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Aberrant: Ba'alt - Re: Tech Levels defined


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Paril is tech 6.2 / 9.4 / 5.5 / B.4 / 1.8 / 9.4

This is to show what is impossible and what is possible in a give society. Note that the descriptors arein GURPS but the message is clear I think.

Using the Tables

This system uses hexadecimal notation. In order to keep it compatible with standard GURPS, the rankings are listed with decimal points. In hexadecimal, for the numbers on the left side of the decimal point: 1 to 9 are the regular numbers, A=10, B=11, C=12, D=13, E=14, and F=15. On the right side of the decimal point: 1=1/16, 2=1/8, 3=3/16, 4=1/4, 5=5/16, 6=3/8, 7=7/16, 8=1/2, 9=9/16, A=5/8, B=11/16, C=3/4, D=13/16, E=7/8, and F=15/16.

When reading the table, the listed value only refers to what will typically be developed before the next development on the list. It does not mean that that particular development will be ready as soon as that rating is reached. Also, where a limitation exists at a lower rating, that limitation continues to be in affect until canceled by a higher rating.

These tables are designed to present two different types of information. The first considers how, over time, a culture will develop its knowledge and techniques in particular areas. Thus over time, a culture will not remain at the same rating. The table helps to answer how a society might improve, or what it might lose, but it's up to the GM to determine the level. Of course, these tables present only the most common, and what I consider the most logical lines of development. A GM may choose to develop any sort of world that he desires. (For example, what if a world has no metal, what would that do to the ratings? How high a culture and technology could be attained?).

Second, the ratings are intended to show what is possible on alternate worlds. This may be done randomly, by GM fiat, or a combination of both. If a world in uninhabited, all the GM has to do is roll a d30 (counting 30 as 0) and divide by two for each of the ratings. This will give you a picture of what will work on that world and what sort of things might be encountered. If the world is inhabited you do the same thing, but then roll the dice a second time. The second roll represents how far the inhabitants have progressed in that area. If its larger than the first roll, then the second roll is lowered to match the first since the first roll represents the best the world is capable of.

You can also use these tables to just flesh out cultures. If the GM knows the maximum rating for each development he wants to deal with he can roll dice or use some other means of selecting for a particular rating up to the maximums. This can be particularly useful if a group of fantasy PC's are shipwrecked on an island, or a group of space PC's stumble across an inhabited world.

In all cases, the ratings are not intended to limit world-creation, but act as a starting point for a GM to develop unique worlds.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Arcane Rating <!--colorc--></span><!--/colorc-->

The arcane Rating shows the effectiveness of magic. The description covers how spells are created and cast, types of spells that can be created, and mana levels.

When a description says "X college is introduced" this means that most of the spells that do not require magical aptitude in that college have been developed and are in use, though they are probably not easily come by. If a description says "X college is developed" that means that spells requiring magical aptitude level 1 are now in use. Where a description says "X college is finalized" it means that all the spells from the books are available to some degree.

0.0

(No Magic) No magic is possible, including manifestations such as deja vu, special insight or sightings of the supernatural. The entire world is a no mana area.

0.8

(Magical Ideas) Magic is available only through rituals requiring a mage's lifetime to master. Spells may not be taught, they can only be created by the caster and are only available as plot devices. The only types of spells that may be created are those which affect areas directly by the caster and have no obvious effect, leaving observers in doubt as to whether the magic actually worked. Permanent magical effects are not possible. The majority of the world is a no mana area, with areas of low mana.

1.0

(Magic Definition) Magic requires unusual dedication to years of study of its basic priciples. Spells take the form of unreliable innate abilities. Magic may affect areas not directly by the caster, but may still not offer definite proof that magic works. The majority of the world is low mana, but large areas of no mana still exist.

1.8

(Proof of Magic) Magic is extended to the point that objects may now be moved through space and thoughts can be sent and received.

2.0

(Magical Study) Magic is an ordinary study, albeit an advanced one. Although still generally erratic, dependable effects can be produced. Natural processes can be accelerated or slowed drastically. Areas of normal mana exist. Chi powers may be developed where the Psionic Rating is 1.8+ or the Spirit Rating is 2.0+.

2.8

(Spell Development) Magical laws are stable enough to produce consistently predictable effects. Spells may be taught by one mage to another, although personal interpretation is still important. Spells from the Elemental, Knowledge, Light and Darkness, Movement, and Sound colleges are introduced. Thaumatology skill is no longer required to use magic (although most mages will know it). The majority of world has normal mana.

