User:Voldemore/Martian Dreams
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MARTIAN DREAMS
Timeline
1965: The first successful images of Mars are returned by NASA's Mariner 4 probe.
1975: Viking 1 & 2 become the first probes to land successfully on the surface and transmit data back to NASA. The unmanned craft perform experiments intended to test the surface for signs of life, but found nothing conclusive.
2009: The first rock samples are returned from the surface by the Mars Prospector missions. Due to paranoia about cross-contamination, the samples are kept in special isolation areas on the Space Station Freedom, in orbit around Earth.
2020: Four NASA astronauts become the first humans to set foot on the surface of another planet, as the Mars Wayfarer mission lands near Sagan Memorial Station, the landing site of the Pathfinder mission over 20 years earlier. The Wayfarer crew is: Jack McChord (Mission Commander/Pilot), Inez Gutierrez (Engineer), Pierre Lafayette (Biologist/Medical Officer), and Matt Perry (Geologist)
2027: A permanent research facility is established at Sagan Station. Though officially a NASA venture, scientists from all over the world come to Sagan to study the Red Planet. One of their first accomplishments is finding definitive proof that microscopic life does exist on Mars (though there is no evidence of anything larger ever having existed on the planet).
2029: A researcher working at Sagan Station, Anthony Waycross, makes a number of breakthroughs in terraforming research. A rift forms between the pro- and anti-terraformers, commonly referred to as the "Greens" and the "Reds" respectively. The United Nations is deadlocked on the issue, effectively a victory for the "Greens".
2030: A growing ecological crisis on Earth spurs the effort to find additional resources and conserve what little is left. Space programs in the United States, Russia, Japan, and the European Community begin focusing on the possibility of off-world settlements. Technology becomes more geared towards solar power, but too many old chemical-guzzling devices are still around.
2031: Armstrong Colony, the first permanent civilian colony (where everyday non-astronauts can go to work and live), is established in the Sea of Tranquility on Luna. It is followed by a handful of other outposts on the Moon in subsequent years.
2035: Despite protests by the Reds, an increasingly-desperate United Nation caves to the resource crisis on Earth and approves the terraforming of Mars. The terraformers, led by Anthony Waycross, begin gearing up production of "terraforming engines" (large gas factories) that will be the first stage in the terraforming efforts.
2037: Anthony Waycross is assassinated, and Sagan Station destroyed, in an attempt to halt terraforming efforts. A group of Reds, calling themselves the Mars Purity Coalition, claims responsibility.
2041: Despite the loss of their leading scientist, sabotage, and budget setbacks, Martian terraforming begins on schedule. Later that year, the first civilian colony is set up on Mars by the United States along the rim of the Valles Marineris canyon. It is named Waycross after the terraforming scientist, an honor that elicits condemnation from the increasingly vehement Reds faction. Tickets to the Red Planet cost tens of thousands of dollars, but even so the waiting list is enormous.
2050: Political upheaval in the central African nations leads to a series of small wars.
2052: The United States sets up another colony, this one west of the ruins of Sagan Station. It is named New Sagan. Exports from the Moon and Mars fill the void left by Earth's nearly-depleted natural resources.
2055: A squabble over treaty agreements in the Middle East leads to open warfare between Iraq and several of its neighbors. The United Nations again intervenes, with a US-led coalition.
2057: The war in the Middle East comes to an end after Iraq is finally quashed. In the wake of the war and the troubles in Africa, an isolationist movement calling itself "America First" grows in popularity within the United States.
2060: The UN organizes a peacekeeping detail after a series of internal conflicts rocks Eastern Europe. The United States, led by President Gardner (a staunch America First supporter) refuses to participate.
2062: A band of terrorists strikes a UN meeting in New York, destroying a large portion of the city with a small nuclear warhead.
2063: In the wake of the attack on New York, the US officially pulls out of the United Nations. The UN, already on the verge of bankruptcy and lacking widespread support across the globe, is formally disbanded.
2065-2070: To fill the void left by the UN, a number of local alliances spring up across the globe. The largest ones are the United Canadian American States, the Pan Asian Alliance, and the Islamic Coalition.
2068: The Islamic Coalition and Pan Asian Alliance set up colonies on Mars.
2072: Internal strife in Eastern Europe leads to a mercifully brief shooting war between the European Union and the Pan Asian Alliance, highlighting the need for some kind of international forum.
2075: The Terran Federation is formed to fill the shoes of the old UN.
2080: The Federation goes through a trial by fire when a squabble of mineral rights on Mars threatens to turn into a war between the United Canadian American States and the Pan Asian Alliance. The Federation mediates the dispute, and in the end all off-world settlements come under the auspices of the Federation council.
2080-2090: Multi-national efforts, organized by the Federation, lead to the establishment of several more colonies on Mars and the Moon.
2095: An improved ion drive allows faster travel to the outer reaches of the solar system, and mining outposts are set up in the asteroid belt. They specialize in rare and valuable metals (since that's where the money is), whereas the Martian mines provide the more commonly-used resources.
2102: On the 50th anniversary of the Martian colonies, a petition is brought before the Federation council asking for representation. The motion is denied. Over the next few decades, more petitions for the same thing will be created, and all denied.
2105: Scientists in Paris release the results of a five-year study which proves conclusively that humans have psionic powers.
2109: The Mars Purity Coalition, forgotten but certainly not dead, rears its ugly head again with a spectacular attack on the ongoing terraforming efforts. They sabotage the large solar power collector in orbit, causing the multi-billion dollar piece of hardware to come crashing down to the planet. After this attack, instances of sabotage and violence become more common.
2115: As Earth becomes more and more reliant on Mars' exported resources yet Mars sees very little in return, a small independence movement takes shape on the Red Planet. This time they're not just asking for representation in the Federation council, they want independence. Peaceful protests, petitions, and political maneuvering back on Earth are the weapons they use.
2125: After ten years of watching politics fail, certain factions within the Mars Independence Front turn violent. They mostly target Earth itself, but a few attacks hit Earth interests on Mars.
2142: The First Martian Uprising takes place. The rebels overestimate the willingness of the Martian colonists to fight for their independence, and attempt to stage a revolt. They fail, miserably, and most are killed. Over the next few decades, other groups would try the same sort of thing every 4-5 years. Though some fare better than others, none succeed in doing more than inconveniencing the Federation for a week or so.
2175: Disputed territories along the Israel-Lebanon border spark a war (generally known as the Desert War) between the United Canadian American States and the Islamic Coalition. The fighting is bitter, and both sides use tactics such as biological warfare and terrorism. They fight to a stalemate and, with mediation from the Federation, eventually sign an uneasy truce after nearly nine months. Some of the fighting spilled over into the Martian colonies, where riots broke out and terrorists struck UCAS or Coalition interests. The fighting also led to an increased demand for Martian raw materials. Taxes went up, imports and profits went down, and the Martian people were not happy campers.
2180: December 19 - The Martian Revolution begins.
2182: After nearly 18 months of fighting and blockade, the Terran Federation finally caves in and grants Mars its independence on March 22. On August 10, the Martian populace votes and approves the Constitution for the Martian Republic.
2183: The economy continues its downhill slide, unemployment nearing an all-time high. In August, in an attempt to create jobs and move the Republic toward self-sufficiency, the Senate lifts the ban on terraforming and efforts begin in earnest.
