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Development Ratings

DEVELOPMENT RATINGS

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Introduction | The Basics | Arcane Rating | Organic Rating | Power Rating | Social Rating | Spirit Rating | Technology Rating | Permutations

Introduction

Ever since Traveller® introduced the idea, any number of systems have used technology levels. TORG expanded the concept to include a number of other developments for magic, religion, and so forth, while GURPS® has done the most complete look at technology. I'd like to think that this list is far more comprehensive (and accessible) than any of these systems. Primarily based on GURPS®, a number of other systems, from Aria to Space Opera, have left their marks, and it should be possible to use this page with any game system. Please email me at Jeff_Wilson63@bigfoot.com with any problems, comments, or suggestions.

This system is not intended to completely describe a world or culture. No possible list could do that. Different developments tend to feed off of each other in pattern too complicated for any game system to define. What this system does is act as a reference and quick start, and will hopefully spark some ideas. These tables only begin or aid the design process. A GM will still have to fill in many blanks.

The Basics

Each of the five ratings presents a means to manipulate and organize the environment. While the tables describe common effects they are basically organized according to knowledge and attitude.

Developments are pretty fuzzy things. While the information on the table can be considered typical (being based on the only history we know) its quite possible for certain things to be developed early and for others to be developed later or not at all. The tables are intended to be as generic as possible with the differences between GURPS and AD&D rules or between Aristotelian (based on the writings of the ancient greek philosopher Aristotle) and Einsteinian (based on the works of Albert Einstein) physics being negligible. Pay close attention to the first sentence in a rating, which explains why the developments of that particular stage occured. When reading the tables assume that any limitations carry over into higher ratings until specifically canceled.

This system uses hexadecimal notation. This system is compatible with standard GURPS, but adds definition by putting numbers on the right side of the decimal point. Hexadecimal is compact and usually convenient, but standard decimal may be used. The following table gives decimal equivalents for hexadecimal.
Hexadecimal Decimal
A.? = 10.?
B.? = 11.?
C.? = 12.?
D.? = 13.?
E.? = 14.?
F.? = 15.?
Hexadecimal Decimal
.0 = 0/16 = = .0
.1 = 1/16 = = .0625
.2 = 2/16 = 1/8 = .125
.3 = 3/16 = = .1875
.4 = 4/16 = 1/4 = .25
.5 = 5/16 = = .3125
.6 = 6/16 = 3/8 = .375
.7 = 7/16 = = .4375
.8 = 8/16 = 1/2 = .5
.9 = 9/16 = = .5625
.A = 10/16 = 5/8 = .625
.B = 11/16 = = .6875
.C = 12/16 = 3/4 = .75
.D = 13/16 = = .8125
.E = 14/16 = 7/8 = .875
.F = 15/16 = = .9375

There are two primary ways to use these tables. First, they can be considered to describe how a culture will develop (or lose) its knowledge and techniques in particular areas. The tables help to answer what sort of things might be possible, what might be under development, and what is not likely to happen. Of course, it's up to the GM to flesh out the information provided and may use the tables to inspire him to develop highly unusual worlds. (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 rating may be used to show what is possible on alternate worlds. A GM may simply pick a rating or may roll randomly (d30, counting 30 as 0, and divide by two) or whatever combination seems most appropriate. In the case of new inhabited realms two determinations may be necessary, one to determine what is possible, and one too determine what the inhabitants have achieved.

The tables can also serve to flesh out new 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.

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Arcane Rating

The Arcane Rating describes the effectiveness of magic. Magic is distinguished by its willingness to break the rules of its reality. Social disciplines change living creatures; efforts of will cause physical reactions.