3.0

(Basic Magic) Magic may sustain creatures which require small amounts of magic to live: brownies, pixies, giants, and creatures which are impossible physical amalgams of otherwise living beings. Transmutation of one substance to another becomes possible. The Animal, Body, Food, Mind, Plant, and Tech colleges are introduced. Minor mana basins can exist.

3.8

At this level, effort goes into extending existing knowledge. The Elemental, Knowledge, Light and Darkness, Movement and Sound colleges are developed

4.0

Highly magical being may exist: non-corporeal creatures, elemental and embodiments of ideas. Alteration of living beings to other living beings is possible. Objects may be created, but only for limited times and with subtle deformations. Areas of high mana can exist. The Illusion and Creation college is introduced.

4.8

(Early Enchantment) Limited enchantments are possible which create items which decay over time. Types include amulets, elixirs, and "staff" enchantments. The Communication, Enchantment, Healing, Protection and Warning, and Making and Breaking colleges are introduced. Major mana basins can exist. Alchemy (with a technology rating of 2.8+) and Herbary (with an organic rating of 2.0+) are possible.

5.0

(Early Conjuration) Full conjurations are possible, but will eventually fade. Magical communication becomes common. Alteration of living beings to inanimate matter is possible, the reverse is not.

5.8

Permanent magical effects become possible.

6.0

Discrete spells may be enchanted into objects. Mages may master a process which allows them to activate a single charge. Permanent conjurations are possible, as are limited connections with other planes.

6.8

The Gate and Necromancy colleges are introduced.

7.0

Objects may be transferred from other planes. Spells which activate when certain conditions are met (spell triggers) become possible. Industrial Alchemy (with a social level of 9.0+) becomes possible. The Meta college is developed.

7.8

,,

8.0

Mages may "impress" spells in their mind for later use. These spells may be erased without ill effects.

8.8

Improvised magic becomes possible.

9.0

,,

9.8

Magic based on separate skills becomes possible. Such magic is improvised, but requires an enchanted object (runestones) for best use.

A.0

Magic is common enough that most beings will use magic to a limited degree. Training still confers a huge advantage. The majority of the world is high mana with areas of very high mana.

A.8

Spells of a generic nature which interpret the caster's desires ("wish parsers") are possible, but unreliable. This includes the possibility of spells or enchantments that cast other spells. Mana basins of various types are common.

B.0

Alteration magic becomes easier to perform. All magic becomes more effective (increased range, decreased casting time, etc.)

B.8

Magic becomes completely skill based, with the skills based around colleges. Thaumatology is again required to practice magic.

C.0

(Magical Revolution) Magic becomes the basis of the economy and the prime source of labor. Spells become available to channel mana into an enchanted object, making mass-produced magic item possible.

C.8

Magic is re-codified, requiring fewer skills than previously. Knowledge of thaumatology is no longer required, however, natural talent becomes even more necessary.

D.0

Conjuration magic becomes easier to perform. Very high mana areas become the norm.

D.8

,,

E.0

Reliable "wish parsers" are possible.

E.8

Magic becomes a single skill capable of creating any affect. People improvise effects as needed.

F.0

Magic can be tapped by all thinking beings. Minimal training can produce spectacular effects. Magical understanding is intuitive in all people.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Organic Rating <!--colorc--></span><!--/colorc-->

0.0

Any concepts involving changing living things are impossible. Gathering is the only means of acquiring food.

0.8

Hunting and fishing are possible. Wild animals may be trapped and hunted, but not herded. Supportive treatment of illness and herbal medicines are developed.

1.0

Social animals are tamed and may be ridden. Medicine includes bone-setting, purging and bleeding. Plants may be planted deliberately, but not tended.

1.8

A theory of medicine is developed, extending the effects of medicine to animals. Solitary animals (cats) may be domesticated. and true herding is developed. Animals are augmented through controlled breeding. Vegetation is deliberately cleared for planting, but organized agriculture is still not possible. Amputation is used.

2.0

Plants are deliberately tended leading to agriculture. Irrigation is possible (with a tech rating of 1.0+). Plant essences and extracts are produced. Non-functional (cosmetic) prosthetics are developed. Herbary (with an arcane rating of 4.8+) is possible.

2.4

Animals can be modified through controlled breeding (warhorses) and used as power sources. Crop rotation & field drainage.

2.8

channel irrigation, 2-field agriculture, terraced fields, open field agriculture.

