court. Conversely, there is not one but a Telemeric Court, page 38 at a special level called the Journeyman degree
multitude of Orders of Weavers, each unique and or, more rarely, the Apprentice degree. This is a
independent. Still, all members of a particular order years-long position of scholarship, training, and
have some amount of respect and camaraderie with practice. Journeyman-degree individuals are the
other members of their order, even if they hail from Record your degree and lowest-ranking members of an order. They are the
different parts of creation. Two initiates of the Order any abilities, benefits, or novitiates, the postulants, and the underclassmen.
of Makers, for example, know to greet each other responsibilities from your The rank and file. Most members never truly
order on the character tome
with respect and grant each other the benefit of advance beyond this degree, instead leaving the
appropriate to your order.
the doubt (unless given reason not to). Further, the order for another occupation or pursuit with some
initiate of the lower degree should show deference education and training under their belts.
to the initiate of the higher degree. As they train, Journeyman-degree individuals
do much of the core work of an order. Journeyman
Kindled objects, page 183 Makers, for example, create most of the basic
DEGREES magical objects found in the Actuality, as well as the
The orders share one fundamental commonality. NPCs, spells, objects, kindled objects.
creatures—everything in
They all measure advancement in their ranks in Player character vislae do not start at Journeyman
Invisible Sun has a level. It
degrees. Degrees are a hierarchy. While they show will be tempting to think of degree. That stage is a part of their past. They have
a progression in the understanding of an order’s degrees as levels for player advanced to 1st degree.
concepts and focus, they also show advancement in characters. Resist this
the social organization. A 1st-degree Goetic is of a temptation. Degrees are as ADVANCING TO A NEW DEGREE
lesser rank, station, and position of authority than a much or more about story Advancing to a new degree in your order involves
than about game mechanics.
2nd-degree Goetic. It’s possible to continue
achieving various goals. Some of these are related
Degree is not always a good measurement of advancing a character to straightforward game mechanics—typically in
power or aptitude. A Maker, for example, can without progressing to higher earning and spending Crux. Others involve story-
advance in degree beyond their peers through degrees through the use of based accomplishments as well as dealing with the
service to the order, study of the order, and Acumen and Crux to gain politics of the order.
new spells, secrets, or other
ingratiating themselves to higher-degree Makers, Advancing to a new degree requires Crux equal
abilities. See Advancing
even though their peers might know more powerful Characters, page 202. to the degree. Thus, advancing from 1st to 2nd
spells or command greater abilities. It is some degree requires 2 Crux. There are also story-
measurement of power, however, because our Crux, page 22 based requirements specific to each order, such as
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Order
gaining sponsorship of a higher-degree member, to give players and GMs ideas. Most of these
performing certain rites, training lower-ranking suggestions can be used just one time each.
members, and so on. Further, each order’s description details the
abilities a member gets at each degree (Apostates,
of course, work differently). These include the core
THE ORDERS expression of magic for each order. For Vances, it is
Order, or “tor” in the vislae secret tongue, is spells. For Makers, it is creating items (relying on
represented by the thumb of the Testament. In Maker’s Matrix, page 43 a special mechanic called the Maker’s Matrix). For
the case of an Apostate, it is not represented in Weavers, it is weaving different magical aggregates
the vertula kada—the object they carry in place like threads to create new effects. For Goetics, it is
of a Testament. Thus, order is the only aspect summoning. Each of these core expressions is more
of a character that not all vislae have. But that fully detailed in its own chapter in The Way.
distinction is primarily academic, as almost In addition, some orders get skills and other
everyone other than Apostates consider “Apostate” idiosyncratic abilities at each degree. Degree also
to be a designation of their order. determines how many ephemera a vislae can bear
The following is an overview of the four orders of at a time, and—at higher degrees—how many
the Invisible Church and Apostates, as well as the Incantations, page 23 of these can be incantations you choose rather
game mechanics involved for each. This includes than incantations granted to you. The former are
their general philosophy, their relationships with called conation incantations, while the latter are
the other orders, other names they might use, an acquiescent incantations.
indication of how members earn Joy, the actions
needed to attain a new degree, and the abilities they
can gain at the various degrees. Since all vislae are Players may wish to keep
at least 1st degree in their order, every character track of which incantations
of a particular order has access to the 1st-degree they have learned and
used over time using a
abilities. The higher degrees, however, must be
sheet from the Grimoire
earned. Pad, because eventually,
Each order has a number of facets that define it. when they gain access to
Philosophy and Outlook: Each order, as an conation incantations,
organization, has its own schools of thought, they will be able to choose
to use one of their prior
dogma, and ways of looking at magic (and the rest
incantations again.
of the world).
Relationships: This is a brief overview of how the
order interacts with the other orders. VANCE
Other Names: Some orders and their members We Vances are simply exemplary casters of spells.
have multiple names, either official or colloquial. Vances know that spells are living things in their
Path to Joy: A few suggestions for things that own right. They vibrate, squirm, and seethe. To
might earn the character Joy. This is not meant to Joy, page 203 learn a spell is to master it, like one masters a
be a limiting list, but rather thought-starters to give dangerous beast or—perhaps—like one makes
players and GMs ideas. Most of these suggestions an interesting friend. To study a spell is to ask it
can be used just one time each. to inhabit you, like a spirit. Only a fool would put
Path to Despair: A few things that might happen something dangerous into themselves, right? To
that would give the character Despair. This is not Despair, page 203 cast a spell is to expel it from your mind and soul
meant to be a limiting list, but rather suggestions (unless you use your personal power to grasp
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The Key
onto it so you can cast it again). We use complex Paradoxically, they are difficult to master and draw
formulae and intricate words and gestures to tame in, as if their own eagerness works against them.
the inherently wild and dangerous natures of Once within the mind of the mage, however, they
unmastered spells. are simple to release. Sometimes we try to explain
Perhaps the most mathematical and studious of Players who enjoy a what it’s like to have spells within us all but begging
the vislae, we Vances cast powerful, predictable, and flexible but defined sort to be cast, continually. But most of the time we
reliable spells. Vancian spells have a mathematical of character will enjoy just keep it all to ourselves. No one else will truly
playing a Vance. Of all
and linguistic intricacy to them. This precision is understand anyway.
the orders, it’s the most
displayed visually in the game with a special set like a traditional “wizard” Philosophy and Outlook: Magic is a living thing.
of cards of varying sizes. These cards offer all the or “mage,” although such Spells are tools, yes, but they’re more than that.
spell’s details, and also indicate how much of a terms have long fallen out They’re manifestations of the intelligence inherent
Vance’s mental capacity is required to hold it. All the of favor in Satyrine. The within magic itself. When we craft a spell, we
element of arranging the
various spells fit together in a diagram like pieces of are shaping an independent magical intelligence
spell cards on the diagram
a puzzle, arranged as the Vance sees fit. Swapping is appealing in both a visual from the overmind, and when we absorb a spell
out one spell for another is easy if they’re the same and a tactile manner. and ready it for casting, we are communing with
“size,” but if they are different, some monkeying a sapience beyond our own, forming a symbiotic
with the arrangement might be in order. Of course, relationship. It is a mutually beneficial agreement
Name:
we can, over time, increase our capacity and hold based on harmony and understanding. (Some
House Shadow Facts
Alias, Title, or Honorific:
House Type
Heart Relationships
Hidden
Knowledge
Certes
Qualia
Acumen
Joy
look at it as being more of a master-and-servant
A spell held in a Vance’s mind/soul can be cast relationship, but they are the exceptions. They look
Despair
Appearance PC Bonds
with no cost to the Vance, or they can expend House Secrets Neighbors and Neighborhood
at creating new spells as “hunting and capturing”
energy to retain the spell in their repertoire to keep Character Arcs
spells. In other words, the spells already exist; they
in the United States and other countries. Permission granted to duplicate for personal use.
©2018 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC
Quirk
just need to be found and subdued.)
The Vancian Order is very traditional, with a Relationships: We typically find Goetics to be
strict hierarchy. At the top of this hierarchy is the kindred spirits, with Vancian spells being not
Telemeric Court, a council of nine Vances of the 6th entirely unlike demons themselves. Weavers, on the
degree. The Telemeric Court meets infrequently as other hand, are a bit difficult to understand. They
needed, but always at a yearly gathering of the order THE PATH look at magic in a very different way than we do—
called the Conclave of Iov, held in Satyrine, with Conclave of Iov, page 107 very open-ended and undisciplined. They tell us
each year a different member of the court serving that we’re too rigid and formulaic.
as the Supreme Magus of the order. Members Makers often make fine companions, but
can become more and more influential in the sometimes seem a little focused.
order if they gain the support and trust of their Other Names: Magician, wizard, mage, book
fellow Vances and master some or all of the key mage.
disciplines. Path to Joy: The following actions give us Joy.
Sometimes, people refer to us as book mages. ✦✦ Learn a spell of a level higher than any we’ve yet
consummate spellcasters, spell smiths, and spell have yet to be felt dwell? ✦✦ Create a new Vancian spell (and name it after
masters. yourself ).
In a way that only we can truly understand, our ✦✦ Learn a spell from the Vancian who created it
spells vibrate, squirm, and seethe. They have their (assuming they are higher ranking than you).
own sort of life to them—their own independent ✦✦ Spend one month instructing lower-ranking
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Order
Omar Vanderal
An Established Stoic of the
Order of the Vance who Walks
the Path of Suns
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The Key
Path to Despair: The following actions give us time. This preparation process takes about an hour,
Despair. regardless of how many spells are involved.
✦✦ Chastisement from a higher-ranking Vancian. Vances should record Each spell takes up virtual “space” within us. The
✦✦ A spell producing a different effect than their Vancian spells on a total space we have is represented by a square that
expected (this does not mean failure, just a Grimoire sheet along with is 3 inches by 3 inches (8 by 8 cm). If we advance
other non-Vancian magic.
completely different effect than described). in degree, this space increases. Whatever spells we
✦✦ Complete separation from the order and any of can fit into this space, that is how many spells we
its members for more than three months. can prepare. So the larger (and likely higher level)
the spell, the fewer we can prepare. The space a
1st-Degree Vance: Postulant spell occupies in this square varies, but in general
Vance characters start at the 1st degree with the Players may wish to is signified by its class—alpha class (3 inches by 1.5
following abilities. keep track of which inches [8 by 4 cm]), beta class (3 inches by 3 inches
Connection: We have 1 level of connection with incantations they have [8 by 8 cm]), gamma class (3 inches by 6 inches [8
learned and used over
the Order of the Vance. time, because eventually,
by 15 cm]), or omega class (6 inches by 6 inches [15
Ephemera Use: We can safely possess three when they gain access to by 15 cm]). We cannot put the same spell into our
ephemera at any given time. conation incantations, minds twice (or more) at the same time.
Special Skill: We have 1 level of skill with they will be able to choose The spell is eager to be cast, so casting it requires
anything having to do with understanding or to use one of their prior no energy or effort from us. Just an action. However,
incantations again.
identifying formalized and codified magical if we want to retain the ability to cast that spell
practices like spells, rituals, invocations, and so on. again without going through the preparation phase,
Efficient Use of Power: Vances start with an additional there is a Sorcery cost involved equal to the spell’s
bene in their Sorcery pool as a permanent bonus. THE WAY level—basically, we’re casting it, but metaphorically
Vancian Spells: We have a grimoire with six Vance Spells, page 54 hanging on tight so we don’t lose it when we do.
Vancian spells. This has no cost to us, but the spells Authority and Responsibilities: A 1st-degree
must be selected from those we can fit into our Vance has authority over journeyman Vances,
minds (alpha or beta class) at the 1st degree. We can giving them the power to request small services or
add to this grimoire in a variety of ways, including casual favors, like running an errand, delivering
advancing in degree, learning from others of our THE WAY a message, or filing papers. They are required to
order, or creating new spells. Like other spells, each Creating new spells, perform similar duties by those of higher degree.
Vancian spell has a level, indicating the cost in page 16
Acumen required to add it to our repertoire. 2nd-Degree Vance: Velator
When we want to use a spell, we read the complex A Vance can attain the 2nd degree only with
formulae, lengthy linguistic keys, intricate images, and personal sponsorship of a 3rd-degree (or higher-
elaborate instructions and draw it all into ourselves, ranking) Vance. The Vance must maintain a good
preparing it to be cast later. Although the uninitiated Vances learn existing standing with the order and have exemplified
call this memorization, it’s more an act of absorption Vancian spells like any spell: themselves in some way. Initiation to the 2nd
or consumption. Sometimes we call it “clothing by paying Acumen for them. degree involves an interview with a representative
See The Way, page 57.
ourselves in our spells”—each one is like putting on of the Telemeric Court followed by a formal but
an additional garment. Some of us, however, see it private ceremony in which we are awarded a special
more as figuratively cramming the spells into our medallion signifying our station. As part of our
brains. Still others might refer to it more as joining training and initiation into the ranks of this new
with the spell and becoming one with it. The more degree, we learn the following:
powerful the Vance, the more spells—and the more Vancian Spells: The storage space we have for
powerful spells—the Vance can prepare at one spells does not increase; however, we can reduce the
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Order
4. The venture is subtracted from the challenge, and the result is what the Vance player needs to roll on a die. The spell will indicate if it adds
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The Key
Knowledge
Total
Heart Relationships
Incantation Mastery: Two of our ephemera can be House Secrets Neighbors & Neighborhood
Character Arcs
conation incantations. in the United States and other countries. Permission granted to duplicate for personal use.
©2018 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC
Order Abilities
MAKER
Vancian Spells: The total space we have to store As our name suggests, Makers make. We might
Possessions Kept in My House
spells is now represented by a square that is 6 know a few spells, but first and foremost we focus
Quirks
inches by 6 inches (15 by 15 cm). our magic through objects that we craft. To put it
We also automatically learn one new Vancian another way, we turn our magic into objects that we
spell that can fit into our mind at no cost. can use. We can take other things—energy sources,
Authority and Responsibilities: A 5th-degree spirits, demons, souls—and make them into objects
Vance has authority over those of lower degrees to THE PATH of power as well. Physical objects and materials
the point at which they can expect those of much Makers’ Truths and Lies, speak to us and tell us their truths. There is magic
lower degree to work for them as assistants or page 108 within all things, but Makers know that, most of
guards over a long term. Vances of 5th degree are the time, magic must be tuned and calibrated.
expected to take administrative roles, and put the Those who aren’t interested Often, it must be given a source of reliable power or
concerns of the order over personal concerns. in the traditional combined with other materials and ingredients to
“spellcaster” type of reach its true potential. All objects long to be objects
character will find the
6th-Degree Vance: Grand Magus of power.
Order of Makers appealing.
A Vance can attain the 6th degree only with the A character interested in Makers get to design their own creations and
personal endorsement of the Supreme Magus combat could craft their determine their exact capabilities, although
of the Telemeric Court. Induction of 6th-degree own weaponry. But there sometimes one’s own creation can contain a
Vances occurs at the Conclave of Iov, in a ceremony is so much more to the surprise or two. This involves a process called the
order than just weapons.
presided over by the Supreme Magus. As part of our Maker’s Matrix. Creating objects requires a good
A Maker could create a
training and initiation into the ranks of this new variety of simulacra to deal of time, as well as often rare and expensive
degree, we learn the following: perform elaborate plays materials. Every object has a base material, at least
Greater Ephemera Mastery: We can safely that they write. Or a vehicle one ingredient, and a power source. Items might
manage five ephemera at any given time. that travels from raindrop also require catalysts or stabilizers, depending on
Vancian Spells: The storage space we have for to raindrop, following a what happens in the crafting process. Even partial
storm. Or a fortress filled
spells does not increase; however, we can reduce the failure in creation can lead to items with varying
with mouths that speak the
occupying space of two of the spells we know to half million sacred names. Or side effects, and a catastrophic failure might create
their original size. something that combines all a mishap, which can be very dangerous. More than
We also automatically learn one new Vancian of them. one Maker has lost their life to the process.
spell that can fit into our mind at no cost.
Authority and Responsibilities: A Grand Magus has
complete authority over all Vances other than those of
the same degree. They are expected either to become “I found God. And I made him into a gun.”
members of the Telemeric Court or to be available —an Imperator
whenever the court might have need of them.
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Order
Maker’s Matrix
We are often more physical than other vislae,
MAKER’S MATRIX
START (x = 1)
using the tools and weapons we craft to overcome
Material S = Success
challenges. As the saying goes, “Spot a vislae (Level = Desired Item Level) F = Failure
with their head out of a book, and you’re probably Y = Yes
N= No
looking at a Maker.” However, Makers can still
Attempt Challenge
learn spells and charms like any of our fellows to (Challenge = Level x)
supplement our abilities. Y
S F
to have some of the lies—perhaps lies one has been of the handouts in power for the first time.
The Black Cube.
operating under for years—revealed. That is our ✦✦ Create an object of power more potent than any
way. In fact, once you get involved, you’ll likely find we have ever crafted before.
it highly entertaining. THE WAY ✦✦ Instruct another Maker in a crafting technique
Maker’s Matrix, page 58
Philosophy and Outlook: We Makers are for a month.
problem solvers and planners. A challenge arises ✦✦ Study under another Maker in a crafting
we didn’t make. time. This limit is similar ✦✦ The destruction or theft (not depletion) of an
Relationships: We get along with most everyone, to the ephemera limit—the item we have crafted.
although we aren’t especially close to any of the power of more objects is
other orders. Many resent us for our secrecy or just too much to handle. 1st-Degree Maker: Shaper
Those who have learned the
distrust us because they are aware that at least some Maker characters start at the 1st degree with the
Magical Management secret
of what they know about us isn’t true. gain the ability to handle following abilities.
Other Names: Crafter, creator, source. two additional objects of Connection: We have 1 level of connection with
power, for a total of five. the Order of Makers.
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Ephemera Use: We can safely possess four ✦✦ Extra Armor: If the item is armor (not clothing,
ephemera at any given time, but only two of these but actual armor), it provides +1 Armor.
can be incantations. ✦✦ Asset: The item adds +1 to the action it is
Spell: We learn one general spell that we have associated with. A rope is easier to climb. A
enough Sorcery to cast. lockpick makes picking locks easier. A jaunty
Special Skill: We have 1 level of skill with hat improves persuasion. We cannot imbue this
anything having to do with understanding, property in weapons, nor can we imbue this
assessing, or identifying materials. property more than once in a given object.
Skill: We have 1 level in one type of crafting, such ✦✦ Glamour: The item makes us look more
Matrix to create items if we have the proper the folds of space up our sleeve, in our hair,
materials and ingredients, up to level 4. or in some other non-obvious place where
We start the game with two level 1 materials and it cannot be seen, takes up no space, has no
one level 1 ingredient. weight, and cannot be found except by us or a
Kindled Items: We can make kindled items if we Kindled items, page 183 Maker of a higher degree.
have the proper materials and at least 2 levels in a ✦✦ Protection: The item grants +1 to one type
skill that is appropriate to the item (leatherworking of defense of our choosing (Dodge, Resist,
for leather items, sewing for cloth items, and so or Withstand), even if it is not an obviously
on). The materials usually cost half of the cost of defensive item (such as armor). We must have
the given item. It takes two to five days to make the it on our person for this to function.
item, depending on the item. We do not use the ✦✦ Warding: While we hold the item, it renders us
Maker’s Matrix when making kindled items. immune to level 1 magical effects.
Crafted Object: We begin with one object of power ✦✦ Weapon: If the item is a weapon (or an item that
(level 1 or 2) of our choosing that we have created. could be used as a weapon), it inflicts +1 damage.
Choose from the Objects of Power deck, or pick a THE WAY This can simply be more damage, or it can be
level 1 or 2 effect from the Effects by Level table and Effects by Level table, themed—fire, cold, acid, soul-searing, and so on.
assume the object of power has a depletion of 0 page 21 We can imbue this property more than once.
(check each use).
Signature Object: We possess a single object of 2nd-Degree Maker: Crafter
high quality that we have fashioned ourselves. Only A Maker can attain the 2nd degree only if they have
we can use this item—it is a useless bit of junk in the created a magical item and given it to a Maker of a
hands of anyone else. While we can have only one higher degree, who tests it and (hopefully) accepts
signature object at a time, if it were ever destroyed, it in a formal ceremony. As part of our training and
we can invest 1 Crux and a month’s worth of time to There is a name for a god initiation into the ranks of this new degree, we learn
create a new one. In this case, we don’t need to create so potent that it can destroy the following:
that god.
the same object or imbue it with the same properties. Crafting Magic: We create magic items of up to
Our signature object does not count toward the total level 6 using the Maker’s Matrix.
number of objects of power we can safely handle at once. Hasty Assembly: When using the Maker’s Matrix
We can use the Crafting Magic ability to give our to make ephemera, we can make such items in half
signature item powers once play begins, but to start with, the time, although the level of the challenge is +2 if
our signature object has one of the following properties: we choose to speed up the process.
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Improving Items: With a cost of 1 magecoin in Signature Object: We add another property to our
materials and one day to work, we can increase the dedicated object. We choose one from the 1st- or
level of any nonmagical item by +1. An item can be 2nd-degree properties or one of the following:
improved in this way only once. ✦✦ Better Warding: While we hold the item, it renders
ingredient, catalyst, stabilizer, or power source for challenge involved in adding more magical
an item. If it is something out of the ordinary, we abilities to it by 2 levels. We cannot imbue this
can also determine how it can be handled or stored. property more than once.
Signature Object: We add another property to our More information on the ✦✦ Light Wield: If the item is a weapon, it is so
signature object. We choose one from the list of 1st- Order of Makers can be light and well balanced that we can use it in
degree properties or one of the following: found in The Path, in the one hand while wielding another weapon in
Organizations chapter,
✦✦ Combat: If the item is a weapon (or an item that the other. In combat, we make two attacks, one
page 108.
could be used as a weapon), it adds 3 bene each with each weapon, as a single action.
day to our Accuracy pool. Obviously, we must ✦✦ Magical Weapon: If the item is a weapon (or an
be using the object in order to use these bene. item that could be used as a weapon), it adds
We can imbue this property more than once. +1 die to the attack roll. We cannot imbue this
✦✦ Durable: The object has +5 Armor to resist damage. property more than once.
We cannot imbue this property more than once. ✦✦ Sense Location: We always know the location of
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Order
inherent magical energies, or perhaps even the 5th-Degree Maker: Master Shaper
body of a dead magical being. The conversion is a A Maker can attain the 5th degree only if they have
challenge 2 levels higher than the level of the magical created a magical item as a 4th-degree Maker and
object or substance. The resultant creation is always given it to a Maker of a higher degree, who tests and
2 levels lower than the original object or substance. (hopefully) accepts it in a formal ceremony. As part
If the object is an ephemera, it can only be made into of our training and initiation into the ranks of this
another ephemera. Only non-intelligent objects or new degree, we learn the following:
substances can be reconfigured. The Maker’s character Incantation Mastery: Two of our ephemera can be
The time required is at least one day per level tome has space for the conation incantations.
of the original object or substance. Circumstances Maker’s order abilities. Crafting Magic: We can create magic items of
(conditions, tools available, and workability of the up to level 9 using the Maker’s Matrix. We can also
original object or substance) can alter this greatly, use materials to make items that are 2 levels higher
but only to make it longer. than the level of the material.
Signature Object: We add another property to Hasty Assembly: We can make kindled items in
our signature object. We choose one from a lower half the time.
degree or one of the following: Improving Items: With a cost of 3 magecoins in
✦✦ Immunity: The object cannot be harmed by Makers do not wear materials and one day to work, we can increase the
nonmagical means. badges or symbols that level of any nonmagical item by +3.
✦✦ Greater Armor: If we have imbued the 1st-degree show their order or degree, Signature Object: We add another property to
although many wear
ability Extra Armor, we can use it to add +1. We fakes to sow confusion.
our signature object. We choose one from a lower
cannot imbue this property more than once. degree or one of the following:
✦✦ Greater Asset: If we have imbued the 1st- ✦✦ Defensive: If unattended and threatened, the
degree ability Asset, we can use it to add +1. item will teleport somewhere safe.
Alternatively, we can use it to replace the +1 from ✦✦ Greater Magical Weapon: If we have imbued the
the original Asset and make it +1 die instead. We 3rd-degree ability Magical Weapon, we can use
cannot imbue this property more than once. it to add +1 die. We cannot imbue this property
✦✦ Mobility: The item can move on its own, more than once.
floating through the air up to a long distance ✦✦ Greater Warding: While we hold the item, it renders
away, mentally controlled by us. Thus, we could us immune to magical effects of up to level 3.
send a knife to attack a foe or a lockpick to open ✦✦ Intelligence: The item has intelligence all its
a lock at range, and as long as we concentrate own, with a limited amount of self-awareness
(using our own actions), it would act as though (although not much in the way of emotions
it were in our capable hands. There’s said to be a or emotional intelligence). It can speak and
✦✦ Retribution: If anyone else attempts to use our secret order, using hear language (but not other sounds) and
signature object, the object inflicts damage music as its basis. remember information, but it has no other
equal to its level on the transgressor. senses. The object can act on its own, activating
Authority and Responsibilities: A 4th-degree its other abilities, but since it cannot sense, this
Maker can call upon lower-ranking Makers to help capability is limited in many situations.
with crafting projects or run minor errands on their ✦✦ Perception: The item can see, hear, and sense
behalf. They are expected to review the work of other things around it.
Makers of lower degree, participate in advancement Authority and Responsibilities: A 5th-degree Maker
rituals, and provide advice and assistance when can call upon lower-ranking Makers to help with crafting
asked. They may be called upon by higher-ranking projects, errands, and material gathering. They are
Makers to perform vital and sometimes dangerous expected to review the work of Makers of lower degree,
missions and tasks. participate in important ceremonies, and provide advice
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The Key
Acu
t
Cur
Appea
rance
Total Tot
al
T
performed the Invocation of Craft as a 5th-degree
in the United States and other countries. Permission granted to duplicate for personal use.
©2018 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC
Maker in the company of a 6th-degree Maker. No
ceremony represents the advancement into the 6th WEAVER
degree, as it is entirely a personal affair. As part of Magic is a fluid thing and resists being confined
our training and initiation into the ranks of this into rigid practices like spells. True magic, we
new degree, we learn the following: Weavers know, requires an understanding of and
Greater Ephemera Mastery: We can safely possess intersection with the universe and the universal
six ephemera at any given time, but only three of truths. Such things cannot truly be encapsulated—
these can be incantations. imprisoned—in spells.
Crafting Magic: We create magic items of any Players who really want Weavers take magical concepts deeply imbued
level using the Maker’s Matrix. We can also use to stretch their creativity into the world and weave them together to produce
materials to make items that are 3 levels higher will love to play Weavers. effects. Perhaps not surprisingly, we refer to
They probably think well on
than the level of the material. their feet. They face fewer
these concepts as threads, and we consider each a
Hasty Assembly: We can make ephemera in a constraints. But weaving is fundamental aspect of creation.
single action, although the level of the challenge is more taxing than casting We use creativity rather than simply dry
+3 if we choose to speed up the process. traditional spells. Choose knowledge to wield magic. We take various
Signature Object: We add another property to this order if you like the qualities, which we call aggregates or—as previously
idea of being able to do a
our signature object. We choose one from a lower stated—threads, and weave them together to get a
few magical things with
degree or one of the following: few limits rather than more desired effect. A Weaver might have access to the
✦✦ Formshift: The item can take on the form of aggregates of Freedom and Moonlight and weave
things that have strict
any object or creature that is the same size as parameters. them together to create an effect that allows us to
it or the same size as its Maker. It gains no move with uncanny grace after the sun has set.
special capabilities other than the obvious (a If we also pull a thread of Hate, we could turn it
feather turned into a chair can be sat upon). If into a spell of vengeance that comes in the night.
the item is unintelligent, having a creature’s We conceive our magic as we go, and thus we are
form conveys only appearance. However, an always unpredictable. We are the artistes of the
intelligent item in a creature’s form can move vislae.
around, manipulate other objects, and so on. We Weavers can also learn a few premade spells
✦✦ Telepathic: The item can receive thoughts to give ourselves something to fall back on, the way
directed at it from long range. If intelligent, a fantastic fencing master might carry a pistol at his
it can also send its thoughts at that range to side. Just in case.
another intelligent being. The Order of Weavers is a collection of almost-
✦✦ True Immunity: The object cannot be harmed unrelated cells. Each cell has its own hierarchy,
by spells or effects of level 10 or lower. its own rules, and its own outlook. Each is quite
Authority and Responsibilities: Obviously, the independent, but rarely hostile to the others. These
Imperators are as close to leaders as the order has, autonomous cells are led by the highest-degree
but most details about them remain a mystery. member involved—not every cell has a 6th-degree
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Order
individual involved. There is some amount of better, for we both work with something to create
secrecy among these cells, but most of the time, Since they work in isolated something new. Apostates often feel a kinship with us,
it is not secrecy from each other. In other words, cells, Weavers do not have considering us to be the least ordered of the orders.
an isolated community far from nowhere might an automatic starting Other Names: None.
level of connection to their
not even know they have a Weaver cell among order, unlike Vances,
Path to Joy: The following actions give us Joy.
them, but should another Weaver come along, they Makers, and Goetics. ✦✦ Spending one month instructing a Weaver of a
for anyone who understands the universal truths as a Weaver of a higher degree.
the rest of us do. Some sample Weaver cells ✦✦ Finding and recruiting a new member to our cell.
