An interesting result in the current issue of Earth and Planetary Science Letters, suggesting that Earth may have had a significant ring system lasting up to 40 million years during the Ordovician period, about 466 million years ago:
The mechanism is particularly interesting, and has implications for Architect of Worlds. At present, the design sequence simply will not produce rings around a terrestrial planet comparable to Earth. In this case, the hypothesis is that a largish asteroidal body had a near-miss encounter with Earth, within the planet’s Roche limit, and broke up to form rings. Which suggests that any terrestrial planet in a system that includes at least one planetoid belt might have a temporary ring system at any given time.
I’ll have to think about this some more, but there might be some additional guidelines forthcoming to cover this case. Not to mention that a ring system would cut back on insolation and have a profound effect on planetary climate . . .
For several weeks now, I’ve been using a sequence of tabletop simulation games to generate a big chunk of the Fourth Millennium alternate history. These have included:
Alexandros (Revised Edition), by Compass Games
Successors (Fourth Edition), by GMT Games
Sword of Rome, by GMT Games
Pax Romana, by GMT Games
In particular, the past two weeks have been devoted to running through a home-brewed scenario of Pax Romana, based on the outcomes of the previous games. I’ve been making occasional posts to Facebook detailing how the game has been going, with comments about what the alternate history looks like. For my blog readers and patrons, and to preserve that commentary for future reference, I’m going to compile all of those posts here.
So, without further ado:
July 7 (300 BCE)
Well, this evening I did manage to get Pax Romana set up, using my home-brewed alternate-historical scenario. This picks up right where my Successors and Sword of Rome runs left off, in 300 BCE.
You can see Carthage in the lower left, ready to build up its western empire. A few Romans in central Italy, set to finish their conquest of the peninsula. An alliance between the western chunk of Alexander’s empire and Magna Graecia. A few of Alexander’s satraps asserting their independence in Asia Minor. Way off in the East, we have Alexander’s son and heir partnering up with the elderly Ptolemy of Egypt to pursue a new generation’s ambitions.
Let the games begin!
July 10 (250 BCE)
Spent most of the day “teaching” an online course (i.e., monitoring student progress and grading papers), and building a slide deck for next week’s Enormous Course lesson.
I also plowed through a game-turn of Pax Romana. I’m now at the end of Game-Turn II (about 250 BCE), and there have been some interesting developments.
Given the enforced alliance at the beginning of the game between “Greece” and “The East” in my home-brewed scenario, once the two empires have divided up Asia Minor there’s really only one direction for “The East” (the main body of the Alexandrian empire) to go. That’s across North Africa to fulfill one of Alexander’s old ambitions, the conquest of Carthage.
The campaign was fortuitously timed, just as Carthage was struggling with a “slave revolt” event (entirely historical, as Carthage always had trouble with internal rebellions). I looked at the odds facing the Carthaginian army, and decided that their best bet was to fall back on the Numidian hinterland and the settlements in Spain, and let the Alexandrian army deal with the rebels. So the outnumbered Carthaginian army is more or less intact to fight another day. Still, between the Alexandrian invasion and an opportunistic campaign by the Romans in Corsica and Sardinia, Carthage has lost a lot of territory.
“Greece” (the European sector of Alexander’s empire) has been having a hard time expanding anywhere. They’ve knocked out a few barbarian tribes, but they also had to fend off a massive invasion of German barbarians from the back-end of nowhere, and the net result has been just about zero. Maybe in the next few turns they can do better – they certainly have the economic base for conquest, even if they also have a big frontier to defend.
The Roman Republic has been doing . . . not too badly, actually, mostly by carefully leaving the Alexandrians alone and snapping up territory opportunistically around the edges. They’ve had to fight some wars against Gaulish barbarians, but that gave them a chunk of southern Gaul and plenty of directions for further expansion. Once the two segments of Alexander’s empire become hostile to each other, there’s every likelihood the Romans can start playing both ends against the middle.
July 13 (175 BCE)
I really ought to be working on things for the office, but honestly I was pretty burned out this morning, so I spent the day on Pax Romana instead. The capstone scenario I need to write is still percolating in the back of my brain, so tomorrow I’ll sit down and knock out as much of it as I can.
In the Fourth Millennium universe, we’ve reached about 175 BCE, the halfway point in the simulation.
