Difference between pages "USS Intrepid (NCC-74600)" and "Melkot"

From Bravo Fleet
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{{Starship
+
{{icons|bfc}}{{Government
| name = Intrepid
+
| name = Melkot
| prefix = USS
+
| image =  
| image = [[Image:Intrepidpatch.png]]
+
| species = Melkot
| registry = NCC-74600
+
| homeworld = Unknown
| class = Intrepid
+
| founded = Unknown
| type = science vessel
+
| warp = Unknown
| affiliation = [[Starfleet]]
+
| language =  
| status = Active
+
| currency =  
| commission = 2370's
+
| government = Unknown
| decommission =  
+
| leader =  
| destroyed =  
+
| advancement =  
| unit =  
+
| military = Unknown
| taskforce =  
 
| taskgroup =  
 
| squadron =  
 
| role = Light Explorer
 
| co =  
 
| xo =  
 
| dedication =  
 
 
}}
 
}}
 +
The '''Melkot''' are a xenophobic species and minor power with territory in the [[Alpha Quadrant]]. Historically xenophobic and deeply territorial, they have long jealously guarded their borders and resisted encroachment or even peaceful visitation by any outsiders. The [[Federation]] made a [[ma:Spectre of the Gun (episode)|fraught first contact in 2268]], with the USS ''Enterprise'' earning permission to enter Melkot space. Since then, relations between the Federation have been cordial at best, non-existent at worst. There are rarely interactions between the two powers; [[Starfleet]] ships may not approach or enter Melkot space without permission, and the Melkot have only communicated with the Federation in times of dire need for either side. In those times of necessity, however, contact has been possible, and the Melkot wary of engagement but open to discussion.
  
Boasting the scientific and exploration capabilities of the famed Galaxy-class in a space frame over half the size, the [https://bravofleet.com/command/68710/ USS ''Intrepid''] was a testbed for many new technologies upon her construction in the early 2370’s. Sleek and maneuverable, ''Intrepid'' was one of the fastest ships in the fleet upon her launch, and the experimental atmospheric landing capability made the ship an important part of Starfleet’s exploration arm. Even now, some thirty years on, she’s still a more than capable explorer.
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== Melkot Species and Culture ==
 +
The Melkot themselves are non-humanoid and powerful telepaths. They have bulbous bodies without limbs, which appear to float through unknown means, and have bright, round eyes. They are capable of projecting telepathic illusions that are indistinguishable from reality to the recipients, especially in non-telepaths. These illusions are so potent that experiencing injury and death can cause sufficient psychic trauma to hurt or even kill. Other telepathic species, such as Vulcans, have proven capable of resisting the illusions with varying degrees of success.
  
The first of a new, fast and highly-capable independent research and exploration starship, the ''Intrepid'' was launched from Earth Station McKinley on 12 January 2371, and continued to serve as a testbed for new technologies, including the Emergency Medical Hologram, until late 2372, shortly before the outbreak of hostilities with the Klingons.
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The only confirmed survivors of a telepathic illusion intended to be lethal for the victim was the crew of the ''Enterprise'' in 2268. They were immersed in an illusion of the Old West and were expected to be killed in a gunfight. It is believed that the Melkot identified an experience, setting, or period that the crew associated with violence, where death would be an inevitable outcome. It was through resisting this expectation of violence, when Captain Kirk refused to kill an illusory opponent, that the Melkot became curious enough about humanity to make contact.
  