2.C

3-field rotation, soil conservation, pharmacology, surgery, functional prosthetic limbs.

3.0

Evolutionary theory. Supplements are used to replace non-functioning processes. Shifting cultivation.

3.8

Variation in rotation leads to no fallow fields. Anesthesia, inoculation. Epidemiology.

4.0

Effective disease theory. Functional Limb Transplants. 4-course agriculture.

4.8

Cell theory. Animals Augmented via Mutation

5.0

antiseptic surgery, vaccination. Supplements may augment or repress existing functions. The science of Ecology.

5.8

photosynthesis understood, organ transplants.

6.0

brain surgery, artificial insemination, Animals Modified via Mutation

6.8

fertilization outside the body, Modification Supplements

7.0

Prosthetic Organs, Animals Augmented via Synthesis. The idea of World Interdepency of the Eco-system. Simple cloning. forced sleep systems.

7.8

organs (including the brain) may be kept alive and functioning outside a body. Bio-synthetic weapons (tanglers) and plastiskin. Replacement Symbionts, Nerve Transplants. "Resurrection" to restore the dead to life becomes possible when combined with a Spirit rating of 4.8 (restore soul) or a technology rating of 9.0 (recreate memories).

8.0

primitive forced learning, genetic engineering of complex organisms, uplift of presentients, brain transplants, synthetic (bionic) organs and limbs. brain-scanners, Animals Embellished via Mutation

8.8

forced regeneration practical, panimmunity, suspended animation, Augmentation Symbionts

9.0

uplift of higher animals, Animals Modified via Synthesis, body implants, dermal armor, Grafted Limbs

9.8

practical forced maturity and clone-organ replacement, bioplastic, Grafted Organs, Prosthetic Nerves

A.0

uplift of ordinary animals, Animals Embellished via Synthesis, super-memory drugs, brainwipe, genetic reconstruction,

A.8

forced learning practical, Grafted Nerves

B.0

,,

B.8

Modification Symbionts

C.0

intelligent knowledge storage, personality implants, sensa-skin, Grafted Augmentations

C.8

human replication, skill drugs,

D.0

human memory storage, second skin, Addition Symbionts,

D.8

chrysalis machines,

E.0

Grafted Additions

E.8

memory recording at a distance

F.0

Instantaneous recovery from death

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Psionic Rating <!--colorc--></span><!--/colorc-->

The psionic Rating shows how effective the mind is at directly controlling its environment.

0.0

No psionics are possible. This includes manifestations such as deja vu, imagination or sightings of the supernatural.

0.8

Unreliable advantages such as Danger Sense and Empathy are available, but general psionic talents are not.

1.0

Psionics are available only as single skills with low (<6) power Ratings. If a psionic wishes another skill under the same talent he must pay the single skill cost for both. Talents and skills manifest unconciously and cannot be trained. People must figure out how to improve use their skills on their own. No power or skill enhancements are possible.

1.8

A psionic may purchase a single power (at low (<6) power Ratings). The skills of all other talents must be bought at the single skill cost. Chi powers require an Arcane Rating of 2.0, and either a Psionic Rating of 1.8 or a Spirit Rating of 1.8.

2.0

Psionics are available at medium power Ratings. Talents cannot be trained, but may be used consciously.

2.8

Psionics are available as multiple talents. Multiple talents are weaker than single talents (8 to 12 combined psionic power).

3.0

Psionics may not be trained, but can be enhanced.

3.8

Psionics have Developed to the point where training is possible.

4.0

Individuals with multiple talents may equal the power of those with single talents. Aimed mental blows are possible.

4.8

Unintelligent creatures which use psionics may exist. Offensive Mind Shields are possible.

5.0

Primitive psionic devices (screens and drugs) with somewhat unreliable effects may exist.

5.8

Psionic devices with a "brute force" approach (bombs, shields and detectors) affecting or distorting psi skills are possible.

6.0

Full communion becomes possible. High power Ratings become possible. Devices which prevent the use of skill are possible.

6.8

Gestalts may be created, but may not transmit any talent or skill that the prime mover does not already possess. Devices which aid existing skill may be created.

7.0

The prime mover of a gestalt may use skills he does not ordinarily possess; he must still have the appropriate talent. Devices may be created which increase sensitivity to psi or prevent the use of talent.

7.8

Devices which allow psionics to use skills other than their own may be created; the psionic must still supply the talent. Passive psionic detection devices are possible.