There have been some interesting developments. The entirety of Magna Graecia has changed hands, for one thing. The Greek cities in Italy are now subject to the Roman Republic, while the post-Minoan matriarchy that was ruling Sicily is now a vassal-state of the Ptolemies of Egypt.
In the far west, now that the Romans have unified Italy, they’ve drawn a new strategic objective: the conquest of Hispania. Spain has just been unified by the league of post-Carthaginian towns left behind after Carthage itself was conquered by the Ptolemies. Unfortunately the Phoenicians have maybe half the economic strength of the growing Roman state, their social stability is much worse, and their armies tend to be smaller and of lower quality than the Roman legions. I’m predicting an alternate-historical version of the Punic Wars, with much the same outcome. Ceterum censeo Carthaginem esse delendam.
Meanwhile, now that Alexander’s empire has fragmented, there’s an epic confrontation brewing in Asia Minor, between Alexander’s direct heirs and the Seleucids who are based out of the Macedonian homeland and Greece. Right now the two powers are about evenly matched, so I have to wonder if they won’t just fight each other to exhaustion. A really talented leader on one side or the other might make all the difference. Have to see how the next couple of turns go.
July 16 (125 BCE)
As I move toward finishing up with my Pax Romana run, the world is starting to look like its status in the proposed Fourth Millennium RPG. The current date is about 125 BCE, and I’ve got 75 years to go.
In the west, the Romans have dealt with the post-Carthaginian towns and a couple of barbarian invasions in Spain, and have secured the eastern and southern coasts of the peninsula. That’s about where they were about 75 years earlier in our history, after the Second Punic War. At the moment the Roman Republic is the second-most powerful of the major empires, and they’re well placed to finish the conquest of Hispania and move into first place.
There’s still a “Carthage” in the game, and it’s even managed to take back a little of its old territory from the Ptolemies, but I’m reading that as a resurgence of the kingdoms of Numidia and Mauretania. I can’t see those hanging on to their independence very long if any of the major empires find the time to look their way. At least they can act as a spoiler for a while longer.
The conflict between the pieces of Alexander’s empire has been grinding onward. The loose and often-fractured alliance between Alexander’s direct heirs and the Ptolemies of Egypt has been doing surprisingly well. The Seleucid kingdom in European Greece was hamstrung by a very badly timed civil war, and by the arrival of a “soldier of fortune” mercenary army working for Alexander’s descendants. (Pax Romana includes a “soldier of fortune” mechanic, which can disrupt things by bringing a rogue military force onto the board for a turn or so. Think Pyrrhus of Epirus, or some of the third-tier Diadochi.) As a result, the Seleucid position in Asia Minor is in full collapse, and Alexander’s heirs have just about consolidated everything up to the islands off the Ionian coast. This game allows for lots of reverses of fortune, though, so no guarantees what will happen before the end-of-game date.
I suspect I’ll be finished with this run later this week. After which I think I’m going to fire up Affinity and start a really big cartography project, the kind of thing that might end up in the eventual RPG book. Starting with a master map of the whole Mediterranean world, with maybe a few more-detailed local maps as well. I doubt any of that will be finished by the end of July, but maybe my patrons will have some pretty maps to look at in August.
July 21 (60 BCE)
Finished my Pax Romana run last night, and carefully documented the state of the world. That brings the Fourth Millennium timeline up to my planned date – about 60 BCE.
The post-Alexandrian empires have had about a century of actually getting along with each other and not going through round after round of civil wars. Which means they’ve both been able to urbanize and expand their territory. The Seleucids, in particular, have managed to do something interesting – wedged in between Rome and the Alexandrians, they’ve expanded northward into the Balkans, and the territory of the eastern Celts along the Danube River. They’ve got a whole network of military colonies in that whole region, acting as a matrix in which the Celts can be Hellenized, formed into a solid defensive line against the incursion of Germans from further north. If I can’t build that into an environment for lots of adventures, I need to turn in my badge.
Meanwhile, the Roman Republic is the biggest, most unified, and wealthiest of the major powers . . . but it’s not strong enough to fend off both wings of the post-Alexandrian empires at once. Italy is starting to seem like a morsel caught in the jaws of Hellenistic states to the north and south. In the last turn of the game, the Romans had to fend off attacks from both sides, and lost small but significant portions of territory in both directions. What’s worse, the Republic just suffered its first serious round of military reverses, with whole legions lost and its internal stability sliding – which suggests it may be in for this world’s equivalent of the bloody Social War.
