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What is GateCrasher? Part III
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

 
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