0.0(Dreamless) The supernatural is impossible including such things as empathy, deja vu, dreaming, imagination, and special insight. No mana is available anywhere. True creativity, inventing something that never existed, is impossible.
0.4(Creativity) True creativity, efforts of will, and empathy become possible.
0.8(Arcane Conceptions) At this stage, people begin thinking of ways to avoid things that happen. Mana doesn't exist generally, but can be found rarely. The special abilities required to use magic are rarely found and specific effects cannot be taught. Arcana manifest unconciously and can only be mastered after a lifetime's effort. Effects are weak, very short ranged, and temporary (empathy, danger sense, luck) and the rituals of mastery are complex and time consuming. Magical effects may not be obvious, and often leave observers doubting that magic did anything.
1.0(Arcane Definition) As the knowledge of magic is shared, general belief in magic and its power increases. While there is no proof of magic, people tend to believe in it. Magical effects can be mastered in mere years, but still require dedicated study of the basic principles. The distance at which spells can affect things increases, but remains limited. Mana is generally low to nonexistent.
1.8(The Proof) As mages learn how to increase their access to mana, spells have increased (though still temporary) durations and become susceptible to proof. Magic may still be explained as coincidence, but disbelief becomes difficult to maintain in the face of applied force (like apportation) and exchanged information (like emotion control). Mages must still create their own spells, but can base them on the ones used by others.
2.0(Arcane Study) As magic advances it becomes more than just a curiosity. While the special abilities required to use magic are still rare, mages are much in demand (even if little seen) by the powerful. Magic is an advanced study, and, while generally erratic, it can be dependable in the right circumstances. Mana levels are generally low, but standard mana can be found. Spells can be created to drastically accelerate or slow natural processes, and, while still not fast, can be cast in an acceptable amount of time. Chi powers may be developed where the Spirit Rating is 2.0+.
2.8(Spellcraft) Breakthroughs in magical training produce simpler spells with generally consistent effects and allow mages to actually teach individual spells. Mages may exist with no skill in magical theory or spell development although personal interpretation of spells is still important. Generally known spells include the basics in elemental (air, earth, fire, water, wood) and energy (light, darkness, sound) control, and information gathering (divination, knowledge). Creatures may exist which produce "magical" effects. Mana varies from low to average.
3.0(Life Arcana) Increasing access to mana and magic starts affecting the general world. Mages become common enough for most people to have seen one, at least from a distance. "Impossible" creatures may exist by supplementing their "normal" biology with magic. Magical effect which transform one simple thing into another become possible. Spells which are common knowledge include the basics of affecting life (animal, body, food, plant), thought (some communication, some illusion, mind), and complex materials (metal, technology). Mana is generally average with rare spikes at high.
3.8(Extended Spellcraft) As mages build upon the work of prior generations, more advanced effects become common. Advanced spells dealing with the elements, energy, and information are generally available. The duration of magical effects can be significant, though never permanent. Strongly magical creatures like shapeshifters and flying, fire-breathing, giant dragons may exist.
4.0(Embodied Arcana) At this stage magic becomes a thing of its own and not merely a way of doing things. Some spells may be cast quickly and often by using simple forms. Magic may create objects from "nothing" albeit with subtle deformations and only for limited times. The deliberate transformation of living beings becomes effective which also permits the existence of creatures depending completely on magic for their existence (elementals and other embodiments of ideas). Spells with built-in delays are now possible. Basic spells creating illusions and simple objects (creation, making, breaking) become common knowledge. High mana becomes more common.
4.8(Enchantment) As magic becomes more durable, it becomes possible to place magical effects within or upon simple objects. Creating such enchantments is complex, time consuming, and requires close contact. Enchantments decay over time, but effectively give non-mages access to magic. Basic spells of communication, enchantment, healing, and protection become common knowledge. Powerful spikes of mana can exist. Alchemy (with a Technology Rating of 2.0) and Herbary (with an organic rating of 2.0+) are possible.
