Starting Tech Level: (Roll 1D20)
1 - 3) Primitive/Barbarians: Stunted development. You are so low tech that you are essentially a cave man/woman. All science, tech op, piloting, repair & mechanisms will have large starting penalties.
Mechanisms - 3, Tech Ops - 3, Pilot - 3, Science - 3, Repair - 3, Survival + 2, Physical + 2, INT - 1, STR + 2
4 - 11) Carcosa Setting Standard: Still rather primitive, but the tech level of arms & armor tends to be that of early 6th century England. Science, repair, piloting & mechanisms have moderate starting penalties.
Mechanisms - 1, Tech Op - 2, Pilot - 2, Science - 2, Repair - 2, Survival + 1,
12 -15) Fantasy/Medieval Standard: You have the goods, services & technology of a typical fantasy/medieval setting. Science, repair, piloting & tech ops have minor starting penalties. Simple mechanisms/locks are more common.
Tech Op - 1, Pilot - 1, Science - 1, Repair - 1
16 - 17) Advanced: You see Alien tech often and you have a decent grasp of mechanical skills. Your culture probably had a number of unusual advances in science and basic/crude technology. Your people may even be the descendants of those who fled an a Space Alien monitored Arcology, aided the development of your culture as an experiment or your people may have rediscovered lost knowledge of ancient humans or pre-human civilizations.
Mechanisms + 1
18 - 20) High Tech: You either are or lived among the Space Aliens. (In some cases you came from another world.) You have been around enough advanced tech to have little difficulty understanding it.
Mechanisms + 2, Tech Ops + 1, Science + 1, Pilot + 1, Survival - 1, INT + 1, BEA + 1, CON + 1