===Mission Objectives===
+
Little else is known about the Melkot people. The Federation highlight their xenophobia and territorialism, but also point to the fact that they were stirred by unexpected mercy from those they viewed as invaders. Starfleet presumes the Melkot border policies to be dictated by fear, and thus strives very hard to follow the example of mercy and compassion set by Kirk in all their dealings with them.
A multi-purpose starship well into her third decade of service, the ''Intrepid'' has completed a wide variety of tasks and missions assigned to her over the years. Some of her core duties, commensurate with the [[Intrepid Class|''Intrepid''-class]] as a whole, include:
 
  
* Operating autonomously under the command of the commanding officer, providing full capability to execute Federation defensive, cultural, scientific, and explorative policy in deep space or along border territories.
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== Border Defences ==
* Replacing aging starships in certain frontline, light exploration duties.
+
The Melkot leave warning buoys at the edge of their territory, which all communicate a message directing anyone approaching to leave. Those ignoring such warnings are treated harshly, with the Melkot demonstrating their xenophobic tendency to view such outsiders as 'aliens' or even 'disease'. Most ships which ignore the warnings meet a grim fate, the Melkot sentencing them to death. Either technological defences repel encroaching ships or, if possible, the Melkot kill the crews through their telepathic illusions.
* Providing a platform for extended scientific survey and scouting missions.
 
* Providing frontline support during times of war or crisis, such as the [[Century Storm]] and [[Blood Dilithium]] situations, and situations diplomatic in nature.
 
* Serving non-critical functions such as transport of personnel and cargo when necessary, extended aid, and short-range patrol.
 
  
=History=
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Ships which need to approach Melkot space are advised to establish a communication link with a warning buoy, state their business and identify themselves as part of Starfleet, and await further contact. If no response is heard, no ship has permission to violate Melkot territory.
==24th Century==
 
Notable events from ''Intrepid'''s past include;
 
*serving in the Federation-Klingon war of the 2370's
 
*being assigned to patrol along the Romulan Neutral Zone in 2375
 
*serving as part of Battle Group Omega (deployed in sector 1045) to counter the Reman threat in 2379
 
*being assigned to the Chiron Colonial Convoy in 2382
 
==25th Century==
 
Most recently following an extensive refit to key systems, and the installation of a brand new bridge module, command of the ''Intrepid'' fell to a new commanding officer. Now commanded by [[bfms_char:52001|Captain T'Prynn]], a Vulcan with decades of experience, and her trusted right-hand man, [[bfms_char:68737|Commander Giarvar Kauhn]], the young crew of the ''Intrepid'' are seeking a fresh challenge in pastures new after experiencing a tragedy no crew should ever face; the loss of their previous commanding officer. Assigned to the deep space exploration initiative of the [[Fourth Fleet]]’s [[Task Force 17]], and a founding member of [[Prometheus Squadron]], the ''Intrepid'' crew find themselves coming face to face with the mysteries of the [[Typhon Frontier]].
 
  
On Stardate 24011.1, upon the completion of ''Intrepid'''s recent mission, her command team and many of her personnel were drafted for reassignment elsewhere. Captain T'Prynn assumed command of the ''[[USS Venture]]'', whilst Commander Kauhn joined the crew of the ''[[USS Proxima]]''.
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== In Play ==
  
===Commanding Officer Lineage===
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* The Melkot are a deeply inhuman and unknowable species encountered in one episode of TOS, who are also deeply isolationist. This combination gives writers only limited storytelling opportunities with them, as it is inconceivable Starfleet would not leave them alone unless they had no other choice.
Over the last thirty years, the ''Intrepid'' has been privileged to have five commanding officers overseeing her construction and five subsequent tours of duty.
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* With the right level of emergency or accident, Starfleet ships may still have encounters in or near Melkot space. It is up to the writer if the Melkot would accept any request for access, or how indulgent they would be of transgression, especially intentional. This might be an opportunity for intense and difficult diplomacy, or a story of a crew trying to survive an encounter with Melkot telepathic illusions such as those seen in TOS: Spectre of the Gun.
*2371 - 2375: Captain Terrance Riley
+
* Melkot telepathic illusions feel real to all but the most disciplined of minds or powerful of telepaths. If your crew is hit by one, it's entirely up to you how much Vulcans, Betazoid, or others are affected, or how much they can affect the illusion in turn. The Melkot are clearly very powerful, but it's up to you decide what's best for your story.
*2375 - 2381: Captain Walter Emick
 