This lack of grander organization makes it very can be found in The Path, Path to Despair: The following actions give us
difficult to even guess how many Weavers exist. page 110 Despair.
Some claim that this order is the smallest of the ✦✦ A woven effect taking on an entirely unexpected
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The Key
Palome
A Stalwart Stoic of
the Order of Weavers who
Explores the Noösphere
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WEAVING MAGIC
2nd-Degree Weaver:
1. The Weaver determines the desired effect.
Master of the Temple 2. If the qualities of the Weaver’s aggregates
A Weaver can attain the 2nd degree only if we have suggest that the effect is within their capability,
studied with a Weaver of a higher rank for at least a the GM determines a level and a color for the
full month, learning the more experienced Weaver’s Weaver aggregates can be effect. At that point, the effect can be treated, for
techniques. At the end of that month, the higher- found in The Way, page
all intents and purposes, as a spell.
ranking Weaver has a private, informal ceremony 64. You will also find cards
that have aggregates and
3. The Weaver then casts the woven spell as
involving all the members of the cell. As part of our their various qualities and they would any other: they spend Sorcery equal
training and initiation into the ranks of this new absences. Keep the cards for to the spell’s level.
degree, we learn the following: the aggregates you know, so 4. If a roll is required, they calculate the
Threads: We have access to three aggregates and you always have a reference venture of the action, which includes:
can weave two of them at a time. at hand. ✦✦ the level of the woven spell
Practiced Weave: Upon attaining 2nd degree, we ✦✦ additional bene spent (if any)
choose an effect that we have created in the past, ✦✦ any circumstantial modifiers, as
and now if we recreate it, it costs 1 less bene from determined by the GM
our Sorcery pool (minimum 1). 5. The venture is subtracted from the
challenge, and the result is what the Weaver
3rd-Degree Weaver: player needs to roll on a die. Being magical
Master of the Spindle effects, all Weaver spells add +1 die, so typically
A Weaver can attain the 3rd degree only if we have the player rolls two dice, hoping to roll the
spent at least a full month training Weavers of a target number or higher on at least one of them.
lesser rank in our own personal discoveries. The
cell has another informal ceremony to induct a
member in the 3rd degree. As part of our training
and initiation into the ranks of this new degree, we Practiced Weave: Upon attaining 3rd degree, we
learn the following: choose another effect that we have created in the
Incantation Use: One of our ephemera can be a past, and now if we recreate it, it costs 1 less bene
conation incantation. from our Sorcery pool (minimum 1).
Threads: We have access to four aggregates and Authority and Responsibilities: A 3rd-degree
can weave up to three of them at a time. Weaving in Weaver is expected to work with lower-ranking
a third aggregate might simply expand the breadth Weavers in their cell and instruct them in the
of an effect, but it might also magnify it. If two methods and practices of good weaving.
aggregates of the three have similar or identical
qualities, the level of the effect is increased by +1 4th-Degree Weaver:
(without increasing the cost), depending on the Master of the Weft
circumstance. For example, a level 3 effect that A Weaver can attain the 4th degree only if they have
weaves Fire, Freedom, and Moonlight could use the created an entirely new way to combine two aggregates
movement quality from both Fire and Freedom and and presented it to a Weaver of a higher rank, who
the quiet quality from Moonlight to make a stealthy (hopefully) accepts it as a part of a fairly formal
movement effect that operates as level 4 but still ceremony. As part of our training and initiation into the
costs only 3 Sorcery. ranks of this new degree, we learn the following:
Enhanced Weave: Upon attaining 3rd degree, we Ephemera Mastery: We can safely possess four
select one of the qualities of an aggregate that we have ephemera at any given time.
access to, and if we use that quality in a weave, it costs Threads: We have access to five aggregates and
1 less bene from our Sorcery pool (minimum 1). can weave up to three of them at a time.
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Enhanced Weave: Upon attaining 4th degree, we 6th-Degree Weaver: Grand Artist
select another of the qualities of an aggregate that we A Weaver can attain the 6th degree only if they
have access to, and if we use that quality in a weave, it defeat a 6th-degree Weaver at the Spider’s Game.
costs 1 less bene from our Sorcery pool (minimum 1). There is no ceremony beyond that. As part of our
Practiced Weave: Upon attaining 4th degree, we Red isn’t just destruction. It training and initiation into the ranks of this new
choose another effect that we have created in the is also change. degree, we learn the following:
past, and now if we recreate it, it costs 1 less bene Greater Ephemera Mastery: We can safely possess
from our Sorcery pool (minimum 1). five ephemera at any given time.
Authority and Responsibilities: A 4th-degree Threads: We have access to seven aggregates and
Weaver is expected to work with lower-ranking can weave up to four of them at a time.
Weavers in their cell and instruct them in the Enhanced Weave: Upon attaining 6th degree, we
methods and practices of good weaving. Within select another aggregate that we have access to, and
the cell, the Master of the Weft is expected to lead if we use that aggregate in a weave, it costs 1 less
certain ceremonies and come up with new weaves bene from our Sorcery pool (minimum 1).
and share them with the others. Supposedly, each magical Practiced Weave: Upon attaining 6th degree, we
order has its own secret choose another effect that we have created in the
5th-Degree: Master of the Warp currency that can be used past, and now if we recreate it, it costs 1 less bene
only by those of 3rd degree
A Weaver can attain the 5th degree only if they or higher.
from our Sorcery pool (minimum 1).
have written and published a treatise on an entirely Authority and Responsibilities:A 6th-degree
new way to combine two aggregates. There is no Weaver is expected to start their own cell and lead it.
ceremony to induct a 5th-degree Weaver; it is a
station claimed by the individual. As part of our
training and initiation into the ranks of this new
degree, we learn the following:
Incantation Mastery: Two of our ephemera can be
conation incantations.
Threads: We have access to six aggregates and
can weave up to four of them at a time. If three
aggregates of the four have similar or identical
qualities, the level of the effect is increased by +2,
depending on the circumstance.
Enhanced Weave: Upon attaining 5th degree, we
select an aggregate that we have access to, and if we GOETIC
use that aggregate in a weave, it costs 1 less bene If you seek true power, you would be wise to join
from our Sorcery pool (minimum 1). the ranks of the Order of Goetica. We of the order
Practiced Weave: Upon attaining 5th degree, we HO
US
E
UR
ED
ENTITY NAMES I K
NO Name:
summon, communicate with, and sometimes control
NJ
AN
choose another effect that we have created in the spirits, demons, angels, and far stranger beings.
CO
D
NE
(Foundation) (Heart)
who
D
(Forte)
QUAL
past, and now if we recreate it, it costs 1 less bene This is where true magical power lies. We call upon
S IA EN KNOWL
TE IDD E
RELATIONS
CER
RT
H
DG
TOTAL EA
HI
E
CURRENT
PS
H
DE
GR
TI
EE GOE
ACUMEN
from our Sorcery pool (minimum 1). pacts and the ancient rituals that accompany them to
PA
CT
S APPEARANCE CTER ARCS
JOY ARA
CH
IK
NO
W
DESPAIR
Authority and Responsibilities: A 5th-degree forge deals with powerful nonhuman entities in this
Weaver often leads a cell. They help those of lower and other universes, drawing power from them in
in the United States and other countries. Permission granted to duplicate for personal use.
©2018 Monte Cook Games, LLC. Invisible Sun and its logo are trademarks of Monte Cook Games, LLC
SKILL
S
PC BONDS
WH
NS IN MY HOUSE
OI
rank and are expected to write and record their exchange for . . . various things. Allegiance, deeds, life
WAS
IN SHADOW
IRK
QU
SSIO
findings and accomplishments (and those of the force, or even more esoteric needs. We call upon these
S SE
PO
rest of the cell as well). beings to serve us, help us, or simply do as they will.
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Order
The Nightside of the Path of Suns concept THE PATH demons or of angels. That saddles us with a pretty
(revolving around a particular current of magic) Nightside of the Path of heavy “good and evil” dichotomy, but it’s more
originated with the Goetics. Summoners who favor Suns, page 36 nuanced than that. Nightside Path Goetics might
demonkind over other patrons and servants call undertake working with demons as simply the best
themselves Walkers of the Nightside. Sometimes way to accomplish our (not necessarily evil) ends.
they refer to themselves as “we who favor our left Relationships: Goetics and Vances typically see
hand.” Those who call upon angels or other gifts THE PATH (more or less) eye to eye, at least when our eyes are
of the Legacy, then, could be referred to as “those Legacy, page 6 buried in a tome. Weavers and Makers can be too
favoring their right hand.” Many of us, however, focused on their individual undertakings to truly
eschew such frippery. appreciate our ties with the larger world.
At the very heart of our art is the negotiation Players who like the idea of Path to Joy: The following actions give us Joy.
and interaction with the inhuman otherworldly employing both diplomacy ✦✦ Complete a successful colloquy with a being
beings we conjure. This process is called the and domination mixed of a level higher than any we have dealt with
with a deep understanding
colloquy. It can involve gifts, bribes, persuasion, before.
of the immortal worlds and
intimidation, compulsion, or trickery. It can rely on the complexities of magic
✦✦ Complete a successful colloquy with a being of
agreements made in ancient pacts, contracts signed, should play Goetics. They’ve a type that we have never dealt with before.
or obligations owed. There is no one right way to got all the trappings of the ✦✦ Complete a successful colloquy with a specific
convince a conjured entity to do what we want it to classic demonologist if you being that we have dealt with a dozen times or
do—we use many strategies. want them, or you can go more.
for something different if
We Goetics must have a good understanding of you just like the idea of
✦✦ Instruct another Goetic in various interaction
the beings that we deal with. The complexities of summoning something else skills for a month.
entreating or attempting to control such entities to do your dirty work or to ✦✦ Come upon a summonable entity’s name or
make the undertaking tricky, to say the least. watch your back when you information about a pact through atypical
Dangerous to one’s very soul might be more need it. means (not by purchasing it with Acumen).
accurate.
The Goetic Order is an intricate organization
with a complex structure. Whole books of bylaws,
guidelines, and requirements make it almost as Pacts are ancient, elaborate
complicated as the hierarchies of spirits that we agreements made with BEINGS AND THE REALMS
interact with. As without, so within. Leadership otherworldly entities. If a Each sun shines down upon a different realm,
Goetic knows the details
in the order is, of course, based on degree, but and within each realm dwell various beings that
of a pact that involves a
within the ranks of the 6th-degree Goetics, the summoned entity, they a Goetic can attempt to summon and enter into
understanding of who commands what aspect of gain bonuses in dealing colloquy with. These include, first and foremost,
the order is byzantine and confusing, even to most with that entity. the demons of the Red and the Dark, but also
Goetics. Each of the Ultima Mysterions (6th-degree spirits of the dead from the Pale, representatives
Goetics) oversees a specific area, which means that of life from the Green, dream entities from
each has a secondary title, such as Master of the the Blue, and so on. More than that, however,
Initiations, Master of Namekeeping, Master of Pact beings not aligned with a particular realm, such
Records, Master of the Ceremonies, and Master of as the angels and other creatures of the Legacy,
the Libraries, to name just a few. can also be summoned.
Philosophy and Outlook: Goetics typically choose Goetics often choose a particular type of being
either the left-hand path or the right-hand path, that they primarily interact with.
which are also called the Nightside Path and the
Path of Suns. Thus, we mostly focus on the ideals of
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The Key
Path to Despair: The following actions give us Speak With Spirits: We can speak, read, and write
Despair. the language of any but the most obscure spiritual
✦✦ A summoned being gets out of our control and entities.
harms someone or something we hold dear. Create a Protective Circle: We inscribe a
✦✦ A summoned being, in addition to performing It is very possible that as protective barrier that offers +2 defense against
whatever action we’ve given it, tells us a Goetic travels about the spiritual entities of the realm we choose when
something horrifically disturbing about realms, they might discover we create the circle. The circle is large enough
entirely new sorts of spirits
ourselves, our future, or someone we love. to accommodate us or perhaps one other person
or demonic creatures that
could be summoned, bound, instead. Alternatively, if summoning an entity, we
1st-Degree Goetic: or bargained with. can create a protective circle and summon the being
Initiate of the Mysteries inside the circle. In this case, the circle is always
Goetic characters start at the 1st degree with the large enough to accommodate the conjured being.
following abilities. Creating a circle requires ten minutes of work.
Connection: We have 1 level of connection with Summoning: We can summon beings of up to level
the Order of Goetica. 3. Once we successfully convince them to perform the
Ephemera Use: We can safely possess three desired task, they can move up to a mile away from
THE WAY
ephemera at any given time. Types of summoning, us, and can take up to an hour to complete the task,
Spell: We learn one general spell that we have page 81 if needed and appropriate. Summoning requires one
enough Sorcery to cast. round of time and the devotion of 1 Sorcery per level
Counsel, page 81 of the summoned being.
There are thirteen types of summoning. To a 1st-
Aid, page 81
degree Goetic, only four are available: counsel, aid,
Guard, page 81 guard, and spy.
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Order
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The Key
3rd-Degree Goetic: Conjurer them. The challenge is equal to the being’s level. If
A Goetic can attain the 3rd degree only if they have this fails, we can interact with them as normal.
gained the written sponsorship of a summoned entity Summoning: We can summon beings of up to level
of at least level 5, presented to (and hopefully accepted THE PATH 7. Alternatively, we can summon two level 2 beings at
by) a Goetic of at least the 4th degree in a formal, Order of Goetica as an once, interacting with them as one entity. Once we
closed ceremony. In the ceremony, we receive a small organization, page 110 successfully convince them to perform the desired
jewel that is added to our order badge to signify our task, they can move 1,000 miles (1,600 km) away from
new rank. As part of our training and initiation into us, and can take up to a month to complete the task,
the ranks of this new degree, we learn the following: if needed and appropriate. Summoning requires one
Incantation Use: One of our ephemera can be a round per level of the summoned being.
conation incantation. There are thirteen types of summoning. To a 4th-
Protective Sign: We learn protective signs against degree Goetic, all are available: counsel, aid, guard,
beings of other worlds. Each sign is both a gesture THE WAY spy, query, theft, assail, restore, influence, creation,
and an easily scrawled glyph (easy for us, anyway), Glorify, page 82 glorify, binding, and ally.
and when we use either, it is as though we stand in a Further, we learn the details of an ancient pact
protective circle. As with all signs, the understanding Binding, page 82 made with the leader of a group of beings that we
involved is more important than the gesture or glyph, Ally, page 82
can use to compel the actions of any member of
so someone can’t observe either and simply copy it. that group. We also gain the ability to research new
Summoning: We can summon beings of up to pacts at the cost of 5 Acumen each.
level 6. Alternatively, we can summon two level 1 Authority and Responsibilities: Goetics of the 4th
beings at once, interacting with them as one entity. degree can require 2nd-degree Goetics to perform
Once we successfully convince them to perform the minor errands and tasks for them. They are expected
desired task, they can move up to 100 miles (160 km) to spend at least two hours each week overseeing
away from us, and can take up to a week to complete lower-ranking members in the Hall of Records and
the task, if needed and appropriate. Summoning assisting in ceremonies conducted by the order.
requires one round per level of the summoned being.
There are thirteen types of summoning. To a 3rd- 5th-Degree Goetic:
degree Goetic, only ten are available: counsel, aid, THE WAY Master of the Pacts
guard, spy, query, theft, assail, restore, influence, Restore, page 82 A Goetic can attain the 5th degree only if they
and creation. have learned the Seven Secret Syllables or the Six
Influence, page 82 Sundered Words from a summoned entity (or
4th-Degree Goetic: Master Conjurer Creation, page 82
entities) of at least level 7. Proof of this knowledge
A Goetic can attain the 4th degree only if they have is presented to no fewer than two 6th-degree
the sponsorship of a higher-ranking Goetic. In a Goetics in a formal, closed ceremony. In the same
formal, closed ceremony, our name, family history, ceremony, we also receive a small jewel that is
and other details are added to the order’s records. added to our order badge to signify our new rank.
In the ceremony, we also receive a small jewel that The Seven Secret Syllables As part of our training and initiation into the ranks
is added to our order badge to signify our new rank. and the Six Sundered of this new degree, we learn the following:
As part of our training and initiation into the ranks Words are rare and precious Incantation Mastery: Two of our ephemera can be
secrets, but knowledge of
of this new degree, we learn the following: them conveys no special
conation incantations.
Ephemera Mastery: We can safely possess four abilities. Knowing them Binding: We can attempt to bind a demon, angel,
ephemera at any given time. is a matter of prestige ghost, or other spiritual entity into an object we
Compel: When we conjure a being and we have and honor instead. touch, but we cannot bind a being of a level higher
its name, if we spend additional bene equal to the than we could summon. If we spend additional
being’s level, we have a chance to outright control bene equal to the being’s level, we can attempt
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Order
Lord Vryx
An Iconoclastic Ardent of
the Order of Goetica who
Hosts a Legion
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The Key
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Order
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The Key
“xaos” for that extra touch of rebellious rejection of not being part of an order.
authority, rules, or organized . . . anything. Others ✦✦ Discovering an unexpected effect in what had
call us warlocks or forsakers, or even oathbreakers, been a tried and true magical practice.
but we simply don’t care. Some of us have been Path to Despair: The following actions give us
expelled from one or another of the orders. Others Despair.
©2018
in the United
Monte
were never accepted in the first place. Most, ✦✦ Being presented with a clear example of the
States and
Cook Games,other countries.
LLC. InvisiblePermissio
Sun and granted to duplicate
n
its logo
however, never sought succor from their tried and benefits of being part of an order.
are trademark for personal
s of Monte use.
Cook Games,
LLC
true—and thus mundane—ways and trite bits of ✦✦ Finding that a new spell, magical practice, or
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Order
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The Key
Beginning Apostates Extra Spells: We learn two general spells that we can
Apostates have no degrees, but all starting Apostate master and cast.
characters begin with the following abilities.
Ephemera Use: We can safely possess three Spellbreaker: We can turn our ability to counterspell
ephemera at any given time. into a passive defense. Using no action (although
Skill: We are trained in 1 level of magical lore. True to your nature, the we must still be aware that a spell is incoming), we
Spell: We learn two general spells that we have Apostate character tome negate any level 1 or level 2 spell cast upon us that
enough Sorcery to cast. doesn’t direct you where to we do not want.
record anything. Customize
Counterspell: As an action, we can cast a it for your character and
We cannot select this ability until we have gained
counterspell that unravels and dispels one active, your needs. Don’t let at least four other Apostate abilities. When we do,
ongoing spell or magical effect that is level 1 or level someone else tell you where the maximum level of spell we can negate increases
2. The cost for the counterspell is the same as the to record your important by 1.
cost for the original spell (almost always 1 Sorcery information!
per level). Street Magic: We gain 1 level of skill in two of the
Raw Power: Apostates start with 3 additional bene following skills: lying, sleight of hand, stealth, or
in their Sorcery pool as a permanent bonus. searching.
Testament Rejection: As we reject the idea of the
orders and the Testament of Suns that they use Testament of Suns, page 16 Telestic Strike: We inflict +2 damage with any
as their symbol, so too can we ignore the effect of weapon attack, enhanced with magical energies.
a Sooth card held by the Testament of Suns if we
choose. Haven of Magic: We gain 1 level of skill in one type
Apostate Abilities: We gain two selections from the of defense in which we are not already trained:
list of abilities for which we meet the prerequisites. Dodge, Resist, or Withstand.
Counterspell: The maximum level of spells we can Conation incantation, Incantation: One of our ephemera can be a conation
affect with our counterspelling power is increased by 1. page 106 incantation.
We cannot select this ability again until we have We cannot select this ability at all as a beginning
gained at least two other Apostate abilities. Apostate. Once we do select it, we cannot select this
ability again until we have gained at least two other
Combative Caster: All our spells inflict +2 damage Apostate abilities.
(+1 if a spell affects multiple targets or an area).
We cannot select this ability again until we have Guided Hand: For any weapon in which we have at least
gained at least two other Apostate abilities. 2 levels of skill, we enhance the attack roll by +1 die.
We cannot select this ability as a beginning Apostate.
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Order
GAMEMASTERING ORDERS
Order is probably the most fundamental aspect of a character. When people ask “What’s your character?” the
players’ instincts will be to respond with their order. And that’s fine. But it means that you should give each
character’s order a lot of narrative weight.
NPC friends of the characters will likely come from their orders. The members of a Weaver’s cell, for example,
are likely to be their closest friends (other than, perhaps, the other PCs). Order brings with it responsibilities—a
directive from a higher-ranking member is something a Goetic cannot ignore. If a Weaver’s cell is in need, the
members must come together to solve the problem. Members of the various orders are expected to train lower-
degree members, either one on one as an apprentice, or as a teacher in a classroom environment. Plus, there are
social expectations with the orders—parties and functions that members are expected to attend. A 2nd-degree
Vance doesn’t have to attend the parties thrown by the 3rd-degree members they know, but one who is smart and
interested in advancement certainly will do so.
Members of a higher degree in an order have real authority over those of lower degrees. They can expect those
of the lower degrees to do as they say, but abusing that power will earn them chastisement from members
above them. And to be clear, the authority is not absolute. A higher-degree member can’t require a lower-degree
individual to give them money, for example. Still, if a 3rd-degree Maker needs help building something, it’s easy
to assume they can get 1st-degree (or, for that matter, Journeyman) members to provide that assistance. If a 4th-
degree Vance needs a message delivered, they can command a 1st-degree Vance to do it for them. And so on.
Advancement to a new degree should be an important event. Sure, a player having enough Crux is the main
impetus, but narratively, one can imagine that a Vance or Goetic has likely filled out paperwork and been
interviewed to get to that position. Weavers have had discussions with more experienced Weavers. Makers have
taken classes in crafting and practiced a lot. Even if there isn’t a ceremony involved, it’s a time for friends to take
the character out to lunch or host a private party in their honor. Proud family members might come from some
distance or send gifts or cards.
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The Key
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HEART (DA)
H
eart is the very basis of your character.
Order defines you, forte distinguishes you,
but heart is your purest, truest self. It is
TU KA
not, however, your soul. Heart is more open, and
L
DA
more overt. Souls are secret. Heart suggests your
most basic nature.
A
The philosopher Niul Rellistas first said that a
vislae has three centers (no, four). He defined the
heart as the vislae’s emotional core, while the order
TOR
VER
represents the intellectual core. Forte is the spiritual
core. And of course, there is the secret soul.
After choosing your order, you should select your
heart from one of the four different types: Galants,
Stoics, Empaths, and Ardents. There are also
names, antiquated and awkward to today’s ears and
rarely used. Galants were once called Flamehearts.
Stoics were Stonehearts. Empaths were Wavehearts,
and Ardents were Stormhearts. Few modern vislae
think in terms of the classical elements outside
their Sooth Deck card family associations, and so
only occasionally think of heart in these terms.
To make things even more dynamic, some vislae
use the older, more classical name, but drop the
“heart” portion, simply calling themselves a flame,
a stone, a wave, or a storm. Each individual heart’s
section, below, has even more possible adjectives
that a player can choose to fit an individual
character. Players should call their heart what they
wish.
In this general section, we will use the basic
names for simplicity’s sake.
Heart is emotion and one’s emotional core
that (among other things) defines how to react to
other people or outside stimuli. If there are four
hearts, each represents a quadrant on a coordinate
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The Key
Galant: You are nimble in thought and deed. Quick thinking Empath: You touch and are touched by the emotions and
means you’re good on your feet, ready with an extemporaneous thoughts of those around you. Your words are wise and fall just
plan or action. You let your intuition be your guide more often right upon the ears of those who listen. You let your feelings
than not, allowing you to be calm, even sanguine, in heated or serve as your guide. You are typically relaxed and peaceful. One
stressful situations. might say you have a melancholic temperament.
Card family: Secrets. Card family: Visions.
Animal: Raven. Animal: Swan.
Object: Book. Object: Blade.
Stoic: You are quiet and slow to action, but contemplative, Ardent: Quick to potent action, you react with strength and
even analytical. Rarely shaken. And you have great depths emotion, a veritable force of nature all on your own. At times,
should anyone ever explore them. You rely on thought above people might consider you short-tempered or even choleric in
sensation, emotion, or intuition. Sometimes you are said to temperament. Your senses are what you trust.
have a phlegmatic temperament. Card family: Notions.
Card family: Mysteries. Animal: Cat.
Animal: Rat. Object: Clock.
Object: Mirror.
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Heart
GALANT STOIC
Precise with power. Steadfast and sturdy.
Your heart burns with an internal flame that Your heart is unmoved like a mountain, and
cannot be quenched. Flame is motion, life. It is strong like a boulder. Stone is slow and steadfast.
delicate precision and broad destruction. It is the It holds its vast treasures deep within itself. Rarely
tool of the crafter as well as the destroyer. You take rash or impetuous, a Stoic considers their actions
action quickly, but with trained moves and practiced Who is the lord of the carefully. You discuss, you contemplate, you
skills. You are confident, optimistic, and likable in desperate spaces? analyze. And then you act.
social situations. The proverbial life of the party. Thinkers, philosophers, scholars, leaders,
Acrobats, athletes, explorers, fencers, swashbucklers, planners, architects, builders, and masterminds are
martial artists, military commanders, spies, and Stoics.
thieves are often Galants. Characters who don’t wish to be called a Stoic
Characters who don’t wish to be called a Galant or a Stoneheart can use the following adjectives to
or a Flameheart can use the following adjectives to describe their heart, depending on which they deem
describe their heart, depending on which they deem fits their outlook:
suits them best: ✦✦ Calm
✦✦ Stealthy ✦✦ Careful
✦✦ Quick ✦✦ Thoughtful
✦✦ Daring ✦✦ Stolid
✦✦ Charming ✦✦ Dependable
Skills: Choose two skills from this list. You have 1 Some long-form magical ✦✦ Geography
✦✦ Climbing ✦✦ Memorization
✦✦ Disguise ✦✦ Repairing
✦✦ Dodge ✦✦ Searching
✦✦ Lockpicking ✦✦ Withstand
✦✦ Persuasion
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The Key
EMPATH ARDENT
Equal parts reactive and proactive. Raw power, untamable.
Your heart is always in motion. You are moved Your heart is filled with passion—love and rage
by the hearts of others, and you move others’ are your fuel. Without warning, you strike. Few
hearts. You’re expressive, empathetic, relaxed, and remain unaware of your presence. When you see
accepting. But you can raise others to action if need something that moves you, you react. You trust
be. You feel emotions strongly, and you evoke the what you can see, hear, or touch with your hands,
same in others. You understand people—you have and if you use them to perceive a problem, you take
insight into their thoughts, feelings, and emotions. action to fix it.