5.0(Conjuration) As magic becomes more and more a part of everyday life, almost everyone will know a mage and magic starts being used for "ordinary" tasks. Spells may now create items which cannot be distinguished from "natural" ones. The alteration of living beings to inanimate matter is possible (the reverse isn't, but spells may cancel such effects).
5.8(Permanency) Permanent magical effects, both spells and enchantments, become possible.
6.0(Extended Enchantment) As knowledge of permanent magic improves, enchanted items become more common although they are still very expensive. The time required to produce certain enchantments decreases, although the process is still slow. Enchanted items may have multiple effects, and spell "charges" may be be enchanted into items. Spells may achieve limited connections with alternate planes.
6.8(Interplanar) With increasing knowledge of alternate planes, basic spells dealing with entities and interplanar movement become commonly available (conjuration, diabolism, necromancy, portal or gate). High mana becomes available to those willing to pay for it.
7.0(Extended Interplanar) This stage is marked by the development of a true theory of magic. Though magic will never attain the rigidity and reliability of technology, this theory improves magical practice tremendously. Spells may gain longer ranges and enchantments may be simplified to moderate difficulty. Spells may be created to activate when certain conditions are met (spell triggers) or to bring objects from other planes. Advanced spells which deal with magic or other spells become common knowledge (mana, meta-). Industrial Alchemy (with a social rating of 9.0+) becomes possible.
7.8(Late Interplanar)
8.0(Spell Storage) As knowledge of enchantments and spell triggers increase, mages turn to using that knowledge for general spellcasting. This can result in methods of spell storage (binding, impressment) which enable even the most complex of effects to be brought forth quickly, although storing the spell in the first place is still complex.
8.8(Improvisation) Increasing magical knowledge and power allows magical effects to be produced without developed spells (improvised). Improvised magic becomes possible. High mana becomes the rule instead of the exception.
9.0(?) Discoveries are made permitting the union of different spells. This may allow magical effects to be produced by studying these groups instead of studying individual effects. Some sort of enchanted device (staff, runestones) is required for best use.
9.8(?) Powerful mana becomes available to those willing to pay for it.
A.0(?) The increasing availability of mana permits magic to be common enough that most beings are able to use magic to some degree. Training still confers large advantages. The majority of the world is high mana with areas of powerful mana.
A.8(?) Magic becomes even more developed. Generic spells which interpret the caster's desires (wish parsers) become possible, as do spells or enchantments which cast other spells. Extreme mana is common.
B.0(?) Increased mana leads to more effective spells and abilities. Spells may be simple, quick, and have significant ranges. Enchantments may be moderately difficult and slow, and short ranged.
B.8(?) It becomes possible to use spell groups without the aid of an enchanted device and without knowing any individual spells. Such magic does require a knowledge of magic in general.
C.0(Magical Revolution) The increasing availability of enchantment leads to commonly available magic items. Magic becomes an economic force and a major source of "labor." Magical effects may channel mana into enchanted objects and enchantments making mass-produced enchantments possible.
C.8(Magical Life) As magic expands into every aspect of the world, everything become more magical than not. Even children may use magic in basic ways although knowledge of magical theory or natural talent is required for the best effects. Magic is commonly re-codified into minimal divisions.
D.0(?) As mana becomes more available, conjurations become easier and more powerful. It often becomes difficult to tell what the rules are as gates blend and merge different areas of the continuum. Powerful mana is now the norm, with extreme mana being available for specialized purposes.
D.8(?)
E.0(Wish) As extreme mana becomes common, reliable "wish parsers" become available. Society and the world is no longer recognizable as magic continually shifts reality.
E.8(?) As "free" magic exerts extreme changes on the world, people consider magic to be the major part of the world. Magic may be studied in a holistic manner, with people improvising magical effects as they are needed.
F.0(Chaos) As magic becomes everything that is, reality is determined by consensus. Magic can be tapped by all thinking beings. Minimal training can produce spectacular effects. Magical understanding is intuitive in all people. Extreme mana is available to everyone.

