Non-weapon Proficiency Groups
GENERAL
Proficiency # Ability Modifier Artistic Ability 2 WIS 0 (Blacksmithing 1 STR 0) (Carpentry 1 STR 0) (Cartography 1 INT -2) History, Ancient 1 INT -1 Mining 2 WIS -3 (Plain Fare 1 NA NA) (Smithing 2 DEX 0) (Stonemasonry 1 STR -2) Technophile 1 INT 0/-3/-5 Technophobe 1 INT 0/-3/-5 Zero-G Combat 1 NA NA
TECHNOLOGIST
Min.Level
Proficiency # Ability Mod I II III
*(Al)Chemical Technology 1 NA NA 1 4 7
**(Al)Chemical Theory 1 NA NA - - 7
Appraising 1 INT 0
Armourer 2 INT -2
Astrogation 1 INT -2
Astrology 2 INT 0
***Biological Theory 1 NA NA 7 10 13
Bowyer/Fletcher 1 DEX -1
*Computer Theory 1 NA NA 7 10 13
*Defence Technology 1 NA NA 1 4 10
***Demigod Technology 1 NA NA 10 13 16
Dream Weaving 1 NA NA
Driving 1 DEX +2
(Engineering 2 INT 0)
*Environmental Technology 1 NA NA 1 4 10
*Force Field Technology 1 NA NA - 4 7
**Force Field Theory 1 NA NA - - 7
Gem Cutting 2 DEX -2
*General Technology 1 NA NA 1 4 7
(Healing 2 WIS -2)
(Herbalism 2 INT -2)
Languages, Ancient 1 INT 0
***Life Theory 1 NA NA 10 13 16
**Magical Theory 1 NA NA - 7 13
*Mechanical Technology 1 NA NA 1 4 7
**Mechanical Theory 1 NA NA - 4 7
*Medical Technology 1 NA NA 5 - -
*Multi-Planar Theory 1 NA NA 7 10 13
Navigation 1 INT -2
Piloting 1 DEX 0
*Power Handling Technology 1 NA NA 1 4 10
*Practical Technology 1 NA NA 1 4 10
*Programming 1 NA NA 1 4 10
***Psionic Theory 1 NA NA 7 10 13
Reading/Writing 1 INT +1
**Reality Theory 1 NA NA 7 10 13
Religious Technology 1 NA NA 7 10 13
**Research 1 NA NA 4 7 10
*Sensor Technology 1 NA NA 1 4 10
Set Snares 1 DEX -1
Specific Device Tech. 1 NA NA
(Spellcraft 1 INT -2)
***Teacher Technology 1 NA NA 4 7 10
Technician 3 INT/DEX NA 1 6 10
*Tele-Operator Technology 1 NA NA 5 - -
*Transport Technology 1 NA NA 1 4 10
Weaponsmithing 3 INT -3
*Weapon Technology 1 NA NA 1 4 10
( ) partly or wholly duplicated by Tech NWP
* only taught to Technicians (and Techs)
** only taught to Technologists
*** only taught to some Technologists
Technologists add a considerable number of new NWPs some of which they will not teach to others, others they will only teach to those who become Technicians, and a few of which they will teach to all. Their advanced training techniques (assuming an Educator is used) mean there is no increased cost penalty to learning these; they will not teach non-technological NWPs in this way, with the possible exception of languages.
Those Technologist NWP which are marked as 'only taught to some Technologists' are usually further protected by being 'persona locked', unless there is a very good reason otherwise. This means that they are tied to the mental pattern of the person that they are taught to, and the teaching crystals for the Educator can not be used with any other pupil. Also, any major change in that person's mental pattern, like an alignment reversal, becoming Evil rather than Good, or more than minor insanity (e.g. becoming a Mad Scientist), means that the skill can no longer be used. This is in particular intended to keep the wrong people from aquiring Life Theory and Teacher Technology. If desired other NWP or skills could be persona locked.
Tech NWPs almost all function in a different way to standard ones. They give a clear knowledge of a specific area and do not have any requisite check associated with them, as they are not 'fuzzy' like normal NWPs due to the way they are taught. If a DM feels a check is required in exceptional circumstances the theory rolls are based on INT and practical rolls on DEX, probably with a +1 bonus per three levels attained (i.e. at 4th, 7th, etc). The only exception to this is Technophile and Technophobe which function like normal NWPs, and the Technician skill for non-Technologists which gives +5% to both Understand Machine and Repair/Modify Machine for every slot taken.
Many standard Non-Weapon Proficiencies are concerned with making things or working things, and this is the core of the Technologist class. As a result Technologists have the equivalent of many of the standard Non-Weapon Proficiencies to a greater or lesser extent. As a rule Techs should be able to make most non-magical things and work most non-magical materials, even outside their workshops.
