Different approaches to technology exist in the world today but all can usually be attributed to one of five main types.
Scavengers
These are the most common type of tech user on the planet. They have found some relic of the ancient world and deciphered its secrets to some extent. These people use the tech relics but do not truly understand them, usually thinking of it as some form of forgotten sorcery or simply tools forged by unknown means and great skill. As such they are limited to what they find and must take care of anything they do have. Repair, let alone construction, is impossible for them. Scavengers are frequently individuals, treasure hunters that got lucky for the most part, but some organisations exist. The most famous of these is the Knights of the Round Table and their foes under the command of Morganna. They both have members skilled in solving the enigmas of Tech operation supplied up by groups of rangers who scour the known world in secret. Anything found and understood is then pressed into use for their Knights in the battlefield. Less militarist groups hunt for Tech simply for the hidden knowledge they represent, either for power or simply curiosity.
"Scavengers" refers to any character with the skill 'Tech' but no connection to other groups or with a relic but not skill. Scavengers cannot take the skills 'Mechanology' or 'Bioartifice.' As such they cannot, as stated above, repair or construct Tech Devices. A scavenger player may start with one or more Tech Devices as normal but they must have the 'Relic' option.
Animists
There exist in the world secret societies born before the cataclysm that ended the Ancients. They have continued on their secret agenda of the millena since without discovery, working towards an unown goal. These groups, severed factions of a single original entity, have the true power of Tech at their finger tips although not all use them. They know how to speak to the spirit of a device, to ask or compel it to operate. They know the ancient rites of healing and the rituals of creation in which a Tech device can be born, infusing it with the power of The Machine. The progenitor society, the Ordo Machina, simply strive to continue their secret existance in peace but not all follow their teachings. Internecine fighting has not passed them by nor are they immune to ideological, political or religious differences. Over the stretch of time factions have split off, some prospering, most dying off. Only two child factions have survived in strength. The Fist of the Machine seeks power and control while the Knights Machina seek to protect a world that hates and fears them.
"Animists" refers to any member of these ancient societies that believe in The Machine and her childeren, the Machine Spirits that dwell in each device. Only the Knights Machina, however, lend themselves well to Player Characters although PCs of other factions are not impossible. Animists must take the skill 'Tech' and at least one level of eiter 'Mechanology' or 'Bioartifice.' Animist players may learn further levels of each throughout the course of play and can start with Tech Devices without needing the 'Relic' option.
Cultists
The peoples of the world have been taught since birth that the evil power of Tech was the cause of the great apocalypse. The ancients and their diabolic powers were lost and any hint of its resurrection is quickly crushed lest it corrupt the world once more and lead back to the wicked practices of old. There are always some, of course, who care not for such irrelevant things, they seek only power and damn the consequences. Many paths exist to such power and one them is through service to the ancient gods. Many believe that the Ancients worshipped an evil pantheon that granted them such power, thousands of years of belief has interected with the Soul Web to make this fear real. The Tek Gods exist now and they are quite capable of granting power to their followers to accrue more power and belief for themselves. Tek Cults exist in secret across the world using their Tech tools of power with a god's blessing. Often meeting in run down, out of the way areas they conduct fiendish ceremonies to their ancient gods while avoiding the attentions of the local Techhunter-General or equivalent.
"Cultists" (or rather "Tek Cultists") are worshippers of the pantheon of "gods" ruled by Tek. They tend to follow the standard rules for Theomancy under this pantheon. Tek Cultists tend not to be very nice people and so are unlikely candidates for Player Characters. Whether PC or NPC, however, they have certain restrictions. First they must be Theomancers as per normal rules. Tek Cultists may not have the skill 'Tech' nor may they use 'Mechanology' or 'Bioartifice' - they operate, repair and find Tech through the whims of their deities only. As with scavengers, cultist characters may start with one or more Tech Devices as normal but they must have the 'Relic' option.
Technopaths
While not a society in any conventional sense this group represents another approach to Tech. In practical terms it is actually possible for Technopaths to be members of the other groups. While this no doubt happens the limited number of Technopaths means they rarely have much impact on their organisations' activities. Techopaths are shamans who have found a more spiritual connection with Tech directly. They need not the rituals of the Animists nor the divine intervention of the Cultists. By channeling their own karma through the power of the Soul Web they can convince Tech Devices to function while also providing them with sustenance and health. This personal connection to the devices means they, like Animists, hold the devices to be living entities in their own right, often forging a relationship stronger even than the Animists. The techniques of the Techopaths are not commonly used, or even believed to exist. While any shaman could in theory become a Technopath few would even know of this possibility and even less would be willing to delve into such forbidden, arcane lore. Other Tech factions often hold Technopaths to be especially gifted, by the Machine, Tek, Nature, the Anicients or whatever agency is appropriate.