2183: The present-day in Waycross.
Mars
This section gives you important information about Mars itself - the planet, the colonies, and the people who make the Red Planet home.
Natural Landmarks -
The Southern Hemisphere of Mars is heavily cratered and mostly highlands. The Northern Hemisphere, on the other hand, is younger territory and mostly flat lowlands. Some Areologists (Mars equivalent to geologists) theorize that there was once a vast ocean covering much of the Northern Hemisphere, which might account for the vast differences in terrain.
Valles Marineris is a huge canyon along Mars' equator, stretching across an area roughly as wide as the United States. Named after the Mariner 9 spacecraft, it is over 2400 miles long and at places is more than 4 miles deep and 125 miles wide. This makes the Grand Canyon on Earth (277 miles long, 1 mile deep, 18 miles wide) look like a glorified ditch.
The Hellas Impact Crater, located in the Southern Hemisphere on Mars, is approximately 2000 km wide and 6 km deep. That's bigger than the United States. Some scientists theorize that the impact that caused the Hellas crater may have been the catastrophic event that turned Mars from an Earthlike, habitable world to the barren desert it is today.
The Tharsis Ridge (or Bulge, as it is sometimes called) is an elevated region in the Northern Hemisphere. It has a large number of volcanoes that are visible from orbit, including Olympus Mons (the largest), Ascraeus Mons, Pavonis Mons, and Arsia Mons. Some scientists believe that the bulge was created by the same impact that created the Hellas crater.
Olympus Mons is the largest volcano in the solar system. It stands around 15 miles high and at 370 miles across is roughly the size of Arizona. That's nearly three times the size of Mount Everest. Scientists have not yet determined if the volcano is extinct or merely dormant.
The region called Cydonia has caused a massive amount of controversy, as believers and skeptics argue over whether its unique landforms are natural or artifical constructs. In pictures taken by the Viking 1 spacecraft from orbit, a landform looks strikingly like a human face starting up into space. Near the so-called "Face of Mars" are a number of pyramid-shaped hills that have been termed the "Inca City". Later images and first-hand observations paint a different picture, which seem to lend credence to the theory that the feature is just a natural landform enhanced by tricks of the light. The jury's still out, though.
Life and Terraforming -
Early Martian researchers found conclusive proof that there is life on the Red Planet, though it's only in the form of microorganisms. No evidence has been found of any other life - large or small - ever existing on Mars.
The discovery of even microscopic life raised huge issues in the terraforming debate. Terraforming is the act of changing a planet so that it becomes more like Earth. When humans first came to Mars, there were two main obstacles to humans living on the surface: temperature (the average yearly temperature on Mars was around -143 degrees Fahrenheit, -97 degrees Celsius), and atmosphere (the air on Mars was made up of about 95% Carbon Dioxide, and was thinner than it is in even the upper reaches of Earth's atmosphere). Under these conditions, an unprotected human on the surface of Mars would freeze to death even as he suffocated due to lack of oxygen and his blood "boiled" due to the low pressure.
Even before humans set foot on the Red Planet, scientists debated the ethics of terraforming. Many felt that humans had no right to "play God" with another planet. Others despaired at the thought of destroying the existing ecology of Mars before it could be fully studied. What if there was life, and terraforming processes wiped it out? Still others simply loved Mars for its natural beauty and couldn't stand the thought of changing it. The opponents of terraforming, regardless of their reasons, became known as "Reds". A Reds faction, calling themselves the "Mars Purity Coalition", even went so far as to start a campaign of violence against terraforming efforts.
The other side became known as "Greens". They felt that Mars was the future of mankind. It had an abundance of natural resources that could replace the dwindling supply on Earth. It had more land area, to help alleviate Earth's growing population crisis. But humans could not live and work easily on Mars. Terraforming was a necessity if colonization was to take place.
The Greens, for now, have won. Terraforming efforts began shortly after humans first set up shop on Mars. Hundreds of unmanned "gas factories" have been set up all over the planet, which spew out greenhouse gases into the atmosphere. Just like the greenhouse effect raised temperatures on Earth, it had the same effect on Mars. For a time, a solar power collector in orbit beamed power down onto the surface, increasing the temperature slightly. The collector was destroyed shortly after its launch by the MPC.
Even with the terraforming efforts, Mars is still a harsh, unforgiving desert. The average temperature is comparable to the Arctic Circle on Earth, and nothing can grow in the arid Martian regolith (dirt). The atmosphere, though thicker, is not breathable by humans. It will take hundreds, perhaps thousands, of years of terraforming before Mars will be a green, Earthlike world.
Colonization -
At present, there are approximately 2 million beings living on Mars. No humans can live unprotected on the surface, so all of the settlements are set up either in geodesic domes on the surface, or underground in sealed caverns.
There are six major cities on Mars, which between them contain 2/3rds of the population:
- Waycross - A mid-sized industrial center, which was the first permanent civilian colony on Mars. It is located along the rim of the Valles Marineris canyon. Population approximately 100 thousand. Home to the main Martian starport (von Braun Starport). A few major corporations maintain a presence here, including Ares Technologies. A hundred years of stripmining has left the area drained of its most valuable natural resources, leaving scores of abandoned mine tunnels below the city.
- Tantewei - A major economic center with a population of approximately 250 thousand. Located on the plains of Syria Planum, it is mainly an agricultural community. Vast tracts of hydroponic farmland provide most of the food for the Martian cities, and researchers work tirelessly to engineer crops that will grow in the barren Martian soil.
- Lowell - Mars' largest city, with a population of approximately 1 million people. Located in the Elysium region, it is a major industrial and economic hub. Many major corporations have set up shop here, including the Viking Mining Cooperative, and Griffon Enterprises.
- New Sagan - A thriving city of approximately 150 thousand people. It is primarily a scientific community, but has a strong tourist trade and is also the capital city of the new Martian Republic. The city is strategically located in Chryse Planatia, within range of Cydonia (where the Face of Mars is located), the ruins of Sagan Station (the ill-fated station that was the first manned outpost, as well as the landing site of the Pathfinder expedition), and the Viking 1 memorial (the first probe to land on Mars).
- Clarktown - The smallest of the "big" cities, located in the foothills near Olympus Mons. With a population of about 50 thousand, its only real claim to fame is being the home of a research facility studying the Tharsis volcanoes.
- Shahadda - This colony, located near Lowell in Elysium, was originally an Islamic Coalition settlement before it was incorporated into the Terran Federation and then the Martian Republic. Home to the Qahira mosque, a beautiful landmark, Shahadda has a population of about 75 thousand, mostly Muslims.
In addition to these cities, there are dozens of smaller settlements, mining operations, and research stations scattered around the planet in domes or underground.
There are several satellites in orbit around the planet, but no space stations.
Weather -
Mars has seasons, just like Earth, and the temperature follows the same basic patterns (warmer during the summer, colder during the winter). It's very very cold on Mars. Outside the domes, the temperature is colder than it is in the Arctic Circle on Earth (even during the summer). Anyone venturing outside must bundle up in full arctic weather gear. Even inside the domes it's a little chilly - around 50 degrees Fahrenheit on average.