You know what inspires, frightens, or distracts Soldiers, warriors, rescue workers, heroes,
others. knights, and killers are Ardents.
Orators, diplomats, teachers, politicians, priests, Heart is one thing Characters who don’t wish to be called an Ardent
and con artists are Empaths. about your character or a Stormheart can use the following adjectives to
Characters who don’t wish to be called an Empath that absolutely will describe their heart, depending on which they deem
never and can never
or a Waveheart can use the following adjectives to change. It's your core.
suits them best:
describe their heart, depending on which they deem ✦✦ Volatile
✦✦ Empathic ✦✦ Strong-willed
✦✦ Understanding ✦✦ Strong-hearted
✦✦ Gregarious ✦✦ Spirited
✦✦ Nurturing ✦✦ Wild
✦✦ Compassionate ✦✦ Enthusiastic
✦✦ Disguise ✦✦ Climbing
✦✦ Persuasion ✦✦ Jumping
✦✦ Resist ✦✦ Resist
✦✦ Searching ✦✦ Running
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Heart
CHARACTER HEART
AND THE WORLD
Although it’s possible to describe anyone in terms
of their appropriate heart (hotheads are Ardents,
careful thinkers are Stoics, and so on), only vislae
talk about heart in this way. It’s an insight into how
vislae see the world, and how people interact with
the (often unseen) magical world.
There is no reason that characters of different 5 Savage
hearts can’t get along and be best friends, lifelong Sw
ord
companions, or lovers. In fact, it’s easy to see
how each could complement the others, with
the various strengths of one making up for the
weaknesses of another.
The differences between two hearts are not Gold Silver
unlike those between two people who scored
differently on a personality test. There also is no 3
familial relationship between two different hearts.
An Ardent father and a Stoic mother are as likely to ar
t St
have an Empath child as any of the other hearts. L os
Ultimately, then, the four hearts are fairly
simplistic categories with somewhat esoteric
significances, but the significances are still real.
The more one delves into the magical currents,
spellcraft, and other mystical pursuits, the more Re
d B
one sees the importance of each heart. Some lue
rituals, for example, require performers of different
hearts. Some objects of power or ephemera react
differently to those of different hearts. A wise and
powerful vislae is always going to keep their own
heart in mind, always aware of how it can affect the
magic around them. 8
go
di
In
y
Gre
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FORTE (TU)
S
o we’ve discussed a bit about each of the
orders that an Invisible Sun character can
join. We’ve seen that heart is the innermost,
TU KA
basic essence of a vislae. However, there is yet
L
DA
another important component to each character.
Forte reflects a talent or focus that is essentially
A
unique to the character. It’s both what you do best
and what you can do that most people can’t (or at
least, not the way you do it).
TOR
VER
Forte is the most active aspect of your character,
so the names are always phrased as verbs like,
“Travels as a Spirit,” “Revels in Beauty,” or “Fuses
Nightmare to Fist.” Heart is who you are, order is
where you belong, but forte is what you do.
Like orders, fortes have built-in character goals, loves,
successes, fears, and disappointments in the form of
suggestions for character arcs as well as earning Joy
or Despair. The choices players make guide character
development throughout the game, and vice versa.
Step 3 of character creation is selecting your forte.
There are many to choose from.
FORTE DESCRIPTIONS
Each forte has a number of categories that define it.
Background: Forte usually contributes to
the backstory of the character, or at least raises
questions the player should answer about their past.
Appearance: Forte often dictates or suggests
clothing or even the physical appearance of a vislae.
Character Arcs: Forte might suggest character
arcs appropriate for the character.
Path to Joy: A few suggestions for things that
might earn the character Joy. This is not meant to Joy, page 203
be a limiting list, but rather thought-starters to give
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players and GMs ideas. Most of these suggestions Another, perhaps easier way to look at it is this:
can be used just one time each. Sometimes you have to roll you roll to see if you affect something only if the
Path to Despair: A few things that might happen two or more successes to ability affects something that doesn’t want to be
that would give the character Despair. This is not succeed. In such a case, you affected. This only works, of course, if you assume
meant to be a limiting list, but rather suggestions must have an enhancement that inanimate objects don’t want to be altered in
to give players and GMs ideas. Most of these to even have a chance, any way.
because you can’t roll two
suggestions can be used just one time each. successes on one die.
You can cancel an ability’s ongoing effect
Forte Abilities: Forte abilities, unless stated whenever you wish, and doing so is not an action.
otherwise, cost Sorcery to use, equal to the level of Despair, page 203 Further, the GM can end an effect at any time, but
the effect. must award the PC that created it 1 Despair when
You can always spend points from your Sorcery Sorcery, page 27 this happens.
pool to increase the level of effect of an ability you
possess on a one-for-one basis, to a maximum of THE WAY BONUSES AND ENHANCEMENTS
level 10, unless you know the Divine Ability secret. Divine Ability secret, Some abilities give you a bene to one or more of
Color: In addition, each forte ability is associated page 87 your pools. Others grant you a bonus to a specific
with a particular sun. The color of the associated action. A bonus to your action is always a bonus to
sun is important for Sooth card effects and your venture. You subtract your total venture from
occasionally other effects. the challenge of the action, and the result is the
number you need to roll on the die.
USING ABILITIES An enhancement is an additional die you get to
Unless stated otherwise, using a forte ability is an roll when you attempt an action. Rolling a success
action. Most of the time, you roll to see if it takes on either die results in a success. Sometimes, it
effect. Like any action, you can use bene to add to THE GATE will say “(+1 die)” after the level. If it does, when
your venture. Further, you always add the ability Venture, page 22 you use the ability to affect the target, you get an
level to the venture. The challenge is the level of the enhancement of 1 additional die. Sometimes,
target modified by defenses or other factors. That Challenge, page 18 using an ability will grant you an enhancement
means if you’re using an ability to attack a person, on another action. This means you get to roll an
you use their level as the challenge. If you’re using additional die for that action.
it to open a sealed gateway, you use the gateway’s For example, if you need a 4 on the die after
level as the challenge. subtracting your venture from your challenge, and
You don’t need to roll to see if an ability takes you get to roll +1 die thanks to the ability you are
effect if: using, you roll two dice. If you get a 4 or higher on
✦✦ You’re using the ability on yourself. either die, you succeed.
✦✦ You’re using the ability on a being that wants
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(Unless the word “touch” is specifically included in Creature: A being of flesh and blood. Thus, any
the spell, close implies the potential of touch, not being other than a spirit, demon, ghost, elemental,
an actual touch.) Very loosely speaking, this range construct, and the like.
extends up to about 10 feet (3 m). Conversationally, Person or People: A human, elderbrin, or
this might be referred to as “point-blank range.” An something very similar. Thoughtforms that look like
ability that affects an area that encompasses this people can be considered people for such purposes.
distance, more or less, is said to affect a small area.
Near: Something you could reach fairly quickly is DEPLETION
near. Often referred to as “nearby” or “short range,” It is the responsibility of the Either abilities are over immediately, or they last until
it represents a distance of 10 to 50 feet (3 to 15 m). player to keep track of effects their magic depletes. Sometimes conditions (the
An ability that affects an area a short distance in they put into play and rising or setting of the sun, for example) will end an
ongoing effects that require
diameter is said to affect a medium area. depletion rolls, and to
effect. Other times, the amount of time is random.
Far: Something you can see clearly but not reach make those rolls. Generally To determine if an ongoing effect depletes, roll a die.
quickly is far. Commonly referred to as “far away” speaking, abilities that need If the result on the die matches the depletion result,
or “long range,” this is a distance of about 50 to 100 to be checked each round the effect ends. So if the depletion says “0 (check
feet (15 to 30 m). An ability that affects an area a long are checked at the end of each round),” at the end of each round roll a die. On
your turn. If a player loses
distance in diameter is said to affect a large area. a roll of a 0, the effect comes to an end that round.
track of this information,
Very Far: Something you can see but not clearly is ongoing spells are assumed
very far. Called “very far away” or “very long range” at to have depleted.
times, this is anything from about 100 to 500 feet (30 ADVANCING YOUR FORTE
to 150 m). An ability that affects an area a very long A character’s forte is a suite of additional abilities
distance in diameter is said to affect a very large area. You always begin the game they can perhaps learn to harness. Each forte has
Unless the ability specifically says otherwise, a with the first (topmost) an “ability tree” showing the path of advancement.
ability for your forte, at no
solid barrier (like a wall or door) prevents magic Beginning with the starting ability (or, in some
cost. If there are two abilities
from being cast through it, although a certain at the top, you choose one. cases, one of the two starting abilities at the top of
level of logic and common sense should be used each “tree”), the lines show the possible paths for
in adjudicating this. Further, to use an ability on attaining another. You must acquire the abilities
a target, you usually have to be aware of them and along the given paths, in order, although you can also
have a line of sight to them. There are obvious move back to a point where the path branched and
exceptions. For example, an ability that affects an make a choice you didn’t choose the first time. Thus,
area affects everything in that area, whether you are learning one ability unlocks the potential acquisition
fully aware of it or not. An ability that specifically of another (or sometimes two) later, and the new
seeks the location of a thing, by its very nature, does ability in turn provides access to another farther
not require the caster to know the location of the Calls Upon the Serpent, down the “tree.” Typically, the farther you move down
thing. These are guidelines, not hard-and-fast rules. page 82 the path, the more potent the abilities become.
More definitively, the following terms specifically For example, Calls Upon the Serpent presents the
Bite of the Serpent, page 82
designate what can and can’t be affected by a given choice of two different starting abilities called Bite of
ability: Voice of the Serpent, the Serpent and Voice of the Serpent. If you choose
Target: Anything. page 82 Voice of the Serpent, you can later choose Bite of the
Being: Any self-aware thing, be it human, Serpent, but Voice also unlocks Hypnotic Gaze of the
animal, elderbrin, demon, spirit, vampire, ghost, or Hypnotic Gaze of the Serpent for you to choose later if you want. And so on.
Serpent, page 82
thoughtform. Even most quasi-intelligent constructs Unlike learning spells, but similar to advancing in
are considered beings. 1 Crux = 1 Joy + 1 Despair; your order, gaining a new ability in your forte does not
see page 22 require Acumen. Instead, it requires Crux. An ability
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conclusively, most of us believe them to be part of THE PATH ✦✦ Alcohol consumption interferes with the
the Legacy. Regardless, the orbs—while appearing Legacy, page 6 connection to the orb.
to be stone spheres about 4 inches (10 cm) in ✦✦ Due to magical fluctuations, the charge drawn
diameter—seem to be concentrated power. Those from the orb inflicts 1 Wound upon me instead
who understand them and have obtained one can of its proper use.
tap into this power and use it for their own ends. ✦✦ Another being touches the orb and somehow
We call ourselves orb-bearers, and usually end draws a charge from it, using it for themselves.
up embedding our orbs into our bodies to more Forte Abilities: I have access to the following
completely attune to their energies. In fact, to use abilities, as long as I start with the first one and
level 5 or higher abilities from this forte, I must then select more, following the path indicated and
embed the orb in my body. spending Crux to do so. Abilities that use a charge
The orb, to start with, has three charges that I can of the orb do not cost bene from my Sorcery pool
access. Charges can be used for a variety of things. unless otherwise stated.
The orb can be recharged using one of my rests,
restoring one charge per rest instead of restoring Feed Upon the Power
points to my stats. Level: 2
Background: I must determine how I got my I use one charge of the orb to nourish me for a day
orb. Perhaps I discovered it somewhere. Perhaps Wounds, page 23 and heal 1 Wound or Anguish. If I increase the
I stole it. Perhaps it was a gift from a powerful or level of this effect to 4 by spending 2 Sorcery,
influential person. Perhaps I inherited it. Anguish, page 23 I can use the orb to nourish or heal another
Appearance: Although the appearance of the orb- creature instead of me.
bearer can vary greatly, the orb ties them together. Color: Green
Most eventually end up embedding the orb in their
own flesh—in their head, a shoulder, their chest, or Vigor
other places. Level: 3
Character Arcs: The following character arc ideas I use one charge of the orb to enhance any physical
are particularly appropriate for orb-bearers. action I take in the next round by +1 die.
✦✦ Current orb-bearers seek knowledge about the Color: Green
Fanadon Orbs, always striving to learn more
about their power and their genesis. (Uncover Uncover a Secret, page 178 Improve Spell
a Secret.) Level: 4
✦✦ If the bearer believes the orb to be a part of the I use one charge of the orb to empower one of my
Legacy, learning more about the various aspects spells as I cast it. Doing so results in the spell
of the Legacy might also play a role in the level increasing by 2. This is a part of the action
bearer’s tale. (Learn.) Learn, page 172 to cast the spell.
Path to Joy: The following events may bring me Joy. Color: Gold
✦✦ Embedding the orb into flesh at a changery.
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Additional
Replenish Transform Spell
Charges
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as misty remnants of my breath that hover in the air using rune-breath to write in that language in
before they fade. With a little concentration, I can make the air.
these runes appear in any language in which I can ✦✦ Using the power of my runes to help complete
read and write. They remain for a few moments before a character arc’s climax.
dissipating. However, with great concentration and a ✦✦ Unconsciously, my breath creates the answer to
bit of Sorcery, I can control these breath runes and use Sorcery, page 27 a mystery in the air near me.
them to my advantage to store specific magical effects. Path to Despair: The following events are likely to
I can typically have only one breath rune at a time cause me Despair.
hovering by me. In any event, breath runes always ✦✦ I literally choke on a rune.
fade if I sleep or lose consciousness. I can easily ✦✦ The truth of a falsehood I speak aloud is
dispel a rune I’ve breathed at any time. betrayed in the runes that I exhale at the same
Background: I should determine how I gained time.
this ability. Some rune breathers were possessed Forte Abilities: I have access to the following
by a demon or other spirit at an early age, and even abilities, as long as I start with one of the first ones
though they are no longer possessed, the runes (my choice as to which) and then select more,
remain as a manifestation of that experience. following the path indicated and spending Crux to
Others breathe runes as a hereditary trait. Still do so.
others may have smoked an unknown substance
inadvertently (or a known substance intentionally, Protective Rune
with the goal of gaining these powers). Level: 1
Appearance: Obviously, the most distinctive visual I breathe a rune that hovers near my head. When I
aspect of a rune breather is the runes. Those who am next attacked, the rune grants me +1 to my
want to keep their nature secret sometimes carry defenses and then fades away.
fake cigarettes or pipes to make it appear that the Color: Invisible
breath runes are smoke exhalations. Others take up
smoking for real so the smoke hides the runes. Assisting Rune
On the other hand, many of us embrace our Level: 1
nature, wearing clothing or jewelry that bears runic I name an action and breathe a rune that hovers
symbols to complete and enhance the theme. near my head. When I next take that action, the
Regardless, rune breathers tend to be stylish but rune grants +1 to my action and then fades away.
relatively casual in our appearance. Color: Gold
Character Arcs: The following character arc ideas
are particularly appropriate for rune breathers. Transfer Rune
✦✦ Rune breathers are usually very interested in Level: 3
discovering all they can about runes, glyphs, I take a breath rune that is hovering next to me and
and other visible representations of magic to transfer it to a willing being that I touch. Now it
incorporate into their breath runes. (Learn.) Learn, page 172 works for them just as it would have for me.
✦✦ Many rune breathers like the idea of creating a Color: Gold
magical device that would allow them to more
easily breathe out the magic within them.
(Creation.) Creation, page 167
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CAGES ADVERSARIES Path to Despair: The following events are likely to cause me Despair.
Some beings don’t deserve freedom. The cage is best for them, ✦✦ The prisoner manages to rattle the cage, making noise at the
and their captivity is best for everyone else. The one who holds the worst possible moment.
key to the cage door is always the one in control. And someone ✦✦ A prisoner in my cage somehow gets free.
needs to be in control—better me than someone else. ✦✦ A prisoner in my cage takes control of my body.
Cage bearers, or gaolers, use magic to imprison other beings ✦✦ The cage is damaged and requires magical repair.
and then drain them of energy, information, or identity. Many Forte Abilities: I have access to the following abilities, as long as
consider this a dark art for obvious reasons. As the name would I start with the first one and then select more, following the path
suggest, cage bearers carry with them small cages, usually not indicated and spending Crux to do so.
unlike a birdcage in size and appearance. This cage has been
extensively magically treated to work with the gaoler’s magic. I Durance Vile
cannot have more than one such cage at a time. Creating a new Level: 1 (+1 die)
cage takes approximately one month. I create a magical cage and imprison a nearby being inside it. The
Some cage bearers imprison only nonhuman entities like being must be of a level no higher than the level of the effect,
demons or ghosts. Others imprison anyone without compunction. so I’d better have some idea of the level of the being before I
This latter group is not at all popular with those who see them try to imprison them. Further, the effective level of a spiritual
walking around with a cage that holds an unfortunate prisoner. (rather than material) being is 1 higher than normal for these
Background: I learned this rather idiosyncratic form of magic purposes.
somewhere well off the beaten path. I likely had a mentor who The cage is, in size, somewhere between my fist and my head,
trained me over a long period of time. and the being is made to fit. Once inside, the prisoner cannot
Appearance: The very act of bearing a cage is an overtly physical be heard or felt (only seen) unless I wish it. They cannot take
manifestation of this forte. The cage, with its prisoner, is often actions other than to attempt an escape at each new sunrise.
visible and must be carried with the bearer all the time. About half I can attempt to imprison a new being, but doing so (whether I
of all cage bearers flaunt their cage openly, while the others keep it as succeed or fail) releases any prisoner I might have. If I am ever
their guarded secret. The former sometimes wear it from their belt farther than short range from the cage, it disappears and the
or attached to the top of a walking cane, or have fashioned it into a prisoner is freed. Released prisoners appear next to me.
hat. The latter keep it in a special bag or perhaps under a large hat. Color: Gold
Many who bear a cage use the magic of a changery to have it
become a part of their body, replacing their stomach, chest, or Feed Upon Strength
head, or they have it hang from a metal pole that juts from a Level: 3 (+1 die)
shoulder or spine. I absorb points into my Physicality pool equal to the level of
Character Arcs: The following character arc ideas are this effect or the level of the imprisoned being, whichever is
particularly appropriate for gaolers. greater. Each time I use this ability, I roll a die. If I roll 0, the
✦✦ It may befall a cage bearer to take on a pupil or apprentice prisoner dies.
to teach them the unique powers inherent in the art. Color: Green
(Instruction.)
✦✦ It is difficult to wield this kind of power gracefully, without Feed Upon Mind
misuse. (Fall From Grace.) Level: 3 (+1 die)
Path to Joy: The following events may bring me Joy. I absorb points into my Intellect pool equal to the level of this
✦✦ A being of a level higher than I’ve ever imprisoned is trapped effect or the level of the imprisoned being, whichever is
in my cage. greater. Each time I use this ability, I roll a die. If I roll 0, the
✦✦ A being I’ve imprisoned offers me something unexpected and prisoner dies.
remarkable to get me to free them. Color: Blue
Additional Prisoner
Level: 6 (no cost)
When I already have an imprisoned being, I can use Feed Upon
Interrogate Prisoner
the Durance Vile ability to imprison a second Health
without risking losing the first. I can use any
of my other abilities on either prisoner at my
choosing. If I have only one prisoner, they can no
longer attempt to escape (a mishap or the loss of Impersonate
Additional Prisoner
the cage can still free them). Not an action. Prisoner
Color: Gold
Usurp Ability
Level: 7 (+1 die) Usurp Ability Feed Upon Life
I steal one spell, special ability, or other mystical
quality of the imprisoned being that I can use
for myself as if it were mine (including paying
any cost to use it).
Depletion: Ends automatically when the sun next Enslave Prisoner
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CALLS UPON THE SERPENT Path to Despair: The following events are likely to
The Serpent is a living manifestation of magic. It cause me Despair.
has no corporeal form, and inhabits the worlds of all ✦✦ A powerful and important spell is countered or
suns, although it is closely tied to the Invisible Sun. dispelled (not just resisted).
Those of us that call upon the Serpent are called ✦✦ The Serpent does not heed my call, and I must
serpentkin or, derogatorily, serpent cultists. discover what I have done wrong before I can
We do not see ourselves as cultists or worshippers. The Serpent is the father/ use my abilities again.
To us, the Serpent is not a god, but much more. It is mother of the being known ✦✦ The Serpent shows me visions of my own
the source of all that is, to us, important. The Serpent as the Angular Serpentine, demise in my sleep.
which is more of a corrupted
is magic, and being kin to the Serpent, knowing the Forte Abilities: I have access to the following
portion that the Serpent
Serpent, and walking with the Serpent are to be truly calved off long ago. abilities, as long as I start with one of the first ones
and directly connected to magic. (my choice as to which) and then select more,
Despite common associations with snakes and following the path indicated and spending Crux to
THE PATH
evil, the Serpent is not necessarily a sinister force. do so.
Angular Serpentine,
By some standards, it may be dark and cold, but page 66
it is not directly associated with demons or the Bite of the Serpent
Nightside Path, and because it is a creature of the Nightside of the Path of Level: 2 (+1 die)
suns, it abhors the Dark and the creatures of that Suns, page 36 The head of the Serpent appears and attacks a close
void. That said, many who walk the Nightside Path creature, inflicting 2 points of damage and
associate their magic with the Serpent. injecting venom that hinders the victim’s next
Background: I learned of the Serpent first action.
in whispers, and then, after I sought more Color: Red
information, I eventually came upon the truth
somewhere—likely a place of great lore and magic. Voice of the Serpent
Some serpentkin claim to have been schooled by Level: 3
the Serpent itself in their dreams. When I call upon the soothing voice of the Serpent,
Appearance: Whenever a serpentkin calls upon Interaction, page 27 it adds 3 bene to my Interaction pool.
any of their powers, the translucent head and hood Color: Blue
of the Serpent—in this case, a dark green cobra—
appears like an aura around them. Speed of the Serpent
Character Arcs: The following character arc ideas Level: 3
are particularly appropriate for followers of the When I call upon the blinding speed of the Serpent,
Serpent. Movement, page 26 it adds 3 bene to my Movement pool.
✦✦ Serpentkin stick together. When one is in need, Color: Green
others feel compelled to help. (Aid a Friend.) Aid a Friend, page 165
✦✦ Learning more about—and perhaps even Hypnotic Gaze of the Serpent
communing with—the Serpent is of utmost Level: 4 (+1 die)
importance. (Learn.) Learn, page 172 I make my eyes the Serpent’s eyes, granting myself
Path to Joy: The following events may bring me Joy. the ability to make a close creature freeze for as
✦✦ The Serpent blesses me by making one of my long as I do nothing but stare at them. If they or
enemies disappear mysteriously when no one I am attacked, or even roughly jostled, the effect
is looking. is broken.
✦✦ I use the changeries to make myself look more Color: Blue
like the Serpent in some significant manner.
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Breath of Coils of
Slithering Serpent
the Serpent the Serpent
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See Through Flame bursts into flame. Water bursts into flame.
Level: 6 Even things with a special resistance to fire are
I can see out of any flame anywhere in the world, as subject to this effect. Creatures affected by this
long as I have a good idea that it’s there. (If there suffer damage equal to the level of the ability.
is no flame at the location I try to see through, Color: Red
the effect fails.) When using this ability, I have
360-degree vision, but no other special sight. Beware the secret, final Burn Everything
This effect lasts until I choose to see through my moment of every day. It can Level: 10 (+2 dice)
normal eyes. be a trap. I flare with flames that do not harm me, but they
Color: Indigo inflict damage equal to the level of this ability
minus 5 to everything nearby, and even 1 point
Flame Structures of damage to everything far away. Combustibles
Level: 7 catch on fire. These flames keep burning (and
I pull fire from a nearby source and expand and inflicting the same damage) each round that I
shape it to make large, simple structures like continue to use my action to concentrate.
walls or bridges that can fit into a large area. Color: Red
I choose whether they are solid or permeable.
Those passing through a permeable structure CAUGHT FIRE’S EYE
of fire suffer damage equal to the level of this
ability.
Color: Silver Flame Calls to Me
Flaming Replica
Level: 7
I use nearby flames to create a rough replica of
myself made of flames. Each round thereafter I I Call to Flame Embraced by Fire
use my action to control this replica. It sustains
damage as if it were a being of a level equal
to the level of this ability. It can do anything I
can do (skills, secrets, spells, and so on), and,
if I wish, its flames burn everything close for Fire Companion Solid Fire
1 point of damage. The replica does not have
my equipment unless I take the time to give it
my things, but if I choose to have it burn the
surrounding area, it burns whatever it is holding
as well. See Through Flame Flame Structures
I can sense through this replica as if it were me,
and when it takes actions, it is as though I am
performing them. If I stop focusing on the
replica, it fades away.
Color: Silver Flaming Replica Truefire
Truefire
Level: 8 (+2 dice)
A target within long range bursts into flame. This
is true even if the target is not flammable. Metal Burn Everything
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CHANNELS STRENGTH ✦✦ I choose the same skill for my skill du jour too
AND SKILL many times and can never choose that skill
Sometimes it’s easier to borrow than to create from again.
scratch. This is a truth of craftspeople and artists, ✦✦ My magic inadvertently steals the ability I
and it can be a truth of skill and talent as well. channel from an ally temporarily, putting them
Channelers use the currents of magic to tap into at risk.
the abilities of others in the world (or the other Forte Abilities: I have access to the following
worlds) to use as their own. Some call them essence abilities, as long as I start with one of the first ones
thieves, but most would suggest that they borrow (my choice as to which) and then select more,
rather than steal. Channelers do not choose (or even following the path indicated and spending Crux to
know) who they borrow their talent or ability from. do so.
The Actuality is a big place.
Although channelers can be mistaken for others Prowess
who are simply very skilled, their skills are often Level: 2
not actually their own. Many attempt to hide the I add 3 bene to my Accuracy, Movement,
fact that they are channelers, while others are quite Perception, or Intellect pool.
proud of it. Color: Silver
Background: Channeling is an ability that many
are simply born with, discovering that the talents Skill Du Jour
they thought were their own are not. Others Level: 3 (no cost)
are trained to be channelers by those with the With each new sunrise, I can choose a skill in which
knowledge. I am trained. This can include a defense, but not
Appearance: Channelers look like everyone else. attacks. Yesterday’s skill fades and today’s skill
Character Arcs: The following character arc ideas takes the fore.
are particularly appropriate for channelers. Color: Blue
✦✦ The more a channeler knows, the more they
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CONSUMES FLESH
The Memory
Restorative Flesh
of Meat
Transformative
Power in Flesh
Meal
Mystical Memory
Cannibal Warrior The Flesh Is Holy
of Meat
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spinning its webs in the corner. My best friend an inanimate object could understood) by someone who will use the
might very well be my hat. make for an excellent story. information gained against me.
Omnispeakers are vislae who not only speak Forte Abilities: I have access to the following
many languages, including those most do not Objects are rarely abilities, as long as I start with the first one and
loquacious. Communication
know (such as the languages of animals), but also then select more, following the path indicated and
just isn’t inherent in their
converse with things that normally do not speak, nature. Most will ignore spending Crux to do so.
such as plants or inanimate objects. someone trying to talk to
I enjoy finding ways to plumb the depths them without some kind of Psychometry
of knowledge and secrets by speaking with lengthy process of cajoling, Level: 1 (+1 die)
the creatures and things that might have that persuading, threatening, When I touch a creature or object, I get a sense of
or bribing. Further, their
knowledge, and yet are always ignored as sources of outlook is not always
something about its nature or past.
information. logical to people. A stone Color: Indigo
When I want to find out if the person I’m looking that lies outside a house
for has gone into a building, I ask the building’s might have no knowledge The Language of Animals
door. If I want to know what lies on the other side of of (or interest in) what Level: 3 (no cost to use)
goes on inside the house.
the lake, I ask the bird that just flew from there. I can speak to and understand any animal (this
Background: The secrets involved in my abilities ability has no effect on people or understanding
are well kept. I need to determine where I got them. Learn, page 172 their languages). This ability does not grant me
Appearance: Most people think that omnispeakers any particular influence over animals, nor does
have a look that is specific but difficult to describe. it compel them to speak.