"Technopath" simply refers to any character (player or not) with ranks in the spirit sphere of 'Technopathy'. They do not have to use it of course, many just know how through necessity or completism. A Technopath character can have the skill 'Tech' but does not need it. They cannot have either 'Mechanology' or 'Bioartifice.' All the tech they use are items they have found or otherwise acquired, they may start with one or more Tech Devices as normal but, again, they must have the 'Relic' option.
Dwarves
Dwarves get their own section as they treat Tech slightly differently. The entire Dwarf race was created by the ancients to service their Tech Devices. Many years after the Cataclysm the Dwarves are still known for their abilities. Although minor compared to most other factions, they are much more wide spread and generally accepted among Dwarfkind. Due to the way this knowledge works it seems that Dwarves are born with the knowledge and need to be 'reminded' more than taught. It seems all dwarves have this capability but not all have the desire or dedication for it to be expressed. Different dwarf commuinities deal with it in different ways - some use special exercises, schools and/or guilds to guide their pupils to their calling while others simply wait for the expression to happen naturally - if it needs to be forced, they say, it is not worthwhile. The main peculiarity of the Dwarven dealings with Tech is that a Dwarf appears to be born with a speciality already built in. The Dwarf may be a reknown expert in their own field, say bio-weapons, but be completely ignorant of any other subject such as, for example, bio-modification or mechanincal weaponry. A Dwarf knows how to build and use Tech instinctively, not intellectually, so only a rare few have the ability to explain or teach others the necessary techniques and expertise. The number that will even understand the teachings are not great either. As a result this kind of cross-training is not common, some even see it as blasphamy and hubris to attempt to follow paths other than that which fate gave them. Dwarf views on the Tech they construct also vary between communities, some view the devices are advanced tools other see them in a more religious, or occasionally artistic, light.
All Dwarves can acquire the skill 'Tech' at any time at a reduced rate. Further any can gain either the skill 'Mechanology' or 'Bioartifice' but only up to rank three. Unless taught by others, which is not going to be easy, they may only have one of these skills and not the other. Further, the player must choose, at the same time as the 'Tech' skill, a single type of Tech Device (ie. Weapon, Bio-Modification, Transport etc). The dwarf character may only use, repair or comnstruct devices of this type. Learning other types means buying the 'Mechanology' or 'Bioartifice' skill again, separately, for each new type. Dwarves can start with one or more Tech Devices (of the appropriate type) without needing the 'Relic' option, if they wish.
Mixing Factions
From these descriptions it may become apparent that some cross over between the factions is possible. Certainly, Dwarves and Technopaths can be part of the Ordo Machina or a Tek Cult quite easily. The following notes should cover any combinations.
Dwarf-Animist: Discounted Tech skill but otherwise as Animist
Dwarf-Cultist: Gains Theology skill(s) but otherwise as Dwarves
Dwarf-Technopath: All Dwarf and Technopath rules apply. May not need 'Tech' skill, however,
and can purchase Devices without 'Relic' option
Techonopath-Animist: All Animist and Technopath rules apply. May not need 'Tech' skill, however,
and can purchase Devices without 'Relic' option
Technopath-Cultist: Gains Theology skill(s) but otherwise as Technopath
Scavengers tend to be the "None of the above" option and so cannot be part of another faction as well. It may be possible for memebers of other groups to join Scavenger organisations, a Dwarf at Camelot for instance, but they gain nothing from this. Treat them simply as members of the original, non-Scavenger, faction for rules purposes.
Others
While those listed above are the main factions in the world of Tech they are not alone. Around these whales swim much smaller fish. In recent months Tech Hunters in many states have heard whispers of the Harbingers of IoCon who prophesise the coming of their god. The few pieces of lore forced from captured Harbingers suggest that this group is unlike anything met before and that IoCon is not connected to the Pantheon of Tek. There have always been rumours that the remains of the Tech Empire, destroyed by Morganna's forces centuries ago, may still exist. Maybe this is a misconception of the Ordo Machina gained from brief, accidental observations but then maybe it is not. In the jungles of Char'Torin it is said that strange things still lurk and strange priests have indeed been seen to possess and use objects of a possible Tech nature. Sailors and coastal peasents have been sighting metal fish and talking of Tech using pirates for as long as any can remember. It seems that there may yet be agencies out there that remain unknown.