Although there is no rain or snow on Mars, it does get very windy. Mars is often plagued with severe dust storms. Some storms are small, but usually at least once per year a really big one strikes. Some dust storms have encompassed the entire planet! The winds in these storms can reach over 100 miles per hour, but due to the thin atmosphere they are not very strong. They are not like tornados on Earth. The real danger of dust storms is the dust itself, which can cover communication dishes and get into sensitive machinery. Aircraft (including shuttles) can't fly in them, and communication with satellites gets spotty. Dust storm season on Mars usually runs from late Southern spring to late Southern summer.
Time -
The Martian solar day, or "sol" is 24 hours, 39 minutes, and 35.2 seconds long.
It takes Mars about twice as long as Earth does to orbit the sun (about 687 Earth days, or 669 Martian sols). Mars has leap years just like Earth.
Because the lengths of the days and years on Mars are different than on Earth, it is impractical to have a single calendar system for both planets. If you did, it would be like living without time zones on Earth. Sure, you could synchronize everything so that it was 12noon in both New York and Tokyo at the same time, but then the Japanese would be eating lunch every day when it was pitch black outside and going to sleep just as the sun was coming up. To fix this, the first settlers to Mars adopted a Martian calendar and timekeeping system that has continued to be used ever since.
For timekeeping purposes, each Martian sol (day) is divided into 1000 "millisols" (commonly called "mils"). Mils are the Martian equivalent of minutes, and are about 88 seconds long. Instead of measuring time in seconds/minutes/hours, Martians measure it in the number of mils that have passed since the beginning of the day.
The time system takes a little getting used to, but becomes easier once you have certain reference points:
- The clock goes from 000.000 to 999.999 instead of 12am to 12am.
- The standard workday is 300.000 to 650.000 instead of 9am to 5pm.
- Midday is 500.000 instead of 12pm.
- To convert from minutes to mils, multiply the minutes by 0.68. For example, 30 minutes equals 20 mils.
Martian time is officially tracked in terms of "sols" and "mils", and many Martians (particularly those who were born there) do indeed refer to time in those terms. However, the colony is young enough and has enough recent immigrants and Earth visitors that people on Mars still do talk in terms of minutes, hours and seconds. Phrases like "Just a sec", "Meet you in half an hour", or "I'll be back in a couple days" can still be heard on the streets of Mars, even though the technically correct terms would be "Just a mil", "Meet you in 20 mils", or "I'll be back in a couple sols". Feel free to mix and match terminology in your roleplay, as befits your character.
There are time zones on Mars just like on Earth, but since all the roleplay happens in Waycross we're not going to go into much detail about those. Just be aware that they exist.
Weeks have 7 sols. Their names are Sol Solis, Sol Lunae, Sol Ares, Sol Mercurii, Sol Jovis, Sol Veneris, and Sol Saturni. Note that there is no link between the day of the week on Earth and the sol of the week on Mars - Sol Lunae is the second day in the Mars week, but that doesn't mean that it's Tuesday back on Earth. It may be Tuesday one week, and Friday the next week. It's very confusing, so leave the conversion of days to the computers.
The Martian year is divided into 24 months. Most months have 28 sols, but a few short months have only 27. The month names come from constellations: (Southern Autumn) Sagittarius Lyra Capricorn Cygnus Aquarius Pegasus Pisces (Southern Winter) Phoenix Aries Perseus Taurus Orion Gemini (Southern Spring) Columba Cancer Lynx Leo Hydra (Southern Summer) Virgo Crux Libra Ursa Scorpius Draco.
During the Martian year, there are seasons just like on Earth. The months are linked to the seasons. Just like an Earther instinctively knows that July is in the middle of the summer in America, a Martian similarly knows that Sagittarius is the beginning of autumn in Waycross. The Southern Hemisphere (where Waycross is located) has longer, colder winters and shorter summers.
Holidays, birthdays, and other official dates are usually recorded and celebrated using Earth Standard Time (formerly known as Greenwich Mean Time). In other words, the countdown to 0 on New Years Day happens on Mars at the same time as it does in Greenwich, even if that happens to be in the middle of the day on Mars. The years are also kept track of using the years on Earth, not Martian years.
Most Mars colonists regard this as a hassle, since it's one more set of dates to keep track of. But the alternative is just plain unwieldy. Since the Martian year is twice as long, holidays would occur twice (Christmas would happen once in the Martian spring, and again in the autumn), and if someone said they were 20 years old - is that Martian years or Earth years? All these problems and more are avoided simply by using the Earth Standard Time holidays.
Politics
Earth -
Contrary to what the propaganda vids might try to tell the Martians, Earth isn't one big happy family. There are still the same ethnic/geo-political conflicts that have plagued the human race forever. Ireland, Israel, and Eastern Europe are still trouble spots, even in the 2180's.
Most of Earth's nations have formed local alliances, uniting under a common regional government. The major alliances are:
- United Canadian American States UCAS (US, Canada and Mexico)
- Pan Asian Alliance (Japan, China, various South Pacific nations)
- Islamic Coalition (much of North Africa, and the Middle East)
- European Union (Europe)
- American League (Central and South America)
- Russian Commonwealth (Russia)
- African Bloc (parts of southern Africa)
Each of these alliances has a unified government and military force.
Still, there are some nations that have remained completely independent, including:
- Israel
- Switzerland
- Australia
- Various central African countries
Terran Federation -
The Terran Federation is the United Nations of the 22nd century. It is not a central Earth-wide government. Its mission is to keep the peace between nations. It mediates disputes and provides an open forum for negotiations. If someone goes to war with someone else, then the Federation gets involved. However, it does not interfere directly in matters internal to a country. It may register its disapproval and try to send in humanitarian aid (if the country will allow it) but it will not impose economic sanctions or go to war over something going on within one nation's borders.
The Federation, like the UN before it, relies on its member nations to commit troops in case of a conflict. Such troops maintain their autonomy, and operate under a common banner with the Federation coordinating efforts. This would be similiar to the way the militaries of various nations cooperated during the Gulf War. The Federation also maintains a standing army (called the "Peacekeepers" after their UN predecessors) drawn from volunteers of the member nations' armed forces. See the next section for more info on the Peacekeepers.
The heart of the Federation is the advisory council. Every member nation is given one seat on the council, and all members have equal voting rights. One of the sore spots for Mars was that it was never given a seat on the council.
In one odd twist of fate, the Terran Federation became responsible for all off-world colonies after mediating a dispute involving Mars. The Federation council handles all administration, and the Peacekeepers provide the colonial military and security forces. So far, the only colony to obtain its independence from the Federation is Mars.
Peacekeepers -
The Terran Federation Peacekeepers are formed from volunteers of all member nations, and are a standing army that responds to conflicts around the world (and the solar system). They are part soldiers, part policemen, and their overall mission is to promote peace and stability.
Each nation has its own regulations and requirements for who can volunteer for Peacekeeper duty (in most nations, the needs of the national military come before the needs of the Federation). Volunteers sign up for one year, and may serve additional years at the discretion of their home military. While in the Peacekeepers, a soldier receives a new rank and position. This is usually the same as his rank in his home army, but it's possible for someone to receive a higher (or lower) rank in the Peacekeepers than in the army he came from.
Up until Mars' independence, the Peacekeepers provided the military/police force for all of the Martian colonies. Peacekeepers still provide Security for the colonies on the Moon.
