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Tech Levels

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Tech Levels are a crucial part of GURPS system, and of the Infinite Worlds setting. Very simply, they can be listed on a scale from Tech Level 0 (Stone Age) through Tech Level 9 (Digital Age) to Tech Level As High as the Game Master wishes (sci-fi). This is however complicated somewhat by a special nomenclature for split technologies (if a world is more advanced in some fields), and different technologies (psi, magic, science). This page will attempt to provide a brief overview. For full overview, see references.

Please note that tech levels have somewhat changed between editions. The below edition is intended to represented the newest, 4th Edition. The biggest change from 3rd ed was the elimination of ending dates. For an older version (3rd ed.) see http://www.omnology.com/gurps-levels.html

Tech LevelNameDateSignature technologies
0 The Stone Age Prehistory and later Counting, Oral tradition
1 The Bronze Age 3500 BCE+ Arithmetic, writing
2 The Iron Age 1200 BCE+
3 Medieval 600+ CE
4 Age of Sail, Renaissance, Colonial (1450+)
5 Industrial Revolution (1730+) Telegraph, Powered loom, Steam engine, Railroads
6 Mechanized Age, First World War 1880+ Automatic weapons, Radio, Telephone, Electric light, Synthetic fibers, Airplanes
7 Nuclear Age 1940+ Nuclear power, Composte materials, Computer, Television
8 Digital Age 1980+ Genetically engineered crops, Personal computer, Internet, Genetic screening
9 Microtech Age 2025+? Nuclear fusion, Quantum computers, Antimatter, Neural interface, Grown Transplants
10 Robotic Age 2075+ True AIs, Cybertechnology, Bio-plastic, Portable electromagnectic guns and highenergy lasers
11 Age of Exotic Matter 2200+ Nanofactories, Non destructive braintaping, Chrysalis machine
12 Age of Miracles 2600+

Borderline technology: TLOld-TLNew. Example: Tl-5-6. For societies in transition from one tech level to another.

Split technologies: TLPrimary (fields, TLSecondary). Example: TL8 (Communications TL7, Medical TL9). For societies more or less advanced in some fields.

Borrowed (familiar) technologies: TLKnown/Familiar. Example: TL2/3 (Bronze Age society familiar with Iron Age technology). For societies familiar with other level of technologies but not able (or willing) to replicate them.

Divergent technology: TL(Historical+Divergent). Example: TL(5+1) is a TL6, with historical Earth-like TL5, but somewhat different TL6 (same effects, different form). For alternate worlds which "look" different. Characters not used to divergent technology suffer a -2 penalty. The closet real world example is Edison's 1896 Kinetophone (called a Speaking Mutoscope in SteamTech pg 52) at TL(5+1) when contrasted to Lauste's 1907 sound on film method at TL6. (The first use mechanical means so common to TL5 to sync picture and sound while the second uses electrical means that would be common in TL6)

Alternate technology (superscience): marked by ^. Somewhat similar to divergent technology, but based more science-fiction like. Examples: magic, psi, mad science...

Tech level modifiers (for characters using technology more / less advanced): if based on IQ -5 for each +1TL, -2 for each -1TL, -1 if not (it is assumed that non-IQ skills don't require that many things to figure out).

[edit] References

  • 4th Edition Basic Set, p.511-514, and also p.168-169.
  • 4th Edition High-Tech, p.6-7
  • 4th Edition Ultra-Tech, p.6-7