*2381 - 2386: Captain Talath
 
*2386 - 2400: Captain Arthur Koben
 
*[https://bravofleet.com/command/68710/ 2400 - 2401]: [[bfms_char:52001|Captain T'Prynn]]
 
  
<!-- Commenting Key Location Data section out for now to preserve the data but hide it from sight to test something
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== External Information ==
=Key Location Data=
 
With 15 decks, the ship has hundreds of rooms and locations that serve a variety of purposes for the crew. Some of the more notable locations include:
 
  
==Bridge, Deck 1==
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* [[ma:Melkot|Melkot]] at Memory Alpha
[[File:Bridge.png|right|thumb|Main Bridge, command center for the USS ''Intrepid''.]]
 
Consisting of an amalgamation of successful features from both the [[Akira Class|Akira]] and [[Sovereign Class|Sovereign]] lineages, the ''Intrepid'' has one of the more unique and recently developed bridge modules in the fleet. Importantly, it makes the most of a variety of technological advancements, such as holoprojectors, holographic communications, in-built weapons lockers and three-dimensional computer displays wherever possible.
 
 
 
In a move away from more recent styles, and harking back to the traditional layouts of yesteryear, the ''Intrepid'' has an ornately carved wooden rail, known as The Arch, surrounding the command pit used to separate all of the forward facing stations from those in the aft section. Located on the aft bulkhead are stations dedicated to engineering, with the Master Systems Display (MSD) and additional controls allowing the engineers access to the same engineering systems as in engineering itself, including access to environmental controls, propulsion systems and the warp core.
 
 
 
In front of The Arch, an area known as the command pit, three chairs stand ready for the Captain, her Executive Officer (starboard) and a third seat (port), reserved for the use of the ship's Counsellor, Chief Medical Officer or any official or dignitary the Captain sees fit. All three chairs have controls built into the arms on either side, allowing the occupier unprecedented control from the safety of their seat. Directly ahead of the command pit, at the bottom of the platform and between the commanding officer and the holographic viewscreen, two angled consoles serve as duty stations for Operations (port) and Flight Operations (starboard). Next, and facing the main focal point of the viewscreen, are duty stations for science (port) and tactical (starboard). Around the outside of the bridge, there are countless other additional stations. Behind the main science station on the port bulkhead, additional science and medical consoles are available for mission operations, as well as access to life support. Adjacent to them on the starboard bulkhead, tactical and security are the focus with additional controls allowing the crew to deal with any scenario that may arise in their mission, without the need to access more specialised facilities around the ship unless absolutely necessary or appropriate. Operations are routinely monitored here, and additional personnel from across the ship may be assigned on a needs basis, such as additional medical or science personnel when evacuating a colony or dealing with an anomaly; security may be beefed up from here in the event of a tactical scenario such as an intruder alert or boarding action; intelligence, strategic operations and command analysts are likely to use the space to provide relevant departments with up to date information in ever-changing scenarios.
 
 
 
Around the command center, four doors provide access to and from the bridge. On the forward port bulkhead, access is available to the observation lounge and Executive Officer's ready room, whilst the starboard door grants access to the commanding officer's private ready room (available for use by any officer in command of the ship), and a forward turbo lift granting express access to key locations only, such as engineering, shuttlebay 1, sickbay, the brig and transporter rooms 1 and 2. At the aft of the bridge, both doors provide access to turbo lifts which enable the crew to access the command center from the rest of the bridge.
 
 
 
==Engineering, Deck 11==
 
[[File:Engineering.png|left|thumb|175px|Heart of the ship, ''Intrepid's'' engineering bay.]]
 
Located on deck eleven and home to dozens of personnel tasked with the maintenance and operation of all things technological aboard the ''Intrepid'', main engineering is the heart of the ship. The room is dominated by the ship's main source of power, the matter-antimatter reaction assembly warp core, which is a class 9 warp drive with a tricyclic input manifold. It also has an upper level where some specialist controls are located.
 