Mars -
In the very early days, various nations had their own individual colonies on Mars. In 2080, all off-world colonies came under the auspices of the Terran Federation. From that point on, Mars had a single Governor, appointed by the Federation, who was responsible for implementing the laws and mandates of the Federation, and maintaining order and prosperity for Mars. A pretty tall order. The Governor was assisted by mayors and city councils in each of the major Martian cities, and by just a mayor in the outlying settlements. These are the people who handled the day-to-day management of the cities. The last Earth-appointed Governor of Mars was Victor Caruso, a great statesman and supporter of independence who was killed in early 2182.
From December 2180 to March 2182, Mars fought against Earth in a bitter rebellion that claimed thousands of lives on both sides and nearly crippled Mars' economy.
Since the revolution, the new nation on Mars is the Martian Republic. The new government has its work cut out for it - struggling to shape a new nation in the wake of massive destruction and hardship. Just to add another wrench in the works, the violent anti-terraforming faction the Mars Purity Coalition, is still out there causing trouble now and again. They believe that man doesn't belong on Mars at all, and that they should all leave before they completely destroy the Red Planet like they did the Earth.
Revolution -
In mid December 2180, a peaceful independence protest in Waycross' town square turned into a bloodbath when Federation Peacekeepers opened fire on the rally. Some witnesses say that one of the Peacekeepers fired a warning shot into the air, and the other soldiers thought someone was firing on them. Others say that the Terran commander was simply a madman and ordered his soldiers to open fire on the angry, but apparently unarmed, crowd. Whatever caused it, one thing is clear - nearly fifty men and women, and two children, were killed that day, most of them unarmed.
The Federation tried to cover up the "Waycross Massacre", but it came out anyway. It was the proverbial last straw. With the help of a charismatic leader (then-Governor Victor Caruso), the rebels finally had popular opinion on their side and staged a successful revolt. In just over a week, rebels overwhelmed most of the peacekeeper garrisons on Mars and took their weapons and equipment. They rigged key factories with self-destruct bombs, and threatened to destroy them all (thus cutting off Earth's much-needed supply of raw material) if Earth refused to grant them independence.
It took the Federation several months to mobilize for military action against Mars. Planning the logistics of an interplanetary battle was a nightmare. In the meantime, scattered fighting continued between the rebels and the remaning Peacekeepers, some of whom had holed up in strongholds around the planet. Trade between the planets came to a grinding halt. Earth lost its vital shipments of natural resources, and Mars lost key imports of food, medicine, and other supplies from Earth. Both sides knew they couldn't hold out forever, but it wasn't a crisis just yet.
Finally the first Federation strike force made its way to Mars, at the end of April 2181. They expected to find an untrained mob with a few handguns. What they met was a band of devoted rebels armed with the peacekeeper garrison's own weapons. The Earth strike force was trounced. Things quieted down for a while, with both sides attempting to win public support and get the upper hand politically. Mars' one ally through all of this was the Earth nation of Australia. Australia, which was not a member of the Federation and had no interest in suffering because of some political nonsense, braved the Federation's wrath to deliver much-needed food, medical supplies, and weapons to Mars. It wasn't much, but it kept Mars from going under entirely. In exchange, Australia received precious shipments of Martian metals and other reources.
Back on Mars, the final Peacekeeper strongholds had finally been overcome. The only problem now was an underground resistance of Peacekeepers and Terran loyalists. These insurgents used all the same tactics the rebels had once used against the Peacekeepers - sabotage, terrorist bombs, threats and spying. The Martians tried to root them out and minimize the damage they could cause, but they were a continued nuisance throughout the rest of the rebellion.
Earth sent a second, larger strike force to Mars in June 2181. The ships landed a safe distance away from the domes, and the soldiers moved in with armored vehicles and heavy weapons. They were not going to underestimate the rebels again. The fighting was fierce. Some of the rebels hit the Peacekeepers outside the domes, hoping to spare their cities from the fighting. Others allowed the Peacekeepers to enter the domes and fought a guerilla war using the cover of the city. Heavy fighting continued for nearly a month, and scattered fighting went on well into August. The entire city of Yathrib was levelled by a vindictive Peacekeeper comander who tired of seeing his soldiers gunned down as they tried to breach the city's airlock. The dome at Owens Point was damaged in a separate fight, and nearly twenty thousand colonists suffocated or died of hypothermia when they lost their protection from the harsh Martian atmosphere. A fire started by the fighting in Waycross burned down a dozen city blocks before it could be contained. Yet despite these losses, the determined Martian populace eventually beat back the Federation troops.
Rather than sending yet another attack force, the Federation tried to starve the Martians out with a determined blockade, cutting off all shipments to and from the Red Planet - even those from Australia. However, this worked both ways. Earth wasn't getting any shipments either. After several months of this, with Earth running perilously low on its reserves of resources, the Federation council debated just crippling all the Martian domes with strategic explosives and sending in all new colonists. Martian Governor Victor Caruso, leader of the uprising, managed to keep that from happening through the force of public opinion. His eloquent pleas and the images of the dead civilians from Yathrib and Owens Point were enough to dissuade the Earth populace from supporting the mass murder of the Martian colonists.
In a last-ditch effort to quell the revolt in February 2182, Earth managed to contact sympathetic forces on Mars. Convinced that cutting off the head of the snake would cause the body to wither, these sympathizers went on a campaign of assassinations, attempting to take out as many of the high-ranking rebel leaders as they could. They met with only limited success - most of the sympathizers were taken out before they could do too much harm. But a few managed to complete their mission, and several leaders of the rebellion, including Victor Caruso, were killed.
Rather than demoralizing the Martians, this underhanded ploy only made them more dedicated to the fight. Finally the motion for Martian independence came before the Federation council once more and was passed by a narrow margin. As of March 22, 2182, Mars was free. Little did they know that the real battle had just begun.
Martian Republic
The Martian Republic gained its independence on March 22, 2182. It spent the next few months working out a form of government. The Republic Constitution was approved in August 2182, and the transition to the new government was completed in October 2182 when newly-elected President Gabriel Dalton took his oath of office and replaced Interim-Governor Marie Lafayette as head of state.
The federal government consists of three branches: Executive, Legislative, and Judicial. The Executive branch consists of a President and a Ministry of advisors. The Legislative branch consists of a Senate. The Judicial branch consists of a Supreme Court and a Common Court. The Republic capital is New Sagan.
Political Parties -
The Constitution does not explicitly call for political parties, but groups of politicians were quick to unite under common banners. The four main political parties are (in order of influence):
- Republican Party - Supports a fully self-sufficient Mars. Fairly middle-of-the-road on most issues, including terraforming. President Dalton is a member of this party. (30 percent of Senate)
- Green Party - Supports terraforming, but also the interests of big-business. Ares Technologies is a staunch supporter. (25 percent of Senate)
- Red Party - Vehemently anti-terraforming, and pretty liberal on other subjects. Officially deny any connection to the violent Mars Purity Coalition, but rumours persist that they are just the political arm of said group. (15 percent of Senate)
- Sol Brotherhood Party - Supports closer ties to Earth. Gets flak for being un-patriotic, but also gets support from recent immigrants and those who believe Mars needs help until it's self-sufficient. (15 percent of Senate)
- Other parties, or senators not affiliated with any party, make up the remaining 15 percent of the Senate.
