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By Nicholas HM Caldwell

Sample file

GCP Guild Companion Publications Ltd

GCP-HARP-1001 Sample file HARP SF By Nicholas HM Caldwell

Credits

Copyright © 2010 Aurigas Aldebaron Written and Designed by: Nicholas HM Caldwell LLC. Produced, published and distributed Sample file by Guild Companion Publications Ltd. Playtesters: David “Agent Hamilton” Bate, Jason “Reegus Raalter” Buchanan, All rights reserved. Purchasers of the Richard “Maelstrom” Buller, Quinton “Seraph” Carroll, Jonathan Dale, Andrew “Harry pdf version of this product are entitled Thornhill” Davies, Matt “Karl Jung” Fitzgerald, Keith “Sergeant Latham” Grainge, Jesse to print one copy from the pdf for Hall, Tobias “John Ainadan” Haase, Rick “Dutch” Hansen, Monte Iafrate, Thom “Ryan personal use. Print editions are also DeWitt” Jones, Chris Jowett, Brent Knorr, John Lees, Cory Magel, Allen “Phill” Maher, produced through OneBookShelf. All Bruce “MadMax” Meyer, Jay Moran, Olivier Morelle, Marian “Ansree Rimmer” Münch, other reproduction, re-selling, and re- Andrew “Gustav the Rat” Mussell, Kristoffer “The Frying Dutchman” Nymark, Dave distribution of this work are strictly and “Alice Weaver” Prince, Timo “Tiberius Khan” Richter, Andrew Ridgway, Aaron Smalley, expressly forbidden without written Marc “John Wu” Staubitz, Christoph “Thather a Hainu” Stein, Mark Doctor“ Octavius permission from Guild Companion Gribble” Southwold, Philippe “Prescott Harland” Vialette, Stephen “Dack” Watts Publications Ltd. Beta testers: Mark D Carlson, Rodrigo Garcia Carmona, Mikkel Glaring, gonther, Iron Crown Enterprises, I.C.E., ICE, HARP, Juergen “Mungo” Grabenhofer, Harald Koch, Lord Damian, Audun Gabriel Løvlie, Mike HARP SF, and all products related thereto, “Lazarus” MacMartin, Chris Niziol, Michael Petrea, pork, rad42, Marc “LordMiller” are all trademark and copyright © Rosen, Thos, Joni Virolainen properties of Aurigas Aldebaron LLC, Special Contributions: Tim Dugger and Heike Kubasch Charlottesville, Virginia 22902 USA. All rights reserved. Material derived from Special Artistic Contribution: Craig John HARP and associated products is used in Final Editing & Proofreading: Marc Rosen and Thom Jones this product under license from Aurigas Aldebaron. Interior Artwork: Rick Hansen and Craig John Guild Companion Publications Ltd is Cover Artwork: Joel Lovell registered in England and Wales under Layout, Pagemaking and Production: No 7094505. Registered office: 77 Craig John Speedwell Close, Cambridge CB1 9YS Director of Guild Companion Publications Ltd: Nicholas HM Caldwell 4 Contents Contents