Weapons and armour of any materials is the major exception to their abilities. Techs can make and repair these but take twice the normal time, unless they take the Armourer, Bowyer/Fletcher, or Weaponsmithing NWPs as appropriate. However most work done in a tech workshop can be done in one seventh normal time due to advanced tools and techniques, i.e days rather than weeks, though most Techs are very careful about mass production.
Techs almost never make check rolls when making things unless under very adverse conditions, e.g. very limited tools and/or inadequate materials. If a check is made it will be based on DEX, even if a non-Tech needed a STR or INT roll, as the limit is their skill at manipulation. They will probably gain a +1 bonus per three levels attained (i.e. at 4th, 7th, etc). A properly equipped workshop will almost certainly mean no check rolls are required, and the instruments in a tech workshop, and certain portable sensors, can almost always detect the result of failed checks.
Tech work tends to be rather plain in style, unless they are a craftsman (see Artistic Ability NWP). The down side of not making check rolls is that things made cannot normally be crafted so exceptionally or finely that they gain special properties, or become suitable for enchantment. Exceptions to this might be made for dwarven work (again, see Artistic Ability).
Note that Techs prefer to work alone without any non-Tech apprentices, and may even attempt to conceal their techniques when outside workshops. Also their hire is not cheap.
Technicians are those with the 'Technician' NWP, which can be used as the basis of NPC Experts, or even PCs who want extensive skill in technology without becoming Technologists; which is not normally possible anyway without massive training. Being a Technician means the Technologist Non-Weapon Proficiency Group may be used with no penalty. Some notes on a Technician class are given with the Examples.
Acquisition of NWPs
Non-weapon proficiencies gained by Technologists include three initially which may be freely used for standard or technological NWPs. Added proficiency is one normal one per four levels, the gaining of technological ones is given below. Normal NWP slots may not be used for proficiencies marked with a '*'.
Additionally they may optionally gain one extra proficiency per game year spent in light training in which they do not gain experience in any class, use of an Educator with proper instruction (Teacher Technology) can divide the time by five.
Note that unlike other classes proficiencies need not be 'spent' immediately, for example an initial one could be saved until 4th level to buy Programming II as well as another proficiency.
Technological NWP gained by level
1st: Mechanical Theory I
Magical Theory I
(Al)Chemical Theory II
Force Field Theory II
(General Technology I)
+3
4th: +1
7th: (General Technology II)
+1
10th: +2
13th: (General Technology III)
+1
16th/19th/22nd/25th/28th: +2
30th: +3
Explanations of Non-Weapon Proficiencies for Technologists
(Al)Chemical Technology: is a practical skill taught to those with the Technician skill at 1st+ level to replace the very dangerous (Al)Chemical Theory for them. It is used in the understanding and repair of 1st-3rd level Alchemical Devices and does not give any understanding of alchemy outside this except for the refining of oil, making candles, lanterns, torches and tinder boxes, tanning leather, fermenting and distilling drink, making bread and using yeast, and cooking. (Al)Chemical Technology II may be learned at 4th+ level and gives a specific understanding of 4th-6th level Alchemical Devices. (Al)Chemical Technology III may be learned at 7th+ level and gives a specific understanding of 7th-9th level Alchemical Devices. Note that Techs learn (Al)Chemical Technology as part of (Al)Chemical Theory and thus do not need to buy it. Requires 1 slot for every rank.
(Al)Chemical Theory: (Al)Chemical Theory II is learned by all Techs, it is never taught to non-Techs (or possibly even admitted it is taught to Techs); note it includes (Al)Chemical Technology II. It is needed to construct most devices and gives a specific understanding of 1st-6th level Alchemical Devices. It includes crystal growth and gives an understanding of 1st-8th level alchemical potions and the alchemical preparation of all but the greatest alchemical substances. (Al)Chemical Theory III may be learned at 7th+ level and gives an understanding of 9th+ level potions and the alchemical preparation of the greatest alchemical substances (note it includes (Al)Chemical Technology III). Note that (Al)Chemical Theory does not include metallurgy or biochemistry. Techs understand alchemy because they need to use its processes for construction, they do not use it themselves though they respect Alchemists, and they are often reluctant to use even such parts of it as brewing and cooking. Techs learning (Al)Chemical Theory III have a tendency to give up technology for alchemy and then disappear mysteriously (but in an ordered, peaceful, fashion) a while latter. The need to acquire this knowledge is one of the reasons low WIS increases training time. Requires 1 slot for the extra rank.
Armourer: is something Techs must buy if they wish to do it well. Techs are capable of building even very exact fitting armour from a set of initial measurements. Techs will not normally have anything to do with magical armour, whether to construct armour to be enchanted, or to repair it. See Workshop in "Modification Devices" for working magical materials, and see Field Plate, Improved Armour, Improved Plate, and Improved Chain in "Mechanical Devices".