They see the world differently, surrounded by Mysterious Background, Color: Indigo
page 173
objects and creatures that others ignore, but which
they see as possible friends or peers. The Language of the Voiceless
Character Arcs: The following character arc ideas Develop a Bond, page 169 Level: 4 (no cost to use)
are particularly appropriate for omnispeakers. I can speak to any inanimate object. This ability
✦✦ Omnispeakers love learning new languages. Romance, page 176 does not grant me any particular influence over
(Learn.) objects I speak to, nor does it compel them to
Plants are even stranger
✦✦ Where do I come from? Where did I acquire speak.
to talk to than objects.
these abilities? (Mysterious Background.) They are traditionally Color: Indigo
✦✦ Omnispeakers have been known to develop very suspicious (and
unique relationships with nonhuman creatures terrified) of creatures, The Language of Plants
or even objects. (Develop a Bond, Romance.) particularly people. Their Level: 4 (no cost to use)
thought processes are very
Path to Joy: The following events may bring me different from those of
I can speak to any plant. This ability does not grant
Joy. people, and many common me any particular influence over plants I speak
✦✦ The first time I speak with an object that has concepts are alien to them. to, nor does it compel them to speak.
never been spoken to. Conversely, plants think Color: Indigo
✦✦ Learning a new language to complete fluency. a great deal about things
for which most humans
✦✦ The first time I make a permanent friend or One of Us
have no concept, like the
ally with a plant or object. songs that soil sings or the Level: 5 (no cost to use)
Path to Despair: The following events are likely to personalities of different A creature, plant, or object that I speak to reacts to
cause me Despair. droplets in a rainstorm. me as though I were one of its own kind. This
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Psychometry
The Language
One of Us Charm Object Object Affinity
of Plants
disgorge them from my mouth and let them roam ✦✦ It takes twice as long and costs me twice as
free. They obey me, like loyal children that I have much to disgorge a particular creature.
spawned. I am their god. Forte Abilities: I have access to the following
Each creature is unique. Most are not comely— abilities, as long as I start with the first one and
they are asymmetrical, misshapen, wrinkled masses then select more, following the path indicated and
of slimy flesh. They rarely have the same number of spending Crux to do so.
limbs, eyes, or other features. They stink of bile and
blood. Little Horror
Each time I vomit a creature, it costs me not THE GATE Level: 2
only Sorcery (as would any forte ability) but also 1 NPC Levels, page 19 I vomit forth a small creature of level 1. It moves
Physicality. The abilities of level 8 and above cost 2 slowly and is quite weak, but it does as I
Physicality. command.
My creatures never venture farther than a far Color: Silver
distance away from me. If they are somehow
separated from me at a distance greater than Counselor
that, they discorporate into a bloody, phlegmy Level: 4
mess. If they are slain, they likewise discorporate. I disgorge a small but intelligent creature of
Regardless of anything else, when the sun next sets, level 2. It takes no physical actions other than
they discorporate (unless otherwise noted in the follow me around, but it can offer me advice
ability). and information. It grants me 2 bene to my
Many people find disgorgers unsettling and Interaction pool and 2 to my Intellect pool.
distasteful. Color: Silver
Background: Most disgorgers initially acquired
their abilities by contracting a virus. They call it Defender
the lifeseed, and while it is ironically fatal to most Level: 4
victims, to a few, it grants the ability to create life. I spew forth a creature that quickly grows to about
Of a kind. my size. It is level 3, has 3 Armor, and protects
Appearance: Disgorgers are usually somewhat me. Although it takes no offensive actions,
haggard and gaunt after they have expelled a as long as it’s near, it grants me +1 to Dodge
creature. actions.
Character Arcs: The following character arc ideas Color: Invisible
are particularly appropriate for disgorgers.
✦✦ Disgorgers may want to experience the creation Assistant
of life the conventional way. (Birth.) Birth, page 166 Level: 6
✦✦ Is there a new type of creature I can spew forth? I vomit forth a creature that quickly grows to about
(New Discovery.) New Discovery, page 173 my size. It is level 3 and does as I command.
Path to Joy: The following events may bring me Joy. Although it takes no offensive actions, as long as
✦✦ One of my creatures persists longer than it’s near, it grants me +1 to all physical actions.
normal. Color: Silver
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Destroyer
Assistant Attacker
Level: 9
I release a monstrous beast that quickly grows
to twice my size. This level 7 creature moves
quickly and has 3 Armor. It does as I command,
and its primary function is to attack creatures or Mount Agent
destroy structures up to a long distance away. In
either of these actions, it gains +1 level. It fights
to the death if necessary.
Color: Silver
Constant
Destroyer
Constant Companion Companion
Level: 9
I vomit up a creature that quickly grows to about
my size. This level 6 creature moves quickly and
has 2 Armor. It never discorporates and is my
Horde
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Soothing Darkness
Level: 9
I and anyone else nearby that I wish can rest in total
Call Upon
darkness for ten minutes and in perfect safety. Dark Conduit
As long as it is completely dark and all involved the Darkness
take no action other than to rest, nothing can
harm any of us. All stat pools are refreshed. No
one affected by this can benefit from it again
until the sun next sets.
Shape the Darkness Soothing Darkness
Color: Invisible
Dark Summons
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I feed.
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Forte
level as the challenge, and I must achieve two ✦✦ The answer to one question.
successes. If I do, the spell has no effect, I gain ✦✦ The ability to use one new secret or spell, half
points to my Sorcery pool equal to the level of the level of this ability (round down), of my
the spell, and the caster loses the ability to cast choosing, until the sun next sets.
the spell again until the sun next rises. Color: Indigo
Color: Invisible
Gnaw at the
Feed Upon Mind Devour Thoughts
Universal Mind
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EXPLORES THE NOÖSPHERE above and beyond any other defenses they might have. Once I find
The Noösphere connects minds through the media of the aethyr. them, I can learn one of three things: their general well-being, their
It is, in a way, its own immaterial plane that connects all others general physical location, or how to use the Contact Through
(wherever there are minds). the Noösphere ability to send them a message.
Noösphere adepts can, with just a moment’s concentration, Color: Blue
project our psychic self into the Noösphere without the aid of an
Aethyr Link. This costs nothing, except for the fact that while in the Contact Through the Noösphere
Noösphere, my physical body is motionless and unaware. Entering Level: 3
the Noösphere, then, is not hard. Finding anything there other Spending ten minutes in concentration, I contact someone I
than random thoughts, meaningless dreamlike imagery, or useless know well or have found using the Search the Noösphere
memories of unknown strangers, however, is another story. ability. I can send them a message of up to twenty-five words
All thinking beings are connected to the Noösphere, and thus and can receive a similar reply.
can be located and even attacked through it. Noösphere adepts Color: Blue
cannot cast spells on such targets without the ability to channel a
spell. However, targets within the Noösphere itself are always fair Mental Shield
game. In other words, spells function normally (or as normally as Level: 3
possible, depending on the effect) within the constructed reality of I gird myself in psychic protection that grants me +2 defense
the Noösphere. to resist all mental attacks, including any attack that occurs
Background: I must determine where I got my training and within or from the Noösphere.
what my first experience was (and what my later important Depletion: 0–2 (check at the end of each combat encounter
experiences were) in the Noösphere. involving mental attacks)
Appearance: Noösphere adepts look like everyone else. Color: Invisible
Character Arcs: The following character arc ideas are
particularly appropriate for Noösphere adepts. Inquire Within the Noösphere
✦✦ The Noösphere offers a great deal of potential for new uses. Level: 4
(New Discovery.) I scour through the sea of information that makes up the
✦✦ I am, after all, an explorer. (Explore.) Noösphere and gain the answer to one question that I ask.
Path to Joy: The following events may bring me Joy. Color: Indigo
✦✦ I find an unexpected secret while exploring the Noösphere.
✦✦ Using access to the Noösphere to help complete a character Create Noösphere Chamber
arc’s climax. Level: 4
Path to Despair: The following events are likely to cause me Despair. I create a permanent location within the Noösphere. Using this
✦✦ I find myself in a location where I cannot access the Noösphere. ability, I can mentally travel there, leaving my physical body
✦✦ I encounter a powerful entity who ejects me from the Noösphere. behind, in a trance, for the entirety of the time I am there. I
Forte Abilities: I have access to the following abilities, as long as can remain in the chamber as long as I wish, but my body is
I start with the first one and then select more, following the path defenseless and without water or food. If I am away from my
indicated and spending Crux to do so. body for more than one full day, I take 1 point of damage on
the first day after that, 2 points of damage on the second, and
Search the Noösphere so on until my physical body has withered and died.
Level: 2 (+1 die) The chamber can be any size and appears as I wish. There, I can
Everyone is connected to the Noösphere. If I spend one hour or more relax, store information, and interact with others who have
in total concentration, I can find a person whose name and general the ability to reach it, such as those with an Aethyr Link device
appearance or nature I know (or have had clearly described to me). (as we have a “meeting place”), without needing to use the
People who don’t want to be found have +2 added to their level Contact Through the Noösphere ability. Only those who I tell
New Discovery, page 173 Aethyr Link, see Objects
of Power deck THE PATH THE WAY
Explore, page 170
98 Noösphere, page 14 Divinations and Information-
Gathering Magic, page 17
about the chamber can find it, and I can eject anyone from ✦✦ Attempt to use the senses of the mind I am next to.
the chamber whenever I wish if I am present. I can have only ✦✦ Attempt to disrupt the mind I am next to, so that they lose
one chamber at a time, but I can dissolve a chamber I create their next action.
whenever I wish while in the Noösphere. ✦✦ Attempt to shut down a mind’s access to the magical currents
As a Noösphere adept, I can travel to and enter a chamber created by (this inflicts 1 point of mental damage on a vislae or other
someone else as an action, but I must be invited (unless I use some magic-wielding creature, and they cannot use magic until that
other ability to find it). It is possible that non-Noösphere adepts can damage is healed).
travel to a Noösphere chamber using magical items or spells. Delving through the Noösphere is a random, chaotic process, so to
Color: Silver find a specific mind I must use the Search the Noösphere ability.
I can remain in the Noösphere as long as I wish, but my body is
Psychic Attack defenseless and without water or food. If I am away from my
Level: 4 (+1 die) body for more than one full day, I take 1 point of damage on
I launch a psychic attack at anyone connected to the Noösphere the first day after that, 2 points of damage on the second, and
who I can perceive or who I have found through the use of so on until my physical body has withered and died.
the Search the Noösphere ability. The attack inflicts mental Color: Blue
damage equal to the level of the ability. If I am successful, the
disruption causes me to lose track of the target unless I use Inhabit the Noösphere
the Search the Noösphere ability again or they take an action I Level: 9 (no cost)
become aware of (such as attacking me). I take up permanent residence in the Noösphere. My physical
Color: Red body withers and dies, and my spirit lives in a Noösphere
chamber that I have created using the Create Noösphere
Channel Spell Through the Noösphere Chamber ability. For a cost of 9 Sorcery, however, I can
Level: 7 manifest a physical body in the real world that lasts until the
I can cast spells through the Noösphere on targets that I have sun next sets. This physical body is exactly like the one I had
located using the Search the Noösphere ability. Any such target before, but if it is killed, my spirit returns to the Noösphere
is treated as being touched. Because the Noösphere is purely and I must remain there for a week and a day. I can use all
mental, however, physical effects can’t extend through and then my other forte abilities from within the Noösphere, so I can
back out of it. Thus, I can cast Marionette and affect a target I channel spells out, or delve to use other people’s senses to see
have located, but I can’t cast Barrage on the same target. what’s happening in the physical world.
Color: Blue Color: Blue
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Smash Through
Level: 7
FUSES NIGHTMARE TO FIST
The next time I attack an inanimate object, whether
it be punching my way through a door or
destroying a foe’s weapon, my nightmare-fused
attack is enhanced by +2 dice. Terror Strike
Color: Red
Stab of Madness
Level: 7 (+1 die)
The next person I strike with my fist is driven to
permanent madness, hallucinating nightmarish
Giving Voice
imagery. They take utterly random (often Blinding Attack
violent) actions half the time, and do absolutely to My Dread
nothing the rest of the time.
Color: Blue
Steal Nightmare
Level: 9 (+1 die)
I reach into the mind of a close being and steal their
worst nightmare to power my attacks. Not only
Use My Fear Stunning Strike
do I learn what terrifies them, but I can also fuse
that fear to my fist so that henceforth, when I
make an attack with my fist against that being, I
add +2 dice.
Color: Blue
Flurry of Fear
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The Key
whisper to me. (Fall From Grace.) Fall From Grace, page 170 Speaking With Many Tongues
✦✦ I can redeem myself for the deeds that the Level: 4
demons convinced me to do. (Redemption.) Redemption, page 175 The demons whisper within me, making
✦✦ Don’t do wrong by a demon. (Revenge.) suggestions of what I can or should say. We add
Path to Joy: The following events may bring me Revenge, page 176 3 bene and 1 enhancement to our Interaction
Joy. pool.
Interaction, page 27
✦✦ The demons provide me with a particularly Color: Indigo
useful idea or piece of information.
✦✦ I complete a character arc that is as important Hand of the Demon
to my demons as it is to me. Level: 4
✦✦ I destroy a major foe of demonkind. We can move objects of about my size and weight
Path to Despair: The following events are likely to that are within a short distance once, or objects
cause me Despair. about a quarter of that in size and weight until
✦✦ Someone attempts to exorcise my demons. the sun next rises or sets. In a given round, we
✦✦ Someone controls my demons. can move the object in question a short distance.
✦✦ My demons turn against me for some reason. Color: Green
Forte Abilities: We have access to the following
abilities, as long as I start with the first one and
then select more, following the path indicated and
spending Crux to do so.
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Strength of Demons
Spreading
Dread Burst
the Legion
Never Alone
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The Key
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Substantiate
See the Dead
the Aethyr
Speak With
Into the Aethyr Hedge Out Spirits
the Dead
The Sustenance
Aethyrealness Spiritual Strike
of Death
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IS ADORED BY THE SEA then select more, following the path indicated and
Sons and daughters of the sea, know that your spending Crux to do so.
adoptive parent loves you and wants only the best
for you. My bosom is your refuge, my expanse your Briny Breath
home. Level: 2 (no cost)
I am adored by the sea. I know it in the deeps I can breathe water as easily as air. Not an action.
of my saltwater-filled heart. It watches over me, Color: Gold
protects me, and guides me. I am never far from Out in the sea known
the safety of its welcoming embrace. only as the Alone lies a Mood of the Sea
The sea-loved. The sea-cherished. The children tiny island where the very Level: 3
concept of being awake lives.
of the ocean. We have many names, but one truth. I can affect a small area of water around me,
The sea adores us. It shares with us its strength making it either calm or roiling. Although this
and its bounty. It would like nothing better than for might have different effects, it always either
me to live within its embrace at all times, where I lowers or increases the challenge of swimming
am always safe, but it understands that I likely have in that area by 1.
business on the land as well. Still, its power extends Color: Gold
to me wherever I go.
Background: At some point in my past, I dwelled The Protective Arms of the Sea
near the sea or took a long sea voyage. The sea Level: 3
found me and revealed its care and concern. I am surrounded by a nimbus of swirling water.
Appearance: Sea-loved smell of salt, and their hair This grants me +1 Armor (+3 versus fire).
moves as though underwater, even when dry. Depletion: Ends automatically at the end of the next
Character Arcs: The following character arc ideas combat encounter
are particularly appropriate for the sea-loved. Color: Invisible
✦✦ Something has gone wrong in the sea. (Undo a Undo a Wrong, page 178
Wrong.) Seamist
✦✦ I will create a work of art to honor the sea Level: 4
unlike anything anyone’s ever seen. (Creation.) Creation, page 167 I conjure a bank of thick, salty mist in a medium
✦✦ As I am a child of the sea, I will have a child of area around me. I can see within it perfectly, but
my own and care for it as deeply (and perhaps all others within it are virtually blind.
the sea will as well). (Birth.) Birth, page 166 Depletion: 0 (check each round)
Path to Joy: The following events may bring me Joy. Color: Grey
✦✦ Crossing the sea in a voyage that takes more
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Burial at Sea
Level: 7 (+1 die) The Protective
I send a target I touch away to be entombed in stasis deep below Mood of the Sea
Arms of the Sea
the sea. When the effect ends, they return to exactly where
they were, in the same condition as when they left (except they
are now soaking wet), unaware that any time has passed.
Depletion: 0 (check each day)
Color: Gold Seamist Wall of Water
Wave Upon Wave
Level: 8 (+2 dice)
From my outstretched hands, waves of seawater spread in all
directions. Unfixed objects and living creatures within close Visions From
range are knocked about and pushed away (at least a short Sea Summons
the Deep
distance), and those far away are knocked over (depending
on the circumstance). This continues for as long as I use my
actions to concentrate, and—if I wish it—even when I stop
concentrating, it continues until it depletes on its own.
Depletion: 0 (check each round) Burial at Sea Wave Upon Wave
Color: Green
Sea’s Voyage
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Secret Ways
Level: 8
The whispers begin to provide me with truly valuable, widely
applicable knowledge. I gain an enhancement of +2 dice on
my next action, and add 2 enhancements to any pool I choose
for later actions. LISTENS TO THE WHISPERS
Color: Green
More Hidden
Knowledge
Secret
Inside the Other Beyond Barriers Teaching Secrets
Vulnerabilities
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Forte
Spirit Burn
Level: 7
I call upon a number of nearby spirits for help and
Spirit of the Orator Spirit of the Leader
they lend me magical energy. I gain 5 additional
enhancements to my Sortilege pool. Sortilege pool, page 27
Color: Silver
Spirit Ally
Level: 8 (no cost) Spirit of the Mage Spirit of the Legacy
Spiritual entities see me as an ally and will not
attempt to harm me. Not an action.
Color: Blue
Full Vessel
Level: 9 Spirit Burn Spirit Ally
A number of intelligent, skilled, and knowledgeable
spirits join me, all providing assistance and help.
All my actions are enhanced by +2 dice.
Depletion: 0 (check with each action)
Color: Pale
Full Vessel
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The Key
representation of joy, love, and truth that wends its within me.
way through the universe. Forte Abilities: I have access to the following
As one who revels in beauty, I see beauty in abilities, as long as I start with the first one and
(nearly) everything. I find the good in a cast-off then select more, following the path indicated and
chunk of stone and the grace in a worm crawling spending Crux to do so.
in the muck. As I learn to become even more in
tune with such things, my perceptions become even Persuasion
stronger. It may seem a modest pursuit at first, but Level: 2
eventually I will transcend to a higher mental plane Beauty is compelling. I add 3 bene to my
of true beauty. Interaction, page 27 Interaction pool.
People can more clearly see the beauty in one Color: Blue
who revels in it. They find me likable, compelling,
and pleasant to be around. Eye of the Beholder
Background: Some study in cloistered Level: 3
monasteries to learn to revel in beauty, but for I look for beauty everywhere. I add 4 bene to my
others it comes naturally. Perception, page 27 Perception pool.
Appearance: Not all who revel in beauty are Color: Indigo
physically attractive, but you’d never know it by the
way people treat them. Inner beauty, as it’s called, is Draw Out Beauty
truly more powerful and striking than comeliness Level: 3 (+1 die)
anyway. There is beauty in everyone. I make one creature
Character Arcs: The following character arc ideas that I touch incapable of making their next
are particularly appropriate for those who revel in action a hostile one.
beauty. Color: Blue
✦✦ Those who revel in beauty often want to
eradicate the ugliness of the past. (Undo a Undo a Wrong, page 178 Serenity
Wrong.) Level: 5
✦✦ Nothing is more beautiful to some than a child. All close creatures currently taking their ten-minute
(Birth, Raise a Child.) Birth, page 166 or one-hour rest can refresh two stat pools rather
✦✦ Others find beauty in creation (Creation, New than just one.
Discovery.) Raise a Child, Color: Green
page 174
Path to Joy: The following events may bring me
Joy. Creation, page 167 Harmony
✦✦ A beautiful sight I have never before beheld, Level: 5 (+1 die)
such as the rising of a new sun. New Discovery, page 173 All nearby creatures (friend and foe) are incapable
✦✦ I witness someone turn something ugly (such of making their next action a hostile one.
as a hateful action) into something beautiful. Color: Blue
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SHEPHERDS MINDS
Know Mind
Control the
Anguish Wave
Multitude
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SINGS THE EARTHSONG then select more, following the path indicated and
Deep within the earth, the Primal Earth Singers spending Crux to do so.
cant hymns to the rock and dirges to the sky. Other,
mortal earth singers emulate the Primal ones, Call to the Earth
singing songs of power living within earth and Level: 2
stone. They use this power to make themselves I sing a deep, resonant song and the earth responds,
mightier physically, to shape earth and stone as giving me strength and aid. I add 1 bene to each
they wish, and to ultimately drink the earth’s blood of my Certes pools.
(which may actually be the blood of one of the Color: Gold
Primal Earth Singers).
The “earth,” of course, is a term that means Earth's Hymn
something a little different in the Actuality than it THE PATH Level: 3 (+1 die)
does in Shadow. Earth isn’t a planet. It’s the ground Shadow, page 52 I sing in concert with the rumbles of the earth that
beneath your feet—wherever your feet happen to only I can hear. As I do, I know the name and
be. If there’s a sun above you, there’s earth below level of everyone touching the earth within very
you. long range.
Background: The skills of the Primal Earth Color: Indigo
Singers are passed down verbally through families,
so more than likely, one or both of my parents was Armor of Stone
an earth singer and taught me. Level: 3 (no cost)
Appearance: Earth singers have a stony, angular My flesh becomes more stonelike, and henceforth I
appearance and tend to favor brown, green, and have +1 Armor. Not an action.
black clothing. Many people say that they have a Color: Invisible
natural loamy odor.
Character Arcs: The following character arc ideas Fists of Stone
are particularly appropriate for earth singers. Level: 4
✦✦ Defending places sacred to the earth is a duty of My melee attacks inflict damage equal to the level of
an earth singer. (Defense.) Defense, page 168 this ability because my hands and arms take on
✦✦ If there is a way for an earth singer to join the strength of stone.
the Primal Earth Singers, that would be the Depletion: 0–1 (check at the end of each combat
ultimate reward. (Join an Organization.) Join an Organization, encounter)
Path to Joy: The following events may bring me page 171 Color: Red
Joy.
✦✦ Stone that I conjure is even harder and stronger Shaping Stone
than I expected. Level: 5
✦✦ Visiting a deep subterranean locale I have never I reshape stone I touch into a form I wish. A rock
before explored. on the ground becomes a stone box with a
Path to Despair: The following events are likely to hinged lid. A marble statue becomes a ladder. I
cause me Despair. can affect an amount of stone that is about equal
✦✦ Stone causing me or a friend great harm, such to my size.
as in a cave-in. I can also use this ability to destroy a single stone
✦✦ Rejection by a Primal Earth Singer. object of about my size and weight, or put a hole in
Forte Abilities: I have access to the following a stone wall large enough for me to pass through.
abilities, as long as I start with the first one and Color: Gold
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Forte
SPEAKS WITH THE MOON Path to Despair: The following events are likely to
Moon is mother. Mistress. Lover. Friend. She is cause me Despair.
always worthy of respect and admiration. Is she not ✦✦ Spending more than forty-eight hours in a
me something important.
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Best at Night
Calling Down
Moonlight Travel
the Moon
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Shattered Mind
Level: 8 Reassemble Explosion
I splinter my mind into many fragments, although my body Elsewhere of Splinters
remains intact and in place. My mind fragments instantly
spread anywhere in the Actuality, and spend one round in
a random body in a place of my choosing—one place per
fragment—as long as there is a being’s mind that I can
inhabit. I have only enough time to observe what is going on in
Shattered Body Shattered Mind
that brief moment and—should I choose—say up to six words.
I have a number of mind fragments equal to the level of this
ability.
Color: Blue
Shattered Soul
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TRAVELS AS A SPIRIT through solid matter, and look around. If I want to, at the end
Bodies have their uses, but they are not us. Only fools identify of that round I can use this power again to remain in astral
themselves by their physical form. Bodies are merely conveyances form, at a further cost of Sorcery. I can’t take any other actions
for our true selves—our spirits. We astral travelers can leave as an astral spy. My spiritform can’t affect or be affected by
our bodies in an astral form, or—as it is sometimes called—our anything material. I can’t cast spells or use abilities that affect
spiritform. Spiritform can’t affect or be affected by anything the material world. My physical form is motionless and utterly
material. This means that we’re safe from physical attack, and can defenseless.
move through material barriers, objects, and people. It also means For each additional point of Sorcery I spend, I can take one
that we can’t attack, cast spells, or use abilities that affect the magical item (ephemera or object of power) with me. It
material world. We can’t carry, move, or disturb physical objects. continues to function as long as it obeys the same rules that
Being away from one’s body for long periods can be dangerous. apply to me—no affecting the material world.
If I am away from my body for more than one full day, I take 1 Color: Pale
point of damage on the first day after that, 2 points of damage on
the second, and so on until my physical body has withered and Astral Senses
died. Level: 2
Background: Many who command these powers studied in I can sense when spirits, astral travelers, and similarly out-of-
meditation and quiet solitude for years to perfect them. phase beings or objects are nearby.
Appearance: Astral travelers typically wear comfortable clothing Depletion: Ends when the sun next rises or sets
because their bodies often sit motionless for long periods. Many Color: Indigo
have strangely pale, translucent eyes that go dark while their
spiritform is away. Astral Defenses
Character Arcs: The following character arc ideas are Level: 3
particularly appropriate for astral travelers. While my spiritform has left my physical form, my physical form
✦✦ Traveling as a spiritform is perhaps the best way to explore has 3 additional Armor and my spiritform adds +1 die to all
new realms. (Explore.) defensive actions.
✦✦ In spiritform, it is likely one will witness great wrongs and Color: Invisible
injustices. (Avenge, Justice, Undo a Wrong.)
Path to Joy: The following events may bring me Joy. Astral Explorer
✦✦ Using astral travel to help complete a character arc’s climax. Level: 5
✦✦ My astral senses reveal a vital piece of information about the I can send my spiritform off from my physical body. During that
unseen world above and beyond what they normally tell me. time, I can move up to a very long distance in one round. My
Path to Despair: The following events are likely to cause me Despair. spiritform can’t affect or be affected by anything material. I
✦✦ Encountering an unexpected spiritual creature when my can’t cast spells or use abilities that affect the material world,
spiritform leaves my body. but other spells and abilities usually work. My physical form is
✦✦ The first time my body is attacked or harmed while my motionless and utterly defenseless.
spiritform is away. This ability lasts as long as I wish. To end it, I must return to my
Forte Abilities: I have access to the following abilities, as long as physical body, which might take time if I have traveled far.
I start with the first one and then select more, following the path For each additional point of Sorcery I spend, I can take one
indicated and spending Crux to do so. magical item (ephemera or object of power) with me. It
continues to function as long as it obeys the same rules that
Astral Spy apply to me—no affecting the material world.
Level: 2 Color: Pale
I can send my spiritform off from my physical body for one round. To an outside observer, it would be very difficult to tell if a meditating vislae
During that time, I can move up to a very far distance, passing was traveling as a spirit or exploring the Noösphere.
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Seize Spirit
Level: 6 (+1 die)
I can touch a solid being and separate their
spiritform from their physical form. If this is
Astral Senses Astral Defenses
done against their will, they can return to their
body in one round. Otherwise, it is as though
they were using the Astral Explorer ability.
