Difference between pages "USS Republic" and "Melkot"

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{{Starship
{{icons|bfc}}{{Government
| name = Republic
| name = Melkot
| prefix = USS
| image =  
| image = [[File:Republic.png]]
| species = Melkot
| registry = NCC-91371
| homeworld = Unknown
| class = Constitution III
| founded = Unknown
| type = explorer
| warp = Unknown
| affiliation = Starfleet
| language =  
| status = Active
| currency =  
| commission = 2401
| government = Unknown
| decommission =
| leader =  
| destroyed =
| advancement =  
| unit =  
| military = Unknown
| taskforce = Task Force 47
| taskgroup = Task Group 13
| squadron =  
| mothership =  
| homeport =  
| role = Explorer
| co =  
| xo =  
| dedication = [[File:RepublicPlaque.png]]
}}
}}
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.


{{quote|'''Nothing beautiful without struggle.'''|'''Plato''', ''The Republic''}}
== 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.


'''USS ''Republic'' (NCC-91371)''' is one of the newest [[Constitution III Class|''Constitution III''-class]] starships constructed for Starfleet and assigned to the [[Fourth Fleet]]'s [[Task Force 47]]. A product of the [[Avalon Fleet Yards]], she features the latest in technological innovations and systems that have been incorporated into modern starship designs. With a focus on exploration and independence, ''Republic'' is destined for [[Thomar Expanse]] and the unexplored space beyond.
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.


==Design and Layout==
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.
{{For|article=[[User:McGig/Republic/Republic Deck Listing|''Republic'' Deck Listing]]}}
Like other ''Constitution III''-class starships that have been built, ''Republic'' has been constructed with a mixture of new and old materials and components as Starfleet engineers make an attempt to bridge the fundamental paradox of the [https://en.wikipedia.org/wiki/Ship_of_Theseus Ship of Theseus] problem. As two of the previous starships ''Republic'' were museum ships, only artefacts of these vessels have been incorporated into ceremonial components of the ship while the last starship ''Republic'' was able to donate a majority of raw materials for the construction of her legacy-bearer.  


An internal deck plate from the United Earth Starfleet ''Republic'' has been incorporated into the decking in main engineering just in front of the warp core. Similarly the ''Constitution''-class ''Republic'' donated a deck plate found on the modern namesake's bridge command platform. The ''Ambassador''-class ''Republic'' was scrapped after sitting in mothballs for nearly three decades and broken down for raw materials to construct the ''Republic''. Her age and antiquated technology in comparison with modern equipment meant that no surviving systems could be carried across to the new vessel and in fact, a vast majority of her structure had to be reprocessed and cast anew before being integrated during construction.
== 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.


In honour of her forebearers, ''Republic'' is coated in a slightly lighter shade of hull paint, causing her to stand out amongst her contemporaries.
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.


===Bridge===
== In Play ==
[[File:Connie3bridge.jpg|left|thumb|Bridge of the USS ''Republic'']]
Harkening back to the design aesthetics of the mid to late 23rd century, Starfleet's golden age of exploration, the ''Constitution III''-class starships intentionally attempt to invoke the spirit of that era, while blending in the traditions and innovations of the modern era. The bridge, the command centre of the ship, is designed to communicate this feeling and intention in a single unified package by being visually impressive and functional at the same time.


With three central chairs set upon the elevated command platform, harkening to mid-24th century designs such as the venerable [[Galaxy Class|''Galaxy''-class]], the intention is to present a unified front, especially helpful when dealing with hostile powers. This is in contrast to the 22nd-century designs of a singular command chair at the heart of the bridge. The chair to the commanding officer's right is reserved for the executive officer while the chair to the left is used by visitors to the bridge or mission specialist as required.
* 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.


Seated in the commanding officer's chair facing the expansive viewscreen, one finds the helm officer seated to the front right and operations to the front left. Science is located to the right of the bridge with Tactical to the left. Communications, distinct from Operations, is situated to the rear-left of the commanding officer. This leaves the station to the rear-right available for mission advisors or monitoring of small craft and away teams when Tactical is otherwise engaged.
== External Information ==


===The Agora===
* [[ma:Melkot|Melkot]] at Memory Alpha
The Agora is ''Republic'''s largest social space, offering a different vibe and feel compared to the other utilitarian messes spread throughout the ship's hull. It fills the need for a large leisure space that can host crew gatherings but as required be reconfigured for more formal or diplomatic functions too. Featuring a mixture of booths, large tables, standing tables and bar seating, there is a variety of options for all depending on the nature of their social gathering in the shared space.
 