In power politics, a tripod is the most unstable of structures, because the temptation is always there for two powers to gang up on the third. So in the present day of the Fourth Millennium, is the Roman Republic going to go down before the Hellenistic conquest? Or will the post-Alexandrians collapse into factional fighting (again) and give the Romans a chance to get the advantage? After all, it’s not as if the Hellenes of this era have ever managed to go very long without starting to imitate the moment-to-moment business of a bucket of crabs.
This is going to be a great setting for adventure stories and a tabletop RPG. Next step: to build some maps of the current situation, and maybe write the first gazetteer of the setting. That’s not going to be finished before the end of July, but I suspect I’ll have some neat material to show my patrons next month.
Purely for amusement’s sake, here are the GURPS Spaceships writeups for four spacecraft in the Human Destiny setting. I’ve been finding it useful to draw up these ships using the GURPS rules, because they’re a pretty clean (and appropriately generic) system for spaceship design. Naturally, I’ll be adapting these to more system-agnostic terms as I write them up for the Human Destiny sourcebook. You’ll notice I’m already converting certain measurements to the metric system . . .
Human Protectorate Heavy Utility Lander (TL10)
Built on a 1,000-ton (SM+8) 60-meter streamlined hull, this large vehicle was a workhorse of the development of the outer Solar System.
Front Section
[1]: Advanced Metallic Laminate Armor (dDR 10)
[2]: Passenger Seating (60 seats)
[3-6]: Cargo Hold (200 tons)
[core]: Control Room (C8, C/S 7, 4 control stations)
Center Section
[1]: Advanced Metallic Laminate Armor (dDR 10)
[2-6, core]: Cargo Hold (300 tons)
Rear Section
[1]: Advanced Metallic Laminate Armor (dDR 10)
[2-3]: Cargo Hold (100 tons)
[4-5]: Fuel Tank (100 tons hydrogen fuel, 30 mps delta-V)
Built on a 1,000-ton (SM+8) 75-meter streamlined hull, this large spaceplane can be found all across the Hegemony. It can ferry passengers and cargo to and from the surface of inhabited worlds, make short journeys in interplanetary space, or serve as auxiliary craft for a starship.
Front Section
[1]: Exotic Laminate Armor (dDR 30)
[2]: Passenger Seating (60 seats)
[3-6]: Cargo Hold (200 tons)
[core]: Control Room (C10, C/S 9, 4 control stations)
Center Section
[1]: Exotic Laminate Armor (dDR 30)
[2-6]: Cargo Hold (250 tons)
Rear Section
[1]: Exotic Laminate Armor (dDR 30)
[2-4]: Cargo Hold (150 tons)
[5]: Engine Room (1 control station, 1 workspace)
[6!]: Reactionless Engine (1 G acceleration)
[core]: Fusion Reactor (de-rated, 1 PP, 3,000 years endurance)
Features
Exposed Radiators
Wings
Crew Requirements
Pilot (Lieutenant)
Co-pilot (Sublieutenant)
Communications Operator (Enlisted)
Sensors Operator (Enlisted)
Technicians x2 (Enlisted)
Details
dST/HP 70. HT 13. Hnd/SR -1/5. Move 1G/c. Air Speed 4,000 kph. Air Hnd/SR +3/6. SM+8. Loaded mass 1,000 tons. dDR 30. Occupancy 6+60SV. Load 606.6 tons. Cost $73.6 million.
Human Protectorate Heavy Utility Vehicle (TL10)
Built on a 100,000-ton (SM+12) 200-meter unstreamlined hull, this ship has a deep and rich history in the development of the Sol system. One of these vehicles, named Enterprise, was the first (and for a long time the only) Hegemony spaceship ever placed under human control.
Under human command, Enterprise spent decades journeying tirelessly through interplanetary space. The ship was used to set up asteroid-mining bases, to place industrial colonies on the moons of Jupiter and Saturn, even to venture out to the Kuiper Belt and harvest comets for the terraforming of Mars. Along the way, the ship gave thousands of humans experience in deep-space operations using Hegemony technology. This cultural experience stood them in good stead when the Hegemony unexpectedly opened the way to the stars in the early 23rd Century.
