Wednesday, 23 July 2014

Basic mechanisms

To develop the core mechanics for Ars Vapor and creating steampunk effects in a world that was once home to Hermetic magic, I'm imagining a number of techniques and forms for technology. Plausibly the techniques are the same as for Ars Magica i.e. Creo, Muto, Rego, Intelligo and Perdo and I could imagine a range of forms including;
  • Steam / Vapor
  • Light
  • Electrocity
  • Magnetism
  • Radiation - potentially later in the pseudo history
  • Clockwork
  • Physical materials e.g. wood, metal, glass - perhaps this is a parellel mechanism?
  • and more
To develop this idea further I'd like to assemble a list of mechanisms and effects I can imagine the scientists of Ars Vapor trying to reproduce potentially starting with a set of such devices pinched from Arcanum - a game which has done much to inspire me.
Or in essence I would like a set of rules, akin to that of Ars Magica, that allow the creation of everything from Tesla guns to mechanoid arachnids....