 
 
==Messhall, Deck 2==
 
[[File:Messhall.png|thumb|right|The Messhall, primary recreation center aboard ''Intrepid''.]]
 
The main recreation area for personnel aboard the ''Intrepid'', the messhall is equipped with four food replicators, and a private captain's dining room just behind it but accessible from the main room. This dining room has recently been reconfigured to serve as a kitchen at the behest of [[bfms_char:52001|Captain T'Prynn]] due to her delicate dietary requirements. The messhall is staffed around the clock by a small team of six civilian catering staff. The messhall is typically used to host many social and mission-specific gatherings, including diplomatic affairs, birthday parties, memorial services, weddings, and holiday celebrations. Due to the ship's small size, the messhall can also serve as a makeshift sickbay whenever that facility is disabled or otherwise overwhelmed.
 
 
 
==Key Locations, Primary Hull==
 
* Deck 1: Main Bridge, Captain’s Ready Room, Officer’s Briefing Room, Multi-use offices, Escape Pod Access, Aft Bridge Airlock, and Upper Sensor Platform
 
* Deck 2: Officer's Mess, Senior Officers and VIP Quarters, Executive Officer’s Office Labs and Storage, Upper Sensor Platform Subsystems, Escape Pod Access
 
* Deck 3: Captain's Quarters, Officers' Quarters, and VIP Quarters, Equipment Storage, Torpedo Loading Maintenance, Testing Isolation Chamber, and Turbolift Maintenance.
 
* Deck 4: Crew quarters, Transporters Rooms (2 – 1P/S), Aft Photon Torpedo Launchers, Phaser Maintenance, Forward Sensor Pallet Subsystems, and Escape Pod Access
 
* Deck 5: Sickbay, Primary Sickbay Support Systems (ICU, Biohazard Support, Radiation Treatment Wards, Surgical Ward, Critical Care, Null-Gravity Treatment, Isolation Suites, etc.), Chief Medical Officer's Office, Counselor's Office, Crew Quarters, Library, Transporter Pattern Buffers (2 - 1 P/S), Holodecks (2 – 1P/S), Sensor Gear, Escape Pod Access, and
 
* Deck 6: Crew Quarters, Non-Specific Science Laboratories (8 – 5P/3S) Aux Deflector Control, Aux Computer Core, Escape Pod Access,
 
* Deck 7: Aux. Computer Core, Upper Cargo Bays 1 & 2, Labs, Escape Pod Access, RCS Thruster Access
 
* Deck 8: Astrometrics, Chief Science Officer’s Office, Deuterium Processing, Port/Starboard/Forward Docking Ports, ODN/EPS Main Trunks, Lower Cargo Bays 1 & 2
 
* Deck 9: Cargo Loading Doors, Aerowing Shuttle Dock, and Labs
 
==Key Locations, Secondary Hull==
 
* Deck 6: Deuterium (Matter) Processing, Consumables Resupply Connectors
 
* Deck 7: Deuterium Tankage, Warp Engine Core Injector Access
 
* Deck 8: Deuterium Tankage, Upper Premix Chamber, And Aft Work Pod Storage
 
* Deck 9: Cargo Loading Doors, Upper Aerowing Shuttle Dock, and Labs
 
* Deck 10: Main Shuttlebay, Shuttlebay Storage (SB2), Flight Control Center, Aft EV Access Airlock, Main Computer Core, Forward Photon Torpedo Launchers, Reserve Warp Engine Core, And Main Navigational Deflector
 
* Deck 11: Main Engineering, Engineer's Office, Aft Lounge, Warp Core, Auxiliary Warp Engine, Main Computer Core, Main Navigational Deflector
 
* Deck 12: Environmental Control, Antimatter Tankage, Main Deflector Control Systems
 
* Deck 13: Warp Engine Core, Labs, Escape Pod Access, And Secondary ODN/EPS Trunks
 
* Deck 14: Antimatter Processing, Aft Tractor Beam Emitter, Tractor Beam Subsystems, Escape Pod Access, and Ground Hover Footpad Systems
 
* Deck 15: Antimatter Loading Port, Forward Tractor Beam Emitter, Tractor Beam Subsystems, Plasma Relay Control Rooms, and Ground Hover Footpads
 
-->
 

Revision as of 14:08, 21 March 2024

This article is official Bravo Fleet canon.