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Organic Rating

The organic rating measures the nature, knowledge, and ability to manipulate living creatures and their interactions (ecology). Most knowledge begins with microorganisms and moves on to plants and through animals to sentients. However, this is primarily due to the length of a generation in each different type of creature. The shorter its generation, the easier it is to obtain organic information about a creature.

0.0(Pre-Biology) Any concepts involving changing living things are impossible. Gathering is possible, but most creatures rely on ambient energy (photosynthesis, etc.).
0.8(Hunting) As organisms become more complex, predation (hunting, fishing, trapping) becomes possible. Herding is not possible. Supportive treatment of illness and herbal medicines may develop.
1.0(Pastoral) It becomes possible to keep creatures for future use. Plants may be deliberately planted, but are not tended. Living animals may be penned or crippled to prevent their escape (animal taming). At later stages close involvement with animals may lead to tending to their needs and the domestication (and use) of social animals. True herding still isn't possible, but creatures may follow and plan for regular migrations. Planning for the future leads to cleanliness, bone-setting, and purging. Microorganisms may be bred, leading to brewing (beer), vintnery (wine), and dairy foods (cheese and yoghurt).
1.8(Proto-Medicine) As the idea that organisms might be improved spreads, people start studying and trying to improve agriculture, husbandry, and medicine. Medicine extends to animals (veterinary medicine). Plants may be bred and areas prepared for planting, but this still falls short of organized agriculture. Basic surgery (amputation, trepanning, deep sutures) develops.
2.0(Agriculture) Organisms (other that 54rpeople) may now be tended from before the cradle to after the grave. This typically leads to full agriculture and may lead to irrigation (with a Technology Rating of 0.E). Populations increase, essenses may be produced, and Herbary (with an arcane rating of 4.8+) is possible. Non-functional or cosmetic prosthetics may be developed.
2.4(Breeding) Animals are now bred for specific purposes, and may be used as power or mana sources with a sufficient tech or arcane rating. Crop rotation and field drainage may be introduced.
2.8(Pharmacy) As people begin to organize the organic arts, they become more efficient and available. Pharmacology is organized, and agriculture may produce channel irrigation, terraced fields, and 2-field and open field agriculture.
2.C(Analysis) As biology becomes a regular study, the impossible becomes merely dangerous. Ways of preserving growing fields for longer periods of time are developed (3-field rotation, soil conservation). Ways of analyzing organics "beyond" or "below" the standard senses (microorganisms, cells, life force, spiritual deformity) are typically developed. Surgery (or the equivalent) and functional prosthesis may be developed.
3.0(Selection) As the formal study of organic systems continues, people start understanding how traits are passed through the generations (heredity) and how natural creatures become as they are (evolution). Shifting cultivation becomes available. Supplements (typically forms of fertilizer) are used to replace non-functioning processes.
3.8(Germ Theory) Perception and analysis of organic systems result in tremendous gains in health and organic production. Agriculture is organized so that fields do not need to lie fallow. Diseases are analyzed (germ theory, epidemiology) so that many may now be prevented (innoculation, antisepsis) instead of just cured. Improved surgical techniques may include anaesthesia.
4.0(Biochemistry) The study of life functions at the "molecular" level (biochemistry) leads to knowledge of the causes of many diseases (viruses) and a truly effective disease theory. Surgery may develop functional limb transplants, and agriculture may advance to 4-course agriculture.
4.8(Mutation) The exploration of inheritance leads to basic understanding of mutation. Mutation may be used to augment microorganisms and plants.
5.0(Ecology) The study of organisms and their environment leads to a science of ecology at large scale and knowledge of supplements to augment or repress biological functions at micro scale.
5.8(?) Knowledge is developed of living processes at the "molecular" scale. The process whereby plants use their environment for growth (photosynthesis) is understood. Organ transplants between individuals within a species may be performed.
6.0(?) As biological knowledge extends to the nervous system and fetal development it becomes practical to use mutation to modify animals. Brain surgery becomes practical.
6.8(?) Fertilization outside the body. Modification Supplements. Crude genome mapping and experimental synthesis (genetic engineering).
7.0(?) Prosthetic Organs, Animals Augmented via Synthesis. The ideInterdependencynterdepency of the Eco-system. Simple cloning and genetic therapy. Forced sleep systems. Bioconversion engines become available (with a Technology Rating of 8.8).
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 9.8 (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. Primitive terraforming.
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 cloned organ replacement, bioplastic, Grafted Organs, Prosthetic Nerves
A.0(?) Understanding of the brain leads to uplift of ordinary animals, super-memory drugs, and brainwipe. Animals Embellished via Synthesis, genetic reconstruction,
A.8(?) forced learning practical, Grafted Nerves
B.0(?) Understanding of aging leads to anagathics.
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

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Power Rating

Power, resources, efficiency

The Psionic Rating shows how effectively a mind may directly control its environment. This differs from the Arcane Rating in that a user of psionics isn't changing the laws of his realm, he's making use of special laws which permit this.

(In GURPS, weak abilities have power levels of 5 or less, moderate abilities have power levels of 6-12, and strong abilities have power levels over 12.)

