Alright, in my own fiction writing lately I've been toying the confluence of fantasy and sci-fi. And I'm itching for a game. So . . .
Would anyone be interested in a sci-fi game incorporating sorcery ("standard" magic), thaumaturgy (demon summoning), and witchcraft/wizardry (spirit summoning)? The basic setting will be largely undeveloped, allowing for a lot of player development/creativity. Humans will likely be dominant. Technology roughly Star Wars level (FTL travel is reasonably cheap and common, energy weapons are present, robots are largely self-willed, but "replicators" and "transporters" don't exist, food has to be grown, etc.). Multiple governments exist, one of the largest being the Empire, which includes Earth. For an Earth year, I don't really care too much, but let's say mid-24th century (2340-2360 C.E. or thereabouts).
The focus would be a planet on the Imperial frontier, it enjoys the benefits of membership in the Empire but is considerably looser in law enforcement and whatnot than the core worlds. (basic planetary write-up follows) More specifically, I'd like to focus on the Count's palace-fortress and attached city/town. Expansion beyond the palace could easily include the starport, orbital stations, an arena, markets, the Imperial Academy of Sorcery, private estates of local nobles, and whatever else, eventually.
This planet is located on the fringes of Imperial Space. It is a half-wild planet that was only settled in the last century. Artemis is the only terrestrial planet in the system, although terraforming projects are being undertaken on two others and there are numerous orbital stations and small arcologies throughout the system. Most of the planet is temperate, reaching near tropical near the equator and near arctic at the poles. The only major settlement is the capital, which shares the planetís name and has a population in the 100,000s. Currently, Artemis is ruled by the Lord Marcher, Count Valaecin. As the count sees the Empire becoming decadent and weak, he seeks to assert his own authority and power. Thus, he has begun to subvert Imperial law. As part of his bid for independence, Valaecin has started to provide sanctuary for pirates and smugglers as well as somewhat quietly opening up a thriving black-market slave trade out of his palace. However, there are those Imperial loyalists who covertly oppose the countís desires and manage to conceal themselves despite the efforts of his secret police.
The city is also home to a branch of the Imperial Academy of Sorcery (IAS-Artemis), myriad bars and taverns, and stores carrying a variety of goods legal and illegal elsewhere in the Empire. Laws regarding weaponry, armor, violence (in certain areas), and pretty much anything short of murder are lax, unless the victim is a noble, the property of a noble, or under the protection of a noble.
Thaumaturgic and witchcraft instruction follow a rather medieval model. Students approach a teacher, showing up whenever they like and paying for instruction on a day to day basis. Sorcerous instruction is much more formal, akin to a high school and college.