Artistic Ability: is a rather uncommon NWP for Techs and costs them an extra pick. In addition to the standard art forms is added 'craftsmanship', which allows a tech to add the little embellishments normally lacking in their work. This does not increase the time required for non-Tech workshop work, but doubles the workshop time. This is most commonly found among dwarven Techs, who sometimes take the standard NWPs, e.g. Armourer, Gem Cutting, Weaponsmithing; to add colour to their tech skills (and thus are allowed to attempt exceptional/fine work).
Astrogation: is related to Navigation, and is a specialised version for directing travel between the stars. In a spell jamming universe this may be similarly used between crystal spheres. Use may be made of logs or maps, and generally instruments are used to measure properties of stars and angles between them, as well as celestial flows and tides, and more esoteric things. It is possible to use this with dead reckoning, without any instruments, but any rolls should be at least at -5, and DMs may impose other modifiers, both positive and negative, based on circumstances.
Biological Theory: Biological Theory I may be learned at 7th+ level and gives a specific understanding of 1st-3rd level Biological Devices, it also gives skill in minor surgery and basic herbal medicine (but none with poisons and antidotes). Learning it requires at least (Al)Chemical Technology I and Mechanical Technology I. Biological Theory II may be learned at 10th+ level and gives a specific understanding of 4th-6th level Biological Devices, it also gives skill in major surgery and the recognition and diagnosis of disease and other medical problems. Biological Theory III may be learned at 13th+ level and gives a specific understanding of 7th-9th level Biological Devices. Note that Biological Theory does not include organic chemistry or biochemistry. Biological Theory overlaps to some extent with (Al)Chemical Theory and Mechanical Theory; Techs are rarely very knowledgeable in both Biological and Reality Theory. Life Theory is required in addition to understand those devices which create life. Biological Theory is normally only taught to those with WIS 13+ and almost never to those who are Evil, as its use requires empathy and self-restraint. Requires 1 slot for every rank.
Blacksmithing: see Smithing.
Bowyer/Fletcher: is something Techs must buy if they wish to do it well. Techs will not normally have anything to do with magical bows or arrows, whether to construct them to be enchanted, or to repair them. See Bow of Power in "Mechanical Devices", and Arrows of Paralysis in "Alchemical Devices".
Carpentry: is something any Tech can do, and is wholly part of Mechanical Technology. More ranks of Mechanical Technology may be required for some work.
Cartography: is something Techs must buy if they wish to do it well. Techs are capable of creating highly accurate maps given sufficient Mechanical Theory. All Techs can make compasses, and a number of devices allow highly accurate measures of distance and direction, and the recording of terrain images from the air, or even space. Tech maps tend to be very plain, without the embellishments most cartographers add, and they tend to be careful about showing them to non-Techs, sometimes not producing them on paper (etc) at all, but only displaying them via devices. A Tech on being asked to identify whether a map is false, will probably strip it to its essentials, and then compare its distances with any measurements they can gain from other sources. Techs can carry considerable information to aid cartography in portable devices, such as Recorders.
Computer Theory: Computer Theory I may be learned at 7th+ level and gives a specific understanding of 1st-3rd level Computer Devices, it also gives Programming I. Computer Theory II may be learned at 10th+ level and gives a specific understanding of 4th-6th level Computer Devices, it does not improve Programming. Computer Theory III may be learned at 13th+ level and gives a specific understanding of 7th-9th level Computer Devices. A given rank of Computer Theory can only be learned if at least an equal rank of Force Field Theory or Technology is known. Computer Theory overlaps to some extent with Reality Theory, though this is not obvious without knowing Reality Theory II. Requires 1 slot for every rank.
Defence Technology: see Practical Technology.
Demigod Technology: is a knowledge of various applications of devices, and of devices not appearing elsewhere, which have almost demigod level of effect. Demigod Technology I may be learned at 10th+ level and gives an understanding of the demigod applications of 4th-6th level (Demigod) devices. Demigod Technology II may be learned at 13th+ level and gives an understanding of the demigod applications of 7th-9th level (Demigod) devices. A given rank of Demigod Technology can only be learned if at least an equal rank of Reality Theory is known. Demigod Technology is not normally taught and may be jealously guarded, the effects obtained may appear completely unreasonable, or even semi-divine, to other Techs. There are occasionally rumours of the existence of "God Technology" (Demigod Technology III) which may be learned at 16th+ level and gives an understanding of the applications of 10th+ level (God) devices, but these are vigorously denied or laughed off. Requires 1 slot for every rank.
Dream Weaving: is a practical skill taught to Techs, or those with the Technician skill, at 1st+ level and allows elaborate work on dreams; occasionally it may be taught to Illusionists. Allows effective use of a Dreamer (and a Trancer), possibly weaving dreams 'on the fly', design of pre-programmed complex interactive dreams, and the recognition of 'weak points' where a dream might be disrupted. This skill is no substitute for a vivid imagination. Programming and Research can substitute for this skill to some extent. Without this skill only pre-programmed dreams may be used, and it is very difficult to design believable complex dreams, particularly those outside the designer's experience. Requires 1 slot.