0 Introduction 6 6 Skills 56 Purchasing Skills 56 1 The Tintamar Universe 7 Skill Rank Limitations 57 A Brief History of Tintamar 7 Skill Rank Progression 57 The Cosmography of Tintamar 11 The Master Skill List 58 Sol System 11 Skill Descriptions 60 The Human Sector 13 7 Talents and Other Options 80 The Nexus Sector 17 The Terran Federation 22 Master Talent List 82 Megacorporations 24 Special Starting Items and Status 94 Organizations 26 Multiple Professions 95 Fate Points 95 2 Character Creation Overview 28 Training Packages 95 Outfitting Your Character 100 3 Professions 30 Monetary Units 100 Encumbrance 100 Adept 30 Dilettante 31 8 Technology and Equipment 101 Entertainer 31 Fusion 32 Stages of Technology 101 Merchant 32 Availability of Technology 102 Pilot 33 State of the Art 102 Researcher 33 Combining Equipment 104 Scout 34 Miniaturizing Equipment 104 Soldier 34 Equipment Descriptions 104 Spy 35 9 Adventuring 125 Tech 35 Multiple Professions Sample36 fileDice Rolling Conventions 126 Gaining Levels 37 11The Maneuver Table 126 Using The Maneuver Table 126 4 Character Statistics 38 11The Fumble Table 130 Generating Stats 38 Attacking Objects And Structures 132 Stat Bonuses and Development Points 39 Computer Issues 133 Increasing Stats 39 Diseases, Poisons and Drugs 134 Equipment Issues 136 5 Species and Cultures 41 Senses and Their Limitations 140 Sensors, Scanners and Countermeasures 141 Species Characteristics 41 Special Combat Conditions 148 Species Descriptions 41 Occupational Hazards and Hostile Environments 150 Cerans 42 11Gravity 150 Gorsiva 42 11Radiation 153 Human 44 11Explosive Decompression and Vacuum 154 Krakur 44 11High and Low Pressure 155 Madji 46 11Traps and Security 157 Runcori 47 11Watery Hazards 159 Silth 48 11Drowning 159 Subspecies and Genetic Adaptation 49 11Quick Sand 159 Additional Character Information 50 11Starvation and Thirst 160 Cultures 52 11Heat 160 Adolescent Skill Ranks 55 11Cold 160 11Other Dangers 161 Injury, Healing, and Death 161 Contents 5

10 Combat 163 11 Psionics 196 Personal Combat 163 The Nature of Psi 196 Combat Overview 163 The Basics of Psionics 197 11The Combat Round 164 Psionic Fields 197 11Breakdown of a Combat Round 164 Psi Disciplines and Tiers 199 11Determining Initiative 164 Activating Psi Disciplines 199 11Initiative Modifiers 164 Psi Discipline Descriptions 202 Combat Basics 165 11Offensive Bonus 165 12 System Operator’s Guidelines 214 11Defensive Bonus 165 SysOp Tips 214 Weapons 166 Customizing Your Game 216 Armor 166 The Language Table 217 11Types of Armor 166 The Knowledge Table 218 11Suits of Armor vs Part Armor 167 Awarding Experience Points 218 11Assembling a Custom Set of Armor 169 Tintamar Campaigns 220 Shields, 169 SysOp,s Choice: Hit Locations 170 13 Index 234 SysOp s Choice: Armor Options for Extra Realism 170 Combat Actions 170 Ranged Weapons 173 11Grenades and Grenade-like Attacks 175 11Missile and Ranged Weapon Use in Melee 176 Resolving Combat 176 Weapon Sizes 176 Damage Cap 176 Fumble Table 177 Reading the Critical Tables 177 11Crush Tables Sample178 file 11Puncture Tables 179 11Slash Tables 180 11Martial Arts Strikes Table 181 11Martial Arts Sweeps/ Unbalancing Table 181 11Grapple Table 182 11Cold Table 182 11Heat Tables 183 11Electrical Table 184 11Impact Table 184 11External Poison Table 185 11Internal Poison Table 185 11Large Table 186 11Huge Table 186 11Ballistic Impact Tables 187 11Ballistic Puncture Tables 188 11Blaster Tables 189 11Laser Tables 190 11Neuro Tables 191 11Plasma Tables 192 11Radiation Tables 193 11Shrapnel Tables 194 11Vacuum Tables 195 6 0 • Introduction Introduction

Welcome to HARP SF! This book is a science-fiction role playing game. HARP SF is all you need whether your game focuses on events on a single inhabited world in the near future or is a galaxy-spanning epic set millennia hence in the far future.