This starship, built on a 30,000-ton (SM+11) 150-meter unstreamlined hull, is a mainstay of the Hegemony’s mission to explore and monitor interstellar space. Thousands of ships in this class are constantly on the move throughout the wilderness spaces supervised by the Khedai Hegemony. In particular, ships like this began to fan out from Sol soon after the Conquest.
Early in the 23rd Century, the Hegemony began to recruit human crew for these exploration missions, permitting them to contribute to surveys within ten parsecs or so of Sol. Later, Aminata Ndoye (one of the first humans to earn officer’s rank in the Interstellar Service) worked aboard several ships of this class. Indeed, she was the first human to command one of them, the Challenger, during its history-making expedition toward the stars of Orion.
I’m currently in the process of a final editorial and layout pass on Architect of Worlds before the book gets released. For an idea of how that’s going, I’m up to page 62 out of 188, and as long as I can wrangle an hour or two in a given evening, that usually gets pushed another 10-12 pages forward.
I hadn’t planned on doing extensive rewrites of any of the existing text as part of this final pass – just polishing typos and stylistic inconsistencies, and preparing the layout for both e-book and print releases. However, I’ve recently come across some research that really asks for some revisions of the current model. (Thanks to patron Thanasias Kinias for putting me on this particular trail.)
The subject is what Architect calls Class 2 or “Dulcinea-type” worlds. These are super-Earths that have thick atmospheres dominated by primordial hydrogen and helium, and in the Architect model they almost invariably have lots of water as well. In astronomical circles, these are starting to be called hycean worlds (“hycean” coming from “HYdrogen” and “oCEAN”). It’s been one of my secret pleasures that the models used in Architect allowed for such worlds before they became a common hypothesis in real-world astronomy.
Some of my recent reading, though, tells me that Architect is probably dead wrong about some of the surface conditions of such worlds.
For one thing, astronomers modeling such worlds have suggested that they need more than just plenty of mass to hold onto that primordial hydrogen and helium. The issue isn’t simple Jeans or thermal escape (which Architect does model), but the fact that a world too close to its primary star will likely have that primordial envelope blasted away by its ultraviolet and X-ray output and stellar wind. Once the primordial atmosphere is gone, it’s not likely to be replaced by vulcanism and outgassing, so the eventual atmosphere will more closely resemble the nitrogen-carbon dioxide mix typical of a smaller world.
On the other hand, I’ve assumed all along that the primordial hydrogen and helium in the dense atmosphere of such a world wouldn’t generate any greenhouse effect. Molecular hydrogen and helium aren’t polar, so by themselves they don’t tend to be opaque to infrared light the way (e.g.) carbon dioxide or water vapor can be. Unfortunately, there is a way that a dense hydrogen atmosphere can generate a pretty significant greenhouse effect – I don’t entirely understand the physics of it yet, but in the papers I’ve been reading the effect is described as pretty pronounced.
Normally I wouldn’t be too worried about any of this, but both Architect and real-world astronomy suggest there there are a lot of super-Earths out there. Any plausibly realistic interstellar setting is going to have to contend with them. So I think I need to make some adjustments to the final release version of the text. I think the relevant steps in the design sequence are Twenty-Six, possibly Twenty-Eight, and Thirty.
One interesting thing about this change: not only should it model these hycean (Dulcinea-type) worlds more accurately, it may open the window to a wider variety of Earth-like planets. At the moment, Architect says that a world doesn’t have to be very much bigger than Earth before it starts retaining (at least) primordial helium. If I make the conditions for that a bit more restrictive, we may end up seeing more “just-a-little-bit-super-Earths” that have a fully Earthlike atmosphere. At least you’ll be able to land and walk around on them without sounding like Alvin and the Chipmunks.
So yeah, this is probably the last set of changes to the Architect design sequence before release. Which implies you’re all going to have to wait for said release to see the results, but at least that event is getting closer by the day.
A big part of my creative process involves all the work that happens entirely in my head, usually while the “active” work is happening on a completely different project. Some of that has been happening over the past couple of months, while the bulk of my time was devoted to Architect of Worlds. The target has been my Human Destiny universe.
