The Art TMof  TECHNOLOGY
The level of technology (T/L) is factored into the G/M via the AA's Sgnificator, normally equivalent to the T/L of the AA's native culture.
For True practitioners of TATM the understanding of how a technology works is not equivalent of being able to use it. Thus Technobabble and testbed are the appropriate (Instrumental) attributes brought into play whenever the local T/L is at odds with the AA native understanding. From this it would appear that early stone age AAs have the best rapport with XXI Level Artifacts! (Or, more likely, the other way round!!)

Game Mechanics: If the AA has not done so already, all Widgits (single function devices) and Gadgets (multifunction devices) are classified according to T/L. Artifacts are secretly classified by the D/M.

Technology is also a measure of a culture and, in general, will be 'across the board': equivalent T/Ls in each area of technological achievement. The latter are generalised and certain planetary conditions or cultural restrictions may lead to imbalance1.
T/Ls will also rise and fall due to Natural Tragedies and lesser socioeconomic reasons principally War,

Note:
that, as an Eternal Optimist, the D/M suggests that Weapons Technology should lag behind other advancements! However the examples offered are the sorts of weapons generally available to the sophont in the street. (Sigh!)
D/Ms should also be aware of technological overspill, where advancements in one area affect onother. Synergistically or catastrophically!
 
Level
Card
Area of technological achievement


Casual Travel Materials Communication
Weapon
Ranged
Power Source
Engineering breakthrough
I
The Magician
None Paleolithic
(Natural Materials)
Language
Rock
Muscle
Un-enhanced Muscle
II
The High Priestess
Local <10km Neolithic (Gold) Oral Tradition
Spear/Arrow Wood (Fire) Simple Mechanics: Lever/ Inclined Plane

Combined Muscle Power (Animal and Human)
III
The Empress
Regional <100km
Copper
Writing
Bolt Wind
Basic Mechanic: The Wheel
IV
The Emperor
National <1000km Bronze Post
Shot Water
Complex  Mechanics:
Pulley/Sail/Archimedian Screw/ ...Steam Jet!
V
'Now
Tech.'1
The Heirophant
Trans-Oceanic (Cast) Iron
Telegraph
Bullet Steam Boiler (various fuels) Modern  Mechanics:
Precision Engineering 'Clockworks'
VI
'Near
Tech'
The Lovers
Continental
Steel Radio Caseless
(Gyrojet)
Petrol  (Internal Combustion Engine) Force(0)  Mechanics: Electro-Magnetism
VII
'Hi
Tech.'
The Chariot
Global (Air)
Titanium Video E.M.D. Stunner
'Taser'
Nuclear Fission (Steam) Micro Mechanics:
Photo-lithography
The Realms of Future-Science: Mundane (Ish) Technic Actions and Tasks using Minor Arcana (pips 8-10) to aid.
VIII
'Near
Future
Tech.'
Justice
Global (Orbital)
Diamond Cyber-Jack
Fazer
Solar Electric
Molecular Mechanics:
Electro-lithography
IX 'Future Tech.'

The Hermit
Inner System Novolithic Neuro-Net Laser 'Simple' Fusion: Proton-Proton Magnetic Containment (Deuterium/ Tritium 'Helium -3')
Nano Mechanics:
Gamma-lithography

X
'Far Future Tech.'
Wheel of Fortune
Outer System
BioCrystal Neuro-Jack Mini- Missile
Launcher
AntiMatter (Im)Practical: too much Gamma!
Bio Mechanics:
Molecular self assembly

The Realms of Super-Science: Enhanced Techs (Royalty 11 - 14) Required
XI
'Super-
Science'
Strength
Interstellar (StL)
CG Reinforced
Co-Processor Bolter
CG
CG Fusion, 'Fusor' (MagnetoGravitic Containment): Mk.I: Boron Catalyst
Force(0.5) Mechanics: Contra-Gravity
XII
'Trans-S'
The Hanged Man
Interstellar (FtL)
Collapsium (Cybernetic Communion) Stunner CG AntiMatter
Fusor Mk.II: CNO Cycle
Quantum  Mechanics: 'Weaving'
'1st Force Age (Gravity)'
XIII
'Ultra-S'
Death
IntraArm
MutaMetals
Pure SuperMetals
Cyber Spiritualism
(q.v. Shrines

QBH Furnace
Fusor Mk.III: Sodium-Neon Cycle
Muta-Mechanics: Spin
XIV
'Arch
Science'
Temperance
InterArm
QuasiMaterials
Super Materials

Blaster Screened AntiMatter
Screened QBH Furnace
Quasi-Mechanics: Charm
The Realms of Hyper-Science: Esoteric Tech. Major Arcana Only
The following belong to the realms of the Artifactual
Note: Major Arcana (MaA) may (must) be used for lesser Technological Items: Gadgets and Widgits with bonus esoteric effects as agreed with the D/M.
XV
The Devil
IntraGalactic Adamantium
Psiber-Link

True Matter Conversion
(Sieved QBH Furnace)
Force(2)Mechanics: Strangeness
'2nd Force Age (Sub-Space)'
XVI
The Tower
InterGalactic Force Fields Uni-Link
Instant 'universal' point to point comms.