Provinces -
The territory of the Republic is divided into geographic provinces. Currently there are 12, of about equal size: Arcadia, Tempe, Cydonia, Utopia, Tharsis, Xanthe, Arabia, Elysium, Sirenum, Argyre, Noachis, and Hellas.
Each province has its own Governor and Legislature to administer affairs within the province. These governments operate under the supervision of the federal government and within the bounds of the Constitution. Waycross is in the Tharsis province, and the seat of the Tharsis provincial government is Tantewei.
Rights -
The Constitution guarantees basic rights for all people (citizens and non-citizens), including: Life, Liberty, Freedom of Religion and Speech, and Privacy. These rights all have limits - they are not absolute. One can't use freedom of speech as justification for shouting "Fire" in a crowded movie theater. Freedom of religion doesn't include religions involving human sacrifices. Police have search and seizure abilities that take precedence over the right to privacy, and so on.
The Constitution also addresses health care, occupational safety, equal pay for equal work, union rights, minimum wage, maximum work week hours, family protection, basic education, law enforcement (province police forces, and a federal police force), terraforming and the military.
Citizenship -
Last but not least, the rules for Citizenship are different in the Martian Republic. Everyone on Republic soil is bound by the laws of the nation (i.e. there is no diplomatic immunity), and everyone is guaranteed protection under the laws. However, not everyone is entitled to vote or serve in public office. Full Citizenship must be earned. To be a Citizen, a person must be over 18, must have lived on Mars for 5 years, and must serve in the military or a designated civil service organization.
In the military, a person must serve 2 years full time (paid, active duty), or 4 years part time (paid, in the Volunteers reserves). For civil service, a person must put in at least 2000 hours volunteer work in a designated organization. Possible volunteer organizations include: hospitals, the school system (tutors, coaches, etc.), social services (YMCA and Big Brother/Sister types of programs), low-level government assistantships, and various public works jobs (mostly relating to rebuilding after the war). Veterans who were members of the Volunteers during the Revolution may also apply for Citizenship, regardless of their time served.
Computers -
Hardware: Computer technologies resemble those of late 20th century, but are smaller, faster, and more efficient. Advances in chip design and media have made micro-computers common. These high-speed devices may be as small as someone’s palm, but operate at speeds upward of 100 gigahertz. They have terabytes of data storage and memory, making data size of little consequence.
Many computers are voice-controlled, but they accept a limited range of commands and don't have full conversational capabilities. Flat touchscreens are the standard interface for nearly all computers. For portability, flexible screens exist (in all sizes) that can be folded or even rolled up for easy transportation. Most computers use a touchscreen and a a wireless light pen that allows the user to write (in normal handwriting) or draw. Other input devices exist, including portable keyboards, gloves that mimic keyboard operation, and old-style pointing devices. Nearly all input devices are wireless.
Computers have not yet reached the stage of "artificial intelligence". There are no computers than anyone would consider self-aware, though the machines have amazing analytical and predictive capabilities. Robots are used more widely than today for dangerous applications (mining, manufacturing) but still haven't come close to replacing humans in most arenas.
Micro-Discs are small discs used for storing data. They can be recorded or played on any MarsCom unit or on specially-designed portable devices. They are the size of a quarter, but are frequently kept in a plastic protective case the size of a credit card. Large devices can accept the entire card, but small devices require you to take the disc out.
Virtual Reality: Virtual reality rigs exist, but have not become common enough to make their way into the average home. Large organizations (the military, universities, and certain large corporations) use them for training simulations and for controlling remote units such as robots or probes. A VR rig is a lightweight visor that covers the eyes and interfaces with the brain through electromagnetic pulses into the eyes. It is often used in conjunction with a full-body-scan input unit (to read your actions), or a simple glove-controller depending on the application.
It is useful to note that even the VR rigs are not fully immersive. You don't feel like you're actually there or anything. It's more like watching an indepth movie. There is also no VR recorder unit. VR images have to be constructed using advanced computer design.
Economics -
A single Colonist Identity Module (CIM card) acts as a combination of a passport, bank debit card, and MarsCom account info.
All monetary transactions are done using Terran Federation credits. Mars does not yet have its own money system. A Federation credit has roughly the same buying power as a modern US dollar. Most transactions are done electronically, but there are small golden coins that serve as "cash". There is no paper money.
Communications -
Most computers are linked via the Interplanetary Net (IPN), a digital communications network that grew out of the Internet of the late 20th century. There are three main "hubs": MarsCom, EarthCom, and LunaCom, which are connected to each other via space satellites.
All computers connect via wireless transmission to relay stations located around the city. Outside of the domes, service can be obtained by linking up to a satellite. Devices can also communicate with each other rather than with the main network.
The MarsCom network combines 20th century television, telephone, and internet services. It offers regular phone service, on-demand recordings ("vids"), games and chatrooms (both text-based and video-based), live news and entertainment feeds (streaming audio/video), static information (like newspapers or personal web sites), and city-wide information (libraries, maps, comcode listings, etc. are all online). Most computers connected to the network are referred to simply as "MarsCom terminals".
Personal wireless communication devices, called CellCom units, are commonplace. The largest models, commonly referred to as datapads, have a large, full-color display and lightpen input. The smallest complete units are wrist models, with a small display and a few keys. For the fashion-conscious there are models, commonly dubbed Cyberwear, which break up the functionality into smaller pieces, which can be worn as clothing accessories (earrings for the speakers, a necklace for the mike, etc.) There are all kinds of sizes inbetween.
When you connect to MarsCom, you're presented with a screen that has some of the most common links. But every site has a MarsCom location id to let you jump there directly. A "ComCode" is the equivalent of a telephone number.
There is a long time lag in communications between Earth and Mars, anywhere from 14 to 40 minutes depending on the relative positions of the planets. Because of this, real-time communications between worlds are not practical. Recorded messages and text email are far more common.
Clothing -
Clothing styles have not radically changed since the late 20th century. There have been various fads, but all in all appearances have stayed more or less the same. Most denizens of the 2180s aren't running around in tin-foil miniskirts or spandex jumpsuits (though there are always those who like to start their own trends). The only major change has been in the fabrics used. More synthetic blends have come into widespread use - with the texture of cotton and other fabrics but made completely of synthetic fibers. Some people still prefer the real thing though.
As mentioned previously, it's pretty cold in the Martian Domes. Most people dress in "fall" clothing - long sleeved shirts and pants, sometimes with a light jacket or sweater. There are of course, exceptions (like those weird people who run around in shorts even when it's 30 degrees outside).
Anyone who ventures outside must not only wear a breather mask (since the atmosphere is not breathable by humans) but also arctic weather gear. This includes a heavy, warm jacket and "snow pants", plus gloves, boots, and a hood (or other head covering). Without proper protective gear, you would suffer from frostbite in minutes, and hypothermia not long after that.
Sports and Entertainment -
Most of the Earth sports are still played on Mars - football, baseball, basketball, and so forth. The rules are mostly the same, they just get played on bigger fields usually (or they tweak the rules to account for the fact that you can hit the ball further and get a slam dunk easier than you can on Earth due to the lower gravity). Waycross doesn't have an ice rink so none of the ice sports are played there. Some of the other domes do, though.