0.0No psionics are possible. This includes manifestations such as empathy, deja vu, and dreaming.
0.8Psionic abilities may exist as weak and unreliable individual talents (empathy, danger sense, luck). Abilities manifest ununconsciouslynd may not be trained or improved.
1.0Psionic abilities can not be used consciously but may be relied upon and improved. However, psionics must figure out how to improve their abilities on their own, others cannot train them. Enhancing abilities beyond the standard is not possible. Multiple and varied abilities are possible, but abilities will not overlap or combine.
1.8As the concept that certain psionic abilities are related to each other develops, psionics may dedevelopedne set of related abilities. Chi powers may be available with an Arcane Rating of 2.0.
2.0Psionics are available at medium power Ratings. Talents cannot be trained, but may be used consciously.
2.8Psionics are available as multiple talents. Multiple talents are weaker than single talents (8 to 12 combined psionic power).
3.0Psionics may not be trained, but can be enhanced.
3.8Psionics have developed to the point where training is possible.
4.0Individuals with multiple talents may equal the power of those with single talents. Aimed mental blows are possible.
4.8Unintelligent creatures which use psionics may exist. Offensive Mind Shields are possible.
5.0Primitive psionic devices (screens and drugs) with somewhat unreliable effects may exist.
5.8Psionic devices with a "brute force" approach (bombs, shields and detectors) affecting or distorting psi skills are possible.
6.0Full communion becomes possible. High power Ratings become possible. Devices which prevent the use of skill are possible.
6.8Gestalts 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. (This is the default rating for GURPS Psionics.
7.0The 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.
7.8Devices 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.
8.0Psionic 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.
8.8Devices may be created which act to store and/or project a single psionic image or effect. These may be triggered by anyone.
9.0Devices which increase existing psionic talent are possible.
9.8Devices 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.0Projection of complex psionic functions to non-psionics is possible. Non-Psionics may be tapped for increased power.
A.8Devices may be created to grant psionic powers to non-psionics.
B.0Devices 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.0Devices which allow a non-psionic to become psionic are possible.
C.8
D.0Almost all sapient beings have some degree of psionics. Training still confers a large advantage.
D.8Latent psionics are impossible.
E.0Most living beings have medium to high Ratings of psionic power.
E.8Psi-crystals may be manufactured.
F.0All living creatures use psionics. Minimal training can produce spectacular effects. Understanding of psionics is intuitive in all people.

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Social Rating

More than anything the Social Rating is a measure of organization. It shows the degree to which successful relationships are possible, and how complex social organizations may become. It also shows how information may be organized and developed.

0.0(Asocial) No social interactions are possible. Beings reproduce asexually and live lives of complete solitude.
0.8(Sexual) Sexual reproduction and competition is possible. The pair (mates or mother-child) is the largest social unit. Government by consensous.
1.0(Family) The nuclear family is possible. Rituals for family events develop. Language develops, but permanent records are not possible. Divisions of labor based on physical parameters may exist.
1.8(Extended Family) The extended family is possible. Tradition and ritual are passed down verbally. Poltics causes customs to develop for all stages of life. Ideas of personal property and government by leadership may develop.
2.0(Clan) Related multi-family groups are possible. Depiction and description lead to the development of art (particularly poetry) and religion.
2.8(Tribe) Groups without family ties (gangs) are possible. The ideas of conquest and trade may develop. The concept that one thing or thought may represent another develops further, possibly leading to coinage and pictographic writing (with a Technology Rating 0.E+).
3.0(Alliance) Alliances are possible between independent tribes. History and theater may be invented.
3.8(Social Class) Specialization develops along family lines, and property expands to include land and animals (slaves). Hereditary chieftainships, soldiers (standing armies), and slaves are possible.
4.0(City-State) Standards of practice make the city-state possible. Standardized measures and writing lead to taxation, legal codes, and mathematics. Administration becomes a profession. Militias may be formed for common defense and sports for common recreation.
4.8(Organization) Overlapping Administrations lead to the concept of a group as something separate from its members. Mail systems and mass combat tactics (phalanx and legion) may develop. Governments may exact tribute from other governments. Positional mathematics is possible.
5.0(Kingdom) Rule by proxy. Governments may contain multiple cities.
5.8(Abstraction) Concepts not based on physical things may exist. Scholarship becomes a profession, leading to centralized information (libraries), and improvements in records (abstract writing) and theories. Laws are codified and concepts such as eternity, formal logic, geometry, money, society, and the disembodied soul may be developed.
6.0(Citizenship) The idea of people as citizens instead of subjects (or rulers) of a government is possible. Democracy, voting, and majority rule may develop.
6.8(Imperial) Parallel organization and separation of powers permits the assimilation of cultures and organizations. Administrations may run in parallel (military, religious, government, etc.).
7.0(Feudal) The concept of contracts. Credit and money lending established. Rental property and public libraries developed. Postal and news services possible. Feudal government.
7.8() The organization of information. Chapters (& verse), cross-references, citations, indexes, money of account, double-entry bookkeeping, analytic outlines.
8.0() Independence within government (separation of church and state). Financial concepts burgeon. The idea of a company or monopoly. Stock, commodities and financial exchanges possible. The concept of collateral is invented. Guilds and Universities. Theory of Inflation.
8.8() 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.
9.0() The concept of precise and self-based units of measure, even at odds with the environment. Map Projections, Industrial Alchemy (with an arcane rating of 7.0+) becomes possible.
9.8() early factories.
A.0() Economics and the idea of man as an economic being is invented. Capitalism, Socialism, and Totalitarianism possible.
A.8() 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.
B.0()
B.8() Supranational organizations with authority over nations is possible.
C.0()
C.8() 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.
D.0() Resolution of conflicts are efficient and non-destructive.
D.8() 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.
E.0()
E.8() "Evil" is identified and contained. Social memes develop which are highly resistant to evil, while allowing maximum individual freedom.
F.0() A more perfect society than can possibly be envisioned.