Driving: is a practical skill sometimes taught to non-Techs who have the Technophile (or Technician) skill which gives knowledge of the operation of a transport device (as part of a ground-based vehicle); it can be learned by Techs. Many vehicles can be effectively operated in a basic way without this skill, and the Tech who built the vehicle will be able to do so anyway, but this skill is required if desire to do things like fancy maneuvers in combat, maneuver quickly in tight spaces, or get the best speed on poor terrain. Note that the DM may rule that some vehicles are so different, in particular those with x10 weight difference, or wheels rather than gravitic repulsion, that they require a different Driving skill or are -5 roll; in this case each slot gives an additional vehicle type. The closest standard NWP to this skill is Charioteering. Requires 1 slot.
Engineering: is not learned by Techs as it is wholly part of Mechanical Theory and Technology; note that Tech engineering works have a very plain style.
Environmental Technology: see Practical Technology.
Force Field Technology: is a practical skill taught as part of the Technician skill at 1st+ level to replace Force Field Theory for them. It is used in the understanding and repair of 1st-3rd level Force Field Devices, and the only understanding of force fields outside this allows making compasses and basic electrical work. Force Field Technology II may be learned at 4th+ level and gives a specific understanding of 4th-6th level Force Field Devices and allows advanced electrical work. Force Field Technology III may be learned at 7th+ level and gives a specific understanding of 7th-9th level Force Field Devices. Note that Techs learn Force Field Technology as part of Force Field Theory and thus do not need to buy it. Requires 1 slot for every extra rank.
Force Field Theory: Force Field Theory II is learned by all Techs, it is not taught to non-Techs (note it includes Force Field Technology II). It is needed to construct many devices and gives a specific understanding of 1st-6th level Force Field Devices. It includes knowledge of electronics, electric, magnetic, gravitic and other fields and their applications. Force Field Theory III may be learned at 7th+ level and gives a specific understanding of 7th-9th level Force Field Devices (note it includes Force Field Technology III). This is in many respects the area which makes Tech technology differ from the 'real-world' form. Requires 1 slot for the extra rank.
Gem Cutting: is something Techs must buy if they wish to do it well. Techs will not normally have anything to do with magical gems or jewelry, whether to construct them to be enchanted, or to repair them. They tend to see gems and crystals as raw materials and components, rather than decoration. See Crystal and Crystal Sheet/Beam in "Alchemical Devices", and Shape Crystal in "Modification Devices".
General Technology: General Technology I is learned by all Techs, and is part of the Technician training; it is not taught to others. It is a practical, rather than a theoretical, knowledge and gives a general understanding of all 1st-3rd level devices, and is sufficient knowledge to build these (given Mechanical, (Al)Chemical and Force Field Theory) unless the device description says more knowledge is required. General Technology II is automatically gained at 7th level Tech and gives a general understanding of all 4th-6th level devices. General Technology III is automatically gained at 13th level Tech and gives a general understanding of all 7th-9th level devices. Note that General Technology, and the various Practical Technologies, do not include any technological history. Rarely DMs may allow Techs to choose to not learn General Technology I until they are 7th level (and hence II at 13th, and III at 16th) if desired and instead take knowledge of a specific device type(s), e.g. Weapon Technology, but in this case they will be restricted to that device type(s). Techs may learn General Technology II at 4th level if desired (and hence III at 7th, an extra slot is gained at 13th). Requires 1 slot for each rank.
Healing: is something any Tech can do in a minor way who has Biological Theory (and to some extent Medical Technology); note that Biological Theory II is required for disease diagnosis. Note that Biological Theory also gives the equivalent of Herbalism. See Medi Scanner in "Biological Devices".
Herbalism: is something any Tech can do in a very limited way who has Biological Theory. Techs are very careful to avoid the areas of herbalism that blend into alchemy. Note that Biological Theory also gives the equivalent of Healing.
History, Ancient: is something that Techs are not allowed to know, with regard to Technology, as it would greatly increase the risk of them damaging societies around them. There is not even any histories kept of who invented any new devices, or new applications of existing devices. Part of the Tech training process causes them to be very rarely concerned about this, unless they become insane...
Languages, Ancient: is used by Techs in the sense that they can read/write and to some extent understand/speak Unglas, the secret language of Technology. This language is guarded quite jealously, and will very rarely be taught to non-Techs.
