Insanely Brave New World
Description: Ever since Leonardo Da Vinci started fooling around with lodestones and coils of wire, the world has not been the same. Soon, he'd shown how magnetism could be used to create what he called the "galvanic force," and this force in turn could be turned back into magnetism, or more usefully into motive power. Rigging windmills to generators was a natural idea, and now electric motors can be used to run clock towers and electrify walls when a city comes under seige. The new power is now used all across Europe, and new uses are being developed all the time -- slowly, but constantly.
Perhaps this is why new interest is developing in all the sciences, including astrology, alchemy, and magic. The first two have been dead ends so far, but a breakthrough has occurred in the field of magic. (In GURPS terms, learning spells also gives a default skill in Improvisational Magic.)
But something has gone wrong. Many claim that it's because of the new power, but no natural philosopher has been able to show a correlation. Others, most especially the Vatican, say it's because of the violations of God's natural laws that comes from casting spells. The thing is, history seems no longer stable. Where the Galvanic Force is in use, it's more so, but elsewhere, things change. Egypt might be ruled by a Sultan one year, then change into an ancient land still under the Pharaohs. The Turks besieging Constantinople might suddenly have ruled it for decades, or be fighting among themselves in a land that was never unified. In the colonies at Jamestown, Virginia, they found the tribes they'd been dealing with replaced by city-building Mayans, then Aztecs with hot-air balloons, then nobody, as the land was deserted. What's happening in Africa, nobody knows, and the trade from the Silk Road is anybody's guess.
So far, attempts to design spells that will stabilize reality have not been successful. Traders who venture far from places that have Galvanic Power don't see anything change before their eyes, but upon returning to a place they've been before, it might not be the same place at all. Every voyage is now a voyage of discovery, no matter how many times the same trip is taken. And there are those who like it just fine that way.
Society composed of politically autonomous geographical regions ranging in size from cities to continents or entire planets. "I am a citizen of Great Britain"
The society is undergoing no notable changes at the moment. Ex.: You've got me…
Society is located within a vast region which is too large to monitor entirely. This category could include undersea or virtual environments.
Gunpowder, printing press, fully-rigged ships, hot air balloons, black-powder musket, cannon, sailing warship
Renaissance/Colonial (TL 4)
Cars, airplanes, radio, ocean liners, submarines, battleships, tanks, machine-guns, fighter aircraft, fission bomb, flak jacket, hydroelectric power, alternating current electricity, major surgery, antibiotics
With one specific
technology at: World War I / II (TL 6)
Travel, Do-gooding, searching for wealth and excitement
Confused characters in illogical conditions
Magic which is composed of a massive body of mostly unrelated spells and rituals. D&D and basic GURPS magic are typical of this style.
Magic based on an organized model of universal principals. Specific magical effects are instances of interactions between these principals. Mage and Ars Magica are good examples of this.
Along with: Divisional/Scientific
Creation of permanent magical devices.