HARP SF retains all the simplicity and flexibility of the original these plot lines, creates a flexible story that can be adjusted based on HARP game but expands its reach to a whole new universe player character actions. In the game session, the System Operator of infinite possibilities. portrays all of the non-player characters (or NPCs) that the players encounter on their travels. The SysOp must know the direction 11What Is Role Playing? of the story, and is responsible for officiating and adjudicating whenever the system’s rules come into play. Players, on the other If you’re unfamiliar with role playing, the idea is incredibly simple: hand, only have to worry about what their own characters do. You take on the persona of a character and interact with other Being in charge of the game and a universe are the challenges faced “player characters” (or PCs), also portrayed by real people. The by every SysOp, but they are all part of the fun of being the SysOp. PCs undertake missions, where they acquire experience to improve A series of connected adventures is usually called a campaign. It their capabilities, and may gain wealth, knowledge or fame. The can be set in a universe of the SysOp’s own devising, adapted from story is directed by one player who is called the “System Operator” science-fiction novels or movies, or a pre-published setting such (or SysOp). The SysOp describes the environment, handles any as Tintamar, a universe designed especially for HARP SF, which is aliens or other menaces that threaten the PCs, and referees the described in the chapter and elsewhere in this book. rules that determine how various events turn out. Role playing is a form of improvisational storytelling with every 11HARP SF And HARP SF Xtreme player helping to tell the story. It’s like acting in a movie that has no script – everyone at the table is making up the scenes and the The original HARP SF manuscript was a large book; the efforts dialogue as the drama unfolds and there is an unlimited budget of the alpha playtesters and the public betatesters made it even for special effects! It is not a sequence of events that leads to some better and larger. But it was now too big for us to publish it as predefined end. Every moment of the game is creating a new future one product, especially in print, and so it has been split into two history, shaped by the players’ actions. Unlike a movie where the volumes. This volume contains the character creation rules for end credits must roll and a sequel might be years away, the next human and alien characters, equipment, personal combat rules, installment of your story will happen at your next gaming session. adventuring rulings and guidance, psionics, information on the SampleTintamar file setting, and a chapter of campaign suggestions and advice 11What Is A Character? for the System Operator. The other volume, HARP SF Xtreme, has a comprehensive collection of vehicles, spacecraft, vehicular combat When you portray a player character, you are in control. You rules for use on planets and in space, nano and cybertechnologies describe what your character does, with dice rolls helping to to upgrade humans and aliens, and character creation rules for determine the outcome of combat, skills or psionic abilities. Your robots and artificial intelligences. For maximum enjoyment and character has statistics (or stats), measuring the various capabilities gaming opportunities, we recommend that you use both volumes. that define a person. A character’s Quickness statistic defines speed and reaction time, while a character with high Insight will be 11Designer Notes highly intuitive. You will need to select a species for your character such as human, alien or sentient robot, and choose a culture such I would like to thank Alison Mitchell for locating obscure science- as cosmopolitan homeworlder, frontier colonial, or even spaceborn fiction novels and assisting my research. This book has benefited Belter. greatly from the critiques of my elite playtesters, most especially Your character will also have a number of skills and talents to David Bate, Quinton Carroll, Jonathan Dale, Andrew Davies, Matt help him, her or it (!) succeed and survive in a dangerous universe. Fitzgerald, Keith Grainge, Jesse Hall, Monte Iafrate, Chris Jowett, Selecting a profession, such as Adept, Tech or Soldier will reflect Brent Knorr, John Lees, Dave Prince, Andrew Ridgway, Aaron the education and training your character received prior to starting Smalley, Marc Staubitz, and Stephen Watts. Thanks to the ICE forum the game. Each has their own focus and unique strengths, allowing community for planet names, and to everyone who participated in significant diversity in an adventuring group. the public beta playtesting and contributed feedback. Finally, I would like to humbly thank just a few of the world’s 11What Is A System Operator? finest writers for entertaining and inspiring me – Poul Anderson, Isaac Asimov, Marion Zimmer Bradley, Sir Arthur The System Operator (or SysOp) is the “director” of the game, C. Clarke, Gordon R. Dickson, Alan Dean Foster, Simon R. Green, much like the director of a movie; as such, a SysOp should be Peter F. Hamilton, Robert A. Heinlein, Frank Herbert, Larry Niven, comfortable being the center of attention. The SysOp knows all of Jerry Pournelle, E.E. “Doc” Smith, Brian Stableford, Jack Vance, the plots and twists that exist in the universe of the game and, from and David Weber. 1 • The Tintamar Universe 7 The Tintamar Universe

Every RPG needs a setting to provide meaning and depth to the gaming experience. Tintamar is a ready-made setting for SysOps who don’t have time to build their own cosmos.