The Human Destiny is an extended meditation on what our future might look like in a universe that is very much not designed for human pre-eminence. Humans reach the stars, but only as clients of a far older, far larger, and far more powerful extraterrestrial society. Stories written so far in this setting seem to fall into two categories:
Stories set right around “the Conquest,” the time (currently set about twenty years from now) when the aliens arrive and very quickly reduce Earth to a client state. Published stories in this set include “Guanahani” and “Roanoke.”
Stories set about two hundred years after the Conquest, at a time when human beings are first being permitted to explore and settle worlds outside our own planetary system. Most of these center around the character of Aminata Ndoye, a young woman from what we now know as Senegal, who is one of the first humans to earn an officer’s position in the alien “interstellar service.” If and when I write a Human Destiny game sourcebook, it will probably be set in this era. Published stories in this set include “Pilgrimage” and In the House of War.
So far, the Human Destiny setting has been best described as “Star Trek meets David Brin’s Uplift novels.” The “Hegemony” that conquers Earth is non-human and rather paternalistic, but it’s also generally benign. Kind of like a Trek Federation that means well to its citizens but decidedly does not have a non-interference directive.
What I’ve been wrestling with is the technological assumptions of the setting.
To put the problem shortly: I think the technologies I’ve assumed so far have turned out to be at odds with the core themes of the setting, and I’m moving toward the decision to re-think that technological base from scratch. Which may mean rewriting a lot of the existing fiction, but may also give me good hooks for new stories in the future, so on that basis it may be a wash.
The executive summary is that I’ve been assuming a very Star Trek-like technological base. Magical normal-space and FTL drives, technical control of gravitational forces, the sort of tech that allows for cheap and easy space travel. Yet the themes I want to build into the setting are that the universe is vast, that intelligent beings on the human scale can easily get lost in it, that thriving on that stage requires a mindset that thinks into the distance in both space and time. Star Trek, for all its virtues, rarely offered that kind of perspective. It’s the Age of Sail in space, with exotic but fundamentally human cultures in every port. Jim Kirk needed to be cosmopolitan, but he rarely had to think far above the human level to succeed.
One oeuvre that I really appreciate, that I think hits some of the same themes I’m looking for, can be found in the late works of Poul Anderson. I’m thinking here of some of the novels he wrote in the last decade of his life, starting with The Boat of a Million Years, moving through his Harvest of Stars tetralogy, and ending with the magnificent Starfarers.
All these novels lean toward “hard” SF, mostly sticking to space travel that’s still tied to the rocket equation even if the engines are really advanced, avoiding FTL travel entirely. The stars are hard to reach in these stories, and it’s never clear that human beings are at all suited for life on that stage. Some humans decide not to try, huddling at home on Earth and rarely looking up. Others worry that humans are going to be eclipsed by other forms of life – mechanical or alien – that can thrive on the cosmic scale. Yet in these stories, some humans do manage to keep themselves relevant, finding ways to seek out free and worthwhile lives even out among the stars.
Yeah. I don’t know if it’s the undeniable influence that Anderson has had on my creative work all along, but those are very nearly the same themes I want to build into the Human Destiny. So the worldbuilding needs to match.
So I’ve been thinking about turning the “hard SF” dial up quite a bit, and working out what the implications might be for the setting as a whole. In particular, what will the vast, old, alien Hegemony look like if they don’t fly Star Trek-style starships? What will their conquest of Earth look like? How will Aminata Ndoye’s career be different, if she can’t fly a few hundred parsecs and back and still find her family and her home town more or less as she left them?
Lots to think about here, and I don’t pretend to have everything worked out yet, but once Architect of Worlds is out the door this may be where I’ll be spending some worldbuilding time.
We’re making progress on getting the basement (that is, my living space, home office, and creative headquarters) repaired after last month’s flooding incident. The current state of play:
Furniture and almost all of my personal goods, including the bulk of my library, moved out.
Foundation repair and installation of a new drainage system and air-quality system complete.
Water heater replaced (this wasn’t on the critical path, but the old one was a few years past its warranty date, so better safe than sorry).
Replacement drywall hung, holes in ceiling left by plumber during emergency repair patched, everything trimmed and spackled and ready for painting.
