Okay, so setting. Generic fantasy kingdom; the ruling empire has a mostly functional government, so most people can lead decent, if not famous or wealthy, lives. There is a school system but if you want any sort of advanced education you might need to travel and pay to get it. You're in the capital, which is a major cultural, economic, and political center (duh) so just about anything you might need for your backstory is probably here.
Any setting elements you want to establish?
This is so we agree on what kind of characters are plausible, basically
Very low-level household spells (e.g. magical lamps, a bowl that purifies water) are commonly accessible to all but the poorest. Pursuing higher magical education is essentially going to college, and seen as another career. Very wealthy folks will probably have expensive, complicated, and ostentatious enchantments/items. So, positive view of a useful but difficult skill.
Or is there another dimension to the question that you meant?
So within the setting, it sounds like a character whose family wanted them to pursue a magical education but they didn't want to, choosing another path, would be entirely within bounds
Legal assassination is... officially... not a thing. However, there are quite some "private investigator" businesses which are unofficially known to do more than simple investigations, if one needs to permanently solve a problem.
The first is "High Concept", which is exactly what it sounds like
> Your high concept is a broad description of the character, covering the vital bits. Itβs how you would open your pitch for the character when telling a friend about them.
Oh, I should explain what Aspects do. When you invoke them during the game, if it's in a way negative to you, you get a Fate point, and if it's in a way positive to you, you'll be spending a Fate point but you get to be awesome by leveraging a character trait
This step involves listing what are the core, defining Aspects of your character concept are, so that you can use them during the story
We'll be skipping Relationship (which is by default to another PC, and should wait until everyone is here) for later, but you'll also want to think about your Trouble (something that makes your character's life difficult, such as family troubles or a character flaw), and two "free" Aspects that can be whatever
If you want magic, you have to use up a free Aspect
Since this is a major mechanic you'll want to think of Aspects that are likely to come up during the story
Sure. You can be magic at that, if you want - there's some smaller enchanted items in common use at the agency, such as earrings with a telepathic messaging system (comms) or stones that send sounds to a central device (bugs)
The owners of the Moonpark Menagerie (located in Moonpark, the capital city), the Grethens, have heard rumors of a plot after their newborn baby pandas. They're contracted out for help to determine if there is a threat. And, if there is one, to quietly stop it.
The examples given are Steel Assassins Want Me Dead; Cast Now, Ask Questions Later; Gotta Look Out for My Little Brother - anything that could be an obstacle/flaw during play
If you think it's something that could reasonably come up as an negative during play (even just social interactions), then it works
@bobble not that I'm playing but: HC: Jaded Theoretical Thaumaturgist; Trouble: Enemies in High-Places; Free Aspects: Old-school Wizard (Relentless Training), Tough As Old Boots; Lore: +4, Academics: +3, Contacts:+3, Provoke:+2,Will:+2, Physique: +2,Notice:+1, Rapport: +1, Deceive:+1, Resources: +1
Although maybe I should have worked in that's he's Old As Dirt into one of his aspects π€
The story is that he was a kicked from academia for having controversial opinions (plenty of rumours, but no-one knows if they were actually controversial or just upset powerful people), which is how he got Enemies in High-Places. Since then he's made ends meet by occasional investigation work, but he relies more on old contacts than actual investigation