Life Theory: Life Theory I may be learned at 10th+ level and gives a specific understanding of 1st-3rd level Life Devices, it also gives an understanding of 1st-4th level clerical magic related to life and healing, and basic ecological and social structures. Life Theory II may be learned at 13th+ level and gives a specific understanding of 4th-6th level Life Devices, it also gives an understanding of 5th-8th level clerical magic related to life and healing and all but the greatest enchantments and artifacts of this sort, as well as ecology on a level suitable for the design of multi-stable complex environments, complex social and economic structures and basic xeno ecology. Life Theory III may be learned at 16th+ level and gives a specific understanding of 7th-9th level Life Devices, suitable 9th+ level clerical magic, and all enchantments and artifacts of this sort, as well as all ecology and sociology (and economics), and the design of complex interelating multiple (xeno) ecologies and societies under any kind of pressure. A given rank of Life Theory can normally only be learned if a higher rank of Biological Theory is known, Life Theory III requires Biological Theory III, Reality Theory I, and Psionic Theory I. Life Theory is normally only taught to those with WIS 13+ who are Good. Requires 1 slot for every rank.
Magical Theory: Magical Theory I is learned by all Techs, it is never taught to non-Techs (or possibly even admitted it is taught to Techs). It gives an understanding of 1st-4th level spells and the basic enchantment of scrolls and potions. Magical Theory II may be learned at 7th+ level (given Reality Theory I) and gives an understanding of 5th-8th level spells and the enchantment of all but the greatest magic. Magical Theory III may be learned at 13th+ level (given Reality Theory II and (Al)Chemical Theory III) and gives an understanding of 9th+ level spells and the enchantment of the greatest magic and artifacts. Techs understand magic so they know how to recognise and avoid it; active use of Magical Theory is a rare but almost certain cause of insanity amongst them; Magical Technology is the province of Wizards. Requires 1 slot for every extra rank.
Mechanical Technology: is a practical skill taught to those with the Technician skill at 1st+ level to replace Mechanical Theory for them. It is used in the understanding and repair of 1st-3rd level Mechanical Devices, and includes understanding plans, making drawing and mapping tools, as well as metal, wood, leather, stone, glass, and crystal working, and even making mirrors. For example boxes and chests could be made, cloth, thread and rope spun and woven, sewing done, simple clocks, traps, or locks made, or simple jewellery. Mechanical Technology II may be learned at 4th+ level and gives a specific understanding of 4th-6th level Mechanical Devices, the understanding of any maps and plans, and all the elements of building, shipwright and siege craft. For example buildings may be designed and built to make the best use of light and seasonal variations in weather, medium scale sewage, dykes and drainage systems built, and effective clean water supplies. Mechanical Technology III may be learned at 7th+ level and gives a specific understanding of 7th-9th level Mechanical Devices and the building of things on any scale. Note that Techs learn Mechanical Technology as part of Mechanical Theory and thus do not need to buy it. Requires 1 slot for every rank.
Mechanical Theory: Mechanical Theory I is learned by all Techs, it is not taught to non-Techs (note it includes Mechanical Technology I). It is needed to construct most devices and gives a specific understanding of 1st-3rd level Mechanical Devices, light engineering, drawing and understanding plans, and very exact small-scale measurement. Mechanical Theory II may be learned at 4th+ level and includes knowledge of heavy engineering, very exact large-scale maps and plans, and very complex plans and small-scale measurement (note it includes Mechanical Technology II). Mechanical Theory III may be learned at 7th level and includes knowledge of civil engineering, macro (very heavy) engineering, and maps, plans, and charts for any purpose whatsoever (note it includes Mechanical Technology III). Note that Mechanical Theory does not include production technology, aerodynamics, or fluid dynamics. Requires 1 slot for every extra rank.
Medical Technology: is a practical skill taught to Techs, or those with the Technician skill (given Mechanical Technology I and (Al)Chemical Technology I), at 5th+ level and substitutes for not having the skill Biological Theory I (normally only taught at 7th+ level). Allows safe use of devices requiring Biological Theory I to operate and interpretation of the output of such sensors; simple medical work under supervision may also be done. Also substitutes for the skill Programming I where needed for use with Biological Theory I, in all but the most elaborate cases (research of exotic Shapes for example). If a character has Biological Theory I and Medical Technology then they may use devices requiring Biological Theory II to operate; this does not allow more complex medical work than is gained from Biological Theory I. If a character has Programming I and Medical Technology then they may use medical-related devices (e.g. Personality Designer program) requiring Programming II to operate. Normally only taught to those with Wis 9+ who are not Evil. Requires 1 slot.
Mining: is not something Techs are normally good at, except as part of seige craft, though they can use Mechanical Technology to aid a miner, and they are not normally allowed to buy this. Note restrictions on polluting, or ecologically destructive, technological processes. Careful asteroid mining, however, may be required to build the really big Tech devices.