We have painters scheduled to come in on 19-20 July, and the new carpeting should be delivered about then too. I’m hoping we can get the new carpet installed sometime between 21 July and 24 July. At which point, we’ll be ready to call the movers to bring back all my furniture and help us move all our goods back into the house.
Current best guess is that I’ll be able to call the move finished and release the storage pod we’re renting by about 26 July. At that point, at least, I’ll have my bed back and will have my workstation set up in its usual place once more. Unpacking all my books and games, and otherwise getting everything back to normal, may take some time beyond that.
Unfortunately, I am not making much progress on Architect of Worlds during this period of disruption. I’ve tried to do a few pages, but my current work area is very cramped and some of the physical materials I’ve been using are hard to deal with at the moment. I’ll keep at it, but I suspect the best time for me to forge ahead with that will be after that 26 July milestone.
Fortunately, there’s a solid weekend at the end of the month. I plan to get some minor creative work (notably my book review for July) out of the way over the next week or so, so I can focus on Architect editing and layout for 3-4 days at the end of the month. I see a good chance that, together with what I managed to knock out before the disaster, I should have enough new layout done to permit a free update for my patrons. Expect to see that by the end of July.
Meanwhile, I’ve been carrying out an interesting experiment with respect to my Danassos setting. I thought of a way to model some specific elements of the setting’s back story, and the results have been very interesting. Some revisions are underway to my “historical timelines” document. I doubt I’ll have a new version of that ready for anyone else to see by the end of July, but it’s already suggesting some new stories for that setting, and I suspect there may be some revisions to the Twice-Crowned draft before I’m finished. More about that as it develops.
David Kano was born in 2011 in St. Andrew, Jamaica. He came from an impoverished family but showed considerable talent with computers at a very young age. He earned a full scholarship to study mathematics and computer science at Stanford University in California, earning his doctorate in 2043.
While at university, Kano became involved with early experiments in brain-computer interfaces. He volunteered to be one of three test subjects for a highly experimental wireless implant. The experiment was nearly a failure; the other two volunteers suffered severe neurological damage, but Kano emerged with the ability to interact with computers almost by instinct.
After earning his doctorate, Kano joined the World Space Commission and served in several postings on and near Earth. Early in 2049, he was transferred to Moonbase Alpha as the new head of the Technical Section.
Kano is a somewhat eccentric genius, very comfortable with computers and computer networks but awkward and standoffish with people. His colleagues in Main Mission rely on his technical skills, but he is rarely put in a command or leadership position.
Kano is very aware of his intellect and accomplishments; he sometimes loses patience with the slowness or clumsiness of others. He makes few friends and appears to have no interest in romantic attachments. He is quite fond of strategy games and sometimes challenges his colleagues to a round of backgammon or chess.
Administration (A) IQ [2]-14; Beam Weapons/TL9 (Pistol) (E) DX [1]-12; Computer Operation/TL9 (E) IQ+1 [2]-15; Computer Programming/TL9 (H) IQ [4]-14; Electrician/TL9 (A) IQ [2]-14; Electronics Operation/TL9 (Communications) (A) IQ+1 [4]-15; Electronics Operation/TL9 (Electronic Warfare) (A) IQ [2]-14; Electronics Operation/TL9 (Security) (A) IQ [2]-14; Electronics Operation/TL9 (Sensors) (A) IQ+1 [4]-15; Electronics Operation/TL9 (Surveillance) (A) IQ [2]-14; Electronics Repair/TL9 (Communications) (A) IQ [2]-14; Electronics Repair/TL9 (Computers) (A) IQ [2]-14; Electronics Repair/TL9 (Sensors) (A) IQ [2]-14; Engineer/TL9 (Electronics) (H) IQ [4]-14; Free Fall (A) DX [2]-12; Linguistics (H) IQ-1 [2]-13; Literature (H) IQ-1 [2]-13; Mathematics/TL9 (Applied) (H) IQ-1 [2]-13; Poetry (A) IQ [2]-14; Savoir-Faire (Military) (E) IQ-1 [1]-13 *; Vacc Suit/TL9 (A) DX [2]-12; Writing (A) IQ [2]-14.
* Includes -1 from Shyness (Mild).