Tintamar is our universe as it might be in the twenty-fifth century. It is a future of faster-than- light travel, interstellar exploration and colonization, starfaring alien races, genetically enhanced humans, , artificial intelligences, robots, advanced technology, and exotic psionic abilities.

A Brief History atmosphere – their sentience, if any, remains a mystery to this day. The terraforming of Mars was largely completed. of Tintamar In 2204, experiments in the stable Lagrange points of Earth orbit led to the discovery of a strange effect – when the magneto- 11A Human Perspective gravitic drive was operated in a certain mode, vessels sometimes disappeared. A year later, the physicists realized that the mode was Historians describe the early twenty-first century as both a time of unsafe in those Lagrange points. In 2206, the same experiment great fear and of great hope. Fear because incidents of large-scale conducted in Jupiter’s Trojan points successfully demonstrated terrorism and the ironically named Pacification Wars imprinted faster-than-light travel between the T4 and T5 regions. By 2210, themselves into the nightmares of several generations. Hope scientific expeditions had been sent to every star within twenty because the advent of nuclear fusion solved the energy crisis and light-years of Sol. opened mankind’s road to the planets. By the end of the twenty-first century, exploration had given way to colonization with thriving settlements on the Moon, domed cities on Mars, outposts in the Asteroid Belt, and space stations around Venus. Deliberate cometary impacts coupled with nanotechnology and genetically engineered flora were beginning to terraform Mars, while a much slower process had been initiated in the thick Venusian atmosphere. As the twenty-second century dawned, the first space elevator was deployed on Earth’s equator. Thirty years later, theSample six space In file2220, the existing governments of Sol System signed the elevators formed the spokes of a giant wheel constructed in Earth’s Declaration of Man, forming the Terran Federation. Member geosynchronous orbit – this structure was Ring City, eventually worlds and polities were to maintain autonomy within their own home to a billion human beings and the perimeter of Earth’s borders, but to participate in a binding pact of mutual assistance planetary jurisdiction. The space elevator gave Earth’s teeming and united defense and acknowledge Federation jurisdiction billions cheap access to space, initiating the First Exodus as scores outside their borders. All colonizing expeditions were required of asteroids were modified into habitable bubble-worlds. to adhere to the Declaration. Membership in the Federation was An increase in population from tens of thousands to millions compulsory. Some colonial worlds were later permitted to undergo led inexorably (and mostly peacefully) to the foundation of the Interdiction, where they renounced hyperdrive technology and independent interplanetary governments: the Lunar Alliance, the active membership in the Federation in favor of complete self-rule Martian Republic, the Protectorate of Venus, and the Belter League. and isolation from the rest of mankind. Automated space fortresses The Parliament of Earth governs humanity’s homeworld outward bar entry and exit from the four Interdicted systems. to just beyond geosynchronous orbit. It is elected by the older Thus humanity exploded into interstellar space in the so-called nation-states, the underwater city-states of Atlantaea, Lemuria and Second Exodus, founding over a hundred colonies scattered Pacifica, and the huge space habitat that is Ring City. throughout a rough sphere some fifty light-years in radius in the Fundamental breakthroughs in unifying physical forces led first wave. Some colony expeditions disappeared without trace. to the magneto-gravitic drive (a reactionless drive) and its Perhaps their ships failed or unknown aliens destroyed them. spinoff technologies – antigravity, artificial gravity, and shield Perhaps their leaders desired to be truly free of Earth and so set technology. Space technology, transportation, and settlement were course for Earth-like suns and new homes much deeper in the revolutionized again. As the twenty-second century drew to a close, galaxy. No one knows. magneto-gravitic technologies permitted permanent settlements Mankind discovered the ruins of alien civilizations on a number on the Jovian moons within the deadly radiation belts surrounding of planets. Some had been spacefaring; none appeared to have Jupiter and the construction of floating enclosed cities among the mastered the Lagrange Drive. Sobered by the evidence that clouds of Jupiter. The Jovian Confederacy joined the community intelligent cultures and species were not eternal, scouts quested of solar nations. Explorers discovered strange life forms in Jupiter’s ever outward, seeking new worlds, salvaging exotic technology from its long-dead masters, and hoping to find kindred spirits. 8 1 • The Tintamar Universe