Color: Pale
Seeping Deeper
Level: 9 (+2 dice if attempting to enter a dream) THE PATH
Since the Noösphere and the deeper levels of Noösphere, page 14
dreams are connected, my spiritform can travel Summon Body Seeping Deeper
into either. When I activate this ability, I must Deeper levels of dream are
choose to travel to the Noösphere or into the called the Deeps of Sleep.
dream of someone nearby. See The Path, page 24.
Astral Traveler
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must be able to see where they reappear, and it must be in Call Weather From Story
a place where they are in no immediate danger (I can’t send Level: 8
them up into the air or deep underwater where they can’t I change the weather to the weather from a story. The change is
breathe, for example). instantaneous, so it can go from a hot, dry day to a blizzard in
Color: Pale a moment.
Depletion: Ends automatically when the sun next rises or sets
Call Object From Story Color: Gold
Level: 6
I call an inanimate object or structure of level 4 or less from a Bring Fiction to Life
story that I know. It must be able to fit within a small area. If Level: 9
the object is nonmagical, it is permanent. If it is magical, it I take a fabled or fictional location, object, or creature of up to
remains for only one round. level 9 and add it to the world. I don’t know where it’s been
Color: Silver added, but I know that it exists somewhere.
Color: Silver
Weaving the Tale
Level: 6 TURNS TALES INTO REALITY
I change circumstance around me so that my “story” goes more
in the direction I wish. My next action and the next action of
all my allies within long range are enhanced by +1 die. At the Entertain
same time, up to four minor events occur that are favorable to
me: ropes breaking or not breaking, NPCs slipping and falling,
doors closing, people being misheard, and so on.
Color: Grey
Call Object
Learn From Tales
Call Creature From Story From Metaphor
Level: 7
I call a living creature from a story that I know. The creature is 3
levels lower than the level of this ability. The creature obeys
simple commands that I give it, but it is not a “real” creature. Call Object
It has no special knowledge of its own, no opinions to share, Conflicting Tales
From Story
and no free will. If it ventures out of my sight, it ceases to exist.
Depletion: Ends automatically when the sun next rises or sets
Color: Silver
Call Creature
Departure From Reality Weaving the Tale
From Story
Level: 7
I affect one being within long range so that their perceptions are
now under my control. Everything they see, hear, touch, taste,
and smell is what I want it to be.
Depletion: 0 (check each round)
Departure Call Weather
Color: Grey From Reality From Story
Bring Fiction
to Life
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the exact parameters of the resulting object, but Change the Name invites forever. (The ability Transform From Words
it will not be magical. So a magic book turns player cleverness, but the could potentially bring it back, but very likely
into a nonmagic boot. When the effect ends, the GM decides the final result. only as a non-specific version of itself.)
So a cart that was once
original object is restored entirely. a card can be any sort
Color: Red
Depletion: 0 (check each day) of cart the GM desires.
Color: Gold Sometimes, a fair bit of Use the Name
creative interpretation from Level: 10 (+2 dice)
Words of Nothingness both the player and the GM If I know the secret name of a being, I control them
is needed.
Level: 6 (+1 die) utterly. They do exactly as I bid them. I can
A single being within close range suffers 1 Anguish destroy them with a word. I can kill them, or
and is reduced to utter catatonia upon hearing a bring them back from death.
great many contradictory words from me until Every good writer sprinkles Alternatively, I can use this ability to change my
that Anguish is healed. silver dust on the first page own secret name or that of a willing being
Color: Red when starting a new book. (although I have to know their original secret
name to change it). This latter use requires a full
Transform From Words day of meditation.
Level: 7 Color: Blue
I speak the common name of a creature, object, or
structure and then begin to describe it, verbally, UNDERSTANDS THE WORDS
as completely as I can. When I am done, these
words take on the physical form of what I
have described. The result is a general—not Understanding
specific—example of the creature or object (in
other words, I can make a human, but I cannot
make my friend Johan). This takes at least one
minute, although the more complex the creature
Words Become
or object, the more time I must spend, up to Mastery of Words
Truth
fifteen minutes. Obviously, to succeed, I must be
incredibly familiar with what I am describing.
The resulting creature or object is permanent, must
fit within a medium area, and is no more than
3 levels lower than the level of this ability. If I Words of Emotion Words of Confusion
make a living creature, it has no initial affinity or
animosity toward me.
Color: Gold
Words of
Transform Into Words Change the Name
Nothingness
Level: 9 (+2 dice)
I permanently transform a creature or object into
the words that name and describe it, which
either are audible as I speak them or are visible Transform Transform
as I write them on the ground or floor where the From Words Into Words
target used to be. Reduced to nothing but words,
the target is, for all intents and purposes, gone
I am wanderlust incarnate. I want to see literally small space for more than a week.
everything. And if that seems impossible to you—if ✦✦ Being cut off from one or more suns.
anything seems impossible to you—then you don’t ✦✦ Having the guardian of a sun confront me in a
understand the power of the Path of Suns as much negative way or bar access to the sun.
as you think you do. Forte Abilities: I have access to the following
Each sun offers a special gift to a Pathwalker. We abilities, as long as I start with the first one and
embrace each sun’s nature and attempt to be true then select more, following the path indicated and
to its soul. We take our name very seriously and spending Crux to do so.
literally walk the Path of Suns as we are able. Thus,
we are travelers and explorers. We can be your Silver: Creation
guide if you wish, but you must be ready, for we will Level: 2
take you to places you’ve never dreamed. With a flash of silvery light, I create one simple,
Background: The talents of a Pathwalker come inanimate object that I can hold in my hands,
from study and sheer force of will. The question like a weapon, a tool, or an item of clothing.
isn’t where did the Pathwalker acquire their Depletion: Disappears when the sun next sets
talents, but where did they get their drive and their Color: Silver
wanderlust? It’s likely that most Pathwalkers are
extremely well traveled, even if they haven’t yet Green: Foster Life
walked the entire path. Level: 3
Appearance: When a Pathwalker attains a As my hands glow green with life, I restore 1 Wound
new ability in this forte, they usually fashion an on a being that I touch.
amulet or find another prominent way—perhaps a Color: Green
tattoo?— to show the symbol of the sun related to
the new gift. Likewise, they bear a second symbol Blue: Dream
on themselves to show respect to the sun under THE WAY Level: 4
which they currently stand. Divinations and When next I sleep, I dream about a topic of my
Character Arcs: The following character arc ideas Information-Gathering choosing, and learn at least one new fact on that
are particularly appropriate for Pathwalkers. Magic, page 17 topic.
✦✦ Pathwalkers are consummate explorers. Color: Blue
(Explore.) Explore, page 170
✦✦ Each sun holds many secrets, and research is
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other. I have long since stopped trying to assign don’t know why.
meaning or make sense of anything. ✦✦ I lose that thing I can’t remember the name of.
But still I can enjoy existence, even if it is a farce. Forte Abilities: I have access to the following
I can love. I can laugh. I can experience the wonder abilities, as long as I start with the first one and
of the dream that I walk through. It doesn’t need then select more, following the path indicated and
meaning to be entertaining or pleasant. I like it this spending Crux to do so.
way.
My delirium protects me. My madness shelters Science is just magic Psychic Protection
me from those who might do me harm. Other misunderstood. Level: 2 (no cost)
people of the world cannot deal with direct contact My mind is difficult to connect with. I always add
with my mind or even my presence, but that’s fine. +1 to my resistance to mental effects. Not an
What does it really matter, anyway? action.
Background: Dreamwanderers get that way Color: Invisible
through substance abuse, extraordinary experiences,
or the onset of madness. Nonsense
Appearance: Dreamwanderers typically dress Level: 2 (+1 die)
and comport themselves very strangely, even for I confuse others when I speak. All close beings
vislae. Outlandish, mismatched clothing, horrific that can hear and understand me are confused,
and strange colors, and odd accessories are just suffering a –1 penalty on all their next actions.
the beginning. As their power grows, other people Color: Grey
can actually see reality around a dreamwanderer
shimmer and churn in impossible ways. Odd noises Delirious Visions
come from nowhere. Flashes of light come and go. Level: 3
Something just slithered by my leg . . . Although I frequently have delusions and visions
Character Arcs: The following character arc ideas of strange events that come unbidden, I can
are particularly appropriate for dreamwanderers. sometimes find the presence of mind to
✦✦ Dreamwanderers may be incoherent at times, pay attention and remember something of
but friendship and family can bring clarity. (Aid Aid a Friend, page 165 importance to me. I learn a random fact or two,
a Friend.) but they are likely unrelated to any matter at
✦✦ Obligation is a potent force that steers through hand—though they might prove useful later.
the delirium. (Repay a Debt.) Repay a Debt, page 175 Color: Indigo
Path to Joy: The following events may bring me
Joy. Escape
✦✦ I get a moment of true clarity and like what I Level: 5
see. I escape bonds and shackles. I get past locked doors
✦✦ I find someone else like me, who rejects that confine me (those that keep me in, not keep
conventional reality altogether. me out). There is no discernible explanation for
✦✦ That thing in the sky that no one else sees how. No one ever sees me do it. It’s almost as
comes back and tells me a secret. though I don’t realize that I shouldn’t be able to
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do it. I can’t help anyone else get free or get past Inspiration in Madness
a barrier using this ability. Each bond, shackle, THE WAY Level: 8
or door requires a separate use of this ability. Divinations and I take an action to think about a question and come
Color: Gold Information-Gathering up with the answer.
Magic, page 17
Color: Indigo
Psychic Feedback
Level: 5 (no cost) (+1 die) Wandering Walk
My mind is a strange place. Should any unwelcome Level: 9
being attempt to connect with me psychically or I become essentially incorporeal and move where
attack me with any mental effect, regardless of I wish. I cannot affect the world around me,
intent, I add +1 to my resistance and—whether nor can I be affected. This walk lasts as long as
they succeed or not—the being suffers 5 points I desire, even continuing while I sleep if I so
of mental damage and loses their next action. choose. I could travel literally for days without
Not an action. worry of threats, barriers, or interruption.
Color: Red Color: Pale
Internal
Level: 7 (no cost)
I am immune to effects that would control or read
my mind regardless of the level. Not an action.
Color: Invisible
Escape Psychic Feedback
Thrown to the Maze
Level: 8 (+2 dice)
A close being is transported to a misty realm of
madness—winding corridors, strange images,
terrifying sounds, and so on. They may, in fact, Touch of Delirium Untouchable Mind
be trapped within my own mind. They cannot
escape, but nothing can affect them there either.
When the effect ends, they reappear next to me,
cannot take an action for one round, and have
suffered mental damage equal to the level of this Inspiration
Thrown to the Maze
ability. in Madness
Depletion: 0 (check each round)
Color: Gold
Wandering Walk
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WARPS TIME AND SPACE by the size of the opening. The container lasts until the sun
No power is greater than mine, as my power shapes existence itself. next rises, but at any time before that happens, I can spend 2
Warp masters manipulate time and space. I see concepts like Sorcery to extend the effect another day.
time and distance not as absolutes, but as mediums in which to Color: Gold
work. I can make space where none existed, or foreshorten space
so that I can move vast distances instantly. I can slow down and Extra Moment
even stop the flow of time. With my abilities, I can make the Level: 3
fundamental forces of the universe dance at my whim. I use an action to set this ability up and then, anytime before the
Background: The ability to warp time and space is complex, and next sunrise, I can take an extra action on my turn. In effect,
requires years of study and practice. Most warp masters work as I am “saving” the action to use later. I can have only one extra
apprentices for other warp masters to learn these powers, getting moment “saved” at a time.
formal schooling and rigorous testing throughout that time. Color: Silver
Appearance: Warp masters tend to wear flamboyant clothing or
have some other showy aspect to their appearance, simply because Long Step
the kind of people drawn to these abilities are often grand, larger- Level: 4
than-life personalities anyway. I move a very long distance instantaneously.
As their power grows, the space immediately around a warp Color: Pale
master bends toward them as their very presence alters the flow of
space and time. Time to Ponder
Character Arcs: The following character arc ideas are Level: 5
particularly appropriate for warp masters. I mentally step outside of time. While outside of time, I cannot
✦✦ The pupil must, at some point, become the teacher. (Instruction.) affect anything nor move, but I can look around 360 degrees
✦✦ Warp masters of the past have begun some rather grandiose from where I am. Mostly, I can think about whatever I wish
plans. Those of the present might want to continue where and rest my mind. I can also use any (or all) of my rest actions
they left off. (Finish a Great Work.) to restore any Qualia pool, but then they are used as if I had
✦✦ The need for recognition of genius and power runs deep in taken that time to rest that day.
most warp masters. (Establishment.) Color: Invisible
Path to Joy: The following events may bring me Joy.
✦✦ Finding that an ability of mine takes me farther or stops time Frozen in Time
longer than I had anticipated. Level: 5 (+1 die)
✦✦ Taking on an apprentice. A target I touch is frozen in time. They cannot act at all—even
✦✦ Using the power of time and space to help complete a mentally—but they cannot be harmed or affected, either, as
character arc’s climax. they are outside the normal flow of time.
Path to Despair: The following events are likely to cause me Despair. Depletion: 0 (check each round)
✦✦ Discovering that some beings are immune to my abilities. Color: Gold
✦✦ Fluctuations in spacetime make my powers unreliable.
Forte Abilities: I have access to the following abilities, as long as Diverted Angle
I start with the first one and then select more, following the path Level: 5
indicated and spending Crux to do so. I warp space so that, for a moment, a straight line is no longer
straight, but angled off in a direction I wish it to go. With this
No Space power, I can send a running or charging figure in a direction
Level: 2 they did not intend, make a falling object “fall” off to the side,
I make a container that is bigger on the inside. Regardless of the deflect an incoming ranged attack, and so on.
container, the inside is now approximately a cube 5 feet (1.5 m) Color: Green
to a side. The limit of what can be put in it is likely determined
Instruction, page 171
Finish a Great Work, page 170
132 Establishment, page 169
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Mystic Thief
Quick Thinking,
Deft and Silent Feet
Fast Talking
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SQUIRMING FORM removed without the help of magic. Over the course of days,
Level: 6 this becomes 2 scourges or −2 to their level, and so on until
My entire body becomes a writhing mass of tentacles, tendrils, the scourges equal the number of Wounds they can suffer
and snakes. As such, I can fit through spaces only 2 inches (5 before dying, at which point they wither and die.
cm) wide, and my Dodge and stealth actions are enhanced by +1 Color: Red
die. I can keep this form as long as I like, but I gain 1 scourge
in my Interaction pool that does not go away until I take a Spawn
“normal form.” Those not like me are disconcerted by the smell Level: 10
and the muffled squelches, hisses, and screams when I move. Taking one hour, I loose a mass of my tentacles and tendrils, which
Color: Gold become a separate entity. This entity is 5 levels below the level
of this ability, is itself a mass of squirming tendrils, and remains
Probe under my control. Doing this not only costs me Sorcery but also
Level: 7 (+1 die) inflicts 2 Wounds. If I ever form more than two spawn at a time,
I use a tentacle to touch another creature and in so doing learn they are likely to turn on me.
their name, level, and any other fact I wish to know. Further, I Color: Silver
can hold the creature insensate for as long as I wish (but I can
do nothing else during this time).
Color: Indigo WRITHES AND SQUIRMS
Seep Through Space
Level: 7 Tentacle Hand
My body becomes so many slippery tentacles that I am almost
liquid as I slip through the folds of space to travel anywhere in
this world, or to a random location on another world.
Color: Pale
Tentacle Tongue Interface
Writhing Mass
Level: 8
I grow to three times my normal size, but I am all tentacles, so I
can move through any opening I could normally pass through.
I add 3 bene each to my Accuracy pool, my Movement Engulf Squirming Form
pool, and my Physicality pool. I can grab up to three objects
in a single action within long range with my tendrils, or,
alternatively, I can make three melee attacks as an action
against one, two, or three opponents. If I do the latter, I inflict
damage equal to 2 less than this ability’s level. Probe Seep Through Space
Depletion: Ends when the sun next rises or sets
Color: Red
Infection
Level: 8 (+1 die) Writhing Mass Infection
Anytime I touch another being with a tentacle, I can choose to
infect them with a rotting disease that acts as a scourge on all
their pools (if a PC) or a −1 penalty to their level that cannot be
Scourge, page 29
Spawn
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SOUL (KA)
W
e said we were done with character
creation. We lied. But you see, what
we speak of now is secret. We speak of
TU KA
the character’s soul, and there are aspects to each
L
DA
vislae’s soul that they do not reveal, even to their
close friends. At least, not at first.
A
The fourth step of character creation is your soul.
Sometimes, people call it the “secret soul.” You can
use either term. “Secret soul” stresses the secretive
TOR
VER
nature of it, but implies that there are parts of your
soul, or another soul, that are not secret, and that’s
not actually the case.
Your soul is personal, with its own (secret) name.
Thus, each vislae has not only a conventional name
but also a secret name—the name of their soul.
Each soul has a connection, however, to certain
souls of other people. Thirteen different soul
“allegiances” are thought to exist. As the soul is
something unique to mortals, 13 is the number of
mortality. Collectively, the thirteen soul allegiances
are called the Magisterium. They are the Silver Star,
the Watcher, the Child, the Lady, the Flame, the
Doctor, the Old Man, the Eye, the Blade, the Abyss,
the Hammer, the Whisper, and the Dancer.
Each has its own positive and negative aspects.
For example, the Old Man exemplifies wisdom
and respect, but also weakness and forgetfulness.
The secret soul known as the Child is innocence
and purity, but also naïveté and ignorance. The
positive aspect of the Lady is luck, and the negative
aspect is . . . luck. These aspects speak to your inner
nature in ways that you decide, and you can reveal
this nature or not, as you choose. It’s yet another
building block you can use to shape and develop
your character.
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Your secret soul association provides a special of a soul in the Magisterium is in part also the
connection to others with the same secret soul, but Guardian, until they are not. When a representative
only if that knowledge is revealed—and it’s best to There is no place in the dies or is somehow displaced, the Guardian joins
keep it secret, as it can also be used against you. character tome to record with the new representative in a manner not fully
The more someone knows about your soul, the soul information. It’s explained or understood by most—and the very
a secret! Write it down
easier it is to use spells and other magic to affect somewhere only you can see.
existence of each representative, let alone their
you. For those who want to pursue it, however, each Put it in an envelope. Keep identity, is already one of the best-kept secrets in
of the secret souls in the Magisterium has a hidden it secret. Satyrine.
meeting place in Satyrine, and has a hierarchy like a Soul Guardian: Characters can call upon their Soul
secret society. Each holds spells of which only they Guardian when they are in their time of greatest need.
have knowledge. But looking for them is difficult If they do, they gain the Soul Guardian’s gift. The cost
and puts your own soul identity at risk, so be wary. for invoking this power is 1 Crux. It also reveals to
all nearby the character’s secret soul allegiance.
Death Curse: Upon their death, a vislae can speak
THE MAGISTERIUM a death curse, powered by their secret soul. This
Wardens and leaders oversee each of the conceptual is an open-ended curse, detailed by the vislae at
thirteen soul allegiances. These beings, collectively, THE PATH the moment of death, with an effect equal to the
are also called the Magisterium. So the Magisterium The Magisterium, highest-level spell or effect they have access to.
oversees the Magisterium. They dwell, each in page 77 For example, a level 5 death curse might be, “I
secret, in Satyrine, although rumor has it that they curse he who put the poison in my wine to burn
meet in a sort of council to discuss topics of great with Hell’s own flames.” The culprit who poisoned
import. Each has a network of agents allied to them the vislae suffers 5 points of damage as flames burst
and to each other. In other words, the choice of around them.
a soul leads to potential membership in a secret Speaking a death curse can loose parts of the
society. However, to find the Magisterium and your character’s soul into the world, which can be
soul’s brethren, you have to reveal your secret soul, dangerous. If a vislae uses their death curse, an
and most people are loath to do so. So the vast interested party might learn their secret soul
majority of vislae never seek out the Magisterium or allegiance. The vislae gains 1 Despair. If the
the organization that they technically belong to. interested party already knows the allegiance, they
learn the vislae’s secret name.
Secret Name: Each vislae’s soul has an individual
SECRET SOUL POWERS THE WAY name. Many think of their soul’s name as their
Your soul grants you special advantages (and Truename secret, truename, but others simply call it their soul name
potential disadvantages). However, most of them page 93 or their magical name. Regardless, knowledge of
only rarely come into play. your soul’s name is dangerous, and it can be used
Invoke the Name secret,
Each soul has a Soul Guardian. The Soul page 89
against you. However, if someone knows your
Guardian is a spiritual entity—a conceptualized secret soul name, that fact also grants you a bit of
force rather than a simple entity. Closer to a god power over them. You always gain a +1 bonus to
(or perhaps demigod) than a being. The Soul any magical action (forte ability, spell, ritual, and so
Guardians are different than the Magisterium, and on) made against someone who you have revealed
yet they are also not. That is to say, the Magisterium your name to, or who has discovered it on their
is made up of mortals. However, each member of own. There is, then, a delicate and dangerous aspect
the Magisterium may host the spirit of the Guardian to revealing your secret soul name as well as to
of the soul it represents. Thus, each representative discovering those of your enemies.
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Extremely powerful vislae have learned how to THE WAY THE CHILD
make it so that people speaking their soul’s name Speak My Name secret, The Child represents purity and yet also naiveté.
grants them even greater power and abilities. page 92 The Child respects play and joy, but struggles
with—or ignores—responsibility.
Symbol/Image: The Child is depicted at different
SOUL ALLEGIANCES Refreshed, page 29 ages, but almost always with a toy or a small dog.
Each Soul Guardian has a personality, a symbol, and Gift: The character’s pools are all refreshed and
a gift. Joy, page 203 they gain 1 Joy.
The thirteen soul allegiances are:
✦✦ The Silver Star
✦✦ The Watcher
✦✦ The Child
✦✦ The Lady
✦✦ The Flame
✦✦ The Doctor
✦✦ The Eye
✦✦ The Blade
✦✦ The Abyss
✦✦ The Hammer
✦✦ The Whisper
✦✦ The Dancer
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The Deathless
Triumvirate
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FOUNDATION (LA)
A
fine vislae fellow who’s had THINKING ABOUT
Dizzy spells since he was a lad PERSONALITY
Drinks potions for salvation Record your foundation in Your foundation has helped to shape who you are
From potent incantation your character tome, as well today. All your past experiences have contributed
Now his spells are cured and he’s sad. as information about your to who you are. While you already have been
house, your connections,
thinking about personality in terms of heart and the
your time in Shadow,
Foundation is the bedrock upon which your and whatever else seems other aspects of your character, now is the time to
character is built. It involves character personality, pertinent. weave in your background and finalize the kind of
background, home, family, connections, and character you are.
knowledge of secrets in the world. It is the nurture Obviously, personality is not a game mechanic.
aspect of your character (while all the other parts— While consistency is important, personalities
heart, order, forte, and secret soul—are the nature). change over time because experiences continue to
Although there are no mechanics for determining shape you. It’s not just the past experiences that
your backstory, the choices you make about do that, but the present ones as well. Seeing your
your character’s foundation—your house, your GMs will want to note character change (and hopefully grow) over the
connections, and so on—certainly help inform what significant details from each course of play is an important part of Invisible Sun.
that backstory is. In other words, your backstory character’s background, That’s part of what the character arc system is all
house, and more in The
is an emergent aspect of all the choices you make. about. Personality will help you choose the right
Guiding Hand. These are
A character with a large house and connections the building blocks of stories character arcs for you, and guide your whole career.
to the wealthy and influential people in Satyrine in the narrative.
obviously has a very different background than
one who has a hidden lair near a refuse heap and THE EIGHT FOUNDATIONS
has connections to criminals and underworld Choosing your foundation is the fifth step of
figures. Use the foundation you choose to inform character creation.
your backstory, and then develop it as much as Foundation is expressed as an adjective. It doesn’t
you desire, so that the choices you make—from describe the character as a whole, but rather their
not only your foundation, but also your order, your background and current circumstances. Past and
heart, your forte, and even your secret soul—all present. It’s possible that the circumstances of
create an emergent character history. This will be a character can change, but the foundation still
developed even more fully when you choose your describes their origins and background, no matter
first character arc. Character arcs, page 162 what happens in the future.
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A
other than what comes up in play. That means that
if a vislae stays home and reads all week, eating very
simply, they have no food expenses. If they want
TOR
VER
better-quality food or if they go out to dinner with
friends at some point, that cost is extra.
Initial Savings: This is the amount of money the
character has at the start of the narrative.
Hidden Knowledge: This is the starting value for
this statistic.
House: When deciding what sort of house the
character has, these are the general categories
available.
Connections: This is how many levels of
connections the character has. These levels can be
divided into multiple connections or applied to one.
Initial Motivations: These are general suggestions
for the background and current circumstances for
the character. Hidden Knowledge,
Character Arcs: These are possible starting page 30
character arcs, or arcs the player might consider
Connections, page 156
later.
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or experiments, and quarters for any associated different types, if possible. ✦✦ Average
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SMALL
This is a very small house (on average, three small
rooms). It can also be an apartment or a flat, or a
single room in a large house owned by someone else.
Augments: A small house can have up to five
augments.
AVERAGE
This is a typical house with five or six rooms. It
Almost all vislae have could also be a large apartment, or perhaps a suite
houses, but some vislae are in a large house owned by someone else, but these
houses. Sometimes places would be exceptions to the rule. Average houses
gain a soul and sometimes
that soul has a touch of
sometimes have yards or gardens of modest size.
magic about them. A Augments: An average house can have up to
house with emotions and seven augments.
desires, and the power
to act upon them. Example: Josef lives in a nondescript house in the
middle of the street.
LARGE
This is a sprawling manor or a high, multileveled
tower. It probably has at least ten to twelve rooms.
Large houses usually have yards or gardens,
often with a wall or fence, and perhaps even an
outbuilding or two.
Augments: A large house can have up to eight
augments.
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Example: Menthla inherited a large house and the THE PATH Example: Sistentin makes his home within the
surrounding walled estate when her parents died. Rhol, page 29 head of a titanic statue of Rhol that rises high above
The house has six bedrooms, a study, a dining hall, Bookmaven Street. His home is very small, but it
a parlor, a large kitchen, and a variety of storerooms offers a unique perspective as well as an interesting
and miscellaneous chambers. location.
Every vislae house should be unique. Players and GMs should work together to create a house with its own peculiarities
and idiosyncrasies. If the house has particularly onerous drawbacks, the GM can bestow a compensating benefit.
Look at the sample houses provided for examples.
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the following for your house’s peculiarity and then ✦✦ Doors sometimes lead elsewhere
develop the details to flesh it out. Expect that the ✦✦ Slowly liquefying
GM will use this peculiarity as fodder for a story or ✦✦ Slowly disintegrating
two at some point, although they’re not required to ✦✦ Slowly moving out of phase
Peculiar Location
✦✦ Atop a burial Infestation/Haunting
✦✦ Ritual site ✦✦ Ghosts
THE PATH
✦✦ Religious site Grigs, page 129 ✦✦ Grigs
✦✦ Luck
Truespider, page 145
Peculiar Difficulty ✦✦ Elderbrin vagabond
✦✦ Squatters ✦✦ Ants
✦✦ Cursed ✦✦ Roachgoblins
✦✦ Inexplicable odor
Peculiar Shape/Condition
✦✦ Teetering THE NEIGHBORHOOD
✦✦ Leaky (even in fine weather) During the first game session, all players will
✦✦ Drafty (even in fine weather) collaborate to develop the neighborhood the vislae’s
✦✦ Condemned house is in, nearby points of interest, and so on. See
✦✦ Growing The First Session, The First Session for more information.
✦✦ Improving page 194
✦✦ Always cluttered, no matter what SAMPLE HOUSES
✦✦ Inexplicably noisy Players can choose one of the following ready-made
houses if they wish. Some houses have a special
Peculiar Building Materials benefit to compensate for extreme difficulties.
