Technology Level

In GURPS terms, the Tech Level (B185) of Ymirea is generally late TL 3, with medicine, navigation, mechanics and metallurgy pushing this limit. Apart from medicine and navigation (the former is fantasy-based, and the latter is advanced) the tech may be assumed to mirror western Europe around 1400-1450.

The Game Master may permit a character with suitable skill, time and effort to create inventions as per B186-B187 and CI125-127, maximum TL 4.

A character with the Gadgeteer advantage (CI25) may invent gadgets of up to TL 5, as per CI121-122, but the Guaranteed Play-Balance Table (CII10) and suchlike will be used viciously. Gizmos and 50-pts gadgeteers are not allowed.

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

 

Field Tech Level What this means
Power 3+ Draft animals, wind and water wheels, horsecollars, watchsprings (TL 4)
Medicine 4 and special Medicine is based on five-elements theory, and works. Some surgery.
Land Transportation 3+ Horses with full furniture, wagons.
Water Transportation 3 to 4 Sailing ships (cogs, caravels, carracks), astrolabes, transoceanic voyages.
Weapons and Armour 3+ Steel weaponry, plate mail armour, lances, flails, crossbows, cannons and (very) primitive handguns.
Architecture 3 Castles, barbicans, arches, domes, flying butresses