The prolonged terraforming of Venus finally allowed the The significance of the larger size of the Sol portal also became Protectorate to begin full-scale settlement of the surface from clear in 2468. The Sol portal was a “greater portal” capable 2432. Venus was habitable, but barely with its interminably long of transporting ships seemingly anywhere in the galaxy. The days and nights. The Protectorate continue to undertake research megacorporations demanded and gained the right to send into extracting energy from quantum fluctuations – their scientists volunteer expeditions through the Sol portal. The Belters, Martians, hope that this will one day provide them with the power to spin up and other solar colonies insisted on a very substantial permanent the planet transforming it into a second Eden. military guard on the portal as no one knew what might come In 2451, Federation scouts discovered a large alien artifact visiting from elsewhere. In recognition of their assistance in the orbiting the derelict planet of Methuselah. It was determined to Silth War, mankind’s alien allies were permitted to make some be a transportation device, capable of sending a starship across modest use of the portal for exploration. space at an effective speed of one light-year per minute (rather The year is now 2473. than the one light-year per day of the Lagrange Drive). As the news swept across Federation space, new cults and conspiracy 11An Alien Perspective theorists flourished throughout the worlds, particularly on Old Earth, speculating on the nature of the Builders and their Approximately five thousand human years ago, the first Runcori portal device. seedships arrived in the region of space that would later become Three years later, first unmanned probes and then manned known as the Nexus Sector. Having escaped the destruction of vessels were sent through the portal. They exited another portal their homeworlds, the Runcori survivors began the laborious (later named Nexus) some four hundred light-years from Sol, and reconstruction of their civilization. Planets were deemed too quickly learned that the sector was home to several alien starfaring fragile and too static to serve as new homes for the species, so the civilizations. Mistakes and misunderstandings led to some minor Runcori constructed bubble worlds and huge space habitats from skirmishes with these races; war was fortunately averted. Although suitable asteroids. The Flowering, as Runcori historians styled the the aliens had charted the location of half a dozen portals, they era, lasted some three thousand years. had been unsuccessful in ascertaining their method of activation – While on Earth barbarians sacked the city of Rome, the Gorsivans peculiarly coded gravity waves. took their first faltering flights to the stars. Gorsivan explorers made The first human encounter with the warlike Silth, an expansionist peaceful contact with the Runcori and intermittent trade followed. reptilian species, took place in 2458. Thereafter Silth raiders Most Gorsivans had little appetite for interstellar colonization, harassed Federation vessels much as they had previously attacked although successive ruling Wingmasters found it expedient to exile the ships of other species. Federation Starsoldiers nicknamed them malcontents and defeated factionalists to a score of highly scattered the “Handbags” with due contempt for the Silth’s underhand tactics. and under-supported colony planets. Brilliant theorizing and systematic searching located eight When a Gorsivan expedition entered the Tamazek System, they further portals within a hundred light-years of Sol. One of these, discovered Krakuren space engineers building their first permanent much to the embarrassment of the Belter League, was found in orbital habitats. Krakuren scientists had already located a Builder Sol’s Asteroid Belt in 2464. This was twice the size ofSample the other portal file in their system, but had been unable to unlock its secrets. portals. The significance of this size difference was not realized Thus first contact with the Gorsivans was rather anticlimactic – as immediately. A space station, Tintamar, was constructed near one Krakuren commentator opined, “We were expecting someone the portal. Tintamar became the natural terminus for mercantile, more advanced”. Nevertheless their civilization benefited greatly diplomatic, and exploratory missions heading into or returning from trade with both the Gorsivans and the Runcori. from the Nexus sector. As Christopher Columbus was setting sail for the “New World”, A human merchanter fleeing from a squadron of Silth warships the first Madji clans fared outward from their home, Ji’mad’ji, made transit through the Nexus portal to Sol in 2465. The Silth in a wave of exploration and colonization that would see Madji commander was so close that five of his vessels managed to settlements in more than fifty star systems in less than five human piggy-back the merchanter’s path, erupting into Sol System. The centuries. The light-years took their toll on the famed Madji clan merchanter was blown to its component atoms on arrival. The loyalty as the daughter houses of the colonies came to resent the Federation watchship, Resolution, broadcast a system-wide distress policies of the homeworld clans. Tensions escalated. Ji’mal’ro signal and engaged the Silth valiantly before it too was destroyed. declared itself independent and other worlds followed suit. A As their transit had been fortuitous rather than deliberate, the Silth savage war between Ji’mad’ji and its colonies erupted and lasted headed too late towards the jump point of Jupiter’s Trailing Trojans. for several generations. When the dust had settled, the homeworld The defense fleets of the Belter League and the Martian Republic fleets were no more and civilization on Ji’mad’ji itself was teetering intercepted and, at some cost, eliminated the Silth threat. on the brink of a new dark age. The secessionists were little better Political pressure from the Belters and the Martians off – almost all had suffered severe damage to their infrastructure (genuinely concerned at the havoc war could wreak in their and substantial population losses; some had collapsed into near fragile worlds) persuaded the Federation as a whole to adopt savagery or been virtually destroyed. The sundered worlds were a more aggressive stance against the Silth. With the assistance forced onto their own resources to survive or perish. of alien allies, the Terran Federation waged a two-year Runcori traders entered the Silth home system at a time of campaign in the Nexus sector, hunting down the Silth raiders. crisis. Saroulsis was suffering from overpopulation and dwindling A truce between the Silth and the Federation was negotiated by resources, still governed by feudal families whose unruly coalitions proxy in 2468. and shifting alliances created a perilous balance of power. The 1 • The Tintamar Universe 9

