Arcydean Technological Scale
The technology in Arcydea has everything from classic Dungeons and Dragons fantasy to handloaded firearms to modern urban warfare to ultra-tech skyscrapers and laser weapons, somewhere on it.
General Concepts
Guns and Beams: A collection of rules used in the notation and handling of firearms, beam weapons, and similar advanced weapons.
Limited (-1)
Limited tech areas are those where technology is stagnant even by D&D standards; highly technical devices are out of their reach, steel may be supplanted by more readily available materials; and complex armors are unavailable.
Standard (+0)
Standard tech areas have the range of technology listed in the D&D Player's Handbook. Villages are still likely to have a limited selection, and towns may not have every item all the time, but usually a city will have every standard item needed, somewhere.
Guns and Gunpowder: Firearms in 'Standard' regions are unpredictable, unreliable, and damnably effective when used properly. More importantly, they require less care and training for individuals than more conventional fare. They are rare but interesting sights on the battlefield.
Frontier (+1)
The age of gunpowder begins to creep in, and the cities are flush with new mechanical designs at the beginning of the industrial age. Another way to think of this would be the Age of Sail; the Renaissance has been completed and mechanical inventions begin to take a center stage in technological development.
Guns and Gunpowder: Firearms in 'Frontier' regions are more reliable and use more advanced technology - cartridges keep shot and powder contained reliably, while weapons gain rifled barrels and higher reliability. Older weapons are still available, but are significantly cheaper.
Industrial (+2)
The Industrial Revolution has hit in full swing, and technology has marched along with it. Self-propelled vehicles, cased ammunition, gas grenades, and flying machines are common, especially in the cities.
Guns and Gunpowder: Firearms in 'Industrial' regions are far more reliable and versatile, and use metal cartridges that aren't readily prone to failure. Older weapons are significantly cheaper and the first gunpowder weapons are available as quaint replica relics of a bygone age.
Modern (+3)
Many conveniences in the modern world are also available in Modern regions, although as with everything else, technology may not function on all of the same principles. For example, mana-powered electrical outlets, computers that use manatech circuitry, and tougher materials and thus armors become available.
Guns and Gunpowder: Firearms in 'Modern' regions are deadly and precise, and many of them are based on real-world weapon technology (some from Nexus itself, others local variations of Earth weapons.) Older weapons are significantly cheaper and safer.
Advanced (+4)
Technology is in the near future compared to the modern world. Things like energy beam weapons, AIs, advanced replication factories, and genetic engineering are the norm.
Guns and Gunpowder: Firearms in 'Advanced' regions are powerful and use special caseless ammunition where the bullet is contained within the propellant. Often advanced firearms include special features free of charge, and even older weapons may have some updates for safety. An assortment of beam weapons are also available, although they are new and expensive battlefield options.
Futuristic (+5)
Technology is in the far future compared to the modern world.
Guns and Gunpowder: Firearms in 'Futuristic' regions are lethal to the target, but perfectly safe otherwise. They generally use electronic firing mechanisms and caseless propellant, can be disassembled and cleaned easily, almost never misfire and have many different types of ammunition. In addition to classic gunpowder weapons, beam weapons are commonplace and versatile options.