Biographical Information
Sandra Benes was born in 2023 in Bandar Seri Begawan, Brunei. Her father was the world-famous engineer and inventor Lawrence Benes, developer of the Interstellar Transmitter system for deep-space communications. Her mother was Nan Sanda, a Burmese journalist and poet.
As a young woman, Benes lived in many places around the world, speaking six languages fluently by the age of twelve. She studied electronics while working in her father’s lab, and earned a doctorate in electronic engineering from Nanyang Technological University (Singapore) in 2048. Benes joined the World Space Commission early in 2049, and was quickly assigned to Moonbase Alpha as the new head of the Communications and Telemetry Section.
Benes is a brilliant and extremely competent technician, a talented natural linguist, and a self-taught expert in several fields of human literature. She has a strong aesthetic sense, and is often first of the Alphans to remark on the beauty to be found even amid the dangers of deep space. She tends to be underestimated in person; she is physically petite, and is rather shy and unassuming in social situations. She has been known to “freeze up” or faint outright when subjected to sudden stress or shock. Only when working in a professional capacity does she become assured and confident. Even so, she is a critical member of Alpha’s command crew, often involved in scientific investigations or first-contact situations.
Alan Carter was born in 2016 in Sydney, Australia. He grew up on an Australian cattle ranch, where he spent most of his time outdoors and on horseback. From an early age he demonstrated talent as a pilot, earning his license as a pre-teenager and flying his family’s light aircraft all over the country.
In 2034, Carter joined the Royal Australian Air Force, serving in the Pacific War and flying many combat missions. After the war he applied for an astronaut’s position with the US/Australian Space Cooperation Program, later serving in the World Space Commission. He advanced quickly, commanding the third manned Mars expedition in 2047. Early in 2049 he was assigned to Moonbase Alpha as the Reconnaissance Section lead, and was the lead candidate for command of the upcoming Meta expedition.
Carter is a superb athlete and pilot, a natural-born adventurer who is proud of his abilities. He insists on being the first to venture into any dangerous situation, and he has the skills and the sheer courage to survive them.
Although Carter is widely respected and admired among the Moonbase Alpha crew, he is not known to have any interest in romantic relationships; female (and male) crew members who sound him out are all politely rebuffed. In fact, Carter was bitterly heartbroken in his youth, when a young woman he passionately loved was killed in a terrorist attack. Unwilling to risk such a loss again, Carter has transferred his passions to adventure, flying, and protecting his friends and colleagues.
Paul Morrow is in his early 30s, with handsome features, light brown hair, and brown eyes.
ST 11 [10]; DX 12 [40]; IQ 13 [60]; HT 12 [20].
Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
6’ even; 165 lbs.
Social Background
TL: 9 [0].
CF: Western [0].
Languages: English (Native) [0].
Advantages
Military Rank (World Space Commission) 4 [20].
Disadvantages
Gregarious [-10]; Honesty (12 or less, *1) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Small Group; Friends and current love interest) [-5].
Quirks: Fond of playing the guitar; Homesick for Earth; Mild womanizer; Outspoken; Responsive. [‑5]
Paul Morrow was born in 2017 in London, in the United Kingdom. As a young man, he studied administration and data science at the Imperial College London. In his spare hours, he pursued music, women, and the occasional brawl in London’s pubs. Even so, by 2039 he earned a master’s degree with distinction. A lifelong interest in the space program led him to apply for a position with the new World Space Commission.
Morrow was first posted to Moonbase Alpha in 2043 as a senior administrator. By 2049, he had been promoted to Main Mission Controller, essentially the base’s second-in-command, serving first under Anton Gorski and then under John Koenig.
Morrow is a competent administrator, technician, and pilot. Despite his para-military position, he has the demeanor of a lifelong civilian. He has a habit of speaking his mind, and has more than once come into direct conflict with Commander Koenig. Even so, he is a valued member of the command staff, and the Commander relies on him in a crisis.
Morrow has settled down considerably since his wild days of youth, although he still enjoys playing cards or chess or making music. He is often engaged in a polite and discreet pursuit of one or another female colleague. Under the surface, he finds existence on the runaway Moon to be stifling and alienating. He is often homesick for Earth. Whenever the Moon passes an even remotely hospitable world, he is often a strong advocate for Operation Exodus – the abandonment of Alpha for a new settlement.