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Spirit Rating

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 are possible with an Arcane 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 or more accessible to 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 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.

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Technology Rating

The Technology Rating shows what developments have been made in understanding and using the physical world. This is mainly a matter of the tools and mechanisms, both physical and mental, that are available. (Note that tech ratings are deliberately divided up much more finely at lower ranks 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.
0.2(Protolithic) Basic materials are shaped into tools (digging sticks, paint).
0.5(Early Paleolithic) Tools are used to create other tools. Dangerous materials (fire) may be used as tools.
0.7(Late Paleolithic) Materials may be specifically sought out and processed for their use as tools (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. Animistic explanations develop to explain physical processes. Runners carry memorized messages with an oral tradition keeping records.
0.9(Mesolithic) Tools are specifically designed to make other tools (awl, needle), and some special techniques develop (steam-bending, fire-hardening). Hides are tanned into leather (huts, tents, snares, hafted weapons, shield, sling), and clay is used. Logs may be attached to create rafts and may be paddled. Skis may be developed. Tools may consist of multiple parts (hafted blades, spear-thrower, barbed spear, staff-sling). Whole number mathematics are possible (abacus), but limited without a defined symbology.
0.B(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 rational number mathematics. Draft air systems burn bone and lead to the kiln which is used to bake pottery and refine gold. Tools invented for agriculture include dams, hand plows, and stone sickles. Weapons include knives and bows. Stirrups are possible with an Organic Rating of 1.8+
0.E(Late Neolithic) Tools are now created specifically to modify materials for later use (distaff). The loom is invented (cloth, weaving), and structures are built with solid frames (stone or wood frame huts, frame canoe). Masonry develops using mud bricks, and stone may be quarried. Non-vocal signals are developed. Tools in general improve (sleds, small saws, double-sided axe, reflex bow, hoe, pit silo). Astrology may appear and rule of thumb techniques are used for building processes. Primitive water wheels may appear.
1.0(Copper) Materials can be refined into materials with different properties. Low temperature refining leads to Copper, Glass, and Silver and the development of swords, plows, 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. Parchment, bark or reed paper, civil engineering, and astronomy are developed, as are the first sailing vessels. Tools are made from copper and boiled leather (armor), and agriculture may lead to water-raising devices, canals, and dikes. Stringed musical instruments may be created.
1.4(Bronze) Basic materials are combined to produce composite materials and alloys. This leads to bronze, 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. Basic explosives may be discovered, but typically remains a curiosity (fireworks) until Tech Rating 4.0.
1.8(Planning) Building projects get much larger and spread much wider (large buildings, roads, and large-scale irrigation). From these developments proceed stone construction, water clocks, plumbing and sewer systems (clay pipes), and geometry. Improved astronomy and maps allow the development of coastal water vessels, including galleys. Alphabets and perspective in art 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, scale armor, toggle & pin clothing, high-temperature ceramics, and charcoal. The formal study of logic develops. Ungeared watermills may be built, but have little utility.
1.C(???) The development of empirical rules of mechanics permits even larger, more massive, and more complicated construction. Large Tension-powered weapons may be developed. Possible developments include enamels, underground foundations, stone columns, block & tackle, paved roads, courier services, socketed swords, leaf swords, and formed bronze axes.