8.0

Psionic individuals may establish "triggers" which allow their skills to activate without their conscious control. The prime mover of gestalts may draw upon all the talents and skills of all the members. Mind Transfer becomes possible.

8.8

Devices may be created which act to store and/or project a single psionic image or effect. These may be triggered by anyone.

9.0

Devices which increase existing psionic talent are possible.

9.8

Devices granting limited psionic skill to non-psionics (reading dead minds, forced memory reading, image projection, dreamscanning) are possible. Devices which grant further talents to psionics are possible.

A.0

Projection of complex psionic functions to non-psionics is possible. Non-Psionics may be tapped for increased power.

A.8

Devices may be created to grant psionic powers to non-psionics.

B.0

Devices may be created which trigger physical effects on a psionic signal, including psionic "switches" and "locks." Psionic "engines" become possible.

B.8

"Mechanical" mind transfer becomes possible. Devices which allow non-psionics to increase a psionic individual's power are possible.

C.0

Devices which allow a non-psionic to become psionic are possible.

C.8

,,

D.0

Almost all sapient beings have some degree of psionics. Training still confers a large advantage.

D.8

Latent psionics are impossible.

E.0

Most living beings have medium to high Ratings of psionic power.

E.8

Psi-crystals may be manufactured.

F.0

All living creatures use psionics. Minimal training can produce spectacular effects. Understanding of psionics is intuitive in all people.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Social Rating <!--colorc--></span><!--/colorc-->

The social Rating shows what progress has been made in relations between beings and how complex a social organization they may have.

0.0

No social interactions are possible. Beings reproduce asexually and live lives of complete solitude.

0.8

Sexual reproduction and competition is possible.

1.0

The social unit is the nuclear family. Rituals for family events develop. Language develops, but permanent records are not possible.

1.8

The extended family is possible. Tradition and ritual are passed down verbally. Customs develop for all stages of life. The idea of personal property develops. The idea of description develops.

2.0

Related multi-family groups are possible. Religion develops.

2.8

Groups of unrelated families are possible. Politics may develop. One thing or thought may represent another, possibly leading to coinage and pictographic writing.

3.0

Theater and poetry are invented. Trade becomes practical.

3.8

Hereditary chieftainships develop. Land ownership and slavery are possible. Division of labor based on skills is possible. Militia formed for common defense can exist. Sports are invented. Standardized measures are developed and writing may be developed further.

4.0

The city-state can exist. Taxes and mathematics are invented, as is an administration for collecting taxes. Standing armies possible.

4.8

mail systems.

5.0

Information is centralized, improving scholarship and science; libraries may appear. Abstract writing possible. Laws are codified. Democracy is possible, as is the idea of money.

5.8

,,

6.0

Social organization sufficient robust to assimilate other cultures rather than replacing them. Credit and money lending established. Rental property and public libraries developed. Postal and news services possible. Administrations may run in parallel (military, religious, government, etc.).

6.8

Financial concepts burgeon. The idea of a company or monopoly. Stock, commodities and financial exchanges possible. The concept of collateral is invented. Novel-length works possible.

7.0

Industrial Alchemy (with an arcane rating of 7.0+) becomes possible.

7.8

The nation-state is possible; while a city or province may rule a nation, the nation as a whole has some say in forming policy. A federal system of government is possible.

8.0

The concept of precise and self-based units of measure, even at odds with the environment.

8.8

early factories,

9.0

Economics and the idea of man as an economic being is invented. Capitalism, Socialism and Communism possible.

9.8

,,

A.0

Pluralism, the balancing of many factions within a government or society, is possible. Slavery is no longer practical. Vast bureaucracies may be spawned to handle increased social complexity.

A.8

,,

B.0

Supranational organizations with authority over nations is possible.

B.8

,,

C.0

Standard rights of individuals and rights of the group may be accepted. A high degree of individual responsibility and the responsibility of the group is fostered. Resolution of conflicts are efficient and non-destructive.

C.8

,,

D.0

The development of a government for all which enhances the experience of a wide range of cultures and options. Social justice often exceeds available resources.

D.8

,,

E.0

"Evil" is identified and contained. Social memes develop which are highly resistant to evil, while allowing maximum individual freedom.

E.8

,,

F.0

A more perfect society than can possibly be envisioned.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Spirit Rating <!--colorc--></span><!--/colorc-->

The spiritual Rating defines how well a people use and communicate with the "godhead." This godhead exists even if the Rating is very low.

