Liam Devlin
SOC-14 5K
S-4:
I tend to single-homeworld TL to the Players. Their world's TL, and anything Imperial tech below that they have no penalty.
+IMTU (era notwithstanding), I use as Aramis does that Imperial tech has homogenity for its users. Outside the Imperium, in stellar States like the Zho. Consulate, Hive Federation, follow similiar suit. Differing tech levels however I do use amongst the competing Aslan clans & Vargr Hordes.
+As Bill said, NPC's are created by the GM, hence he/she already knows their limitations.
+Since I'm a former CT, MT, TNE, now a T20 user I tend to rely on the Player's chosen skills, and their homeworld with some borrowed ones from TNE. Some require no TL mods--like Blade weapon skills/ or feats, Riding (some beast of burden),Driving, Pilot Vessel (Ground vehicle, aircraft, Grav, starship, spacecraft, and so on)or Unarmed Combat ones, pretty much infer what TL they have.
Ones that I use that do impose an unspoken/ or declared TL:
++Use Alien devices (TL-whatever)
++Use archaic (blackpowdre) firearms (Early firearms TL3-TL4)
++Use Archaic Artillery (Medieval Blackpowdre siege weapons to horse drawn carriage guns).
++Archery (Bows & Crossbows)
++Thrown weapons (Slings, javelins, hand axes, spears and so on)
++Techno-savvy (Good for clever Barbarians using mechanical devices with more than 2-3 moving parts beyond TL3+)
Lets look at what we have already shall we?
+Riding--infers animal powered locomotion for travel TL0-TL4.
+Driving (Ground Vehicle/Wheeled)--infers wheeled self-propelled "horseless carriages+ infers TL4-9.
+Pilot (Vessel Aircraft*, Grav**, Spacecraft***, Starship***)
*infers TL5-TL11 (TL-12 triphibian vehicles occur according to GDW MT -Tech scale)
** infers TL8-to TL-16 (using T20's early Grav chart)
*** infers TL6 to TL-16 (From manned multi-staged lift orbital rocket capsules to insystem luxury liners)
**** infers TL9 (Jump 1) to TL-15 (Jump 6).
The Homeworld and player's chosen skills dictate pretty much what they can do, and what they are familiar with.
I have run groups with folks from early industrial worlds (She as the steward was from a TL4 desert world)and stellar worlds crewmates (The Doctor was from a TL-D world, one Marine from a TL9 world, another from a TL3 world, the Captain from a TL-B world, the purser from a TL-E world, and the Scout from a TL-C world. This was of course within the Imperium.
Never thought the system was broke, or needed tech to skill as the technology skills (listed above) cover a broad range, and if they were going somewhere where lower tech skills were needed than they knew, then their was usually someone who could teach them what they needed to know--( enter the GM with Instructor NPC!
)
I tend to single-homeworld TL to the Players. Their world's TL, and anything Imperial tech below that they have no penalty.
+IMTU (era notwithstanding), I use as Aramis does that Imperial tech has homogenity for its users. Outside the Imperium, in stellar States like the Zho. Consulate, Hive Federation, follow similiar suit. Differing tech levels however I do use amongst the competing Aslan clans & Vargr Hordes.
+As Bill said, NPC's are created by the GM, hence he/she already knows their limitations.
+Since I'm a former CT, MT, TNE, now a T20 user I tend to rely on the Player's chosen skills, and their homeworld with some borrowed ones from TNE. Some require no TL mods--like Blade weapon skills/ or feats, Riding (some beast of burden),Driving, Pilot Vessel (Ground vehicle, aircraft, Grav, starship, spacecraft, and so on)or Unarmed Combat ones, pretty much infer what TL they have.
Ones that I use that do impose an unspoken/ or declared TL:
++Use Alien devices (TL-whatever)
++Use archaic (blackpowdre) firearms (Early firearms TL3-TL4)
++Use Archaic Artillery (Medieval Blackpowdre siege weapons to horse drawn carriage guns).
++Archery (Bows & Crossbows)
++Thrown weapons (Slings, javelins, hand axes, spears and so on)
++Techno-savvy (Good for clever Barbarians using mechanical devices with more than 2-3 moving parts beyond TL3+)
Lets look at what we have already shall we?
+Riding--infers animal powered locomotion for travel TL0-TL4.
+Driving (Ground Vehicle/Wheeled)--infers wheeled self-propelled "horseless carriages+ infers TL4-9.
+Pilot (Vessel Aircraft*, Grav**, Spacecraft***, Starship***)
*infers TL5-TL11 (TL-12 triphibian vehicles occur according to GDW MT -Tech scale)
** infers TL8-to TL-16 (using T20's early Grav chart)
*** infers TL6 to TL-16 (From manned multi-staged lift orbital rocket capsules to insystem luxury liners)
**** infers TL9 (Jump 1) to TL-15 (Jump 6).
The Homeworld and player's chosen skills dictate pretty much what they can do, and what they are familiar with.
I have run groups with folks from early industrial worlds (She as the steward was from a TL4 desert world)and stellar worlds crewmates (The Doctor was from a TL-D world, one Marine from a TL9 world, another from a TL3 world, the Captain from a TL-B world, the purser from a TL-E world, and the Scout from a TL-C world. This was of course within the Imperium.
Never thought the system was broke, or needed tech to skill as the technology skills (listed above) cover a broad range, and if they were going somewhere where lower tech skills were needed than they knew, then their was usually someone who could teach them what they needed to know--( enter the GM with Instructor NPC!
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