parent nodes: Weird Sun
Technology in Weird Sun
I use GURPS Ultra-Tech 4E as a reference throughout.
Pre-war Earth was solidly TL11 (with lots of superscience including contragravity and psionics) and breaking into TL12 in many areas. Today the setting's default tech level is 10. There are many exceptions, however. Venus' TL3+7 magitech is off the scale entirely. Martians have TL11 military tech, but are still TL10 overall. Kuiper is the system's only fully TL11 society, and they guard their secrets jealously. Earthlings range all the way up from TL0 hunter-gatherers. Citizens of a less advanced society may acquire higher-TL gear with the right contacts and for the right price, or find it on their adventures. As a rule of thumb, one may acquire a TL11 item in a TL10 society for twice the listed cost, subject to the GM's call. Of course, any object or person from any tech level may appear in a weirdstorm, although a TL12 inventor would need exceptional ability and luck to reproduce anything from his own timeline. Likewise, a TL12^ disintegrator cannon taken from an ancient terrestrial military lab might work, but would be hard to maintain and near impossible to recreate with the existing infrastructure. (Which doesn't mean everyone wouldn't be ass over tits to seize it.) Each TL is as described in Ultra-Tech, with the following exceptions:
Reality Stabilizers do not work as described, but instead function as Mana Dampers.
Gravguns are moved up to TL12, since I consider them really broken.
Perfect brain uploads to human-sized bio- or cybershells are not known - the program requires a cutting-edge mainframe, limiting them to use in large machines such as tanks and combat walkers. Low-res uploads are available, however, and not that uncommon. Brainpeeling is destructive; nondestructive uploading was experimental even on Earth.
Volitional AI is TL11 but only fits into mainframe computers, just like mind uploads. Quantum computing is a magnitude more powerful, but is only suitable for stationary mainframes (i.e. on planets and habitats). Because of lessons from the Great War, as well as Omicron's revolutionary rhetoric, the technological powers try to minimize their use of sapient AI, and keep them especially far away from any commanding position. For this reason SAI is not a major part of any society outside the Communion.
The max yields of Mininukes and Micro-antimatter warheads are limited by their caliber. Thus, 40mm can only accomodate 0.01 kilotons or 0.1 micrograms, 64mm can house up to 0.1kt or 1 microgram, and maximum output is reserved for 100mm shells. This is for TL11; at TL10 everything is one step less advanced. 100m can only take 0.1kt and so on. A max-0.01kt warhead is 200 times listed cost, a max-0.1kt warhead is 500 times and a max-1kt warhead is 1000 times.
There exists a 100mm Magnum Grenade, shaped roughly like a wine bottle, that is perfect for producing this maximum output. $100, 2lbs.
Psionics: In Weird Sun, psi won't work unless you have a psionic amplifier. For this reason, psionics is associated with technological states (including Selene). This also means that the Psionic power modifier gives you a -20% discount instead of -10%, since your psychotron can break or get stolen. A mage with psionic powers is called a psychomancer.
Contragravity is TL10, but restricted to large vehicles for the same reasons that 21st century cars aren't nuclear powered.

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