This is a roughly fantasy setting that involves interplanetary
travel. The vessels that travel between planets is powered and
piloted by very powerful wizards who use the "Room of
Runes" to channel their power and move the ship.
Magic
Magic is obviously a large part of this setting.
In the early days there were Gods who were very powerful beings
who first brought magic to the various peoples of the One World.
No one doubts the existence or power of these gods, as the history
of one peoples always includes the descriptions of the other tribes
they encountered. The histories of the One World match up with one
another, besides the occasional bias, so there is no reason to doubt
their accounts.
Different Gods taught different approaches to magic, though. Some
taught languages of words that could be spoken together to create
power, others taught various runes which could be used to insrcribe
objects and use their power, while others still taught that gestures
would could be strung together to yield an effect.
These various approaches fought amongst themselves and each other
for many many generations. At various points the Gods disappeared,
but history doesn't know why, or where they went.
Generations later, after the people began to study and perfect the
magic for themselves, they learned new techniques which allowed them
to leave the One World, and explore and colonize more distant worlds.
This lead to a great expansion, as well as, eventually, a mixing of
the peoples now freed from their territorial roots.
In the past few generations a renaissance of sorts has occured in
certain enlightened sects of wizarding that different magical
techniques are applicable to different scenarios, and so a
well-rounded magic-user would learn vocal, gestural, and runic magic.
- Runic magic is more stable. Once one is sufficiently practised,
one can often execute a spell consistently. They take a long time to
write, and there isn't a lot of room for improvisation, but they get
the job done.
- Gestural Magic is unstable. It can be powerful and fast, but also
easy to get wrong and produce an unexpected or uncontrollable result.
- Spoken Magic is the middle ground. It can be done somewhat
reliably, somewhat consistently, and somewhat quickly, while still
having room to adapt it to the situation at hand
Also, a certain crystal was found on one of the planets in the
area that can be used to further stabalize magic, called a Crystal
Well. It allows one to pool their magic into it, and in transfering
it outside of one's self, it can be more easily manipulated and built
up.
Travel
This all lead to the current, golden age, of magic and star
travel. While there are still hold-outs to the old ways, and the old
methods, most modern people travel by a vessel piloted by a wizard
from the Room of Runes.
This is a circular room with one or two wizards in it, where the
walls are covered with runes, and in the centre is a large Crystal
Well. The wizard, or group of wizards on longer journeys, use the
runes to generate magic, which they pool into the Crystal Well and
draw out of it again to move the ship.
This provides a reliable and consistent journey.
There are still those who pilot vessels with raw runes, voice, or
even gestures, but they're considered reckless by modern people. It
seems every time a ship bursts into flames or crashes into a sun or
planet, it was some Gesture Wizard being foolhardy.
Organizations
There are a number of magical guilds and orgnization that have
various opinions about magic and its uses. Due to the imporance of
magic to interplanetary travel and communication, these organizations
tend to have quite a bit of sway on things.
Besides that, there are 2 major guilds dedicated to flight.
Because these guilds compete, they are functionally useless as a
union, but the things they agree on are basically just the way it is.
There is also a third organization gaining ground as a guild
demonizing the Crystal Well and its use in flight. There are those
who refuse to travel without a pilot with such affiliation. Most
people consider that crazy, but more and more people are joining that
minority.
Travel is infrequent enough that there is no "Alliance"
or "Empire" to speak of. Every planet is basically on its
own, and in general that's fine. The guilds have some power, just
because they have a wide reach of powerful casters, but even they
aren't everywhere.
In general, nice planets are numerous and people are few, and no
one is everywhere. There are too many small planets with ony a few
people, and communication is so limited, it just isn't doable.
There are a few mercenary organizations with various beliefs.
There are those who believe in justice and act sort of like a
judicial group people bring problems to, and they try to find the
"truth" and handle it their way. There are many of these,
and their beliefs on justice very greatly.
Others, though, just provide muscle, and don't care why.
Many many more thugs, and detectives, and assassins, for hire
exist that are unaffiliated with any of the above.
Perspective
Besides magic, there is very little science or technology.
Non-casters still wear armour and carry swords and crossbows, and
clubs, etc.
While the glue for this universe is that magic allows you to go
wherever, casting is not super common, and neither is space flight.
People aren't constantly zipping around shooting lightning at each
other. Most people are simple folk who rarely encounter magic.
Worlds
The most important planet is the "One World". This is
the planet from which all known life came. It's still the most widely
populated, and basically any organization that exists in more than a
small pocket exists here.
There are some planets that are mostly underground, as the surface
is just crust.
There is the twin system, which are two somewhat highly populated
planets. They are always near one another, so trade between them is
frequent.
Up until recently there was only one planet which had Crystal
Wells, and they were all mined there. This took a once simple mining
community and suddenly threw a lot of money and focus on it. This has
had reprecussions.
In the last few years, though, a new source of Crystal Wells was
found on a distant world, which has started a sort of Gold Rush to
this roughly unoccupied world.
Types of Magic Mechanics
Runic Magic
This magic is reliable and low-risk, but inflexible. It's used in
places where failure can't be an option, but the requirements need
only a few reproducable effects from the spells.
Protective spells used in prisons impressive enough to use magic,
or walls or gates similarly impressive use it because the wall is
always done exactly the same way, and it cannot fail. It also doesn't
need to be cast at a monent's notice, and some time can be spent
preparing the spell.
