Tech Levels

Each tech level below has a more detailed description listed by clicking on the TL#

In most cases other planets that are apart of a major power won’t all be the same Tech Level universally. Due to the dangers of space, wars, ignorance of certain technologies, lack of specialists, poor economy, etc… there is usually a primary world with the max tech level for that race and the rest of them will be within 1-3 levels of that, other than colony worlds which may be just starting out. Not every world should be a thriving megalopolis.

TL0 Stone Age
TL1 Classic Medieval
TL2 Renaissance
TL3 Victorian
TL4 Mid-20th Century, average level of many inhabited worlds
TL5 Information Age, Early Spaceflight
TL6 Solar System Sub-sector travel, Fusion power, Hyperflight levels 1-3
TL7 Sector travel, sub-sector mastery Tech standard of most space-faring races, Hyperflight levels 1-5
TL8 Often greater Sector mastery Tech above standard of most space-faring races, Hyperflight levels 1-8
TL9 Galaxy spanning travel, may control a galactic arm, lesser Primmortal tech, Hyperflight levels 1-9
TL10 Possible intergalactic reach, may control a galactic quadrant, greater Primmortal tech, Hyperflight levels 1-10 and possibly beyond

Tech Levels and Gadgets (Sci-fi Gadgets in a Cosmic Game)

It has been said that significantly advanced technology is indistinguishable from magic. In this case that relates to the idea that certain tech is readily available to be purchased out in the galaxy dependent upon the Tech Level of the society who made it. Much in the way that an automated plow might be pure sorcery to a TL1 society, a Fusion Pistol might very well seem to be magic from the perspective of most modern, 21st century Earth scientists at TL6. So to describe this, here are the limitations and costs of gadgets, and the break points where an item becomes an Item of Power, vs a Gadget. Firstly, consider all of the items as written in the Silver Age Sentinels books to be TL5, at the edge of spaceflight. Current First Earth in the Cosmic setting is just barely TL6, with more than it’s fair share of Primmortal tech floating around, and some salvaged tech from societies like the Zon-Gra Protectorate and The Galactic Imperium.

Items of Power have a 3 or 4 point per level version, and at the 3 points per level this means that they can be lost or taken away with relative ease. Assume all items on this list are at the 3 points per level version of IoP and like most gadgets can be lost, stolen or broken. Making the gadget difficult to take costs an additional Minor gadget.

In addition to this, many individual devices floating around the galaxy have literally been in operation for thousands of years, if not hundreds. They often have quirks, are prone to breaking down and may require special maintenance, power, or repair. Some may even be dangerous to use! For example, Energy weapons require Energy Cells (EC) and Fusion Weapons require Fusion Cells (FC), Vehicles might take gas, oil or fusion generators, and all are subject to the potential drains of the hungry Void. Uses Energy is a prerequisite for almost all items.

  • Making a sci-fi gadget difficult to take (Item of Power 4 points per level) costs an additional Minor gadget.
  • Uses Energy is a prerequisite for almost all ‘sci-fi’ items above TL4. Items crafted at TL4 generally use gas or fossil fuels, Items at TL5 and TL6 generally use Electricity, TL7 items and above generally use fusion power. TL9 and TL10 items may use more exotic forms of energy.
  • Explosives always start as 1 Major gadget, and must have the below gadgets added to that gadget.
  • On a successful roll appropriate to salvaging an item, salvaged items are worth about 1/2 salvage in gadgets as it takes to make them unless damaged, then it’s the gamerunner’s discretion as to what has survived. Sometimes only a few raw materials may be left over of a particularly damaged device.

Here’s the list:

TL X GADGETS per IoP (3pt) LIMITS
TL0 n/a n/a ALL
TL1 n/a n/a ALL
TL2 n/a n/a ALL
TL3 n/a n/a ALL
TL4 n/a n/a ALL
TL5 x1 1 Minor No Gadgets May Replace IoP for: Antigravity, Grav Vehicles, Grav weapons, Fusion power, Miniturized Fusion, Fusion Weapons, Energy weapons, Super Medicine, Super Hydroponics, Force Fields, Energy Fields, Hard Light Tech, Hyperflight drives, Jump Drives, Nanotech, Psi Tech, Galateum Tech, Basic AI, True AI, Terraforming Tech, Jump Gates, Dyson Spheres, Dyson Swarms, Soul Sparks, Glowing Rock Tech
TL6 x2 2 Minor No Gadgets May Replace IoP for: Antigravity, Grav Vehicles, Grav weapons, Fusion power, Miniturized Fusion, Fusion Weapons, Force Fields, Energy Fields, Psi Tech, Hard Light Tech, Hyperflight drives, Jump Drives, Nanotech, Psi Tech, Galateum Tech, Basic AI, True AI, Jump Gates, Dyson Spheres, Dyson Swarms, Terraforming Tech, Soul Sparks, Glowing Rock Tech
TL7 x3 3 Minor No Gadgets May Replace IoP for: Antigravity, Grav Vehicles, Grav weapons, Force Fields, Energy Fields, Hard Light Tech, Hyperflight drives, Jump Drives, Nanotech, Psi Tech, Galateum Tech, Basic AI, True AI, Terraforming Tech, Jump Gates, Dyson Spheres, Dyson Swarms, Soul Sparks, Glowing Rock Tech
TL8 x4 1 Major No Gadgets May Replace IoP for: Antigravity, Grav Vehicles, Grav weapons, Hard Light Tech, Hyperflight drives, Jump Drives, Psi Tech, Galateum Tech, True AI, Terraforming Tech, Jump Gates, Dyson Spheres, Dyson Swarms, Soul Sparks, Glowing Rock Tech
TL9 x5 1 Major, 1 Minor No Gadgets May Replace IoP for: Hyperflight drives, Jump Drives, Soul Sparks, Terraforming Tech, Jump Gates, Dyson Spheres, Dyson Swarms, Glowing Rock Tech
TL10 x6 1 Major, 2 Minor No Gadgets May Replace IoP for: Jump Gates, Dyson Spheres, Dyson Swarms, Soul Sparks, Glowing Rock Tech

TechLevels.jpg

This is related to the standard chart that describes Solar Systems in this game as well. If you got here from the dummy planet template page, here’s a link to go back there.

See Also:
Computers
High Tech Substances

If you got here from Starships here’s the link.

Tech Levels

Silver Age Beyond brightwyrm