Zero Point Force(3)Mechanics: Null Entropy
3rd Force Age (Null-Space)
XVII
The Star
OrthoTemporal
Neutronium Force Conciousness
Beamer White Hole Tap

XVIII
The Moon
ParaTemporal
Inertron
PanSpectral Conciousness



XIX
The Sun
MetaTemporal
Stabilium




XX
Judgement ExtraDimensional
Eternium




XXI
The World InterKosimos
Cosmium


MonoBloc Tap

O
The FOOL
Anything Goes!
Notes:
1
Globally applied. Certain advanced cultures will have access to superior techs. Thus although some of us are capable of casual Global Air travel not everyone on the planet is! Thus our current global T/L is V
2
3
4
5
6
7


The Art™ of T/Ls
Table: Technic Proficiencies. The TA T/Ls related to D20 P/Ls; Church/ State 'approved' ... TECH and Crafts. for a SUDSO Campaign with Pseudo-Medieval *Empires and Repressive Republics
TATM
T/L
Supra-Universal/Dimensional Space Opera: ...TECH (Crafters' Guild)
  T/L = 'Approval' rating with I being universally approved.
Normally T/Ls 1-7 permitted on 'Peasant Planets' without need for religious indulgence or Form: 123 ABC (beta Ver 1.2)
Appropriate Technic Age
(D20 Engineering Proficiency)
ie the Technic Breakthrough
or physical science responsible:
I
WOOD
Carpenters' Guild
Paleo-Lithic
II
STONE
Masons' Guild
Neo-Lithic
III
EARTH
Farmers' Guild
Copper Age
IV
CLAY
Potters' Guild  (GlassBlowers Guild)
Bronze Age


'Dark Age'
V
LIFE Herbalists' (Apothecaries') Guild Cast Iron Age (Structural E.)
VI
MECH-TECH Artificers' Guild
Most primitive devices generally up to Valve Technology. Latter a cross-guild battleground Glassblowers/ MetalSmiths/ Artificers Guild. Thus self limiting!

Steel Age (Mechanical E)


(Electrical E.) '0th Force Age'
VII
METAL Smiths' Guild
[Also POWER: *Engineers Guild (toehold).
Primitive 'Peasant Worlds' allowed (with proper dispensation) to use Wind, Water, Chemical (Steam)]
Titanium Age
'Silicon Age' (Micro-E.)
Cyber-Tech Mk.I

Limit of Pseudo-Medieval 'Peasant' Planets thereafter 'Technic' Planets with formal *Guilds
VIII
POWER-TECH *Engineers Guild usually Advanced Solar-Electric /Fusion
(No Nuclear  -'an abomination')
Diamond Age (Molecular E.)
Cyber-Tech Mk.II
IX
ELECTRO-TECH
Novolithic Age (Nano- E.)
Cyber-Tech Mk.III
X
WEAPON/ COMPUTER TECH (No AI's -'an abomination')
Interchangable depending on State of Conflict.
BioCrystal Age (Bio-Mech E.)
XI
MEDICAL TECH (Advanced)
1st Force Age (Gravity)
(Contra-Gravitic E.)
XI ish

StL Interstellar [Relativistic]
(True Gravitic E.)
XII
GRAVIONIC TECH
Collapsium Age
FtL Interstellar (Irrational)
(Quantum E.)
XIII WEAPON/ COMPUTER (No AI's -'an abomination')
Interchangable depending on State of Conflict.
Muta-Metal Age
(Early SuperMetals)
XIV
AMORPHOID TECH
QuasiMaterial Age
(Metal/ SuperMetal E.)

Proscribed Technologies (except to the Church/State)
XV ish NEURO TECH
2nd Force Age (Sub-Space)
FtL IntraGalactic (Irrational)
SubSpace Engineers!
XVI
NANO-TECH
Adamantium Age
(Theoretical to FS Campaign)
XVII
'GOETECH' Black Magic (Evil)
Alien 'Precursor' Artifacts
In general any device using one of 'breakthroughs' has an output that is 'diagnostic' for the T/L of the device: Widgit or Gadget.
Whilst any given technology generally uses 'lesser' technologies to support the core functionality. By the very nature of the 'cutting edge technology' it is the cutting edge that blunts first!
'Energy Age' Every age is an 'Energy Age'