Since it's not always practical to have a large sports field, and it's not always fun when everybody can hit a home run or get a slam dunk, the Martians invented a game of their own, specially designed for low gravity. It's called Hyperball. It's a lot like football, but you're allowed to pass the ball all over the place (like soccer). Rather than just tackling, the opponents try to knock you out of bounds, and you try to dodge their efforts. The low gravity means less injuries from getting knocked over, and also makes jumping and dodging around much more acrobatic and fun. Waycross has a team, the "Crusaders", in the Mars Professional Hyperball League.
For those with more refined tastes, theatre is still a common recreation for the wealthy. Waycross has the Benedum Theater, which regularly has plays, musicals, and operas.
Medicine -
Of all the areas of technology, medicine is the one in which a decent number of cutting-edge technologies from the 20th century have finally come into the mainstream. It is useful to note, though, that for those unable to afford proper medical care in Waycross, the 20th century treatments are still used.
Common illnesses on Mars include the common Earth germs (imported along with the colonists), plus a few Mars-specific ailments including:
- Mallory's Syndrome - The weakening of bone structure that usually affects children and causes brittle bones.
- Fines Rash - Suffered by those who are sensitive to the constant particles of Martian dust in the air.
- Jossar Flu - new strain of influenza unique to Mars. Doctors can't quite explain where it came from, because there don't appear to be any active viruses or bacteria on Mars.
Broken bones can be "set" using CalcGel, an organic compound that gets injected around the break using a non-invasive surgical procedure. It fills in the cracks much like an epoxy, and helps the bone to heal faster than usual. It still takes time though. The patient must be in a cast for about half as long as he would in the 20th century.
Stitches aren't used for cuts usually - instead they use DermaGel to hold the cut together (much like CalcGel with broken bones). It still leaves a scar, but much less of one. For the appearance-conscious or filthy rich, expensive SkinStrips (bandages of synthetic skin custom-fit to your own DNA) can be used instead. These leave no scars, and heal very quickly.
Medicines are able to be more easily absorbed into the bloodstream, making IVs and shots less common. For most (but not all) medications, a simple skin-patch allows the medicine to seep through the skin and into the bloodstream - so there's no need for needles. When you don't want to wait for the medicine to "seep", an autoinjector can use a very small needle to inject the medicine all at once under the skin, where it can be absorbed more quickly.
Medical care is more consolidated. There are fewer specialties, and more doctors are generalists. Especially in Waycross, which has a small hospital and a huge population. There are no private practices in Waycross - all doctors work at the Medical Center.
Non-invasive surgery has become the norm. It's rare to hack somebody completely open to fix whatever's wrong with them. Most things can be done with small incisions and the combination of lasers and scopes.
Hand-held medscanners obtain all relevant vital signs with a single patch that gets attached over the patient's heart. They also allow the doctor to get low-quality internal images (like modern X-Rays and CAT scans). These low-quality images are good for making rough diagnosis (particularly in the field, for paramedics) but for more advanced pictures the patient goes to the hospital Imaging Suite for a Consolidated-Imaging-Tomography scan (which brings up detailed, rotate-able, images on a computer screen).
Weapons -
Pulse guns are the main weapon of choice for police officers, but are restricted and may not be used by regular citizens. These high-powered weapons are basically next-generation tazers. They deliver a specially-designed electromagnetic pulse that overloads a target’s nervous system.
Pulse guns have a variable charge setting. The effects are:
Low power - Small burn at the point of impact, tingling in the hands and feet, and momentary mental disorientation. This setting is usually just used to stun someone long enough for a police officer to subdue them physically.
Medium power - A moderate burn at the point of impact, severe numbness in arms and legs, and usually unconsciousness.
High power - Severe burns along the path of the pulse, both internal and external. Usually cardiac arrest, and sometimes permanent brain damage. This dangerous setting is only used when lethal force is required
Despite their "stun" nature, pulse guns can still be lethal - even at the low settings and especially at the higher ones. In unusual cases, the pulse cause a momentary disruption to the electrical activity in the target's heart or brain, introducing anything from seizures to stroke or cardiac arrest. In short, police don't go around blasting people just to "stun" them. Their weapons are just that - weapons.
Ballistic weapons are still common, used by just about everyone except the police. They resemble those in the late 20th century, but are lighter, better designed, and have a higher ammunition capacity. The standard firearm caliber is 10mm, for both pistols and rifles. Weapons are usually numbered rather than named, such as the M-75 assault rifle, or the SG42 heavy pistol.
Any Martian citizen may own and carry around a handgun without needing any fancy permit. Anything heavier is limited to the Volunteers, and even then only during actual military training exercises or emergencies. All Volunteer rifles are stockpiled in the Fort McChord armory. Being convicted of any aggressive crime involving the use of a firearm will cause the citizen to immediately lose all weapon privileges (and be kicked out of the Volunteers if he was a member). In other words, the Martian government likes for people to be able to defend themselves, but they do not tolerate abuses of the system.
For the safety-conscious, there are a variety of secure weapons lockers available for storage within the home. These offer anything from voice-activated locks to fingerprint-scan recognition, and protect against theft or accidental use (by children, especially).
Ballistic armor exists in light and heavy weights, but is only available to the military. The lighter variants are designed to be worn comfortably as part of a standard uniform. Mesh wraps over the armor helps protect against slashing and cutting attacks and grounding wires built into the armor offer limited protection against pulse guns.
Powered armor was researched, but was found to be too expensive and impractical for regular use. It was more efficient to use either a regular infantryman or an armored vehicle with a multi-soldier crew.
Nuclear weapons are outlawed by all civilized countries in the world and most have been destroyed, but chemical and biological weapons are still a concern. Both types of weapons saw limited use during the Desert War. Outbreaks of new strains of deadly viruses occur from time to time, thanks to the engineered germs released on Earth (and subsequently carried to Mars via tourism and immigration).
Law -
The legal system in Waycross is strikingly similar to most modern criminal justice systems, but the process is greatly simplified and (in principle) less prone to legal loopholes and other abuses. Suspects are arrested, arraigned, and brought to trial in much the same manner as today.
The rules of search and seizure are slightly different than today. Police are free to detain anyone for questioning without a warrant. They are also allowed to tap MarsCom systems, monitor surveillance cameras on the public network, and search a person (clothes, bags, etc) - all without having a warrant. They can't, however, enter or search private property without having either a warrant or "probable cause" that illegal activities are going on inside at that moment (for example, the sound of a gunshot heard from outside). Officers are allowed to let suspects go without arresting them, but if they do things like let a suspected murderer walk they're going to have some serious explaining to do and might even go to jail themselves.
Bounty hunters who go after bail jumpers are a thriving profession on Mars - especially with the number of Earther criminals who try to escape by planet-hopping. Bounty hunters are not required to get warrants for arrest or for entering a building where a bail-jumper is believed to be hiding. However, abuse of this privilege (by constantly breaking into the "wrong" houses, for example), will land the bounty hunter in serious hot water.