Melkot
Basic Information
Major Species

Melkot

Homeworld(s)

Unknown

Founded

Unknown

Warp Capable

Unknown

Political Information
Governance Type

Unknown

Military Branches

Unknown

Template:Government

The Melkot are a xenophobic species and minor power with territory in the Alpha Quadrant. Historically xenophobic and deeply territorial, they have long jealously guarded their borders and resisted encroachment or even peaceful visitation by any outsiders. The Federation made a fraught first contact in 2268, with the USS Enterprise earning permission to enter Melkot space. Since then, relations between the Federation have been cordial at best, non-existent at worst. There are rarely interactions between the two powers; Starfleet ships may not approach or enter Melkot space without permission, and the Melkot have only communicated with the Federation in times of dire need for either side. In those times of necessity, however, contact has been possible, and the Melkot wary of engagement but open to discussion.

Melkot Species and Culture

The Melkot themselves are non-humanoid and powerful telepaths. They have bulbous bodies without limbs, which appear to float through unknown means, and have bright, round eyes. They are capable of projecting telepathic illusions that are indistinguishable from reality to the recipients, especially in non-telepaths. These illusions are so potent that experiencing injury and death can cause sufficient psychic trauma to hurt or even kill. Other telepathic species, such as Vulcans, have proven capable of resisting the illusions with varying degrees of success.

The only confirmed survivors of a telepathic illusion intended to be lethal for the victim was the crew of the Enterprise in 2268. They were immersed in an illusion of the Old West and were expected to be killed in a gunfight. It is believed that the Melkot identified an experience, setting, or period that the crew associated with violence, where death would be an inevitable outcome. It was through resisting this expectation of violence, when Captain Kirk refused to kill an illusory opponent, that the Melkot became curious enough about humanity to make contact.

Little else is known about the Melkot people. The Federation highlight their xenophobia and territorialism, but also point to the fact that they were stirred by unexpected mercy from those they viewed as invaders. Starfleet presumes the Melkot border policies to be dictated by fear, and thus strives very hard to follow the example of mercy and compassion set by Kirk in all their dealings with them.

Border Defences

The Melkot leave warning buoys at the edge of their territory, which all communicate a message directing anyone approaching to leave. Those ignoring such warnings are treated harshly, with the Melkot demonstrating their xenophobic tendency to view such outsiders as 'aliens' or even 'disease'. Most ships which ignore the warnings meet a grim fate, the Melkot sentencing them to death. Either technological defences repel encroaching ships or, if possible, the Melkot kill the crews through their telepathic illusions.

Ships which need to approach Melkot space are advised to establish a communication link with a warning buoy, state their business and identify themselves as part of Starfleet, and await further contact. If no response is heard, no ship has permission to violate Melkot territory.

In Play

  • The Melkot are a deeply inhuman and unknowable species encountered in one episode of TOS, who are also deeply isolationist. This combination gives writers only limited storytelling opportunities with them, as it is inconceivable Starfleet would not leave them alone unless they had no other choice.
  • With the right level of emergency or accident, Starfleet ships may still have encounters in or near Melkot space. It is up to the writer if the Melkot would accept any request for access, or how indulgent they would be of transgression, especially intentional. This might be an opportunity for intense and difficult diplomacy, or a story of a crew trying to survive an encounter with Melkot telepathic illusions such as those seen in TOS: Spectre of the Gun.
  • Melkot telepathic illusions feel real to all but the most disciplined of minds or powerful of telepaths. If your crew is hit by one, it's entirely up to you how much Vulcans, Betazoid, or others are affected, or how much they can affect the illusion in turn. The Melkot are clearly very powerful, but it's up to you decide what's best for your story.

External Information