Multi-Planar Theory: Multi-Planar Theory I may be learned at 7th+ level and gives a specific understanding of 1st-3rd level Multi-Planar Devices. Multi-Planar Theory II may be learned at 10th+ level and gives a specific understanding of 4th-6th level Multi-Planar Devices. Multi-Planar Theory III may be learned at 13th+ level and gives a specific understanding of 7th-9th level Multi-Planar Devices. A given rank of Multi-Planar Theory can only be learned if at least an equal rank of Force Field Theory or Technology is known. Multi-Planar Theory overlaps to some extent with Reality Theory, though this is not obvious without knowing Reality Theory II. Requires 1 slot for every rank.
Navigation: is something Techs are no better at than anyone else. However, all Techs can make compasses, and a number of devices allow highly accurate measures of distance and direction; see Cartography. Without Navigation a Tech may be able to tell you where you are, but not which way to go to where you want to be.
Plain Fare: is the preparation of any food and drink of an average quality which is not exceptional in any way. All Techs can do this due to their training in (Al)Chemical Technology, but most will not as they are reluctant to use any aspect of (Al)Chemical Technology in a practical way. If the standard NWPs Brewing or Cooking are learned then they may do unusual work.
Piloting: is a practical skill sometimes taught to non-Techs who have the Technophile (or Technician) skill which gives knowledge of the operation of a transport device (as part of a flying or space vehicle); it can be learned by Techs. Many vehicles can be effectively operated in a basic way without this skill, and the Tech who built the vehicle will be able to do so anyway, but this skill is required if desire to do things like fancy maneuvers in combat, maneuver quickly in tight spaces, or get the best speed in poor weather. This skill does not substitute for Multi-Planar Theory in operating a transport device; Tele-Operator Technology (e.g. as FTL Pilot) is required for that. Note that the DM may rule that some vehicles are so different, in particular those with x10 weight difference, or jets rather than inertialess rather than antigrav, that they require a different Piloting skill or are -5 roll; in this case each slot gives an additional vehicle type. The closest standard NWP to this skill is Spelljamming. Requires 1 slot.
Power Handling Technology: see Practical Technology.
Practical Technology: several fields of technology can be bought as "Practical Technology" proficiencies. These are Defence, Environmental, Power Handling, Sensor, Transport, and Weapon Devices. Each gives a specific practical, rather than theoretical, skill and gives a specific understanding of all 1st-3rd level devices of the appropriate type. It gives sufficient knowledge to build these (without needing General Technology) unless the device description says more knowledge is required. Further ranks may be learned at 4th+ level (~ Technology II) to give a specific understanding of 4th-6th level devices, and at 10th+ level (~ Technology III) to give a specific understanding of 7th-9th level devices. In addition a +10% to UM and R/MM is acquired for devices of that type. These are intended to allow specialisation at an early level. Requires 1 slot for every rank.
Programming: Programming I may be learned at 1st+ level and gives a specific understanding of the operation of 1st-3rd level Programming Devices. Programming II may be learned at 4th+ level and gives a specific understanding of the operation of 4th-6th level Programming Devices. Programming III may be learned at 10th+ level and gives a specific understanding of the operation of 7th-9th level Programming Devices. Without Programming knowledge devices that are computer controlled can still be used, but without their full flexibility. Programming allows Research on the appropriate Programming Devices without having the Research skill. Programming overlaps to some extent with Reality Theory, though this is not obvious without knowing Reality Theory II. Computer Theory I includes Programming I, learning Computer Theory I at 7th level does not prevent learning Programming II, and if Programming I is already known it can be upgraded to Programming II at no extra cost. Requires 1 slot for every rank.
Psionic Theory: Psionic Theory I may be learned at 7th+ level and gives a specific understanding of 1st-3rd level Psionic Devices and all attack and defence modes as well as the minor disciplines, it is never taught to non-Techs. Psionic Theory II may be learned at 10th+ level and gives a specific understanding of 4th-6th level Psionic Devices and the major disciplines as well as all but the greatest psionic items and magical items of psionic effect. Psionic Theory III may be learned at 13th+ level and gives a specific understanding of 7th-9th level Psionic Devices and the greatest psionic items and artifacts, and similar magical items of psionic effect. Psionic Theory overlaps to some extent with Biological and Magical Theory, though this is not obvious without knowing Psionic Theory. Psionic Theory is not normally taught, and in many places is not even known, and devices based on it often appear magical even to Techs, without Reality Theory III. Requires 1 slot for every rank.
Reading/Writing: is used by Techs in that they will be literate in their native tongue, if it has any written form at all. Note that Tech writing, like most of their work, tends to be done in a very plain style.
Reality Theory: Reality Theory I may be learned at 7th+ level and while there are no 1st-3rd level Reality Devices is sufficient in many cases, it is almost never taught to non-Techs. Reality Theory II may be learned at 10th+ level and gives a specific understanding of 4th-6th level Reality Devices. Reality Theory III may be learned at 13th+ level and gives a specific understanding of 7th-9th level Reality Devices. Reality Theory overlaps with the higher ranks of Magical Theory, and also (Al)Chemical Theory, to some extent; having Reality Theory II means (Al)Chemical Theory III can be learned safely. Reality Theory is the key to many of the most powerful devices, and care may be taken over who it is taught to. Requires 1 slot for every rank.