0.0

The world is devoid spiritually and faith is not rewarded. There are no concepts of higher beings or an afterlife.

0.8

The idea of higher beings develops.

1.0

The idea of man as a spiritual being develops.

1.8

Miracles may occur, but only for a community of hundreds, sharing the same beliefs and rituals, and all possessing high faith and channels. Such miracles are the labor of a lifetime. Miracles seldom work in the fashion desired and are easily mistaken for works of chance.

2.0

Miracles become the work of years of ritual and tens of individuals. Faith and channels is required of all, but only the leader's must be high. Chi powers require an Arcane Rating of 2.0, and either a Psionic Rating of 1.8 or a Spirit Rating of 2.0.

2.8

Miracles require channels only on the part of the leader. Rituals require months of time and are still unpredictable in effect.

3.0

Divine agents may manifest themselves directly, but never in such a way as to be a direct confirmation of divine action. Such actions remain highly unlikely.

3.8

Individuals become capable of miracles. Rituals begin producing specific desired effects, but the rituals are complicated, often requiring years of study or training since birth.

4.0

Religious symbols may be imbued with spiritual power as a result of divine agency, but only to the extent of making spiritual power easier for the faithful.

4.8

Direct intervention of divine agents is more common, but never at the request of the faithful. The interventions may be clear signs of divine agency. "Resurrection" which places a soul in a restored body becomes possible when combined with an Organic rating of 7.8.

5.0

The faithful may now create miracles to enhance the abilities of believers.

5.8

The faithful may imbue an item or place with spiritual power. These may be imbued with spiritual energy that can aid in the creation of miracles later on. The items must be activated by the faith of the person wielding the item.

6.0

,,

6.8

Divine agency may be invoked by the faithful.

7.0

,,

7.8

Irrefutable evidence of divine agency is possible, but difficult to achieve.

8.0

Items of spiritual power may be created so that faith is no longer necessary to use them. However, opposed faith may make them more difficult to use.

8.8

Locations or items are capable of perpetual miracles which occur regularly, with or without the presence of the community.

9.0

,,

9.8

Religious power courses with such power that specific training is not needed to create miracles, though the trained can draw on the power of the faith with more reliability. "Paradise" is now accessible to mortals without the need of dying. Travel to mythic regions is possible.

A.0

People begin to live their myths, and it becomes difficult to tell the difference between the spiritual world and the physical or social world.

A.8

Laity may create may create miracles without the need of channels. The power of the community is so strong that a gathering automatically provides minimum channels. Laity must still receive training in the correct rituals.

B.0

,,

B.8

Miracles are plentiful, and the spiritual power is enough to lower the difficulty of all channels process for the faithful.

C.0

,,

C.8

One belief becomes dominant. All others need to create a contradictory reality to effect their miracles.

D.0

Channels become totally unnecessary. All spiritual skills are treated as if channeling was automatically successful.

D.8

Divine agents commonly walk among the faithful.

E.0

No enemy belief may create miracles.

E.8

No belief other than the dominant may create miracles.

F.0

The spiritual reality becomes the only reality, shaping all else around it to its needs.

,,

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Technology Rating <!--colorc--></span><!--/colorc-->

The Technology Rating shows what developments have been made in understanding and using the physical world. While examples have been taken from our own history using our physics, similar developments may take place using other systems of physics. (Note that tech levels are divided up much more finely at lower ratings than the other charts are.)

0.0

(Pre-Sentient) Technology is not used. Tools, mathematics, art, and any other forms of symbology do not exist.

0.8

(Early Paleolithic) During the early stages stone, and plant materials are shaped into tools (digging sticks, paint). Later, fire is used as a tool.

0.C

(Middle Paleolithic) Tools expand to include animal products (Bone, Horn, Antler, Hide). Tools (including fire) are kept for future use. Tools are designed with an end in mind (points, blades, floats) and may be engraved.

0.E

(Late Paleolithic) Tools are designed to make other tools (awl, needle). Hides are tanned into leather (huts, tents, snares, hafted weapons, sling), and clay is used. Logs may be attached to create rafts and may be paddled. Tools may consist of multiple parts (hafted blades, spear-thrower, barbed spear, staff-sling).

1.0

(Early Neolithic) Tools that are too large to be carried (sledge, dugout canoe, oar, travois) are made. Clothing is tailored and stone tools are polished. Symbols are designed to represent ideas, leading to basic arithmetic. The kiln is invented and used to bake pottery. Tools invented for agriculture include dams, crude plows, and stone sickles. Weapons include knives and bows.

