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Invisible Sun vs Numenera

Compare Invisible Sun and Numenera side by side. See differences in complexity, dice, genre, and more.

Invisible SunNumenera
GenreFantasySci-Fi, Fantasy
TagsAtmospheric, Character-Driven, Crunchy, Worldbuilding, Lore-Heavy, Mana Points, Narrative, Roleplay-Heavy, WeirdExploration, Weird, Resource Management, Character Building, Narrative, Theater of the Mind, Low-Prep, Strong GM Support, Lore-Heavy, Atmospheric
Core MechanicSubtract your venture (skills, spent bene from stat pools, situational modifiers) from the GM's challenge to find the number you must meet or beat on a d10. If venture meets the challenge, no roll is needed. Spending bene from the Sorcery pool casts spells and adds extra dice to magical actions (succeed if any die meets the target), but a flux result on a magic die triggers magical flux, an unintended side effect. The Sooth Deck of 60 cards plays along the Path of Suns board, and each new card shifts which colors of magic strengthen or weaken at the table.Roll a d20 against a target number equal to three times the GM's task difficulty. Training, helpful assets and Effort reduce that difficulty before the roll. Effort spends points from Might, Speed or Intellect Pools, with Edge reducing the cost. Reducing difficulty to zero makes the task automatic. Players roll attacks and defenses against creature difficulty.
Diced10d20
ComplexityVery HighMedium
AvailabilityPaidFree quickstart
Runnability4 of 5 book tools5 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNoncommercial only — Fan use policy
Summary only, not legal advice. Check current terms before publishing.
PublisherMonte Cook GamesMonte Cook Games
Year20182018
LanguagesEnglishEnglish, Italian, Portuguese
Best ForGroups who want long-form magical roleplaying in a surreal setting where character arcs and spellcasting matter as much as combat. Particularly suited to tables willing to invest in deep character creation and the elaborate physical components (card decks and the Path of Suns play board) that the system uses.Groups who want discovery-focused science fantasy and changing tools for solving unusual problems. It suits campaigns about exploring ancient ruins and deciding how to use their technology.
HighlightsFour distinct magic orders each use different rules: Vance sorcerers prepare and cast spells learned from books, Makers craft lasting magical items through the Maker's Matrix, Weavers improvise spells by combining aggregates, and Goetics summon and bind demons. The Sooth Deck of 60 cards plays along a Path of Suns board to shift which colors of magic strengthen or weaken in real time. Character arcs are the primary advancement engine: players pursue personal goals to earn Acumen and Crux points, with arcs ranging from short stories to entire campaigns. Between-session 'side-scenes' let characters take significant actions in writing without taking up table time.Single-use cyphers give every character temporary powers that can change their approach to an obstacle. Discoveries earn experience points, giving characters a reason to explore beyond combat. Combining a character type with a descriptor and focus supports distinct mechanical specialties.
ConsiderationsThe full game uses an extensive physical-component library (Sooth Deck, multiple spell and ephemera decks, the Path of Suns board, character tomes, and stat pool sheets), all integral to play. Character creation runs eight steps across multiple chapters and typically occupies a full session before play begins. The Satyrine setting and its dream-logic surrealism are built into the rules; adapting Invisible Sun to a more conventional fantasy world requires reworking the magic registers, currency, and order structure. The Black Cube boxed set's premium pricing creates a higher barrier to entry than typical RPGs.Effort draws from the same stat Pools that absorb damage, so increasing the chance of success can reduce a character's resilience. GM intrusions let the GM add complications to successful actions, so players need to be comfortable with negotiated setbacks. The Ninth World's unexplained technology leaves many answers for the GM to invent.