The precept "innocent until proven guilty" has been maintained. The Martian courts do not have jury trials - the trials are presided by a judge (or panel of three judges, for major crimes) who decides both the verdict and sentencing. Mars uses a "circuit court" system, so there isn't a single judge assigned to Waycross. There is also a Supreme Court for federal cases and appeals. The sentence can include any combination of jail time, probation, and/or fines - as determined by the judge. The death penalty has been abolished on Mars. A person can only be tried once for a crime, unless new evidence is brought before the court and a judge signs an order for a new trial.
The only jail on Mars is located in New Sagan. It is small, and only offenders with sentences less than 1 year in length are housed there. Prior to independence, criminals with longer sentences were are shipped back to Earth, but Earth no longer feels obligated to take them. The new Republic's policy is to send them to the mining station on Ganymede (which is always looking for more low-paid workers). The criminals cannot return to Mars until their sentence is over (though enforcing this 100 percent is impossible - some slip back through) though they could leave Ganymede (if they can beg, borrow, or steal money for a ticket) and go to Earth or Luna.
All public transportation routes (subways, buses in towns that have them) are monitored by security cameras, as are all government buildings and most private businesses. The streets, however, are not. The cameras transmit their data to a local datastore, as well as to a central collection point with the police department. Police officers are issued "net rigs" which are heads-up display goggles that plug into a hand-held terminal and allow them to watch any security camera in the city.
Semi-automatic ballistic handguns may be carried for personal defense by any Martian citizen, unless the citizen has a prior criminal conviction higher than a misdemeanor or any criminal conviction involving firearms violations. This doesn't mean they can go charging through town waving their gun around. The license is to carry and use in self-defense, not to terrorize the locals.
Military-grade weapons (assault rifles, grenades, sub-machineguns, rocket launchers, etc.) are completely prohibited except for use by the military. Plastic explosives are restricted, and require a permit to use outside of military application.
Crime -
The crime level and types of crimes vary widely from city to city on Mars. Some cities are somewhat safe while others are havens for criminals. There are good cops and there are corrupt cops, just like there are anywhere else. One thing just about all the Martian cities share is that their police forces are universally overwhelmed. Overall, there are nowhere near enough officers to cover the population, and only a small percentage of the officers have any prior law enforcement experience. Imagine a mid-sized United States city patrolled almost entirely by rookies. The result is easy to predict: many crimes go unsolved or unprosecuted.
Mars does have one thing going for it though: a much lower violent crime rate than most Earth cities. There are two reasons for this. First, the beleaguered cops have to choose their battles, so naturally their first targets are criminals who are physically hurting others. Second, Martian weapon laws permit average citizens to carry around handguns. Criminals like to have an advantage, and it makes them think twice when they know their target is likely to be as well-armed as they are. That's not to say there's no violent crime, or that all violent crimes get solved - just that the crime level is definitely lower than one might expect from cities this size.
Other crimes are much more common. Burglaries, fistfights, illegal drug use, con jobs, prostitution, illegal gambling, petty thieves... these kinds of things the police often don't have the manpower to deal with, or turn a blind eye to because they've got bigger fish to fry.
The biggest fish of all are the major crime organizations. There are a few on Mars, including elements of the traditional Earth crime families (the Mafia, the Yakuza, etc.) but the only one with a foothold in Waycross is a group calling itself simply "The Syndicate". It has roots going all the way back to the first Martian colonies, and there are branches in every major Martian city. Membership is by invitation-only, and new initiates have to prove their mettle before they become full-fledged members. The Syndicate deals mostly with "soft" crime - embezzlement, extortion, computer crimes, gambling, etc. But if some unlucky fool gets in their way, they're not adverse to breaking a few kneecaps or arranging an unfortunate "accident" with someone and an airlock.
The Syndicate has a rather unique relationship with the police. During the revolution, the black market flourished. Those with backgrounds in smuggling or other illicit activities were invaluable to the war effort. Without them, there would have been no shipments of food, medicine, or most importantly - weapons and ammunition. Even the rebels themselves - heroes to the Martian people - were seen as criminals before they won their fight. Because of these reasons, the average Martian citizen has a much more pragmatic view of the Syndicate than one might expect. To many, they're a necessary evil, and thus the police don't go out of their way to shut them down.
Besides the Syndicate, though, Waycross has another crime problem - the Wasteland. This ruined section of the city is home to thousands of refugees struggling for survival. In a place where desperation is the order of the day and only the fittest survive, violence runs rampant. The police have all but given up on the area. They turn a blind eye to it as long as the crime doesn't spill out into the surrounding areas.
It might appear, then, that the Wasteland would be the perfect place for professional criminals to set up shop. The only problem is that the place is so desolate and miserable that even the criminals don't want to go there. The Red Light District is a common place for various illicit or illegal (non-violent) activities. The abandoned mining tunnels under the city, or the old mining domes are also popular places for clandestine meetings, or to hide when you don't want to be found.
Industry and Economy -
Eighteen months of an Earth-enforced blockade during the revolution has taken its toll on the Martian economy. Profits went down to almost nothing, and unemployment skyrocketed. Add to that the damage and loss of lives due to the fighting (particularly in Waycross, where part of the Industrial District was destroyed in the Great Fire), and the end result is an economic mess on Mars.
Before independence, Earth had spent the last hundred years keeping Mars in a subservient economic position. They believed that as long as Mars could not support itself, Earth would be able to maintain control. While this proved false in the end, Earth's policy has not really changed. They put high taxes on exports to Mars and many imports from Mars.
The primary industry on Mars is the mining of metallurgic ores, which are processed in factories into a finished form or alloy (i.e. iron ore is transformed into steel) and then shipped back to Earth.
Some Martian metals, once treated and processed, are considerably more durable and lightweight than their Earth equivalents. This includes the manufacture of HSLA (high strength lightweight alloy) steel, nicknamed "Martian Steel". Other metals available on Mars include an abundance of iron, as well as some aluminum, copper, and other trace metals.
Silicon is quite common, particularly as a by-product in mining operations. Its abundance has contributed to the advances in computer technology, and helped to secure Ares Technologies its leading role in microchip manufacture.
Plastics and concrete can be manufactured from Martian materials, and are used in nearly all building projects.
Methane is readily available by processing the carbon dioxide from the atmosphere and the soil. This makes Mars a prime source of methane fuel for interplanetary travel and other power applications.
Geothermal power from underground reservoirs provides nearly all power on Mars. A few things use solar power, but they are mainly used to store backup power. Chemical batteries are still used, but recycling efforts have improved.
The following are a few of the major corporations on Mars:
- Ares Technologies - Company based entirely on Mars, which manufactures electronic circuit boards. Its corporate HQ is in Waycross, though there are regional offices and manufacturing facilities in several other Martian cities.
- BioLine Incorporated - Mars' biggest biotech corp, specializing in the manufacture of medical devices. Its corporate HQ is in Sagan.
- Unified Futures - A research and technology firm that has its hands in just about every market. Though its corporate HQ is in London, it maintains a distribution center in Waycross.
- Griffon Enterprises - Manufacturer of starship components. Its corporate HQ is in New York, but it has a regional sales and research office in Lowell.
- Cross Industries - A metalworking firm (pipes, steel struts, etc.) based in Waycross that has recently expanded its operations into manufacturing weapons for the new Republic.
Space
Space travel has seen a number of technological advancements since the 20th century. It is no longer restricted to government agencies and wealthy corporations. Entirely-reusable launch vehicles (next generation space shuttles) and advanced fuels have brought costs down to the point where average people can afford to travel into space.