1.4

(Late Neolithic) The loom is invented (weaving, cloth, small sails). Structures are built with solid frames (stone or wood frame huts, frame canoe). Masonry develops using mud-bricks. Non-vocal signals are developed. Tools in general improve (sleds, small saws, double-sided axe, reflex bow, hoe, pit silo).

1.8

(Copper) Metals are first smelted at this point (Copper, Gold, Silver), leading to the development of the sword, the plow, and molds. The wheel is invented and used to shape pottery, as a time-keeping device (the sundial), and as a pulley. The idea of representation instead of symbol leads to the beginnings of writing and representational maps. Civil Engineering and astronomy are developed, as are the first sailed vessels, and boiled leather armor. Tools are made from copper, and agriculture may lead to water-raising devices, canals, and dikes. The first stringed instruments are created at this time.

1.C

(Early Bronze) Metals are combined to create metal alloys, and other substances are manipulated. This leads to bronze, glass, composite bows, metal bow-drills, vegetable presses for oil, fired brick, and wood planking. Architecture includes stone domes, barrel vaults, and corbel vaults. Metal tools are made from bronze and include large saws, mason's pick, multiple sails, animal harnesses (if animals are tamed), bronze blades, and socketed axe-heads. Siege weaponry is created.

2.0

(Middle Bronze) An increase in population requires the development of large buildings, roads, and irrigation. From these developments proceed stone construction, water clocks, plumbing, and simple water power. Improved astronomy and maps allow the development of coastal water vessels, including galleys. Decimal mathematics and the alphabet can develop late in this period. Saddles are put on domestic animals, and the first wheeled vehicles are created. Tools include metal chisels, mallets, straightedges & squares; plumb bobs, stone-frame construction, spoked wheels, multi-bank oars, scale armor, toggles & pins on clothing, and high-temperature ceramics.

2.4

(Late Bronze) Constructions become larger and more massive. Possible developments include charcoal, enamels, underground foundations, stone columns, block & tackle, paved roads, courier services, socketed swords, leaf swords, and formed bronze axes.

2.8

(Iron) The development of the furnace and high temperature smelting leads to bloom iron becoming the material of choice leading to chain as the armor of choice. The furnace is used to create glazed brick, lime mortar, and fired clay tiles. Chemistry leads to refined sugar and quality ink. Other developments include: open sea vessels, candles, block printing, stirrup, metal cramps & dowels, corbel domes. Alchemy (with an arcane rating of 4.8+) is possible.

2.C

(Middle Iron) Gears are developed, leading to screws, lathes, treadmills, windmills, waterwheels, astrolabs, and crossbows. Drift nets are invented. Lifting machinery, wheeled plows, wheeled asymmetric plows, and iron plowshares are developed for agriculture.

3.0

(Late Iron) The development of paper leads to advanced record keeping, and the development of movable type and books. Chemical theory produces acids and steel of consistent quality, as well as concrete, soap, and carburized iron. Architecture includes arches, vaults, cross-vaulting, trusses, lead roofs, bronze doors, lead pipes, sewar systems, windows, hypocaust heating, stone timber construction, large fortifications, polygonal domes, and vaults on columns. Vehicles develop pivoting front axels and rudders, leading to sailed vehicles without oars. Plate armor is developed as are geared clocks. Animals may be fitted with high war saddles, horsecollars, horseshoes, breast harnesses, and curb bits. The spinning wheel and fulling are used in cloth manufacture.

4.0

(Exploration) The discovery of poor explosives (black powder) leads to the development of cannon and personal firearms. Theoretical developments included newtonian physics, atomic theory and probability theory. Ships are steered by wheel. Developments include: coulters, wind instruments, navigation, and wheelbarrows.

4.4

As the concepts of experimentation become established, blast furnaces create steel, and fireplaces, chimneys, stone fortifications, and canal locks make certain tasks easier. Improved metals lead to full plate armor, and the heavy crossbow (windlass & cranequin).

4.8

Glass quality increases to allow optics, including the microscope and telescope. Carbon controlled steel, clear glass, mouldboards, and compasses are developed.

4.A

Cast Iron, Horizontal Loom, suspension bridge, compass, stern post rudder

4.C

The idea of repeatability leads to mechanical clocks, ballistic theory, barometers and thermometers, and electricity. Architecture uses half-timber construction, dovetail joints, spires, metal-banded construction and strainer arch. Three-masted ships, bombards, cannon, optics.

