Difference between pages "Roosevelt Station" and "Melkot"

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{{Icons|sf|breen}}
{{icons|bfc}}{{Government
{{Starbase
| name = Melkot
| name = Roosevelt Station
| image =  
| image = [[File:Roosevelt.jpg]]
| species = Melkot
| registry = CR-483
| homeworld = Unknown
| class = Breen Manned Communications Array
| founded = Unknown
| affiliation = *[[United Federation of Planets]]
| warp = Unknown
*[[Starfleet]]
| language =  
*[[Fourth Fleet]]
| currency =  
| status =
| government = Unknown
| commissioned = 2386
| leader =  
| decommissioned =
| advancement =  
| destroyed =
| military = Unknown
| system =  
| sector =  
| region =  
| quadrant = [[Alpha Quadrant]]
| role = Outpost
| unit =  
| taskforce = Task Force 47
| taskgroup = Task Group 13
| squadron = Roosevelt Squadron
| co = [[bfms_char:69367|Commander Karinu]]
| xo = [[bfms_char:39463|Lieutenant Commander T'Ren]]
| crew =  
| dedication =  
}}
}}
'''Roosevelt Station''' is a [[Starfleet]] outpost located on the border between the [[Federation]] and the [[Breen Confederacy]]. Formerly a former Breen Manned Communication Array named Garen Epok (which roughly translates as "Nights Without Dreams" in Federation standard), the station went unused between the end of the [[ma:Dominion War|Dominion War]] and 2389. At that time, Starfleet activated the station due to growing instability in relations between the two powers.
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.


== Facility History ==
== Melkot Species and Culture ==
In 2297, the [[Breen Confederacy]] found itself with the need to extend communications range in order to coordinate raids into Bajoran, Federation, and [[Cardassian Union|Cardassian]] space. One approach they took was to build manned communications relays, generally on asteroids they towed to the location needed. Garen Epok was one such facility, built into an asteroid given the same name by the Breen and then placed near what is now the Contested Region between the Breen and the Federation.  
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.


Garen Epok remained virtually an afterthought for the Breen, a place where officers considered past their prime were sent to serve out their last days.  It was little used for nearly eighty years, until the Breen joined the [[Dominion]]. Finding themselves in need of a field command post, the [[Vorta]] learned of the old communications relay and decided that it would do nicely. They added to the facility, constructing a command center with an environment more suited to Vorta and [[Jem'Hadar]] physiology as well as upgrading its power supply and communications systems. However, the facility scarce saw use - the upgrades were completed less than a month before the Battle of Cardassia led to the Dominion's surrender and abandonment of the Breen.
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.


In the Treaty of Bajor, the Breen lost much space, and among the facilities that were handed over to the Federation was Garen Epok. The Federation saw little use for the facility, and left it abandoned until 2399, when mounting tensions with the Breen led to the need of a command center and resupply point that could be easily kept supplied, yet was also quite near the contested region where hostilities were most likely to break out. Garen Epok, already built and needing only repair and refurbishment, was chosen for this purpose and given the Federation designation Communications Relay 483.
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.


== Facility Layout ==
== Border Defences ==
Most of CR-483 lies underground, much of it more than a kilometer beneath the surface of Garen Epok. The only things visible on the surface are the communication hardware, the (currently unusable) door to the large shuttlebay, and the dome-shaped structure holding the upper transporter room. The main command center and Dominion-designed Strategic Operations Center are located at 800 meters down, with support facilities and most living spaces between 500 and 600 meters underground. The main power plant lies 1500 meters below the surface.
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.


== Facility Defenses ==
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.


Roosevelt Station relies starships for defense but is also equipped with five Dominion-designed orbital weapons platforms. Each of these platforms is equipped with three polaron beam weapons with power output roughly equivalent to a Federation Type-XII phaser and one torpedo launcher. They are being converted to fire standard Starfleet casings; those which are converted hold a standard load of 10 photon and 5 quantum torpedoes.
== In Play ==


However, the most prominent defense of the station is pure mass - the power core is 1500 meters below the surface, with most of the major operations of the station controlled from 800 to 1000 meters down. A sustained heavy bombardment would be required to cripple the station, and Starfleet would be aware of a cessation of transmissions from it, allowing backup to be sent.
* 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.


<!--Please do not delete the Notable Crew section. It is for command history tracking by the Intelligence Office-->
== External Information ==
==Notable Crew==
 
===Commanding Officers===
* [[ma:Melkot|Melkot]] at Memory Alpha
*[https://bravofleet.com/command/37453 2400 - Present] : [[bfms_char:69367|Commander Karinu]]
[[Category:Starfleet Facilities]]

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