Space tourism is a somewhat common (though expensive) venture akin to the Caribbean cruises of the 20th century. There are orbital tours, Moon tours, Mars tours, and - for the exceptionally wealthy - year-long tours around the entire solar system. The trip from Earth to Mars takes about two weeks one way.
Starships the size of the space shuttle are the most common space vehicles, and also the smallest. Larger vessels, more like the size of a 747, are less common but still widely-used (mainly for cargo transport). All starships use ion drives for propulsion. These drives run on hydrogen fuel and allow vehicles to achieve speeds much faster than 20th century space vehicles (though they cannot get anywhere near the speed of light).
All starships are capable of landing. There are no mammoth aircraft-carrier sized spacecraft that always stay in orbit. There are, however, numerous space satellites (large and small) for communication, and also the Aldrin Space Station in orbit around Earth.
The price for a ticket to Mars is about 5,000 credits. Shipping cargo is far cheaper since it doesn't require as many safety systems. Starships themselves cost hundreds of thousands of credits (millions for the larger vessels), plus maintenance, hangar fees, and fuel. The average citizen really has no possibility of owning one, but wealthy individuals, corporations, or even groups of people can put together the cash for a ship. Because of this, more than a thousand starships have been commissioned.
The various Earth militaries also maintain a minimal presence in space. Each of the national alliances (the United Canadian American States, or the Islamic Coalition for example) maintains a space navy of a half-dozen or so starships. The ships are used mostly to protect national interests from rival nations and to interdict smugglers.
Space weapons are typically plasma based, since they use plasma for their engines to start with. There are a few mass driver weapons, but they are not common because mass in a starship is precious weight that could be used for fuel or cargo. Space piracy is unheard of, so nearly all traders and passenger vessels are unarmed. The only protection against weapons in space is layered armor designed to protect against space debris. There are no "shields".
Psionics
In the early 22nd century, scientists proved what many had long believed to be true - that some gifted individuals have the capability to use their minds for seemingly superhuman powers. Psionic ability is built into a person's genetic code. Either they are born with it, or they aren't. Genetics also determines a person's psionic potential. Only one out of every ten-thousand or so people has any psionic ability whatsoever, and it's even more rare to find someone really powerful. To put all that in perspective, in the entire city of Waycross there are only 10 telepaths. In all of Mars, there are only 200.
Genes alone are not enough to make someone a psi. They merely give a person the potential to learn psionic powers. Actually learning them requires formal training and years of practice - working one's way up from the basics to the point where you can actually do something useful. It is important to note that psis do not wake up one day sensing other people's thoughts or being able to subconsciously influence other people. It requires years of formal training to reach the point where you can actually do anything useful.
Most psis discover their potential during early childhood, but do not receive formal training until they are adults (most parents don't want their children to use their gifts until they're mature enough to use them wisely; some parents don't want their children using their gifts at all, ever). Hospitals routinely perform genetic screenings to check for various diseases, and many check for the psi gene as part of that process. Not everyone gets these screenings (especially if they're poor), and sometimes the screenings miss the signs of psionic potential. The only other way for someone to learn if they're a telepath is for another psi to try and train them. As the student tries to learn, the experienced psi can tell (by his progress) if he's capable of psionic ability or not.
Powers -
Psionic powers, also referred to as telepathy, affect only human minds. They fall into two broad categories: Sensing and Manipulation. Sensing powers allow a psi to sense other people's thoughts and/or emotions. Manipulation powers allow a psi to alter those things. There are no mental powers that allow you to hurl objects around (telekenesis), set things on fire with a thought (pyrokenesis), glean information from rooms or other inanimate objects (psychometry), see great distances (clairvoyance), tell futures (divination), or anything like that.
All psionic abilities require actual concentration and effort to use. As a result, psis do not often use their abilities casually, and never without intending to (you don't just brush up against somebody and inadvertently glean their thoughts or feelings). The higher powers require a telepath's full attention (they may not do anything else while attempting those activities). An added safeguard against telepathic abuses is the fact that the victim is always aware that he has been attacked. Only the most powerful psis can go in an alter memories to make the victim forget anything ever happened.
It is not possible to actively resist psionic abilities (no singing songs in your head or thinking happy thoughts to distract an attacking telepath), but all human minds have an inherent resistance to psionics. The mind just doesn't like to give up its secrets, or succomb to outside influence. This resistance is "always on", even if you are unconscious or asleep. It affects all psionic abilities used against you (even ones you might want to work).
It is possible to augment this natural resistance, to build up a sort of "psionic armor" for the mind. This ability, commonly called Psi Block, can be learned by telepaths and non-telepaths alike. Learning it involves subjecting yourself to repeated psi attacks. It's a very unpleasant experience. The closest analogy is a Thai kickboxer practicing by continually bashing his shins against a tree to build up their resistance to pain and being damaged. As a result, such training is rare outside of the intelligence or military realms, where secrets must be protected at all costs. Even most telepaths don't learn Psi Block.
Society -
Telepaths are a minority, and like any minority they face their share of prejudice and fear. In the early days, when psionics was first proven, there was a good deal of violence and persecution of known psis. Things have gotten better, for sure, but there are still problems. Many people, when they learn they have psionic potential still choose not to pursue their gifts or to keep them a secret.
The Telepaths Guild was formed in 2150 to help alleviate this problem. They exist to train and assist telepaths (legally, emotionally, and any other way they can) and foster goodwill between psis and non-psis. Membership is optional, but recommended for all telepaths. It entitles the telepath to free legal representation by the Guild in psionic-related cases, access to various training seminars for a nominal fee, and the ability to take Guild certification exams (which can get them a card certifying that they are a telepath with such-and-such skills). There is a Guild office in Waycross, though it is very small.
Thanks to thirty years of campaigning by the Telepaths Guild, there has been a small but growing movement to integrate psionics into society more fully. The first application of this trend was in the area of psychology, with telepathic counselors who were better able to understand their patients. A few radicals even went so far as to offer "mind healing" services. Most people balked at the idea of having someone "mess with their mind", but the concept was proven in a few trial cases - patients able to overcome addictions with a little psionic reinforcement, or recover from mental trauma with fewer emotional scars. It is still a very young field, and very specialized.
Telepathy is slowly finding its way into other avenues. Business negotiations, psinoic lie-detector tests in criminal cases, and of course the shadier side of life as well. Nearly all employers (the legit ones, anyway) require Guild certification before they will hire a telepath.
Key in all of this are the strict laws regarding the use of psionic powers. No power may be used without the target's consent, or a court order (which is a rare occurrence, usually reserved for life-or-death situations of some kind). Telepathic evidence has the same standing in court as "hearsay" (which is only admissable in certain special circumstances) or lie-detector tests. They can help sway the jury, but are not enough hard evidence to convict someone by themselves.
Using psionics on a person leaves a mental "fingerprint" that can be used by lawmen to pin you to a psionic crime. Like a regular fingerprint, they must first "collect the evidence" right, and then they must match it to a suspect. It's not an exact science, but it's something psionic criminals have to watch out for. On top of this, victims of telepathic assaults are aware of the invasion into their minds. They can testify about the attack, just as the victim of any physical assault could.