Runcori were captured and the technological secrets of magneto- TheCerans were the last of the major races of the Nexus sector to gravitics and faster-than-light travel wrested from them. The Silth achieve starflight, a mere two human centuries ago. Unfortunately erupted into the Nexus Sector, exploiting and colonizing star their explorations impinged on territory claimed by one of the system after star system, fuelled by a belief in their own superiority Silth Dominions, leading to a brief, but inconclusive, war. The and the desires of the Great Families to rule their own domains continuing in-fighting among the Dominions ensured Ceran within the growing Imperium. freedom and gave the Cerans an opportunity to befriend the allied While mankind was celebrating the second millennium and civilizations and become part of the greater Nexus community. the hegemony of Ji’mad’ji was in its death throes, Silth war fleets A number of Builder portals had been located in the sector. One invaded three Gorsivan occupied star systems (the Larani Trinax) of these was a greater portal in a system whose only other value was on the periphery of the Imperium. Silth raiding squadrons attacked its convenient location relative to Tamazek, Siva, and the principal and destroyed Runcori worldlets throughout the Nexus Sector. Runcori habitats. The allied races constructed bases near the Spurred into action, the Wingmasters of Siva built and dispatched portal, ostensibly to research the artifact and covertly to coordinate their own fleets to protect the remaining Gorsivan worlds. A Silth monitoring of the Silth Dominions. incursion into the Tamazek system was quickly rebuffed but served By 2400 (of the human calendar), a new era had dawned for to bring the Krakuren into the war. A grand alliance of Runcori, the Madji. The isolation of Ji’mad’ji ended as its clans once more Gorsivans, and Krakuren was formed. Its combined might held the went to the stars, seeking out their scattered cousins and renewing Silth at bay and very slowly began to reverse the enemy advance. A contact with the other species. century later, the war had become a weary stalemate. The return of the Madji was welcomed; not so, the seeming The failure of the Great War of Conquest (as the Silth styled resolution of the Silth civil war. A new First Family had ascended it) encouraged disaffection among those Great Families whose the throne of Saroulsis, and through persuasion and coercion, dominions were far from the front. Rivalries that had existed imposed a fragile peace upon the Dominions. Once again, the Silth prior to the Imperium’s founding flared up into rebellions and the turned their attention outwards. Imperium was engulfed in a civil war as its provinces fragmented Then the humans arrived through theNexus portal and nothing into distinct realms, the Dominions. The Wingmasters of Siva was ever the same again. briefly reconquered theLarani Trinax and evacuated the surviving Gorsivans to safety elsewhere. Timeline