Religious Technology: is a practical skill taught to priests/clerics (thus 'suitably trained priests' in "Religious Devices") or religiously inclined Techs at 4th+ level. It is used in the understanding and repair of 1st-3rd level Religious Devices, gives an understanding of 1st-4th level clerical magic, allows the preparation and making of basic ritual objects, the maintenance of things like sacred food or drink and places, and the conducting of basic religious ceremonies. Religious Technology II may be learned at 7th+ level, gives a specific understanding of 4th-6th level Religious Devices, an understanding of 5th-8th level clerical magic and all but the greatest (clerical) enchantments and artifacts, allows the making of things like sacred food or drink, or ritual items, and the conducting of religious ceremonies, possibly including the consecration of a new temple. Religious Technology III may be learned at 13th+ level and gives a specific understanding of 7th-9th level Religious Devices, of 9th+ level clerical magic, and all enchantments and artifacts. Religious Technology can also substitute for General Technology as far as Religious Devices are concerned (see Practical Technology), but no UM or R/MM bonuses are gained. It is normally only taught to those with WIS 9+, and possibly only to priests/clerics or those with devotion. Life Theory may give an understanding of some specialist parts of this. Technologists rarely admit to the existance of this NWP unless asked directly, and it is frequently given equivalent status to Demigod Technology. DMs may disallow this NWP (and probably all Religious Devices), on the basis that it does not fit in with the way their world works. Requires 1 slot for every rank.
Research: Research I may be learned at 4th+ level and includes knowledge of research techniques for 1st-3rd level devices to be used with the appropriate specific knowledge to substantially modify the functioning of a device on a reliable basis to create a new device or to create a new device from scratch; it also includes how to clearly present this as plans and instructions so that it may be used by others. The same rules for researching devices are used as the spell research rules. Research II may be learned at 7th+ level and includes knowledge of research techniques for 4th-6th level devices. Research III may be learned at 10th+ level and includes knowledge of research techniques for 7th-9th level devices. Knowing how to research higher level devices may aid with lower level devices. Requires 1 slot for every rank.
Sensor Technology: see Practical Technology.
Set Snares: is something any Tech can do, and is wholly part of Mechanical Technology; also see Trap in "Mechanical Devices". This is the special Thief version of the NWP.
Smithing: is the working of metal of any sort, except for the making of armour and weapons, and is something any Tech can do as part of Mechanical Technology. This includes the NWP Blacksmithing. Note that it does not include the extracting of metals from their ores, or the alloying or treatment of metal, except by methods available to any common smith.
Specific Device Technology: is a practical skill often taught to non-Techs who have the Technophile (or Technician) skill which gives knowledge of a specific device; it can be learned by Techs. For example 'Hand Blaster Technology' would give knowledge of the care and maintenance of Hand Blasters and their power supplies (+15% bonus), would give some knowledge of Hand Stunners, Hand Disrupters, and Blasters (+5% bonus, closely related devices), but would give no knowledge of Thrusters, Disrupters, Stunner Cannons, Blaster Cannons, Space Blasters, or any other device. DMs might allow learning of broader categories, such as 'Hand Weapon Technology' at double cost, but this should give a reduced bonus (say +10% rather than +15%). Note that 'specific device' includes programming and information devices. Requires 1 slot, 2 slots if allowed.
Spellcraft: is never possessed as such by Techs, though Magical Theory (and Life Theory, and Religious Technology) allows them to do some parts of this. Note the level and device type limits in Magical Theory (and the other NWP). Techs will act on this knowledge if safety requires, and may say things like: 'that looks like some sort of magical wand, or something' or 'duck!'. Techs should only use this to avoid magic, not learn more about it, if they value their sanity.
Stonemasonry: is something any Tech can do, and is wholly part of Mechanical Technology. More ranks of Mechanical Technology may be required for some work. Note that Gravitic Neutralisers are very useful for large-scale work, and Vibro Blades cut stone really well. Techs are normally polite enough to claim that dwarves are better at this than them, unless they themselves are dwarves of course.