✦✦ Entrance is something else (an open book, a
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Crooked House (Average) sleeps in the house. Often, however, the dreams
The crooked house appears to be askew in some are confused and strange—rarely is the answer
way. Not necessarily run-down, but originally built straightforward.
with some sort of quirk or flaw. It leans precariously
and looks like it should be condemned, despite the The Shifting House (Unique)
fact that it is quite sturdy. Still, its shape earns it Bigger on the inside than the outside, the shifting
gentle mockery from time to time. house’s layout is always in flux. From the outside,
Special Benefit: The crooked house has not one the house appears to be very small—more like a
but two secret rooms known to the owner. storage shed in size. Inside, the house is of average
size, and seems even larger because the rooms
House on the Rock (Prominent) shuffle and shift.
Sturdy and strong, built on a firm foundation, the
house on the rock is in many ways the opposite of
the crooked house, at least by outward appearance.
It is well known by people throughout the city as a
landmark and is praised for its beautiful exterior.
The interior of the house is a cluttered hoard
of all manner of strange decor, bric-a-brac, and
various oddments. No matter what steps are taken,
the house remains a cluttered, disorganized mess.
It takes literally twice as long to find anything
in the house, and at least once, something really
significant is lost for good.
Special Benefit: If you take a day to search the
house, you can find a random object of importance
or value you didn’t know was there.
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get jittery.
SHADOW MEMENTO ✦✦ Green plants that I touch turn blue for a brief
had meaning to them. This might be something them of someone, but they can never think of
purely sentimental, like a photo, or something with who.
practical value, like an automobile or a weapon. The ✦✦ I can unfailingly sense the sexual orientation of
Actuality, with memories and knowledge of the true and intoxicated. I must imbibe to stay sober,
world returning, they still retain a bit of their false and intoxication is my normal state.
life. ✦✦ Food flavor to me seems related to color more
All vislae returned to the Actuality with one than anything else. All green foods taste more
object taken from Shadow. Regardless of what it or less the same, all white foods seem similar,
is, the object works just fine in the Actuality. If and so on.
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✦✦ In my dreams each night, I see the same ✦✦ I’m always a little bit cold if the sun is not up.
woman, but I have no idea if she’s real. ✦✦ When I kiss, I always give a tiny electric shock.
✦✦ Once every few days, I see the previous minute ✦✦ My tears are like quicksilver, but harmless.
of my life transposed over the present minute Not everything people (even ✦✦ If I’m outside, the wind near me blows a bit
(so I see both at once). vislae) say about vislae is more strongly when I laugh.
✦✦ No matter where I go, there’s always a frog, a true. It’s all far stranger. ✦✦ Dogs love me, unless they are trained to be
✦✦ I am allergic to 3:57 p.m. I always sneeze at that ✦✦ Every once in a while, I accidentally have
I can talk to one particular rat. His name is very thin strands of metal.
Samuel. ✦✦ Every few days, I hear snippets of dialogue
✦✦ Small metal objects cling to me as if my whole spoken years ago by people likely now dead.
body were slightly magnetic. ✦✦ At midnight each night, I cease to exist for
forcing me to go to the barber (or take some tree that it came from.
similar step) every four to five days. ✦✦ Minor fires, such as candle flames, don’t hurt
✦✦ There’s always a bit of sand in my pocket. me. In fact, they feel nice. Fires greater than
✦✦ Alcohol has no effect on me, but magical that burn me normally.
potions and the like give me a bit of a buzz. ✦✦ I can selectively turn down the volume of any
✦✦ I can smell silver as though it were as potent as loud noise I hear (only for me), although I can’t
garlic. silence it.
✦✦ The temperature of any room I am in is a bit ✦✦ If someone says the word “fungus,” I burst into
no matter what color it was to begin with. life, your quirk might footprint where I walk, as though it’s been
✦✦ Goats and butterflies are always terrified of me. change, or you might scorched onto the ground.
✦✦ I am fluent in a language I learned in a dream,
get a second quirk. ✦✦ Cats seem agitated by the sound of my voice.
but I’ve never found anyone else who can speak ✦✦ My hair is always wild, as if affected by an
mole, or something else slightly out of place. form of earthworm. Unfortunately, they rarely
✦✦ If I wish it, I can give someone the exact location have anything to say.
of my house simply by touching them. ✦✦ Radios get staticky around me.
✦✦ I read printed books and other text twice as ✦✦ People swear that, from far away, I look like two
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THE PATH
CONNECTIONS Vatic Order, page 118 ✦✦ The Handasah
Connections show the relationships that a character ✦✦ Church of Midnight
has with groups, organizations, and classes of The Handasah, ✦✦ Order of Honed Thought
page 111
people in the world. ✦✦ Spearhead of the Unknowable
Connections are like skills. They have a level Order of Honed Thought,
✦✦ Emotion Mills Consortium
and are thus rated on a scale of 0 to 4. They are page 118 ✦✦ Chalmara Sodality
They are not as broadly applicable as skills, but in Unknowable, page 119 ✦✦ Unseen Children
specific situations they are likely better than skills. Emotion Mills
✦✦ The Ov
They always add to your venture when taking on Consortium, page 118 ✦✦ Xan Weir
an appropriate challenge related to that group. This ✦✦ Troubadours of the Ancient Path
includes any sort of interaction, such as persuasion, Chalmara Sodality, ✦✦ The Third Hand
relationships with a group—may also benefit. Knights of the Name, ✦✦ Order of the Vance
Further, for certain actions, the GM might require page 116 ✦✦ Order of Weavers
ancient text important to the Church of Midnight, Xan Weir, page 115
you might need at least Connection 2 to ask for Creatures and Beings
permission to view it. Not any random person off Troubadours of the ✦✦ Vermin (including roachgoblins and ratgoblins)
the street, no matter how persuasive, will succeed. Ancient Path, page 114 ✦✦ Spiders (and truespiders)
✦✦ Ants
The Third Hand,
LIST OF CONNECTIONS page 113
✦✦ Devils
✦✦ Lacuna
✦✦ Criminals
Court of Nous, page 44
✦✦ High society The Suns
✦✦ Nobility ✦✦ Residents of the Pale
Ratgoblins, page 131
✦✦ Military ✦✦ The Dark
✦✦ The Intelligentsia
Various
Specific Satyrine Groups ✦✦ Specific religion
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NPC BONDS
Bonds seem like connections at first blush, but they
work much differently. First and foremost, bonds
indicate relationships with individuals, not groups.
Second, they don’t work like skills. Instead, each has
a benefit and a drawback. They are less mechanical
and more story-based. NPC bonds grant benefits For information on PC
that amount to information or favors, depending on bonds, see The First Session,
page 194.
the identity of the NPC. They also have drawbacks,
which amount to the fact that the NPC probably
wants something from the PC as a part of the
relationship.
A character can have from zero to three NPC
bonds when the game begins. Thereafter, they cost
1 Acumen each.
ASSOCIATE
While the PC and the NPC aren’t friends, they know
each other well and have likely worked or studied
together. The associate is in the same circles as Associate complication:
the PC—the same order, the same guild, the same The associate gets drummed
out of the organization or
group, or something similar.
society they shared with the
Benefit: The associate can provide the PC PC. Or the associate gains a
with information, rumors, insights, or answers position above the PC, and
to questions about the past or present of the begins relying more heavily
organization they both share. For example, a fellow on the PC to carry out tasks
Vancian can provide the latest gossip about the and duties.
order or share a relevant story about the order’s past
when asked.
Drawback: Associates want as much as they give.
In other words, the associate may press the PC for
information or opinions. Also, at least once during
the PC’s career, the associate will call in favors from
the PC and ask for a task or mission to be done,
probably in the service of the organization they both
belong to.
CONTACT
The PC knows an NPC in an important or vital
position in the hierarchy of some other group,
circle, or class. The PC and NPC are not friends—in
fact, they likely hardly know each other—but for
whatever reason, the contact is willing to provide
information or services.
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Lacuna
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APPEARANCE LANGUAGES
Appearance is significant to most vislae. Eventually, Each sun has its own inherent language. All
you might want to go to one of Satyrine’s magical THE PATH characters begin knowing how to speak the
changeries, which offer elaborate (and expensive) Indigo, page 46 language of Indigo. The vast majority of the time,
processes that can drastically alter your appearance, this is what PCs will be speaking. Further, elderbrin
sometimes defying logic. Changeries can alter your Other Peoples, page 12 and some other peoples have their own language,
face or your hair, but they can also replace your so using such options for variant PCs grants a
head and neck with a shining starburst. They can fluency in that language. Last, all vislae speak a
give you multiple arms or spiderlike legs. There are secret language, sometimes known as the Invisible
no limits in the changeries for those with enough to Tongue. It’s most useful in communicating mystical
spend. concepts, and it makes heavy use of specific
Until then, however, your character can appear gestures as well as spoken words.
as you wish, but you start as a relatively normal- Languages from Shadow are fleeting and
looking human (although that, of course, still offers forgotten quickly (unless chosen as a Shadow skill).
many billions of combinations, as we see every day Only if you are pulled back into Shadow do they
when we walk down the street). Your clothing can come back to you.
be simple or flamboyant. The styles in Satyrine in
regard to clothing, jewelry, hair, and body art go SKILLS
way, way past anything you’ll see in Shadow. You have your skills from your heart, and perhaps
Be imaginative. your order or foundation as well. You’ll be able to
get more as you advance by spending Acumen. All
you need to know right now is that each level adds
+1 to the related action.
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GAMEMASTERING FOUNDATIONS
When players begin to design their houses, some will want to add really fantastical aspects. And that’s a good
thing. You want to encourage player creativity. Sometimes, you’ll have to measure a player desire at the beginning
of the game versus a house augment that should come from learning a secret later. When in doubt, if what the
player wants is entirely flavorful and they don’t get a direct benefit from it (even a story benefit), you should
probably allow it. For example, if a player wants to have windows that show random scenes of their neighborhood,
you might think that’s too much like the augment Window to Elsewhere. However, that augment gives the player
a lot more control and latitude than a window that randomly shows scenes of the local area, so you might allow it,
assuming it fits the rest of the story of the house.
Characters’ foundations are some of the best narrative tools a GM will have to work with. Character houses,
connections, NPC bonds, and more very likely provide enough fodder for the entire narrative if desired.
Some players will focus heavily on their house—how it’s decorated, how it’s appointed, and so on. A break-in,
an infestation, or a haunting will be an interesting turn of events for any character, but for one focused on their
house, it will be even more dramatic.
More than other genres and other games, Invisible Sun is a game that should provide interested players with as
much room as they want to talk about the mundanities of life—because in the surreal world of the Actuality, the
mundane is anything but. If the entrance to a PC’s house is hidden within a particular book in a bookshop, and
that bookshop is run by the PC’s father, it’s worth spending table time (or Development Mode time) not only on
the character’s relationship with their father but also on how their father feels about other vislae traipsing through
the shop to visit the PC. What if they stop and browse the books or thumb through the gossip magazines first? If
they get the “Hey, this isn’t a library” speech every time, that’s a fun recurring character moment for everyone.
Likewise, if a character doesn’t have a house, talking through where they spend their time between the main
action of each session is an interesting digression. What does a Maker’s workshop look like? Do they keep it neat
and tidy, or is it utter chaos? In the first session, the group will determine what a PC’s neighbors are like, but what
are the ongoing interactions like? Do they change, evolve, or escalate? And what are those strange lights coming
from the neighbor’s house one night?
Connections are useful tools for the PCs, but they work both ways. Someone highly connected to the Vancian
Order, for example, is far more likely to get caught up in order politics or drama. In other words, a PC can call
on their connections, but their connections can call on them as well. If there’s been a murder in the order’s
compound, someone with a strong connection to the group might be called in to help investigate.
The same is true of NPC bonds, of course, but that’s even more overt, built right into the mechanics.
Don’t forget about deliveries that come to vislae houses. When a character advances to a higher degree, they’re
likely to get cards and even gifts from family and friends. When an NPC contact or friend needs to communicate
with a vislae (perhaps to get help, to offer assistance, or for something else entirely), they do so at the vislae’s
house. Even if the narrative takes the PCs throughout the Path of Suns, their houses remain centerpieces of their
ongoing stories.
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C
haracter arcs and story arcs are central to
Invisible Sun because they are how the
game invests itself in stories and character
TU KA
depth and development. They are the main ways
L
DA
that the game remains character focused. Rather
than following a quest given to you by an NPC, with
A
character arcs, you decide what you do, and why.
Choosing your first character arc is the sixth step
of character creation. Even after you finish the arc,
TOR
VER
you’ll undoubtedly have (at least one) more, so it
remains an important part of your defining essence,
represented by all six fingers of the Testament of
Suns.
You choose an arc for your character, and as the
character progresses through the story points of
the arc, they earn Acumen (and possibly Joy or
Despair) to reflect that progress. Because character
arcs are frameworks in which to build an individual
character’s stories, they are very general. It’s up to
the players and the GM to make the details fit.
As you move through the various steps in the arc,
from the opening to the climax and the resolution,
you earn Acumen rewards. At the end of a session,
as each player goes through their character THE GATE
summary, they describe how actions that happened Character summaries,
in the session equate to the completion of a step (or page 9
possibly more than one step) in their character arc.
If everyone agrees, the character gets their Acumen Acumen, page 22
reward, as detailed in that arc.
Within the arc, most of the time a step is probably
optional, depending on the situation—although it’s
hard to envision most arcs without some kind of
opening, climax, or resolution. Steps other than the
opening, the climax, and the resolution can be done
in any order.
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Character arcs should always take at least weeks a good idea to do so. First and foremost, it is a
in game time, and no more than two steps in an arc character-defining factor. If you begin the narrative
should be accomplished in a game session or side out to find the woman who killed your brother,
scene (and most of the time, it should be one step, if that says a lot about you: you’ve got a brother, he
any). If neither of these two things is true, then it’s was likely close to you, he had been in at least
not really a character arc. You can’t, for example, use one dangerous situation, and you are probably
the Creation arc to guide you through something motivated by anger and hate, at least somewhat.
you can make in an hour or two. Once play begins, players can still take on a new
Bonded characters can share character arcs. In PC Bonds, page 198 arc whenever they wish. However, most arcs have
other words, two close friends can set out to undo a beginning investment in Acumen that must
the same wrong, train the same creature, or solve be paid, reflecting the character’s devotion to the
the same mystery. goal. The character will earn this investment back
(probably many times over) if the arc is completed.
Character arcs are always player-driven. A GM
STORY ARCS THE GATE cannot force one on a character. That said, the events
Story arcs are like character arcs, but they almost Using Character Arcs to in the narrative often present story arc opportunities
always involve multiple characters. These are the Build a Story Arc, and inspire character arcs for characters. It’s certainly
stories that drive the central narrative that the group page 57 in the GM’s purview to suggest possible arcs related
will play. A character arc becomes a story arc when to the events going on. For example, if the GM
multiple PCs join in on things. If they do, they can presents an encounter in which an NPC wishes to
all reap the rewards of progressing the arc. learn from the PC, it might make sense to suggest
Sometimes, story arcs aren’t just character arcs Instruction, page 171 taking the Instruction arc. Whether or not the PC
with multiple characters. They are larger than takes on the student, the player doesn’t have to
character arcs. It wouldn’t be wrong to think of adopt the Instruction arc unless they want to.
them as “major arcs” while character arcs are All arcs have the following parts, called story points:
“minor.” A story arc might encompass multiple Cost: This is a cost, usually of 2 Acumen, to start
character arcs within it. If, for example, a story arc the arc if it is not the character’s first arc, which is
involves defeating a cabal of vislae kidnapping and chosen at character creation.
sacrificing people to sell their souls to demons, this Opening: This sets the stage for the rest of the
story arc might involve a Solve a Mystery arc (why Solve a Mystery, page 176 arc. It involves some action, although that might
did our friend disappear?), a Rescue arc (to get them just be the PC agreeing to do the task or undertake
back from the cabal’s clutches) and then a Revenge Rescue, page 175 the mission. It usually has a reward of 1 Acumen.
arc (after the friend is killed by the cabal). Step(s): This is the action required to move
Revenge, page 176
Either kind of story arc can be initiated by the GM toward the climax. In story terms, this is the
as part of the larger story going on in the narrative. movement through the bulk of the arc. It’s the
This can be a combination of individual character journey. The rising tension. Although there
arcs woven into a larger story, or a number of arcs might be just one step, there might also be many,
undertaken by some or all of the characters. depending on the story told. Each usually has a
reward of 1-2 Acumen.
GMs will find that the Climax: This is the finale—the point at which
BEGINNING A NEW ARC notebook titled The
Guiding Hand provides
the PC likely succeeds or fails at what they’ve set
At character creation, you can choose one character a great deal of help in
out to do. Reaching this point earns a reward of 3
arc for your character. Players have the option to managing all the arcs Acumen, but there’s more, depending on whether
not choose one at the beginning, but it’s probably involved in a narrative. the PC is successful. Not every arc ends with victory.
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DEFEAT A FOE
Someone stands in your way or is threatening you.
You must overcome the challenge they represent.
Defeat doesn’t always mean kill or even fight.
Defeating a foe could mean beating them in a chess
match or in competition for a desired mentor.
Cost: Recognizing the Foe. You pay a cost of 2
Acumen.
Opening: Sizing up the Competition. 1
Acumen reward. This requires some action. A
reconnaissance mission. An investigation.
Step: Investigation. 2 Acumen reward. This
requires some action. A reconnaissance mission.
An investigation.
Characters should not have Step(s): Diving In. 2 Acumen reward. You travel
multiple versions of the toward your opponent, overcome their lackeys, or
same arc at the same time. take steps to reach them so you can confront them.
For example, you shouldn’t
defend two places or be
This step can take many forms, and there might be
pledged to defeat two foes more than one such step. This step is always active.
at once, at least not as two Climax: Confrontation. 3 Acumen reward. The
different arcs. contest, challenge, fight, or confrontation occurs. A
successful resolution results in 1 Joy. Failure results
in 1 Despair.
Resolution: 1 Acumen reward. You reflect on
what you’ve learned and what the consequences of
your actions might be.
DEFENSE
A person, place, or thing is threatened, and you
want to protect it.
Cost: Establish the Threat. You pay a cost of 2
Acumen.
Opening: Analyze the Situation. 1 Acumen
reward. What are you defending, and what threats
are involved?
Step: Account for Your Resources. 1 Acumen
reward. How are you going to defend?
Step(s): Fend Off Danger. 2 Acumen reward. The
forces threatening what you are protecting probably
make an initial threat that you’ll have to defeat.
It’s not the main threat, though. There might be
multiple such initial threats.
Climax: Protect. 3 Acumen reward. The true
threat reveals itself and you confront it. A successful
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resolution results in 1 Joy. Failure results in 1 Opening: Drawing up a Plan. 1 Acumen reward.
Despair. What’s your goal, and how are you going to achieve
Resolution: 1 Acumen reward. A time for reflection it?
on everything that occurred, and an assessment of Step: Account for Your Resources. 1 Acumen
the person, place, or thing’s safety going forward. reward. How much financing does the enterprise
need compared to what you’ve got? If you need
DEVELOP A BOND more, how will you get it? How many people other
You want to get closer to another character. This than yourself are needed to begin, and how many
might be to make a friend, find a mentor, or will you need to sustain things once they are up and
establish a contact in a position of power. It might running?
be to turn a friend into a much closer friend. The Step: Finding a Location. 1 Acumen reward. You
character might be an NPC or a PC. In the case of probably need a place to run your enterprise—a
an NPC, the end result might be an NPC bond, and NPC Bonds, page 157 store, a workshop, a base of operations, and so on.
in the case of a PC it’s a PC bond. You find a location and look into what it will take to
Cost: Putting Yourself Out There. You pay a cost PC Bonds, page 198 buy or rent it.
of 2 Acumen. Step(s): Building the Enterprise. 1 Acumen
Opening: Getting to Know You. 1 Acumen reward. You procure the needed equipment or
reward. You learn what you can about the other personnel. You make the connections and deals to
character. get things started. You obtain important permits
Step: Initial Attempt. 1 Acumen reward. You or other legal documents. You test new products.
attempt to make contact. This might involve You actually start the business. Each of these
sending messages or gifts through a courier, using developments (and likely others) can be counted as
an intermediary, or just going up and saying hello, one step, so there will be many steps.
depending on the situation. Climax: Profit and Loss. 3 Acumen reward. You
Step(s): Building a Relationship. 2 Acumen determine whether your enterprise will take off
reward. There might be many such steps as you and carry on into the future, or fall apart before it
develop the relationship. gets a chance to blossom. This occurs in a single
Climax: Bond. 3 Acumen reward. You succeed dramatic moment—your first major client, your
or fail at forging the bond. A successful resolution organization’s first big meeting or mission, or
results in 1 Joy. Failure results in 1 Despair. whatever else is appropriate. A successful resolution
Resolution: 1 Acumen reward. You enjoy the results in 1 Joy. Failure results in 1 Despair.
fruits of your new relationship. Resolution: 1 Acumen reward. A time for
reflection on everything that occurred, and how
ENTERPRISE you’re going to move forward.
You want to create and run a business or start an
organization. Maybe you’re a Maker who wants to ESTABLISHMENT
sell your creations. Maybe you like baking and you You want to prove yourself as someone of
want to start a catering service. Or maybe you want importance. This can take many forms—socially,
to start a secret society or found a new school of within your order, financially, or even romantically.
magic. You’ll almost certainly have to make new Cost: The Need for Proof. You pay a cost of 2
connections, find (and somehow pay for) a location, Acumen.
and deal with all manner of administrative duties. Opening: Assessment. 1 Acumen reward. You
Cost: The Founding of an Idea. You pay a cost of assess yourself as well as who you need to prove
2 Acumen. yourself to.
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Step(s): Appearances Matter. 1 Acumen reward. successful resolution results in 1 Joy. Failure results
You improve your look. Enhance your wardrobe. in 1 Despair.
Spruce up your house. Whatever it takes to get Resolution: 1 Acumen reward. You return home
attention from the right people. There might be and possibly share your findings.
many such steps.
Step(s): Self-Aggrandizement. 1 Acumen reward. FALL FROM GRACE
You need to get the word out to get people talking This is an odd character arc in that it’s (presumably)
about you. There might be many such steps. not something that a character would want. It is
Climax: Grabbing Attention. 3 Acumen reward. something that a player selects on a meta level for
You do something big, like host a party for The Eater of Dreams dwells the character because it makes for an interesting
influential people or produce a play that you wrote. in the Deeps of Sleep, story. It also sets up the potential for future arcs,
You make a big splash (1 Joy) or a big crash (1 feeding upon the thoughts such as Redemption. It’s important that this involve
and memories you have
Despair). actions you take. For example, you fall into substance
loosed while you slumber.
Resolution: 1 Acumen reward. You reflect on abuse. You treat people badly. You make mistakes
what you did and where you go from here. that endanger others. In other words, the fall isn’t
orchestrated by someone else—it’s all your own doing.
EXPLORE Cost: The Initial Misstep. You pay a cost of 1
Something out there is unknown and you want Acumen.
to explore its secrets. This is most likely an area Opening: The Descent. 1 Acumen reward. Things
of wilderness, a region of one of the less-explored go bad.
suns, a newly discovered half-world, or even the Step(s): Further Descent. 1 Acumen reward.
Dark itself. Things get worse. Depending on the situation, this
Cost: The Undertaking. You pay a cost of 2 might involve many steps.
Acumen. Step: Lashing Out. 1 Acumen reward. You treat
Opening: Make a Plan. 1 Acumen reward. Not others poorly as you descend.
only do you draw up a plan for your exploration, but Climax: Rock Bottom. 3 Acumen reward. There is
if appropriate, you also make a formal declaration to no Joy reward possibility. Only 1 Despair.
relevant parties of what you’re going to do. Resolution: 1 Acumen reward. You wallow in your
Step(s): Gather Resources. 1 Acumen reward. own misery.
You get the supplies, vehicles, and help you need.
Depending on where you are going and what is FINISH A GREAT WORK
required, this could involve multiple steps. There Something that was begun in the past must now
probably are substantial costs involved as well. be completed. This might involve destroying an
Step(s): Travel. 1 Acumen reward. You go where artifact of the Dark, finishing the construction of a
you wish to explore. There might be many such monument, or uncovering a lost temple forgotten to
steps, depending on how long it takes to get there. the ages.
Step(s): Exploration. 1 Acumen reward. This Cost: Taking on the Responsibility. You pay a cost
is the meat of the arc, but it’s probably a series of of 2 Acumen.
small moves and minor victories. There might be Opening: Assessing the Past. 1 Acumen reward.
many such steps. You look at what has come before and where it still
Climax: Conquest. 2 Acumen reward. You make needs to go. This almost certainly involves some
the big discovery or truly master the area. You real research.
might not have explored every inch of the place, but Step: Conceive a Plan. 1 Acumen reward. You
if you are successful, you can claim to be done. A make a plan on how to move forward.
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Step(s): Progress. 1 Acumen reward. You make spends a great deal of time with you, traveling with
significant progress or overcome a barrier to you and perhaps even living in your house (or you
completion. This may involve multiple such steps. living in theirs).
Climax: Completion. 2 Acumen reward. This Cost: Taking on a Pupil. You pay a cost of 2
involves the big finish to the past work. A successful Acumen.
finale results in 1 Joy. Failure results in 1 Despair. Opening: Getting to Know Them. 1 Acumen
Resolution: 1 Acumen reward. You reflect on reward. You assess your pupil’s strengths and
what you did and where you go from here. weaknesses and try to get an idea of what they need
to learn and how you can teach it to them.
GROWTH Step(s): The Lessons. 1 Acumen reward. Teaching
Willingly or unwillingly, you are going to change. is often a slow, gradual process.
This is another “meta” arc. It’s less about a goal Step: Breakdown. 2 Acumen reward. Many times,
and more about character development. While it’s a student needs to have a moment of crisis to really
possible that the growth involved is intentional, in The Dead fear the living. learn something. Maybe they get dejected, or maybe
most people’s lives and stories, it is emergent. A they rebel against your teaching techniques.
character might become less selfish, braver, a better Climax: Graduation. 3 Acumen reward. This is
leader, or experience some other form of growth. when you recognize that the pupil has learned what
Cost: No One’s Perfect. You pay a cost of 1 they need. It usually comes at a dramatic moment.
Acumen. A successful resolution results in 1 Joy. Failure
Opening: The Beginning. 1 Acumen reward. results in 1 Despair.
Change usually begins slowly, in a small, almost Resolution: 1 Acumen reward. You and the pupil
imperceptible way. say your goodbyes, and you look toward the future.
Step(s): Change. 1 Acumen reward. Growth
involves many small steps. JOIN AN ORGANIZATION
Step: Overcoming an Obstacle. 2 Acumen reward. In the very rare case You want to join an organization. This likely is
The temptation to resort to your old ways is always that a character who not an order, since vislae start the game already
present. belongs to one order (or belonging to an order if they wish it. Vislae often
no order) wishes to join a
Climax: Self-Evident Change. 3 Acumen reward. join other organizations as well, however, and this
different order, the Join an
This is a dramatic about-face. This is the moment Organization arc would be arc is a great way to portray that.
where you do something the “old you” would never a good place to start. Cost: The Decision to Join. You pay a cost of 2
have done, and it has a profound effect on you Acumen.
and those around you. A successful resolution of Opening: Getting the Details. 1 Acumen reward.
this moment results in 1 Joy. Failure results in 1 You learn all you can about the organization and
Despair. Either way, growth is possible. how one becomes a member.
Resolution: 1 Acumen reward. You recognize the Step(s): Making a Contact. 1 Acumen reward.
change in yourself and move forward. Friends on the inside are always important.
Step(s): Performing a Deed. 2 Acumen reward.
INSTRUCTION The organization might want to test your worth, or
You teach a pupil. You have knowledge on a topic this might be a ceremony you must take part in. It
and are willing to share. This can be a skill, an area might include paying some sort of dues or fee. Or
of lore, a spell or spells, or the general use of magic. all of these things.
