* System is D&D 5e with options in the DMG and houserules.
* Setting is near-future / horror: Cyberpunk mixed with Cthulhu, with some other stuff. Intrigue and role-playing will be stressed more than combat. Very LOW magic, with some exceptions.
PCs are limited to ritual magic spells only. Higher level spells can also be cast as rituals, but the long casting time effectively removes them from combat. I will allow a few spells that can be re-fluffed as class abilities (like hunter's mark or smite).
While some spells in the PHB are plainly marked "(Ritual)", which is easy to understand, all spells take at least one minute to cast minimum. This effectively puts spells outside of combat. I'm allowing all the regular spells too, but you must add 1 minute/per spell level to the casting time. Cantrips also take 1 minute to cast. Maybe I'll cut off spell lists past 5th level... I just don't see high-level spells as really compatible with this setting.
The only class that is allowed to effectively cast combat magic is Sorcerer (Wild Magic only), but the class is re-skinned as a Psion. All classes gain their usual special abilities. All other casters classes are allowed, but since they can't cast a lot of spells in combat, they may not be relevant. It's up to how you guys want to play within the restriction.
I'm allowing all the regular spells too, but you must add 1 minute/per spell level to the casting time. Cantrips also take 1 minute to cast. Maybe I'll cut off spell lists past 5th level... I just don't see high-level spells as really compatible with this setting.
The one exceptions is the Wild Mage Sorcerer, who is reskinned as a Psion. That class uses spell points and suffers randomness for their powers, but they can cast spells as written.
High tech weapons like lasers and gauss rifles are available, but generally for military use or big budget corporate black ops.
Earth is very similar by today's standard, but even more crowded and polluted and full of social problems. There are more wars and conflicts throughout the globe. Robots and mechs are common on the battlefield. Corporations have eclipsed nations as the sources of economic power.
There are several space colonies through-out the solar system. Orbital stations, trading guilds, and terraforming is common. However no warp or hyper drives. Alien ruins have been discovered on some planets in the solar system, but there has been no "official" direct meeting as of yet.
For reference, I'll be using some d20 Modern/ d20 Future sourcebooks for equipment and cyberware.
* Human race only. Human Variant is allowed. Start at 3rd Level. Cybernetics and mutant powers are allowed but require disadvantages to offset.
*I'll be adding a few new Skills like Piloting (DEX), and Computer Use (INT).
*Along with Backgrounds, everyone requires a Faction. We'll be using the Faction and Re-known rules in the DMG. A faction can be anything you think of, but it is an organization that your character belongs to. They should be a well-funded organization with some pull in world affairs. Examples: The Catholic Church, Aztech Corporation, Confederation of African Warlords, MI5 Secret Service, The Agency for Meta Affairs, Knights Templar, Anonymous, etc.
There is also a futuristic version of cyberspace that is both digital and ethereal. Mankind has figured out how to store data in a separate dimension.
Finally, I am offering the Ritual Caster Feat for free to anyone who can manage the pre-reqs, basically a minimum 13 in Wisdom or Intelligence. Your characters are fairly familiar with the occult.
Of course I'm allowing magic items and weapons. Cybernetics, and high tech are allowed (using d20 modern/future). Special equipment can be requisitioned from your faction, depending on price, mission, need, etc.
I will allow anyone to roll for a random mutant or psychic power without taking disadvantages/flaws.
That's it for now. It's a lot. Please assail me with questions.