2.0(Early Iron) The development of more extreme conditions for altering materials permits the creation of much more common and useful materials. Furnaces and high temperature smelting lead to bloom iron becoming the material of choice leading to chain as the armor of choice. Furnaces are 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, metal cramps & dowels, corbel domes, pointed arches, algebra, and trigonometry. Counterweight powered weaponry is possible. Alchemy (with an arcane rating of 4.8+) is possible.
2.8(Late Iron) The development of practical theories on the nature of materials leads to materials (acids, steel, soap) of predictable and consistent quality. Cheap materials for storage (pulp paper) lead to advanced record keeping and block printing. New materials include include concrete and carburized iron. Architecture includes arches, vaults, cross-vaulting, trusses, lead roofing and piping, glazed windows, hypocaust heating, stone timber construction, large fortifications, polygonal domes, and vaults on columns. Vehicles develop pivoting front axels and stern-post rudders, leading to sailed vehicles without oars and wheeled plows. Plate armor, crossbows, and compasses are developed. Animals may be fitted with high war saddles, horse collars and horseshoes, breast harnesses, and curb bits. Fireworks may develop.
3.0(Gearwork) Simple mechanisms are developed with multiple moving parts working together. Gears and screws lead to mechanical weight-driven clocks, compasses, lathes, spinning wheels, ship's wheels (& wheelhouse), treadmills, windmills, advanced water wheels, astrolabes, and other complex mechanisms. Drift nets and windlass & cranequin crossbows may be invented. Wheeled asymmetric plows, and iron plowshares are developed for agriculture. Semaphore networks, specialized symbologies (mathematical symbols, musical notation), and wind instruments may develop.
3.8(Purification) Purification of materials lead to significant advances in weapons (explosives) and optics (clear glass). Guns and cannon, spectacles, Coulters, spherical trigonometry and celestial navigation, mouldboards, movable type printing, and wheelbarrows may be invented.
4.0(Early Exploration -- 1500+) The concept of quantification is established. Blast furnaces lead to quality steel, and improved masonry and building techniques change every aspect of architecture. Canal locks make certain tasks easier. Improved metals lead to full plate armor, and make mechanical (clockwork) energy storage possible. Heavy "Stagecoaches" make overland travel faster, naval guns are mounted in broadsides. Early power transfer results in belt drives and towermill windmills. Forces (motion, light) are described mathematically.
4.5(Production -- 1550+) Systems develop to meet the high demands for existing products. Cast Iron, horizontal loom, horse artillery, naval broadsides, suspension bridge, reverbatory furnaces.
4.B(Optics -- 1600+) Tools develop to allow perception of extremes that cannot be percieved unaided. Glass quality increases to permit microscopes and telescopes. The telescope leads to a revolution in astronomic theory. Carbon controlled steel is developed. Theoretical developments included newtonian physics, atomic theory, probability theory, and calculus.
5.0( -- 1700+)The idea of repeatability leads to barometers and thermometers, and electricity. Architecture uses half-timber construction, dovetail joints, spires, metal-banded construction and strainer arch.
5.5(Reason -- 1740+)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 perception.
5.B(Early Steam -- 1780+) Engineering begins to rely on rigorous mathematics along with empirical investigation leading to perfecting the steam engine and leading to machines replacing humans in simple tasks and precision machining. Mechanized printing makes printed materials ubiquitous. Large-scale steel production leads to steel structures and cladding. 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.
6.0(Late Steam -- 1820+) Knowledge of steam power leads to thermodynamic theory, which in turn improves steam engines, making them practical for use on all 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. If not discovered previously, firearms will be developed at this point. Programmable calculators (difference engines) and typewriters may be developed.
6.4(Electric -- 1860+) The development of electricity leads to portable 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.
6.8(Early Petroleum -- 1900+) 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. (Prototype heavier than air flying craft may become common.)
6.C(Late Petroleum -- 1920+) Further developments in the internal combustion engine lead to heavier than air flight and self-propelled guns (tanks). Developments in controlling raradiantnergies lead to radio, radioactive theory, the theory of relativity, sonar, and measurement of galactic distances. 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.