Teacher Technology: is a practical knowledge of how to teach others the skills and knowledge of Technology, whether by verbal and visual means or by teaching devices. Teacher Technology I may be learned at 4th+ level and gives the ability to teach others to become 1st level Techs, and all the skills that can be learned at 1st+ level, as well as the ability to teach Technophile and Technophobe without actually having these skills. Teacher Technology II may be learned at 7th+ level and gives the ability to teach all the skills that can be learned at 4th+ level. Teacher Technology III may be learned at 10th+ level and gives the ability to teach all the skills that can be learned at 7th+ level, on reaching 12th level those that can be learned at 10th+, and on reaching 14th level any skills. Skills must be personally known to be teachable, preferably at +1 rank on the one taught. Teaching may be done without this skill, but will be inefficient and should be safely limited to teaching skills that could be learned at six levels below own level. The main reason this is uncommon is that very great care is taken over who it is taught to, and those who teach are watched carefully. Mad Scientists who (want to) teach are very rare, but those who do and their pupils often meet swift ends. Requires 1 slot for every rank.
Technician: is a practical skill taught to non-Techs and includes General Technology I and Force Field Technology I; it is rarely taught to those below 4th level unless they do not have a class, and it is almost never taught to those with any detectable magic-using capability. Gives an (INT-7)x5% roll in Understand Machine (UM) and a (2xDEX-17)x5% roll in Repair/Modify Machine (R/MM). Every extra slot gives +5% to both rolls but no more than +20% may be normally bought (+30% if are nothing except a technician). General Technology II is not normally taught to those below 7th level, and General Technology III those below 10th level. Appropriate knowledge of the appropriate Specific Device Technology gives +15%, more general knowledge of a specific device type gives +10%, overlapping but also relevant knowledge gives an extra +5%; DMs may impose modifiers of between -50% and +50% to UM due to alien and/or high technology (-25% if missing appropriate General Technology, and -15% if missing appropriate listed specific Theory or Technology) or really well known devices, and similar modifiers to R/MM for difficult or easy repairs. Requires 3 slots, +5% requires 1 slot.
Technophile: gives an INT roll to recognise that something is technological when see it functioning, an INT-3 roll if it is not functioning, and an INT-5 roll if it is concealed or disguised; it is taught to anyone. Further seeing it operated gives an INT roll modified by complexity of controls of being able to operate it. Technophile gives a general idea of how to look after devices so they will go on functioning and an understanding of the culture of technology. Not having this skill (or Technophobe) means are very naive about technology and probably consider it to be some form of unknown magic, giving at least an extra -5 modifier. Having Technophobe gives +1 roll. Requires 1 slot, +1 requires 1 slot. Author: JGD.
Technophobe: gives an INT roll to recognise that something is technological when see it functioning, an INT-3 roll if it is not functioning, and an INT-5 roll if it is concealed or disguised; it is taught to anyone. Further seeing it operated gives an INT roll modified by complexity and visibility of function to guess how to avoid its effects. Technophobe gives a general idea of how to destroy, damage or disable devices (DEX-5) and how to protect oneself from technology. Not having this skill (or Technophile) means are very naive about technology and probably consider it to be some form of unknown magic, giving at least an extra -5 modifier. Having Technophile gives +1 roll. Requires 1 slot, +1 requires 1 slot. Author: JGD.
Tele-Operator Technology: is a practical skill taught to Techs, or those with the Technician skill (given Force Field Technology I), at 5th+ level and substitutes for not having the skill Multi-Planar Theory I (normally only taught at 7th+ level). Sometimes abbreviated at 'Tele Tech' or 'TO Tech' (pronounced 'toe tek'). Allows safe operation of a (Macro) Transporter, the use of 'fixes' without having accurate coordinates, and the recognition of possible problems with transportation. Without this skill (or Multi-Planar Theory I) only pre-programmed coordinates may be safely used. If a character has Multi-Planar Theory I and Tele-Operator Technology then they may use devices requiring Multi-Planar Theory II to operate. Also used in Portal Generator, Teleporter, and Jump Generator operation, and allows full operation of a (Macro) Spy Beam and (Macro) Visi Ray, which is why it was re-named from 'Transporter Operation'; might also be called 'FTL Pilot' in some circumstances. Requires 1 slot.
Transport Technology: see Practical Technology.
Weaponsmithing: is something Techs must buy if they wish to do it well. Techs will not normally have anything to do with magical weapons, whether to construct weapons to be enchanted, or to repair them.
Weapon Technology: see Practical Technology.
Zero-G Combat: allows combat and movement at full effectiveness in zero-G, i.e. when there is no gravity and thus effectively no 'up' and 'down'. Reality may work in such a way in some worlds that this skill is not appropriate. Techs tend to aquire this particularly if they are around Gravitic Neutralisers a lot, and someone with this is also assumed not to get 'Space Sickness'. There is also a special drug Zero-G Protection (2nd level alchemical potion) where one dose lasts a week and gives protection from any ill effects from continuous zero-G, DMs may rule this is not neccessary in their campaigns. If someone without this NWP tries to move around and fight in zero-G they are -4 AC, -2HProb, -2 suitable DEX related rolls (some saving throws for example), and -2 any rolls related to visually perceiving things due to the strange environment. There is not normally any roll associated with actually using this NWP. Requires 1 slot.