Date Human History Alien History c.2500 BCE Runcori seedships arrive in Nexus Sector c.2500 BCE – 500 CE The “Flowering” of new Runcori cultures in the Nexus Sector 409 Sample Firstfile faster-than-light travel by Gorsivans 496 First Contact between Gorsivans and Runcori 803 First Contact between Gorsivans and Krakuren 1492 First Madji FTL voyages 1500-1900 Madji main wave of colonization 1814 First Contact: Runcori with Silth 1960 i’mal’ro declares independence from Ji’mad’ji homeworld clans 1984 Madji Civil War begins 2000 Great War of Conquest begins: Silth Invasion of the Larani Trinax 2002 Silth war fleets attack Runcori worldlets 2007 Silth incursion of the Tamazek System 2009 Formation of the Alliance of Runcori, Gorsivans and Krakuren 2025 Armstrong City founded on Luna 2037 Lowell City founded on Mars 2044 First asteroidal settlements 2047 Sack of Ji’mal’ro 2052 Construction of Pacifica completed 2053 Sack of Ji’mad’ji and end of Madji Civil War 2055 Many Madji colonies and Ji’mad’j begin descent into new dark age 2057 Construction of Atlantaea finished 10 1 • The Tintamar Universe

Date Human History Alien History 2080 Madji ceases 2101 First space elevator built 2105 First Human Exodus begins 2106 Great War of Conquest effectively over 2113 Silth Civil War erupts. Fragmentation of the Silth Imperium into Dominions begins 2118 Wingmasters of Siva reconquer the Larani Trinax 2131 Ring City completed 2139 Magneto-gravitic drive invented 2143 Martian Republic becomes independent 2148 Lunar Alliance declares independence 2152 Parliament of Earth becomes first planetary government 2156 Formation of Belter League 2160 Protectorate of Venus created 2175 Settlements in Jovian moon system 2180 First Human Exodus ends 2184 Floating city of Zeus in Jupiter’s upper atmosphere built 2190 Martian terraforming complete 2199 Jovian Confederacy founded 2204 First Lagrange experiments 2206 First successful human faster-than-light travel 2220 Declaration of Man and creation of Terran Federation 2221 Second Human Exodus begins 2235 Cerans make first FTL voyages 2262-2266 Ceran-Silth War 2318 Sample Alliancefile governments build settlements in Nexus system 2400 End of Second Human Exodus Return of Ji’mad’ji clans to space 2405 End of the Silth Civil War with new First Family imposing peace upon the Dominions 2432 Terraforming of Venus officially completed 2451 Discovery of portal orbiting Methuselah 2454 First portal transit by human ships. First Contact between humans and aliens 2458 First Contact between Humans and the Silth 2464 Discovery of Sol portal. 2465 Tintamar opens for business. The Silth Incursion into Sol System 2467 First Human-Silth War begins 2468 Relief of 61 Virginis and pivotal battle of Thousand Points of Light. End of Human-Silth War 2473 Present Day