4.E

(Reason)The rifle becomes the weapon of choice. Mechanical devices shrink to where pocket clocks, programmable clockwork, and similar devices are possible. Theory includes the finite velocity of light and gravitational theory. Developments include

5.0

(Early Steam) The steam engine is perfected leading to machines replacing humans in simple tasks and precision machining. Steam driven transportation is developed, and balloons rise into the air. The telegraph is Developed and cryptography is used. The revolver becomes the weapon of choice, and armor vanishes. "Shells" which include bullet and charge become the norm, and breech loading weapons are used. Metal-clad ships may be developed.

5.4

(Late Steam) Knowledge of steam power leads to thermodynamic theory, which in turn improves steam engines, making them practical for use on vehicles, and developing dirigibles as a side effect. Good air pumps may lead to tethered underwater exploration. Improved explosives explosives lead to breech loading artillery armed with explosive shells, while matches are developed as an offshoot. Programmable calculators (difference engines) may be developed.

5.8

(Electric) The development of electricity leads to batteries, electric lights, telephones and adding machines. Proper roads allow the development of the bicycle. All-metal ships may be developed, and possibly "smokeless" powder.

5.C

(Early Petroleum) The fractioning of oil results in the internal combustion engine replacing the steam engine, while the chemical knowledge gained results in the first synthetic substances (dyes and cloth). Advanced metallurgy permits the development of the syringe and tungsten steel with moving pictures as an offshoot. Armies become armed with single-action revolvers, repeating rifles and recoil operated machine guns. Submarines become practical.

6.0

(Late Petroleum) Further developments in the internal combustion engine lead to heavier than air flight being developed. Developments in controlling radient energies lead to radio, radioactive theory, the theory of relativity, and sonar. The development of box magazines lead to automatic pistols and submachine guns becoming the weapons of choice. Mechanical computers may be developed in this period.

6.8

(Atomic) late 1930s to 1950s. With the development of ballistic cloth armor becomes practical again. Missiles are developed, as is the atomic bomb. Television becomes the entertainment of choice. Improved mechanics lead to tracked vehicles and jet and rotary wing aircraft. SCUBA is invented.

7.0

(Orbital) 1960s to 1970s. Fission power becomes a practical energy source. Electronics leads to the first electronic computers. Developments in energy sources and materials lead to (non-weapon) lasers, hovercraft, orbital transport, and the hydrogen bomb.

7.8

(Miniaturization) 1980s to 1990s. Miniaturization becomes the primary source of developments in this period. Solar power becomes an effective energy source, and personal computers and pocket electronic devices of all sorts are developed. Computers are networked to the limits of the social rating. Ablative armor is available, but useless until Tech/8.0. Miniaturized power sources lead to (primitive) powered exoskeletons and meelee stun weapons.

8.0

(Information) ~2000 to 2025. Computers become ubiquitous and most information becomes available through networks. Pocket computers become common, as does mag-lev tranportation. Developments in weapons include gyrocs, vibroblades, smart mines, laser artillery, and caseless ammunition. Improved materials lead to "monocrys" and reflec armors.

8.8

(Fusion) ~2026 to 2050. Fusion power is developed commercially. hovertanks, holographic television, manned interplanetary travel, computers gain personality, gauss weaponry, personal laser weapons, durasteel,

9.0

(Interplanetary) gravity lenses, sonic probe, holographic projection, multiscanners, electrolasers, heavy gauss weapons, sonic weapons, stunners, powered and retro-reflective armor. "Resurrection" which places stored memories in new bodies becomes possible with an Organic Rating of 7.8.

9.8

(Cybernetic) manned interstellar travel, personal interface with technology, nanotechnology, blasters, microwave lasers (disruptors), plasma weapons, beanstalks, drop capsules, skintight vacc suits,

A.0

(Gravitic) antimatter power, jump drives, gravitic motors, repulsors, reactionless drives, nerve weapons, x-ray lasers, personal sonic weapons, reflex armor, distort belts,

A.8

(Interstellar) androids, antimatter power, artificial gravity,

B.0

(Force) hyperspace or warp travel, defensive screens, temporal stasis, ecstasy weapons, thermal-superconducting armor, life-support belts, anti-matter rifles, nuclear dampers,

B.8

(Teleportation) teleportation or matter transmission, fusion weapons, force beams, deflector belt,

C.0

(Communications) linear drive, hyperwave communication, time compression and acceleration, disintegrators, ultrascanners,

C.8

(Temporal) "reality" weapons, personal gravity belts, timescanners,

D.0

(Worldbuilding) exploration of galactic cluster, living metal, pulsars, personal force screens,

D.8

(Clustral) reality propulsion and stabilization,

E.0

(Dysonian) matter transmission within a gravity well, sophisticated temporal manipulation, gamma-ray lasers,

E.8

(Universal) exploration of the universe is established, reality manipulation.

