Welcome to Gatecrasher!
Welcome to Gatecrasher!
continued
Within a few years, the World Federation government
ceased to exist. Humanity, or what it was becoming, was
left to face the chaos as best it could.
Current Year: 2371 A.D.
Near the end of the 24th century, when the Gatecrasher
campaign is set, the random mutations have largely
stopped. Humanity has diverged into several different
species, each with its own features and talents. While
magic lies quiescent and controlled in many places, it runs
rampant in others. Wars, conspiracies, and subterfuge
abound as everyone tries to get what they think they want.
In many ways, nothing has changed.
Gatecrasher Magic
Magic is a form of energy not bound by the laws of
physics. It allows people to circumvent the universe’s
pesky natural laws — mages can ignore the speed-oflight
limitation and forget the Guideline of Inertia and
the Suggestion of Conservation of Mass.
But manipulating magic requires a way of thinking
that doesn’t work well with technological engineering.
Controlled magic and high technology, both constructs
of the humanoid mind, do not coexist if at all possible.
Magic avoids space stations and other artificial habitats
while congealing around planets.
As a side effect of this, an individual’s magic works
reliably only on objects up to a certain Tech level.
The more powerful a person’s magic, the further
from technology that mage’s thought processes run, and
the harder it is for that mage’s spells to affect technology.
Weaker magicians can affect objects of higher Tech
levels, but anyone who tries to use magic on high-tech
items has a good chance of failing.
Magic frequently unbalances nature. Although the
most severe imbalances have leveled out, occasional
variations occur as the energy flowing through the Gate
shifts intensity and form. When this happens, even the
impossible becomes likely.
continue |