This is usually a fairly long-term arc. Sometimes Climax: Proving Your Worth. 2 Acumen reward.
teaching a pupil is a side matter, and sometimes This is the point at which you attempt to show the
the pupil takes on more of an apprentice role and organization that they would be better off with you
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as a member. A successful resolution results in 1 Cost: Discovering the Deficiency. You pay a cost
Joy. Failure results in 1 Despair. of 2 Acumen.
Resolution: 1 Acumen reward. You consider your Opening: Focusing on the Problem. 1 Acumen
efforts and assess what your membership gets you. reward.
Step: Finding a Teacher or a Way to Teach
JUSTICE Yourself. 2 Acumen reward. Now you can truly
You try to right a wrong or bring a wrongdoer to begin.
justice. Step(s): Learn. 1 Acumen reward. Depending on
Cost: Vow. You pay a cost of 2 Acumen. what you’re learning, this could involve one step or
Opening: Declaration. 1 Acumen reward. You Magic is surreality, and quite a few.
publicly declare that you are going to bring justice surreality is magic. Climax: The Test. 3 Acumen reward. You put
in this situation. This is optional. your new knowledge to the test in a real situation. A
Step(s): Tracking the Guilty. 1 Acumen reward. successful resolution results in 1 Joy. Failure results
You track down the guilty party, assuming there is in 1 Despair.
one. This might not be physically finding them if Resolution: 1 Acumen reward. You relax a bit and
you already know where they are. Instead, it might decide what to do next.
be discovering a way to get at them if they are
distant, difficult to reach, or well protected. This MASTER A SKILL
step might be repeated multiple times, if applicable. You’re skilled, but you want to become the best.
Step: Helping the Victim. 2 Acumen reward. This arc might logically follow the Learn arc. As
Righting a wrong does not always involve with the Learn arc, this can involve any kind of
confronting a wrongdoer. Part of it might be about training at all, not just a skill.
helping those who were wronged. Cost: Realizing There’s More. You pay a cost of 2
Climax: Confrontation. 3 Acumen reward. You Acumen.
confront the guilty party. This might be a public Opening: Finding the Path. 1 Acumen reward.
accusation and demonstration of guilt, a trial, or an You’ve learned the basics. Now it’s time for the
attack to kill, wound, or apprehend them—whatever advanced material.
you choose to be appropriate. A successful resolution Step: Discovering a Master. 2 Acumen reward.
results in 1 Joy. Failure results in 1 Despair. You find a master to help you become a master.
Resolution: 1 Acumen reward. You resolve the Step(s): Learn. 1 Acumen reward. Depending on
outcome and ramifications of the confrontation and what you’re mastering, this could involve one step
decide what to do next. or quite a few.
Step: The Last Step. 1 Acumen reward.
LEARN Eventually, you realize that even a master cannot
You want to learn something. This isn’t the same teach you the last step. You must learn it on your
as the Uncover a Secret arc, in which you’re looking Uncover a Secret, page 178 own.
for a bit of information. This is a skill or whole Climax: The Test. 3 Acumen reward. You put
area of knowledge you want to gain proficiency your mastery to the test in a real situation—and
with. This is learning a new language, how to play considering your goal, it’s probably a very important
an instrument, or how to be a good cook. Since situation. A successful resolution results in 1 Joy.
mechanics for learning most skills already exist, this Failure results in 1 Despair.
arc might be more narrative in nature. Thus, it’s not Resolution: 1 Acumen reward. You relax a bit and
about gaining a level in climbing, but learning to be decide what to do next.
an experienced mountaineer.
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The Undersling
Climax: Eureka! 3 Acumen reward. It’s time to put Step(s): The Rewards Are Many. 1 Acumen
the discovery to the true test. A successful resolution reward. The child loves you. Relies on you. Trusts
results in 1 Joy. Failure results in 1 Despair. you. Eventually, helps you.
Resolution: 1 Acumen reward. You reflect on GMs should keep track of Step(s): Ethical Instruction. 1 Acumen reward.
your discovery and probably compile your notes and each character’s arcs in You instill your basic ethics in the child, hoping that
write it all down, for posterity’s sake if nothing else. The Guiding Hand. they will mature into an adult you can be proud of.
Climax: Adulthood. 2 Acumen reward. At some
RAISE A CHILD point the child leaves the proverbial nest. You
You raise a child to adulthood. It can be your biological determine, at this point, your own success (1 Joy) or
child or one you adopt. It can even be a child taken failure (1 Despair).
under your wing, more a young protégé than a son Resolution: 1 Acumen reward. You reflect on the
or daughter. This is obviously a very long-term arc. memories you have made.
Cost: The Responsibility Is Yours. You pay a cost
of 3 Acumen. RECOVER FROM A WOUND
Opening: Sharing Your Home. 1 Acumen reward. (OR TRAUMA)
The child now lives with you. THE GATE You need to heal. This isn’t just for healing a
Step: Care and Feeding. 1 Acumen reward. You Wound, page 30 Wound or Anguish (which can be done with a good
learn to meet the child’s basic needs. night’s sleep, most often). This involves recovering
Step(s): Basic Instruction. 1 Acumen reward. You Anguish, page 32 from a major debilitating injury, illness, or shock.
teach them to walk, talk, and read. You teach them Severe damage, the loss of a body part, and
to care for themselves. madness all fall into this category.
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yourself up. This is a possible follow-up to the Fall Cost: Interested. You pay 2 Acumen.
From Grace arc. Opening(s): Caught Someone’s Eye. 1 Acumen
Cost: Brought Low. You pay 2 Acumen. reward. You meet someone you are interested in.
Opening: Vow to Yourself. 1 Acumen reward. You (Since this can be short-lived, it’s possible to have
are determined to rebuild, recover, and restore. this opening occur more than once.)
Step(s): Work. 1 Acumen reward. You rebuild, Step(s): Courtship. 1 Acumen reward. You begin
recover, and restore. If all your money was seeing the person regularly. Although not every
stolen, you make more money. If your house was “date” is a step in the arc, significant moments are,
destroyed, you rebuild it. If your reputation was and there may be a few of them.
tarnished, you perform deeds that restore your good Climax: Commitment. 3 Acumen reward. You
name. may or may not be interested in a monogamous
Climax: The Final Act. 3 Acumen reward. You relationship. Regardless, you and your love have
undertake one last major task that will bring things made some kind of commitment to each other. A
back to where they were (or close to it). A lot is successful resolution results in 1 Joy. Failure results
riding on this moment. A successful resolution in 1 Despair.
results in 1 Joy. Failure results in 1 Despair. Resolution: 1 Acumen reward. You think
Resolution: 1 Acumen reward. You enjoy a return about the future. Marriage? Children? These are
to things the way they were before. only some of the possibilities. You can take the
NPC bond, page 157 appropriate NPC bond or PC bond in lieu of the
REVENGE Acumen award if you wish.
Someone did something that harmed you. Unlike PC bond, page 198
the Avenge arc, this arc probably isn’t about tracking Avenge, page 166 SOLVE A MYSTERY
down a murderer, but it might involve pursuing Different from the Learn arc and the Uncover a
someone who stole from you, hurt you, or otherwise Learn, page 172 Secret arc, this arc is about solving a crime or a
brought you grief. The key is that it’s personal. similar action committed in the fairly recent past.
Uncover a Secret, page 178
Otherwise, use the Justice arc. It’s not about practice or study, but about questions
Cost: You’ve Been Wronged. You pay 2 Acumen. Justice, page 172 and answers. In theory, the mystery doesn’t have to
Opening: Vow. 1 Acumen reward. You swear be a crime. It might be “Why is this strange caustic
revenge. substance leaking into my basement?”
Step(s): Finding a clue. 1 Acumen reward. You Cost: On the Case. You pay a cost of 2 Acumen.
find a clue to tracking down the culprit. Opening: Pledging to Solve the Mystery. 1
Climax: Confrontation. 3 Acumen reward. You Acumen reward.
confront the culprit. A successful resolution results Step: Research. 1 Acumen reward. You get some
in 1 Joy. Failure results in 1 Despair. background.
Resolution: 1 Acumen reward. You deal with the Step(s): Investigation. 1 Acumen reward. You ask
aftermath of the confrontation and move on. You questions. You look for clues. You cast divinations.
think about whether you are satisfied by gaining This likely encompasses many such steps.
your revenge. Climax: Discovery. 2 Acumen reward. You come
upon what you believe to be the solution to the
ROMANCE mystery. A successful resolution results in 1 Joy.
You want to strike up a relationship with a romantic Failure results in 1 Despair.
partner. Perhaps you have a specific person in mind, Resolution: 2 Acumen reward. In this step,
or maybe you’re just interested in a relationship in which is far more active than most resolutions, you
general. confront the people involved in the mystery with
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what you’ve discovered, or you use the information significant command that it will obey regularly and
in some way (such as taking it to the proper immediately.
authorities). Climax: Completion. 2 Acumen reward. Believing
the creature’s training to be complete, you put it in
THEFT a situation where that is put to the test. A successful
Someone else has something you want. resolution results in 1 Joy. Failure results in 1
Cost: Desire. You pay a cost of 2 Acumen. Despair.
Opening: Setting Your Sights. 1 Acumen reward. Resolution: 1 Acumen reward. You reflect on the
You make a plan. experience.
Step: Casing the Joint. 1 Acumen reward. You
scout out the location of the thing (or learn its
location).
Step(s): Getting to the Object. 1 Acumen reward.
Sometimes, many steps are involved before you
reach the object you wish to take. For example, if,
in order to steal something from a vault, you need
to approach one of the guards while they are off
duty and bribe them to look the other way when you
break in, that is covered in this step.
Climax: The Attempt. 3 Acumen reward. You
make your heist. A successful resolution results in 1
Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You decide what to
do with the thing you’ve stolen and contemplate the
repercussions you might face for stealing it.
TRAIN A CREATURE
You want to domesticate and train a creature.
While the beast doesn’t need to be wild, it must not
already be domesticated and trained.
Cost: Becoming a Trainer. You pay a cost of 3
Acumen.
Opening: Getting Acquainted. 1 Acumen reward.
You get to know the creature a bit, and it gets to
know you.
Step: Research. 1 Acumen reward. You get
information on the type of creature or advice from
others who have trained one.
Step: Domestication. 1 Acumen reward. After
some work, the creature is no longer a threat to you
or anyone else, and it can live peacefully in your
home or wherever you wish.
Step(s): Training. 1 Acumen reward. Each time
you use this step, you teach the creature a new,
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J
ust like in Shadow, money is extremely orbs are “6 crystal,” and 2 gem orbs are “2 gems.”
THE GATE
important in the Actuality. Considering, The exception is that sometimes people just say
Unwanted Conditions,
however, that in the Actuality money is based page 44 “orbs,” in which case they mean glass orbs.
on ideas and thoughts, magical power, curses, and Glass orbs: More often than not, just called an
blood, and it can be used to buy living clothing, orb. If someone says the price of a sandwich is 21
magic potions, and all manner of other surreal Character starting money orbs, they mean glass orbs. In Shadow, this might
goods, the differences between money in the is determined by the be worth about a dime in the United States in the
savings indicated in their
Actuality and money in Shadow are far greater than foundation. See page 144.
early 21st century. Each glass orb represents a very
the similarities. common thought or idea, like the taste of cheddar
cheese or that you should wear a jacket when it’s
THE PATH chilly.
CURRENCIES Ash Gardens, page 79 Glass orbs are produced in the Ash Gardens by
Many currencies are available in the Actuality, child laborers who spend their long days conceiving
but most arise from the city of Satyrine. They Satyrine, page 64 basic ideas and thoughts. This is a slow process, so
have different uses and not all are compatible or The Deathless
it is difficult to make much of a profit on the orbs,
exchangeable. Triumvirate, page 65 except through massive quantities. The Deathless
Triumvirate attempts to regulate the production
ORBS of orbs, nevertheless, to ensure that the currency
The most widely accepted currency is made in It’s not important for GMs maintains its value.
Satyrine. These tiny orbs each represent a thought, to detail the thoughts and Glass orbs discorporate in about fifty years, so
a secret, or an idea. Most people just call them by ideas represented by each they are not a good currency for hoarding.
orb the PCs come across.
their material, so 3 glass orbs are “3 glass,” 6 crystal Crystal orbs: A crystal orb is worth 100 glass
orbs. In Shadow, the equivalent value of a crystal
orb would be about 10 American dollars. Each
Characters should keep represents a relatively common or mundane idea,
track of their money and like a recipe for lentil soup or directions to get up
SHOPPING IN THE GAME their possessions—whether Ferrock Mountain.
Because Invisible Sun is so much about they carry those things or
keep them in their house—
Crystal orbs do not discorporate, but they are as
personality and character, focusing not just on fragile as they sound.
in their character tome.
the PCs but their houses, neighborhoods, and Gem orbs: Gem orbs are rare. Most transactions
so on, how characters spend their money is an involving such large amounts of value are handled
important facet of the game. Thus, the price by bank cheque. A gem orb is worth 100 crystal
lists in this chapter are extensive. orbs. In Shadow, the equivalent value would be
about 1,000 American dollars.
They are permanent and nigh-indestructible.
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Trueorbs: Last but not least, there are trueorbs, Because even the lowliest orb Thus, people are rarely willing to trade magecoins
which are the essence of the original concept of is created through a specific for orbs. This means there is no standard exchange
orbs from days of old. In other words, these orbs magical process, spells and rate. Someone wealthy with orbs might not be able
other effects that can create
are solidified ideas, thoughts, and secrets. Trueorbs to get their hands on many magecoins, because most
objects cannot create any
have the same value as gem orbs and look similar, currencies other than bits of the people who have them (vislae, usually) are
but even a casual glance confirms that they are and bobs, and they’re so low unwilling to give them up for anything other than
different. To most people, the distinction is all but in value that it’s not worth a magic. When it is possible for someone without magic
meaningless. However, as with magecoins, a vislae vislae’s time. to get a few magecoins, it’s at a rate of 1 magecoin for
or other skilled individual can use the currency for 1 or 2 gem orbs. And even then, such an exchange
something entirely different than buying goods or is rarely available for more than 1 or 2 magecoins.
services. Vislae can draw the idea or sensation out So how does one get magecoins, then? Vislae
of a trueorb and put it in their own mind. This adds trade them to other adepts for magical goods and
1 to the character’s Hidden Knowledge score. The Hidden Knowledge, page 30 magic-related services. For example, if a 4th-degree
concept is usually fleeting and ephemeral. It also Vance needs materials to perform an evocation,
utterly consumes the trueorb. Vance, page 37 they might pay a lesser Vance in magecoins to
obtain those materials (even if the lesser Vance uses
MAGECOINS orbs to buy the items).
Orbs are not the only currency in use. Large gold Drawing power from a magecoin is an action. A
coins covered in mystic symbols come in two It doesn’t matter if drained magecoin is a piece of metal worth about an
varieties, called vim and lumins. These coins are bloodsilver coins are carried orb. Vislae cannot “recharge” drained magecoins.
of particular value to vislae (and a limited number by the character or kept in No one knows where new magecoins come from.
a locked vault miles away.
of others). They are called magecoins most of the
Ownership of the coins
time, but mana coin is the more formal term. is all that is required to BLOODSILVER
Each of these coins contains a tiny modicum of potentially trigger the curse. Bloodsilver are silver coins that carry a curse. Each
power that vislae can draw into themselves. This is worth about 1 crystal orb, but most people won’t
power comes in the form of restoring a given accept them. Using bloodsilver as a currency is
pool. Vim can restore any of the four Certes pools. Vim is both singular and an act of bravado. You’ll find people interested in
Lumins can restore any of the four Qualia pools. plural. looking powerful or fearless hoarding the coins.
There is no easy exchange rate between orbs It’s said that sometimes assassins are paid only in
Certes, page 26
and magecoins. In Shadow, it’s relatively easy to bloodsilver. Someone too timid to take these coins,
put a cohesive value relationship on two disparate Qualia, page 27 it’s thought, has no place killing people for a living.
things—a smartphone and tickets to a play, for Possessing one bloodsilver coin is rarely a
example. Although one has little to do with the problem. More than that, though, and the GM can
other, you can break each down into the costs of Withstand, page 32 begin to ask for occasional Withstand or Resist
producing them and the value to the end user. But actions to hold off the effects of the curse. (The
once you add magic into the mix, it becomes far Resist, page 32 GM probably should ask no more than once a
more difficult to establish meaningful equivalency. week, but no less than once a month.) The level
Equating a fine meal with a potion that grants life to of the challenge is based on the number of coins
the dead, for example, borders on the absurd. possessed:
That’s why magical things—spells, objects of 2–10: level 1
power, potions, and usually magical services—are 11–20: level 2
paid for with magecoins or sometimes barter 21–30: level 3
(typically using other magical things), but never 3 1–40: level 4
with orbs or other nonmagical currencies. And so on.
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The exact nature of the curse varies but is THE WAY NOÖSPHERE EXCHANGES
probably similar to some of the magical flux. As Magical flux, page 13 Because orbs represent a thought, a secret, or
with most curses, once a character is afflicted, it an idea, the equivalent value can be transferred
lasts until it is lifted. The curse on the coins can’t be through the Noösphere between two entities there.
lifted, but the curse afflicting a character can. THE PATH The value can also be transferred by someone
Noösphere, page 14 with access to the Noösphere, such as through a
DEMONTEARS psychopomp or someone with the right spells.
Psychopomp, page 131
These objects are almost certainly not what their
name implies, and some have chosen to call them Red, page 56
demondrops for just that reason. However, they CHARACTERS AND
might be demonic secretions of some kind. Or they STARTING GOODS
might not. Each looks a little like a blood-red pearl, Starting characters’ houses are very simply
although few are perfectly round. They are found furnished and equipped. This includes kitchen
by explorers who have ventured into the Red. Some tools and supplies, a few other miscellaneous tools
demons carry these objects, bringing them into (perhaps a hammer, a hand mirror, a flashlight, a
other realms, but are they possessions or creations few pens, and so on), grooming supplies, personal
of the demons? They’re not telling, and no one who effects (a few framed photos or artwork), a few
cares enough about the answer is in a position to books, and other odds and ends. In addition,
ask. characters start with a few changes of nice clothing,
Demontears work like—and are valued like— a bit of simple jewelry (if they wish), a bag or satchel
magecoins that can restore any pool. Some people Starting ephemera, of some kind, a coat or cloak, their ephemera, and
fear to use this currency, however, believing that page 200 their Testament of Suns. (Apostates, of course, start
doing so subjects them to some kind of demonic with a vertula kada in place of a Testament.)
Testament of Suns, page 16
influence. For a starting character, the Testament of Suns
Apostate, page 60 or vertula kada is invested with enough of their
BITS AND BOBS essence that if they do not have it with them, any
In all the realms, half-worlds, and mysterious lands If a Testament of Suns or challenge they face is 1 level higher until they get it
in the universe, there are many types of coins or vertula kada is destroyed, back. Worse, if someone gets their hands on it and
the former owner can
baubles that an explorer might find. Regardless of uses magic against the character it is tied to, the
create a new one, but the
their local value—scarcity of so-called rare metals, process requires a full week magic is always 2 levels higher than normal against
for example, is a concept that does not exist in of utter concentration and them.
Indigo—these are all lumped together as “bits and 100 crystal orbs to buy the
bobs.” Five bits and bobs are worth an orb, making materials.
them—from Shadow’s perspective—basically
As time passes, a vislae’s
GOODS
pennies. Vislae have a wide variety of goods they can spend
Testament of Suns or
vertula kada gains power their money on. Starting characters can spend their
CHEQUES just by being in their “Initial Savings” from their foundation on anything
For large amounts, people use paper cheques presence. See page 206. they can afford.
of varying value, backed up by one of the banks The following lists are extensive, but by no means
Foundation, page 144
in Satyrine. These frequently carry minor comprehensive.
enchantments from the bank to assure the holder of
their validity. Cheque values are always expressed in KINDLED ITEMS
orbs. Most established businesses accept cheques. Goods marked with an asterisk (*) are referred to
as “kindled,” which was originally a Maker term
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for an item that has been made to be “more like 2. They are relatively low-powered and are
itself than itself.” Kindled items typically do exactly produced in sufficient quantities that they can be
what you think they will do, but they do it better. A purchased with more conventional currencies than
kindled lockpick picks locks better than a lockpick. the difficult-to-obtain magecoins, which are required
A kindled shirt is more appealing than a shirt. The to purchase ephemera and objects of power.
vast majority of the time, this is because they are
made from extraordinary materials. The term “kindle” implies a small awakening of
A few kindled items go beyond this concept, a sort, and that’s an accurate assessment. Kindled
such as the eyestalk hat—it grants even greater objects—while not enchanted in the strictest of
perception, which is beyond what you might expect senses, in that they have not had a magical ability
a hat to do. In any event, two traits distinguish conferred upon them—have an awakened spirit
kindled items: within them that encapsulates the ideal of that
object. As such, there is a sort of intelligence
1. They add bene and vex to stat pools (and Bene, page 25 there, or at least there are emotions and will. This
sometimes provide Armor) rather than conveying is seen most dramatically in the jealous, selfish
other, less conventional abilities. Vex, page 29 nature of such objects. Kindled items, given time,
mysteriously devour lesser, similar items. The
owner of two kindled jackets will open their closet
one day and discover only one jacket. A perceptive
owner might describe the remaining jacket as
KINDLED ITEMS AND
having an aura of greater satisfaction.
MODIFYING STAT POOLS
Attempting to use two similar kindled items—two
Kindled items add bene or vex (and often both)
kindled dresses, one atop the other, for example—
to stat pools. The item must be actively used in
results in no benefit, and a literal battle right there on
the obvious way to get the benefit—a hat must
the character’s body, with only one item surviving.
be worn on the head, a sortir must be held
Kindled items normally—but not always—seem
in the hand, and so on. You gain the benefits
to ignore non-kindled items.
(and drawbacks) immediately upon using the
Characters will want to keep The intelligence awoken in a kindled item is
item in this fashion. And when you stop using
track of which items they specialized and slight. Emotional rather than
it, the benefits (and drawbacks) immediately have with them when they intellectual. You cannot communicate with kindled
disappear. Taking off your blood boots removes go places and which they
items unless using a spell or ability that grants
3 bene from your Accuracy pool. The only leave at home.
the ability to speak to inanimate objects. You can,
exception is if your stat pool is empty. You can’t
however, develop an empathic rapport with a kindled
have negative pool values.
item you have owned for a while, gaining and
Conversely, vex don’t go away so easily. If
perhaps conveying a sense of general well-being.
you take off your blood boots, the vex in your
As previously stated, kindled items are common
Interaction pool remains until it takes effect.
enough in most places (particularly Satyrine) that
However, a kindled item can never give you
you don’t need to purchase them with magecoins,
more vex than its normal maximum. So putting
despite their somewhat magical nature. This,
on the blood boots, taking them off, and putting
ultimately, is the most practical distinction between
them back on still results in you having 1 vex,
a kindled item and an object of power.
whether you’ve spent that vex or not.
Kindled items do not count toward the total
If you are no longer using the item,
number of ephemera or objects of power that a
refreshing the pool will rid you of the vex.
character can safely handle at once.
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Telephones are instantaneous and free to use, but because it’s so easy to get
interference or interception from ghosts and spirits, most people don’t have
them.
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CLOTHING
Although each item has a price listed, players can use them as benchmarks, because with clothing, one can pay almost any price desired.
If simple shoes are 1 crystal orb, and fashionable shoes are 100 crystal orbs, a character could pay, say, 50 crystal orbs and have a very
nice pair of shoes.
Footgear Outerwear
Item Cost Item Cost
Boots 5 crystal orbs Cloak 8 crystal orbs
Hiking boots 10 crystal orbs Coat 9 crystal orbs
*Blood boots: 3 bene Accuracy, 1 vex 3 gem orbs Elegant coat 120 crystal
Interaction. Dark red boots with an aura of and 25 orbs
murder bloodsilver *Magma cloak: +1 Armor, 2 bene Accuracy, 2 8 gem orbs
*Fighting boots: 2 bene Accuracy, 1 vex 1 gem orb and vex Movement. Coated with flowing magma,
Movement. These tough, armored boots have 10 bloodsilver this cloak is insulated so that the wearer is
space to store a small weapon merely toasty warm
*Ritterskin boots: 3 bene Accuracy, 1 vex 3 gem orbs and *Unikskin coat: +1 Armor, 2 vex Movement 130 crystal
Movement 25 bloodsilver orbs
Simple shoes 100 orbs *Melisonis coat: 1 bene Interaction, 1 vex 80 crystal orbs
Shoes 6 crystal orbs Accuracy
Slippers 2 crystal orbs
Headgear
Fashionable shoes 100 crystal orbs
Item Cost
*Montreness shoes: 3 bene Interaction 12 gem orbs
Cap 2 crystal orbs
*Silent boots: 3 bene Movement, 1 vex Interaction 4 gem orbs
Fedora 10 crystal orbs
*Slickslips: 2 bene Movement 10 gem orbs
Hat, simple 100 orbs
Gloves Hat, winter 100 orbs
Item Cost Top hat 15 crystal orbs
Work gloves 50 orbs Secret top hat: has a secret compartment for 70 crystal orbs
Winter gloves 100 orbs hiding small objects
Climbing gloves: +1 climbing 100 crystal *Codos feathered hat: 1 bene Interaction, 1 vex 80 crystal orbs
orbs Accuracy, 1 vex Movement
*Eye gloves: 2 bene Perception, 1 vex 1 gem orb *Dravan hat: 2 bene Interaction 10 gem orbs
Interaction Elegant hat 100 crystal
*Milk silk gloves: 2 bene Interaction, 1 vex 120 crystal orbs
Accuracy orbs *Eyestalk hat: 2 bene Perception, 1 vex 120 crystal
*Murderer’s gloves: 2 bene Accuracy, 2 vex 4 gem orbs + Interaction orbs
Interaction, +1 melee damage 10 bloodsilver *Tentacle hat: 1 bene Accuracy, 1 bene 8 gem orbs
*Nimble gloves: 1 bene Movement, 2 vex 55 crystal orbs Movement
Accuracy *Whispering hat: 3 bene Intellect, 1 vex 3 gem orbs
*Spiderweb gloves: 2 bene Accuracy, 2 bene 10 gem orbs Interaction
Movement, 1 vex Interaction
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Shirts Suits
Item Cost Item Cost
Work shirt 20 orbs Suit 20 crystal orbs
Simple shirt 200 orbs Fashionable suit 100 crystal
Quality shirt 4 crystal orbs orbs
Silk shirt 8 crystal orbs *Slicksuit: 2 bene Movement, 1 vex Interaction 150 crystal orbs
Smock 5 crystals *Spidersilk suit: 2 bene Movement 3 gem orbs
*Kleum mail shirt: +1 Armor, 1 vex Movement 125 crystal orbs *Stealthsuit: 1 bene Movement 2 gem orbs
*Splintergold shirt: 3 bene Interaction, 1 vex 2 gem orbs
Movement Miscellaneous Accessories
Item Cost
Pants Eyeglasses 5 crystal orbs
Item Cost Fashionable eyeglasses 80 crystal orbs
Work pants 80 orbs *Kaleidoscope eyeglasses: 3 bene Interaction, 1 4 gem orbs
Simple pants 250 orbs vex Perception
Quality pants 6 crystal orbs Protective goggles 4 crystal orbs
Sunglasses 4 crystal orbs
Dresses and Skirts Mask 5 crystal orbs
Item Cost Mask (elaborate) 45 crystal orbs
Fashionable gown 100 crystal orbs Leather apron 50 crystal orbs
*Ioletta gown: 1 bene Interaction 2 gem orbs Umbrella 4 crystal orbs
*Resonance gown: 2 bene Interaction, 1 bene 2 gem orbs *Tentacle umbrella: 3 bene Accuracy 10 gem orbs
Perception, 1 vex Movement Walking cane 9 crystal orbs
*Armored gown: 1 bene Interaction, 1 vex 4 gem orbs Jeweled cane 12 gem orbs
Movement, +1 Armor
Hollow cane: this walking cane has a secret 25 crystal orbs
Simple dress 200 orbs compartment for a rolled piece of paper, some
Quality dress 5 crystal orbs liquid, or something similarly shaped
Quality skirt 3 crystal orbs *Battle scarf: +1 damage, 1 bene Accuracy, 1 3 gem orbs
Silk skirt 8 crystal orbs vex Interaction. This long, stretching scarf has
Beautiful dress 90 crystal orbs sharp metal plates hidden within it and lashes
*Inderglass dress: 3 bene Interaction, 1 vex 3 gem orbs out in combat
Movement Fashionable cape 10 crystal orbs
*Fighting cape: this tough cape helps deflect 150 crystal
Jackets attacks while fighting. +1 Armor, 2 vex orbs
Item Cost Movement
Lab coat 4 crystal orbs *Vlinian cape: 2 bene Interaction, 1 vex 4 gem orbs
Simple jacket 200 orbs Movement
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Lodging WEAPONS
Item Cost
Flophouse: common room 150 orbs Light (all inflict 2 points of damage)
One star: private room, shared bath, poor 3 crystal orbs Item Cost
security Shuriken: level 2 2 crystal orbs
Two stars: private room and bath, moderate 7 crystal orbs Dagger: level 1 8 crystal orbs
security Dart thrower: level 1 30 crystal orbs
Three stars: comfortable room and bath, 12 crystal orbs Throwing knife: level 1 8 crystal orbs
excellent security Battle fan: level 2 15 crystal orbs
Four stars: sumptuous room and bath, 24 crystal orbs Rapier: level 2 15 crystal orbs
many luxuries and services Swordcane: level 2 25 crystal orbs
Five stars: luxurious room and bath, every 50 crystal orbs
conceivable service Medium (all inflict 4 points of damage)
Five-star suite: large set of luxurious rooms, 100 crystal orbs Item Cost
every conceivable service Axe: level 2 10 crystal orbs
Baton/Rod: level 1 4 crystal orbs
Meals and Drinks Bow: level 2; long range 20 crystal orbs
Item Cost Cane: level 1 4 crystal orbs
Quick and greasy 50 orbs Crossbow: level 3; long range 25 crystal orbs
Adequate 150 orbs Cudgel: level 1 2 crystal orbs
Pleasant 3 crystal orbs Pistol: level 4; long range 35 crystal orbs
Fancy 10 crystal orbs Sword: level 2 20 crystal orbs
Luxurious 25 crystal orbs *Reticulated sword: level 4. 1 bene Accuracy, 150 crystal orbs
Alcoholic drink 60–120 orbs 1 vex Movement
Beer 30–90 orbs *Poison pistol: level 4. 1 bene Accuracy, 1 vex 180 crystal orbs
Wine (glass, common) 40 orbs Physicality
Wine (glass, expensive) 70 orbs
Wine (glass, fine) 150 orbs Heavy (all inflict 6 points of damage)
Wine (bottle, common) 1 crystal orb Item Cost
Wine (bottle, expensive) 5 crystal orbs Greataxe: level 2 30 crystal orbs
Wine (bottle, fine) 15 crystal orbs Greatsword: level 2 30 crystal orbs
Rifle: level 4; very long range 50 crystal orbs
Mounts and Vehicles Staff: level 2 5 crystal orbs
Item Cost *Daetha sword: level 3. 1 bene Accuracy, 1 vex 160 crystal orbs
Horse (or equivalent) 50 crystal orbs Interaction
Giant bird (or equivalent) 10 gem orbs
Wheelbarrow 3 crystal orbs POISONS
Cart 8 crystal orbs Item Cost
Carriage (drawn) 1 gem orb Urastin powder: level 3 ingested poison. 10 crystal orbs
**Carriage (self-propelled)/automobile 7 gem orbs Inflicts 1 damage per hour (4 rests)
Wagon (drawn) 25 crystal orbs Drop of Sisk: level 5 ingested poison. Induces 25 crystal orbs
Rowboat 14 crystal orbs unconsciousness within 15 minutes, lasts 1 hour.