7.0(Atomic -- 1940+) Though expensive, new materials (specialized alloys and plastics) can be synthesized upon demand. The development of ballistic cloth makes armor 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. Massive electrical calculating devices for specialized applications, suborbital rockets.
7.8(Orbital -- 1960+). Fission power and radiothermal generators become practical energy sources. Electronics leads to the first programmable electronic computers. High energy physics elaborates sub-molecular theories and allows full classification of elementary particles and forces. Developments in energy sources and materials lead to (non-weapon) lasers, hovercraft, orbital transport, and the hydrogen bomb. Cosmology appears as a viable science. Manned orbital rockets lead to satellite relays and digital signaling.
8.0(Miniaturization -- 1980+). 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. Materials become even more advanced (composites & advanced ceramics). Nuclear space drives ("Orion" drives) may appear.
8.8(Information -- 2000+) Computers become ubiquitous and most information becomes available through networks. Computers can be used via natural language or body language. Pocket computers, flat-screen TV's, and virtual reality become common, as do mag-lev trtransportationand electric vehicles. Developments in weapons include gyrocs, vibroblades, smart mines, laser artillery, and caseless ammunition. Improved materials lead to composite laminate, "monocrys" and reflec armors. Nanotechnology is experimented with. Bioconversion engines become available (with an Organic Rating of 7.0+).
9.0(Fusion -- 2020+) Fusion power is developed commercially. Hovertanks, moving holographs, manned interplanetary travel, computers gain personality and self-programming abilities, gauss weaponry, personal laser weapons, durasteel, advanced radiothermal generators (NPU's), power cells. A theory of gravity is developed.
9.8(Interplanetary) Primitive gravity manipulation, 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.
A.0(Cybernetic) Manned interstellar (not FTL) travel, personal particle accelerators (blasters) and microwave lasers (disruptors), plasma weapons. Super-strong materials make beanstalks, drop capsules, and skintight vacc suits and combat exoskeletons (battlesuits) possible. Developments in nanotechnology lead to direct interface with computer and electronic systems.
A.8(Gravitic) A functional understanding of gravity and the other primary forces makes the creation of antimatter (and antimatter power & weapons) profitable. Gravitic motors (reactionless drives), repulsors, distort belts, and superdense materials are created. Other developments include jump drives, nerve weapons, x-ray lasers, personal sonic weapons, and reflex armor
B.0(Interstellar) Practical means of manipulating sub-nuclear forces lead to fusion weapons and personal gravity motors. Nuclear dampers may put an end to the use of fission weapons. Androids may be developed and true artificial gravity is possible.
B.8(Force) Further understanding of basic universal forces may lead to hyperspace or warp travel, defensive screens, temporal stasis, ecstasy weapons, thermal-superconducting armor, life-support belts, and anantimatterifles.
C.0(Teleportation) Teleportation or matter transmission, fusion weapons, force beams, deflector belt.
C.8(Communications) linear drive, hyperwave communication, time compression and acceleration, disintegrators, ultrascanners.
D.0(Worldbuilding) exploration of galactic cluster, living metal, pulsars, personal force screens, "reality" weapons, timescanners,
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 itself may be manipulated.
F.0(Passage) Technology can do anything, including time travel and tachyon weapons.

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Permutations

Pollution

No mention was made of pollution in any of the ratings, and it is up to the GM to what degree he wants to stress pollution in a particular realm. It should be noted that any development may produce pollution, but unless the GM has a reason to ememphasizehis, it can be considered that a realm has methods in place to deal with it.

Psionics vs. Magic

What is the difference between psionics and magic? Essentially they (along with spiritualism) represent different attitudes towards occult forces.

Super Powers

Putting It Together

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