Space travel is also done in this way. Wrap this ship in a
protective field. Make this ship go up. Make this ship go down. These
must work, but aren't unforseen.
Mechanically, the difficulty is these spells is low, but they must
produce a result, verbatim, every time it is cast. That result must
be agreed upon beforehand.
You cannot build a spell and cast it on the same turn. Those are
two different actions.
Say you had a fireball spell written on your staff. You would
spend a turn focusing on the runes, taking in their shape, and
passing your hand over them to help you form the spell. You do this
for enough turns so that you can get enough shifts to cast the spell,
with the difficulty of each roll being relatively low (due to the
runes). Then, once you've built it up you can use it. This might be a
"Careful" roll to actually aim the thing. Even if you got
enough shifts in one turn to form the ball, you'd have to wait until
the next turn to throw it.
In order to perform Runic Magic you must have be able to see or
feel the runes you intend to cast, for the entire duration of the
casting.
Verbal Magic
This magic is medium-risk, but flexible. It's used for most day to
day activities where normal people use magic.
In this mechanic the difficulty is a little higher than it would
be if you were using runes, but you can do whatever you think of. You
still need to spend turns getting shifts, but they can adapt to how
the spell is going so far, and what you need at that moment. Then,
when you have enough to cause the effect you want, you can unleash it
in another turn, like Runic magic.
In order to perform Verbal Magic you must be able to speak aloud
for the entire duration of the casting.
Gestural Magic
This magic tends to be risky, but is flexible and spontaneous.
It's often used for combat magic, and in any cases where loosing
something powerful in haste is needed.
In this mechanic the difficulty is maybe higher than verbal magic,
but maybe not. The real advantage and risk is that you can make two
related rolls per turn.
So, you can spend a turn and either raise shifts twice, or raise
shifts while casting. This is because gestural magic is much more
smooth and flowing, and one form can easily become another, or one
hand may be casting one form while another casts another.
This allows you to saturate an effect in one turn, while also
unleashing that effect, responding quickly to a threat. For example,
if someone bursts through a door and starts charging at you, you can
charge up and deploy a shield in one turn, whereas a verbal magic
person would take two. Or if you had the time, you could make two
rolls in this turn to power up the spell, and next turn take another
one before deploying it, making a large and powerful effect in a
short amount of time.
The problem is that while it allows you two chances to generate
power in a turn, it also allows you two options to fail. Both rolls
must be declared before a roll is made, and both rolls must succeed,
or the whole thing fails. It allows you to create a lot of shifts to
use in a short amount of time, but it can also create a lot of shifts
to have fail in that same amount of time.
In order to perform Gestural Magic you must be able to move freely
for the entire duration of the casting.
Failure
Magic, in general, is performed as roughly a personal contest of
sorts. Every turn you make rolls to try and build up a number of
shifts, trying to get to your goal. When you fail a roll, though, you
can loose control over the whole thing, and that energy you built up
has to go somewhere.
If you want to be safe you can, instead of making overcome rolls,
make "Create Advantage" rolls to represent you putting up
magical boundaries. Then, you can invoke those advantages when trying
to make up for a bad roll, to get things back into the realm of
control, representing you taxing those boundaries with a particularly
sloppy evocation.
Some magic that is particularly important uses a Crystal Well.
Casting with one of these is almost always safe because every turn
can be spent making a Create Advantage roll, and pooling it into the
well. Only on the last turn do you bring the magic out of the well,
with all of its shifts, in one big moment.
When you fail a roll by quite a bit, though, and can't make up for
it with aspects, then you've lost control of the magic. The negative
shifts (How far you were from making it) are added to your total
before dealing with them. Then all bundled up shifts need to be
allocated to something, either doing damage to surrounding people,
friend and foe alike, or yourself, or causing strange effects to
occur in the area, etc.
If you only spent one turn building up a shield, and it goes
badly, it might just blow you back instead, causing only minor
damage.
If, though, you've spent 3 turns building up a huge wall of fire,
and get hit with an arrow and can't recover, then this fire is going
to go everywhere, and maybe blow out some structures and everyone
near you.
I'm thinking area effects in the area could be like consequences
are on a person. Minor consequences soak up two shifts and are
strange. "Rippling Air", "Whistling Noise".
Moderate Consequences would be four shifts and more like.
"Blindingly Bright" or "Cracking Along the
Walls". Severe Consequences might be "Everything is
Burning" or "This building is coming down". I may want
to dial that out a little more.
Gestural Magic gets two rolls per turn. As mentioned in that
section, both rolls must be made, regardless of the results of
either. This means that if you're trying to build and cast a quick
shield spell to cover yourself, you'd make one roll to generate the
shield and another to deploy it in the same roll. If you just fail
your first roll but get 3 shifts on your second, then you have failed
the entire roll and have 3 shifts to deal with from one turn alone.
Also, you cannot adapt one roll to the other, since they're both
happening simultaneously. If you fail your first roll, you fail the
whole roll. You can't make up for it with the second. You could spend
one of your two rolls creating an advantage to protect yourself, as
you might with other magics, but at that point you could just use
Verbal Magic and be more sure.
The tradeoff with Gestural Magic is that you can generate a lot of
power quickly, but that can quickly blow back in your face, as it's
not stable. If you fail both rolls on a turn, by 2 and 3
respectively, then in one turn you've built up a 5 shift spell you
have no control over.