Medium-sized sailboat 2 gem orbs Numak venom: level 4 blade poison. Inflicts 1 30 crystal orbs
Large sailboat 20 gem orbs Wound per hour (2 rests)
Small skyship 60 gem orbs Iilissar: level 6 inhaled poison. Grants 1 30 crystal orbs
Large skyship 700 gem orbs scourge on Movement (3 rests)
Self-propelled carriages are aethyric vehicles that hold a driver and one to four passengers. Heart’s Bane: level 7 blade poison. Inflicts 1 Wound 1 gem orb
They travel up to 75 miles (120 km) per hour on a good road. and 1 scourge on all pools per hour (5 rests)
Skyships are magically powered vehicles that also use large bags of lighter-than-air gas.
They can carry 10 to 500 tons (9 to 450 metric tons) of cargo and passengers and travel
For more potent and exotic poisons, see ephemera objects, The Way, page 100 191
about 50 miles (80 km) per hour.
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Ingredients Catalysts
Item Cost Item Cost
Sugar: level 1 10 orbs Sulfur: level 1 10 orbs
Salt: level 1 10 orbs Rotten egg: level 1 10 orbs
Spices: level 1 10 orbs Platinum: level 2 50 orbs
Honey: level 1 10 orbs Prism: level 2 50 orbs
Caterpillar: level 1 10 orbs Snake fang: level 2 50 orbs
Mistletoe: level 1 10 orbs Wormwood: level 2 50 orbs
Bat wing: level 2 50 orbs Powdered redweed: level 3 1 crystal orb
Rat tail: level 2 50 orbs Moon fox hair: level 3 1 crystal orb
Newt’s eye: level 2 50 orbs Demon blood: level 4 2 crystal orbs
Elderflower stems: level 2 50 orbs Ivum: level 4 2 crystal orbs
Black beetle eye: level 2 50 orbs Tears of a spider: level 5 5 crystal orbs
Powdered moonstone: level 2 50 orbs Trasnian emerald: level 6 10 crystal orbs
Liquid silver: level 2 50 orbs Jerymal bone: level 7 20 crystal orbs
Bone dust: level 2 50 orbs Durrantix heart: level 8 50 crystal orbs
Nightshade: level 2 50 orbs Footprint of a ghost: level 9 1 magecoin
Peacock feather: level 2 50 orbs Kind words sincerely spoken by an 1 magecoin
Crocodile heart: level 3 100 orbs evil man: level 9
Powdered lilbana leaf: level 3 1 crystal orb Distilled darkness: level 10 2 magecoins
Eyelash of an infant: level 3 1 crystal orb
Elderbrin tears: level 3 1 crystal orb Stabilizers
Toad hairs: level 4 2 crystal orbs Item Cost
Nettle bird feather: level 4 5 crystal orbs Cow’s milk: level 1 10 orbs
Mummy dust: level 4 5 crystal orbs Purified water: level 1 10 orbs
Gravel trod upon by a king: level 5 10 crystal orbs Aloe: level 1 10 orbs
Polist petals: level 6 20 crystal orbs Vinegar: level 1 10 orbs
Powdered despair: level 7 50 crystal orbs Pure note of middle C: level 2 50 orbs
Truespider eye: level 7 50 crystal orbs Cat’s eye: level 2 50 orbs
Errix hound blood: level 8 1 magecoin Turtle shell: level 2 50 orbs
Secret name of an angel: level 9 2 magecoins Powdered diamond: level 3 1 crystal orb
Godsblood: level 10 3 magecoins Lyvandris syrup: level 4 2 crystal orbs
Urbrail mist: level 5 5 crystal orbs
Power Sources Milk silk: level 6 10 crystal orbs
Item Cost Kithra heart: level 7 20 crystal orbs
Good intentions: level 1 No cost Mother’s final word: level 8 1 magecoin
Heat from a silent fire: level 2 4 crystal orbs Breath of an angel: level 8 1 magecoin
Stray idea: level 2 4 crystal orbs Cat’s loyalty: level 9 2 magecoins
Moon fox brain: level 3 8 crystal orbs Liquid moonlight: level 9 2 magecoins
Qaat leaf solution: level 4 15 crystal orbs Gaze of an angel: level 10 5 magecoins
Vug essence: level 5 30 crystal orbs
Cold trapped in crystal: level 6 50 crystal orbs Other Power Sources
Demon’s heart: level 7 1 gem orb Item Cost
Durrantix eye: level 8 1 magecoin Miscellaneous soul: equal to Match price to other power
Vigor shard: level 9 2 magecoins creature’s level source of the same level
Sun essence: level 10 5 magecoins Ephemera object: equal to item’s Varies
level minus 1
Object of power: equal to item’s level Varies
Human soul: equal to human’s level Match price to other power
plus 2 source of the same level
Demon: equal to demon’s level Match price to other power
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Y
ou’ve completed the steps suggested by Most PCs should have their The group helps to expand on the foundation
the Testament of Suns. The icon you bear homes in Fartown, where of each character, one at a time. Specifically, the
represents your choices and your personal most vislae live. Fartown— neighborhood in which they live. All of these topics
and certainly the entirety
power. But you’re still not quite finished with are covered in more detail in the sections below.
of Satyrine—is both large
character creation. You’re only finished with the enough and varied enough Characters without houses still live somewhere,
part you can do alone. to accommodate whatever so this process should still work for them as well.
In Invisible Sun, the first session includes neighborhoods the players The players first suggest a neighbor for the
“finishing” a character as a group exercise. Thus, want to suggest. PC. This can be handled with suggestions and
everyone shows up at the table with a character discussion, and all players—including the GM
developed using all the material presented in this and the player directly involved—can participate.
book so far: stats, order, heart, forte, soul, and so on. When a decision is reached, the GM rates the
The rest of the character details will be developed It’s probably best not neighbor as being a positive, negative, or neutral
in that first game session, with all players involved. to have any side scenes force for the PC in question. The player in question
This group experience further adds to and expands between the first and second should take notes and add it to their foundation
sessions. The exception to
upon each character’s foundation. It also sets up information. It will be up to the player to flesh out
this would be if the GM
the beginning of the narrative, so the GM can craft set up a flashback scene the neighbor—giving them a name and perhaps
a story that will involve the group. This includes the for each character between more details. However, if the player wishes, the GM
following steps: the first two sessions, solely can be brought in to help with this, or the group can
✦✦ Neighbors for character development provide this information as well.
✦✦ Nearby points of interest
purposes.
Then the group goes through the process again,
✦✦ Local issues for another neighbor. Again, the GM determines if
There’s a general area in
✦✦ PC bonds the neighbor is positive, negative, or neutral.
every character tome to
✦✦ Ephemera record whatever details Next the players suggest one to three nearby
✦✦ The desideratum about your house you points of interest in the neighborhood. Once more,
wish—including neighbors, the GM determines if these are positive, negative,
neighborhood, and so on.
or neutral for the PC. Again, the player notes all
THE PROCESS Because there’s no
relevant information.
Each player, one at a time, introduces their Last, the group comes up with one or two
reward for a player whose
character to the group, describing order, forte, and neighborhood nets a local problems, issues, or rumors, and the GM
foundation (so far). Minutiae like stats and even “neutral” result, most groups determines if they are positive, negative, or neutral.
skills are probably not relevant, but they might be— will avoid that. That’s good, The GM tallies the results to see if there are more
that’s up to the group. Every player is allowed to because neutral results are positive or negative results (neutral results basically
dull and don’t as easily
describe and discuss their character as much or as don’t count). If positive, the PC in question is given
suggest stories, allies, or
little as they want, and ultimately more information complications. 1 Joy. If negative, the PC is given 1 Despair. If
is better and more useful than less. Obviously, neither, then the PC gets neither. Either way, the PC
secret soul information shouldn’t be shared. Wicked key, page 207 is then given a wicked key, which the player then
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awards to another player for a suggestion that they ✦✦ Angry, belligerent Apostate (negative)
liked or thought was particularly fun or imaginative. ✦✦ Bookish, introverted (neutral)
The player makes sure they have all the ✦✦ Maker willing to give discounts (positive)
information they need to finish their foundation ✦✦ Wants to steal the PC’s ideas (negative)
material, asking any remaining questions or getting ✦✦ Wants to steal the PC’s belongings (negative)
The group moves on to the next player. ✦✦ Extroverted and needy (negative)
a bond with at least one other character, but it’s not page 111 negative)
required. ✦✦ Retired veteran of the War (neutral)
The War, page 65 ✦✦ Abandoned lot (neutral)
The nature of the neighborhood where your house same thing—the difference squatters (negative)
is located is determined by the group. The default is is perception, not one of ✦✦ Very nosy couple (negative)
that all PCs live in different neighborhoods, but this species (if such a term ✦✦ Very quiet individual (neutral)
doesn’t have to be the case. Two PCs might share is even appropriate). ✦✦ Very friendly and kind family (positive)
one neighbor (but probably not two) and have the Generally, demons are nasty ✦✦ Very loud and raucous family (negative)
and brutish, and devils are
same points of interest and local issues. ✦✦ Possibly a vampire (negative)
sinister and intelligent. They
✦✦ Owns a dog that barks incessantly (negative)
refer to themselves however
NEIGHBORS they wish. ✦✦ Religious—different religion from PC, if
general appearance and demeanor, and so forth. Devil, page 142 ✦✦ Devil (negative)
narrative, so it’s good to work all this out. Elderbrin, page 30 ✦✦ Lacuna (neutral)
✦✦ Experiments with dangerous materials Ratgoblins, page 131 ✦✦ Spider with a very large web (neutral)
(negative)
✦✦ Learned and likes to share information POINTS OF INTEREST
(positive) Points of interest can be almost anything—a
✦✦ Not as smart as they think, but still likes to landmark, a shop, the home of a prominent figure,
share information (negative) or a den of thieves.
✦✦ Member of the same order as the PC (positive) Here are some suggestions:
✦✦ Member of a different order than the PC ✦✦ Monument to a War hero (neutral)
✦✦ Nosy (negative) Ruined Expanse, page 72 ✦✦ Edge of a Ruined Expanse (from the War)
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✦✦ Two-star hotel (neutral) THE PATH ✦✦ Magic materials and ingredients supplier
✦✦ Five-star hotel (positive) As the GM guides the ✦✦ High-end clothing shop (neutral or positive,
✦✦ Quick and greasy restaurant (depends on PC) First Session, they should depending on PC)
✦✦ Adequate restaurant (neutral) be taking notes of all ✦✦ Tool shop (depends on PC)
COLLABORATIVE CREATION
Creating collaboratively can be a rewarding experience, particularly if everyone involved has a good attitude about it. There are no
right or wrong ideas, and no bad suggestions. That doesn’t mean every idea or suggestion will be used.
For each topic, the group should brainstorm a bit—five or ten minutes, perhaps—with everyone who wants a chance to make a
suggestion getting to contribute. When the group is ready, they decide which ideas to use. If multiple ideas are discussed, consider
whether several of them can be combined. For example, if one person suggests a friendly neighbor who likes to drop by with gifts,
and another suggests a nosy neighbor who likes to share gossip, those ideas could easily be combined into a single, even more
interesting neighbor.
Suggestions should never be mean-spirited. The purpose of this process is to make each player’s foundation more interesting,
providing more fodder to build stories upon (that’s why it’s called a foundation). At the same time, players should take the
suggestions of the group for their PC and not get sad or angry if they suggest trouble or negativity for their character. Remember, a
negative impact on the character not only makes for a better story, but it also results in a reward for the PC in the form of 1 Despair.
Lots of players will tend toward either really mundane or really wild, surreal ideas and suggestions. Experience has shown that
for a good narrative, you want to end up with a nice mixture of both. For every neighbor who is secretly the amalgamation of a
hundred rat ghosts, give the vislae a nice café or bookstore nearby. Satyrine is all about the juxtaposition of the mundane and the
surreal, and making both equally real.
The GM leads the discussion but also can contribute. When in doubt, however, in this collaboration, the GM should step back
and let the players shine. If all the players have great ideas, the GM can just take a few notes. (GMs get plenty of opportunity for
creation throughout the course of the game.)
As the collaboration process goes on, ideas from people who haven’t yet contributed much (or haven’t been accepted much)
should get more weight than those from players who have already contributed a great deal. This process should be fun and
rewarding, never frustrating or disappointing. In the end, though, each decision is made by group consensus.
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Benefit: Each friend gets a level 1 connection to Connection, page 156 MYSTIC BOND
a group. It must be the same connection for both The two characters are linked by a deep, magical
characters. connection. Magic flows from one character to the
Drawback: If one friend is gravely imperiled, the other. This is one of the rarest but also the most
other loses one action in fear. The GM determines potent of all bonds. Only two characters can be a
when this happens. part of this bond.
Benefit: The two characters can affect each other
HOUSEMATES with spells and abilities that normally affect only
Two characters live in the same home. They share themselves. Further, when the two characters are
at least some significant space, but each probably close, their spells and abilities each gain a +1 level
has personal space as well. They must work out bonus.
various issues (who pays for what? who does the Drawback: Anytime one character suffers any
dishes?). kind of damage, both characters suffer that damage,
This bond directly impacts character foundation. no matter how far apart they are.
For example, if a Connected character with an Connected, page 147
average house is the housemate of a Mendicant RELATIVES
character, the two share an average house, probably Mendicant, page 148 The characters are related in some way. They know
owned entirely by the Connected character. more about each other than most friends could ever
However, if an Established character with a unique Established, page 146 know.
house and a Stalwart character with an average Benefit: The characters each have a new level 1
house are housemates, they have a single house that Stalwart, page 148 skill, but it must be the same skill.
is larger than average with some unique aspect. Two Drawback: When one character suffers a Wound,
housemates that each should have small houses the other suffers 1 point of mental damage.
share an average house. Two that should have
average houses share a large house. And so on. RIVALS
Benefit: Shared expenses, as well as combined Two characters share a friendly rivalry. They don’t
house “values,” as described above. want to see the other outright fail, but each would
Drawback: The lack of an additional house. like to succeed more than the other. The rivalry
may have an overt, specific story reason as well as
LOVERS a general one, such as being rivals for the same
The two characters are in love. They share a romantic partner, rivals for a position in a shared
romantic interest in each other and feel very deeply. order, and so on.
A lover can also be a spouse. Spouses can also be Benefit: Each time one character succeeds at an
housemates, and thus have two bonds. action, the other is incentivized and gains +1 to
Benefit: When close, the lovers gain +1 to any their next action. This applies only if the characters
action they attempt. are within long distance of each other and can see
Drawback: If apart for more than one day, each each other.
character suffers 1 scourge in to one stat pool. On Scourge, page 29 Drawback: If the characters are apart for more
the second day, they suffer 1 scourge in two stat than an hour, it takes until the next sunrise to
pools. And so on until they face a −1 penalty on all “recharge” the benefit power.
actions.
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THE DESIDERATUM
Once all the bonds are set, the group works together
to decide what they need to start the game. This
can be many things, of course, but to start off a
narrative, the characters—as a group—need a single
desideratum that provides the impetus for the first
stories told. Essentially, the desideratum is the
players’ way of deciding how they want the narrative
to start, at least very broadly.
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ADVANCING CHARACTERS
“O
ne finds the beginning of the your new face will have once you’ve earned enough
path to understanding when one money to pay the changery. You tinker with whether
realizes it has no end.” it fits your character better to pursue the secret of
—The Book of Nhagil talking to red shadows or another that allows you to
persuade locks to open.
Character development is the key that drives all Keep track of Joy, Despair,
play in Invisible Sun. So much so, in fact, that it’s and Acumen in your
best to think of character creation as an ongoing character tome. Keep track CURRENCIES OF
process. Even with one’s character tome all filled out
of Joy and Despair even
after you’ve used them (to
ADVANCEMENT
and ready, you’re never actually done. Events occur, make Crux) to determine There are three currencies involved in advancing
secrets are discovered, and lore is mastered that things like the increasing your character.
alter characters in both personality and abilities. power of your Testament of
Just like characters in your favorite stories. Just like Suns (see page 205). ACUMEN
real people. Each character has their own character You gain Acumen by just experiencing life. You
arcs, many determined by the choices they’ve made earn it as a part of your character arc, or as general
(the order they belong to; their patron, if any; their rewards from the GM based on experiences you
background; their enemies; and so on), that key have. In this way, it’s not wrong to think of Acumen
into the actions they take in the game. For example, as “experience points.” You spend Acumen to get
a character might have a character arc that says THE PATH new skills, spells, secrets, and so on. Acumen
that, because of their allegiance with King Nine, King Nine, page 48 comes and goes, but you only need to keep track of
they want to find any information they can about your current total.
something called the Fatigue Bible. Now any action
they take based on that goal might earn them points JOY
called Acumen. Obviously, if they change their The Fatigue Bible is a You gain Joy by doing the things you love.
allegiance, they might lose this arc. In that case, magical treatise on negative Happiness, inspiration, support, and fulfillment
they will get another. The point is that characters emotions. It contains all allow you to hone your strengths and expand
manner of unique secrets
are ever-changing, and these changes are story and spells. Some say it was
your horizons. You’ll earn Joy by concluding
based, not simply game mechanics. never actually written and character arcs successfully or accomplishing other
Advancement is like tinkering. You might tinker exists only as a ghost of an deeds. You’ll also get Joy directly from the GM,
with the choices of various abilities, spells, or unwritten book. who will sometimes insert a twist in the tale that
secrets to deal more damage with your attacks, or makes things better for you. This direct, positive
you might tinker as you decide whether to align “intrusion” into the narrative earns you 1 Joy.
yourself with the current leader of your order or You combine Joy with Despair to form another
the upstart secessionist who wants to break away sort of “experience point” called Crux that you use
and start a new group. You tinker with the designs to gain an ability in your forte or advance in your
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Edmund Sayers
order. Sometimes you’ll use Crux to make magical THE WAY knowledge to use most magical practices, such
items and objects, as well as activate other specific Spells, page 46 as spells, minor magic (cantrips, charms, signs,
abilities. Unlike Acumen, you should keep track of and hexes), and long-form magic (conjurations,
your total earned Joy, even after you spend it, so you Minor Magic, page 24 invocations, enchantments, and rituals). You also
can track the increasing power of your Testament of spend Acumen to gain secrets, which can give
Long-Form Magic,
Suns or vertula kada. page 28 your character new capabilities or your house new
features. These cost varying amounts of Acumen,
DESPAIR Secrets, page 84 usually 1 per level.
You gain Despair when things go poorly for you. Basically, anything you want to do to advance your
Angst, defeat, anxiety, loss, and stress motivate character that isn’t part of your order or your forte is
change. You’ll earn Despair by concluding See also Joy and Despair in done with Acumen.
character arcs but with unsatisfying conclusions. the Gamemastering chapter
In other words, you tried and failed. You’ll also get of The Gate, page 60. SPENDING JOY AND DESPAIR
Despair directly from the GM, who will sometimes Joy leads to enlightenment. Despair makes us human.
insert a twist in the tale that makes things more You can spend Joy only along with the same
complicated. This direct, negative “intrusion” into amount of Despair. If you want to spend 2 Joy, for
the narrative earns you 1 Despair. Like Joy, you example, you must also spend 2 Despair. This is
should keep track of your total earned Despair, even because you spend Joy and Despair together as
after you spend it, so you can track the increasing “Crux.” A Crux is 1 Joy and 1 Despair. Crux are used
power of your Testament of Suns or vertula kada. to advance in your order (although there are always
narrative requirements as well) and your forte.
SPENDING ACUMEN Joy has no relationship with Acumen. However,
Many things related to character advancement you can spend 1 Despair to gain 2 Acumen. You
depend on spending Acumen. These include cannot use Acumen to buy Despair.
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NEW SPELLS, SECRETS, interacting with anyone else. The cost of gaining a
SKILLS, AND MORE new ability depends on its level. An ability of level
Your character might have access to spells or other 1–4 requires 1 Crux, level 5–6 requires 2 Crux, and
powers that arise from their order or forte. You will level 7 and above requires 3 Crux.
have special objects or incantations that you gain Gaining a new forte ability also grants you 2
as ephemera. But there’s more. As you advance points to add to your stats.
in knowledge and power, you will gain access to
secrets that allow you to use magic in strange and
interesting ways. You will gain new spells in all TESTAMENT OF SUNS
different forms. You might find the instructions AND VERTULA KADA
for a ritual, although you’ll need at least one other ADVANCEMENT
person to help perform it. You might find an object Testament of Suns and As you advance with your Testament of Suns or
of power, like a powerful weapon or a ring imbued vertula kada, page 16 vertula kada in your possession, some of your
with its own magical ability. Along the way you increasing power is passed into the item. You can
might also learn a few very minor magical powers draw on this power when you hold it. The level of
in the form of cantrips, charms, signs, or hexes. this power depends on the overall total of Crux that
The point is, characters are extremely you have earned and spent.
customizable and flexible. You can spend your time THE WAY The GM should choose the power, but it should
Effects by Level table,
and energy on advancing in your order, or you can page 21 be suited to the vislae.
ignore that altogether and advance through other
means. Crux Object Power
Spells, secrets, and skills might require Skills, page 31 0–4 No additional power
something from the character in the narrative. If 5–8 Level 2 effect
you want to learn painting as a skill, you’ve got to 9–12 Level 3 effect
find a teacher, read a book, or at least get out an 13–16 Level 4 effect
easel and practice. If you want to learn the secret 17–24 Level 6 effect
of wielding two weapons effectively at once, you 25–34 Level 8 effect
might need to find a trainer who knows that secret. THE WAY 35–46 Level 9 effect
If you want to learn a new invocation, you might Invocation, page 30 47+ Level 10 effect
have to find a gramayre that relates the steps and
intonements involved.
ADVANCING IN
ORDER OR FORTE
Advancing in your order always has a story Order, page 34
requirement (performance of a specific ritual,
sponsorship of another member, and so on) as well
as a game mechanic requirement. Advancing to a
new degree requires Crux equal to the degree. So
advancing from 1st to 2nd degree requires 2 Crux.
Advancing in your forte is more esoteric. Fortes Forte, page 70
are very specific to the vislae, so advancing is
more about inner exploration and practice than
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WICKED KEYS
Wicked keys are not used in advancement, but we’ll mention them here since these currencies are all things primarily awarded by
the GM, and wicked keys are as well.
A wicked key is something discovered in a keyfall (or very, very rarely they can be purchased or traded for). These are rare,
magical keys that a vislae can use to bypass barriers. In the case of a wicked key, the definition of “barrier” is extremely broad.
Obviously a locked door is a barrier, but a wicked key could get you through a wall that has no door. A keyhole would just appear in
the wall, and you’d insert the wicked key and be past it.
It gets even more surreal. A person can be a barrier. A guard or an official might not let you into a locale that you need to enter.
Pull out a wicked key and the person suddenly has a keyhole in their flesh (usually their head). Insert and turn the key, and the
person will no longer keep you out.
In effect, then, wicked keys are a vislae’s way of changing any situation to their favor. They change the course of the story. If a foe
stands atop a tall pedestal and a vislae with a wicked key wants the pedestal to topple, it will.
The only limitation is that you must use the key in a physical object or creature. You can’t use a wicked key to learn the location
of a missing object of power. But you could use it to convince someone who knows where it is to tell you.
Using a wicked key causes it to vanish. No exceptions.
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CREDITS
ARTISTS
Samuel Araya, Chris Cold, Martin de Diego, Jason Engle, Inkognit, Aldo Katayanagi,
Eric Lofgren, Irina Nordsol, Jim Pavelec, Roberto Pitturru, Sam Santala, David Seidman,
Joe Slucher, Zoa Smalley, Lee Smith, Matt Stawicki
CARTOGRAPHER
Lee Smith
As we agree with the growing consensus that “they” can and should be used as a gender-neutral,
singular English language pronoun when one is needed, we have adopted that as the style in our
products. If you see this grammatical construction, it is intentional.
© 2018 Monte Cook Games, LLC. INVISIBLE SUN and its logo are trademarks of Monte Cook
Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are
trademarks of Monte Cook Games, LLC.
Printed in China.
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