F.0

(Passage) time travel, tachyon weapons.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Chronos said;

Just to be clear ?

Paril is tech 6.2 / 9.4 / 5.5 / B.4 / 1.8 / 9.4

Arcane Rating (6.2)

6.0 Discrete spells may be enchanted into objects. Mages may master a process which allows them to activate a single charge. Permanent conjurations are possible, as are limited connections with other planes.

6.8 The Gate and Necromancy colleges are introduced.

Organic Rating (9.4)

8.8 forced regeneration practical, panimmunity, suspended animation, Augmentation Symbionts

9.0 uplift of higher animals, Animals Modified via Synthesis, body implants, dermal armor, Grafted Limbs

9.8 practical forced maturity and clone-organ replacement, bioplastic, Grafted Organs, Prosthetic Nerves

Psionic Rating (5.5)

5.0 Primitive psionic devices (screens and drugs) with somewhat unreliable effects may exist.

5.8 Psionic devices with a "brute force" approach (bombs, shields and detectors) affecting or distorting psi skills are possible.

6.0 Full communion becomes possible. High power Ratings become possible. Devices which prevent the use of skill are possible.

6.8 Gestalts may be created, but may not transmit any talent or skill that the prime mover does not already possess. Devices which aid existing skill may be created.

Social Rating (B.4)

B.0 Supranational organizations with authority over nations is possible.

Spirit Rating (1.8)

1.8 Miracles may occur, but only for a community of hundreds, sharing the same beliefs and rituals, and all possessing high faith and channels. Such miracles are the labor of a lifetime. Miracles seldom work in the fashion desired and are easily mistaken for works of chance.

,,

Technology Rating (9.4)

9.0 (Interplanetary) gravity lenses, sonic probe, holographic projection, multiscanners, electrolasers, heavy gauss weapons, sonic weapons, stunners, powered and retro-reflective armor. "Resurrection" which places stored memories in new bodies becomes possible with an Organic Rating of 7.8.

9.8 (Cybernetic) manned interstellar travel, personal interface with technology, nanotechnology, blasters, microwave lasers (disruptors), plasma weapons, beanstalks, drop capsules, skintight vacc suits,<!--QuoteEnd--></div><!--QuoteEEnd-->

Clearing it up; the numbers higher than the rating are not included.

Just to be clear ?

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Paril is tech 6.2 / 9.4 / 5.5 / B.4 / 1.8 / 9.4

Arcane Rating (6.2)

6.0 Discrete spells may be enchanted into objects. Mages may master a process which allows them to activate a single charge. Permanent conjurations are possible, as are limited connections with other planes.

--------------------------------------------------------------------------------

Organic Rating (9.4)

8.8 forced regeneration practical, panimmunity, suspended animation, Augmentation Symbionts

9.0 uplift of higher animals, Animals Modified via Synthesis, body implants, dermal armor, Grafted Limbs

--------------------------------------------------------------------------------

Psionic Rating (5.5)

5.0 Primitive psionic devices (screens and drugs) with somewhat unreliable effects may exist.

--------------------------------------------------------------------------------

Social Rating (B.4)

B.0 Supranational organizations with authority over nations is possible.

Spirit Rating (1.8)

1.8 Miracles may occur, but only for a community of hundreds, sharing the same beliefs and rituals, and all possessing high faith and channels. Such miracles are the labor of a lifetime. Miracles seldom work in the fashion desired and are easily mistaken for works of chance.

,,

Technology Rating (9.4)

9.0 (Interplanetary) gravity lenses, sonic probe, holographic projection, multiscanners, electrolasers, heavy gauss weapons, sonic weapons, stunners, powered and retro-reflective armor. "Resurrection" which places stored memories in new bodies becomes possible with an Organic Rating of 7.8.<!--QuoteEnd--></div><!--QuoteEEnd-->

--------------------------------------------------------------------------------

They have cyberwear but not at the levels a 9.8 would give... think shadowrun.

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