===The Pnyx===
[[File:ThePynxRepublic.jpg|thumb|right|The Pnyx]]
The Pnyx is the officer's mess located on Deck 03. Reserved for the exclusive use of the ship's senior officers and their guests, it is designed with a warm, comforting feel appropriate for small gatherings. Wood furnishing with intentionally chosen retro design elements are meant to invoke a sense of ease and relaxation amongst the denizens of Pnyx. Seating is generous with seats found at the bar, in a central common space and a handful of tables along the outer walls.
 
==Auxilliary Craft==
===[[Personnel_Shuttles#Type-14_Shuttle|Type-14 shuttles]]===
''Republic'' carries a total of 10 Type-14 shuttles in her small craft complement. With only a flight crew of two required, these spacious shuttles can reasonably conduct long-duration and long-distance missions on their own. However, increasing the passenger count aboard greatly reduces the craft's endurance, mainly due to crew comfort considerations.
 
{| class="wikitable"
| style="width: 150px; border-bottom:solid 0px; font-size: 1rem;" |
*''Sicily''
*''Sardinia''
*''Corsica''
*''Hispania''
*''Gaul''
| style="width: 150px; border-bottom:solid 0px; font-size: 1rem;" |
*''Crete''
*''Macedonia''
*''Syria''
*''Cyprus''
*''Bithynia''
|}
 
===[[Runabouts#Delta-class_runabout|''Delta''-class runabouts]]===
 
{| class="wikitable"
| style="width: 150px; border-bottom:solid 0px; font-size: 1rem;" |
*''Paralus''
*''Salaminia''
| style="width: 150px; border-bottom:solid 0px; font-size: 1rem;" |
*''Delias''
*''Anysis''
|}
 
===[[Starfighters#Valkyrie-class_fighter|''Valkyrie''-class starfighters]]===
Six of ''Republic'''s standard shuttle complement have been removed and replaced with ''Valkyrie''-class starfighters. While these are tactical small craft, the decision was made to bring these craft aboard ship to provide increased tactical capability in the Thomar Expanse due to tensions between the Breen Confederacy and Cardassian Union. The ''Night Witches'', as the flight is known, consist of six permanently-assigned pilots, augmented by ''Republic'''s own flight officers when required. The squadron pilots also serve as flight officers and shuttle crew alternatively as required.
 
''Republic'' carries two variants of ''Valkyrie''-starfighters aboard, the A and A/R model. The A model, or attack model, is the standard variant found predominantly in service. The A/R, or attack/recon model, is a specialised variant that is lacking in micro-torpedo magazines, carrying only two at launch, one per launcher. Magazine space is given over to housing more specialised and sophisticated sensors and ECM hardware. These sensors are incredibly sensitive and capable in a very narrow observational window forward of the craft, allowing for superior long-range reconnaissance of known targets, but are incredibly poor at generalised scouting.
 
Equally the ECM hardware, while incredibly capable, has a limited field of effect and was ideally designed to cover the craft it is fitted on only. Skilled or reckless pilots are able to make use of the field to hide a few other fighters in close proximity, but exposure would put an entire flight at risk and is highly discouraged.
 
{| class="wikitable"
! style="width: 150px; border-bottom:solid 0px; font-size: 1rem;" | A variant
! style="width: 150px; border-bottom:solid 0px; font-size: 1rem;" | A/R variant
|-
| style="border-bottom:solid 0px; font-size: 1rem;" |
*''Vera''
*''Tatyana''
*''Olga''
*''Irina''
| style="border-bottom:solid 0px; font-size: 1rem;" |
*''Maria''
*''Zoya''
|}
 
==History==
===Launch===
 
==Namesake & Lineage==
[[File:Republic2red.png|thumb|right]]
There have been two other Federation starships to bear the name ''Republic'' as well as one United Earth Starfleet vessel:
*Republic - NCC-208 - ''Daedalus''-class
*USS ''Republic'' - NCC-1371 - ''Constitution''-class cruiser
*USS ''Republic'' - NCC-26633 - ''Ambassador''-class heavy cruiser
 
==Notable Crew==
{{For|article=[[User:McGig/Republic/Republic_Full_Crew|''Republic'' Full Roster]]}}
===Commanding Officers===
*[https://bravofleet.com/command/85296 2401 - Present] :
 
{{clear}}

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