Difference between pages "Task Force 47" and "Melkot"

From Bravo Fleet
(Difference between pages)
 
 
Line 1: Line 1:
{{icons|bfc}}{{Task Force
{{icons|bfc}}{{Government
| name = Task Force 47
| name = Melkot
| seal = [[Image:TF47SealSmall.png]]
| image =  
| mandate = Pathfinding Operations
| species = Melkot
| headquarters = [[Deep Space 47]]
| homeworld = Unknown
| url = [https://bravofleet.com/group/task-force-47 Main Website]
| founded = Unknown
| co = [[bfms_char:72402|CAPT Taavik]]
| warp = Unknown
| xo =  
| language =  
| logo = [[Image:Tf47-logo.png]]
| currency =  
}}Based out of [[Deep Space 47]] at the gateway to the [[Thomar Expanse]], Task Force 47 is charged with establishing and developing new opportunities for [[Starfleet|Starfleet’s]] primary mission of exploration. The pathfinders of the fleet, it is their duty to negotiate with local powers for access, support, and intelligence in order to explore regions previously inaccessible due to practicality or politics.
| government = Unknown
| leader =
| advancement =  
| military = Unknown
}}
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.


==Objectives==
== Melkot Species and Culture ==
* '''Negotiate''' with local powers for access to regions unexplored by 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.
* '''Explore''' beyond frontiers once politically-inaccessible to Starfleet;
* '''Maintain''' relationships with regional governments to secure necessary mission support;
* '''Build''' bridges with foreign powers by demonstrating the value of these on-going, mutually-beneficial agreements.


==Overview==
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.
The changing status quo of the Alpha and Beta Quadrants has seen some borders collapse, others arise, and the friends and foes of the Federation change in warmth or hostility. Beyond the danger of such disruption are the opportunities born of new relationships and vanishing barriers.


These opportunities are the mission of Task Force 47. However close or far, they are charged to treat and negotiate with foreign governments to secure access to regions of space near or even within their borders. From there, Starfleet can explore areas never before available to them, whether they be on their doorstep and once locked away by politics, or on the far side of the quadrants and unavailable due to limited resources. Whether these locals offer merely begrudging acceptance of Starfleet’s proximity, open access to pass through their space, or outright support for Federation vessels, these are opportunities that cannot be missed.
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.


This is a blend of exploration and diplomacy, for the latter is an ongoing responsibility to prove Starfleet is as good as their word, and demonstrate the value of such close scientific relationships. And the chance to go where no one could go before is beyond value.
== 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.


==Task Force Assets and Headquarters==
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.
The [[Thomar Expanse]] represents a fine example of the task force’s mission. On one side of this stretch of unclaimed space is the [[Cardassian Union]], begrudgingly accepting Starfleet’s proximity. On the other are the [[Breen Confederacy]] and the [[Tzenkethi Coalition]], near-hostile if Starfleet should stray too close. Exploration is a careful mission of balancing discovery with diplomacy.


Starfleet ships must pass through the [[ma:Badlands|Badlands]] to reach the task force’s headquarters, [[Deep Space 47]], the first stop on this new frontier. A smaller outpost, it provides essential supplies and support to ship operations within the Expanse, and allows Task Force 47 to conduct its missions in the region.
== In Play ==


Task Force 47's flagship, [[USS_Nobel|USS ''Nobel'']] acts as the task force's mobile command centre when required, under the careful command of [[Captain Sothaal Th'thriannen]]. The vessel maintains most of her fitments from her time in the Delta Quadrant as her new mission is much like her old one, just slightly closer to home.
* 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.
Other ships of Task Force 47 consists of the following
* 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.
 
===Task Group 13===
 
* [[Polaris Squadron]]
** [[USS Polaris|USS ''Polaris'']], an [[Odyssey Class|''Odyssey''-class]] heavy explorer
** [[USS Diligent|USS ''Diligent'']], an [[Alita Class|''Alita''-class]] heavy escort
** [[USS Ingenuity|USS ''Ingenuity'']], a [[Pathfinder Class|''Pathfinder''-class]] research cruiser
** [[USS Serenity|USS ''Serenity'']], a [[Duderstadt Class|''Duderstadt''-class]] light cruiser
*[[USS Atlantis|USS ''Atlantis'']], a [[Sovereign Class|''Sovereign''-class]] explorer
*[[USS Cardiff|USS ''Cardiff'']], a [[Parliament Class|''Parliament''-class]] utility cruiser
*[[Dragon Squadron]]
**[[USS Dragon|USS ''Dragon'']], an [[Inquiry Class|''Inquiry''-class]] heavy cruiser
**[https://wiki.bravofleet.com/index.php?title=USS_Aztec USS Aztec], a [[Rhode Island Class|''Rhode Island-class'']] scout
 
===Task Group 63===
*[[USS Ride|USS ''Ride'']], an [[Odyssey Class|''Odyssey''-class]] explorer
*[[USS da Vinci|USS ''da Vinci'']], a [[Saber Class|''Saber''-class]] frigate
*[[USS Sojourner|USS ''Sojourner'']], a [[Pathfinder Class|''Pathfinder''-class]] long-range science vessel
*[[USS Cavalier|USS ''Cavalier'']], a [[Steamrunner Class|''Steamrunner''-class]] light cruiser
*[[USS Achana|USS ''Achana'']], a [[Raven Class|''Raven''-class]] multi-mission support vessel
*[[USS Pioneer|USS ''Pioneer'']], an [[Intrepid Class|''Intrepid''-class]] light explorer
 
==Task Force History==
The late-24th century was a time of significant political upheaval. Friendship with the [[Klingon Empire]] collapsed and was rebuilt; the Dominion War made allies of the [[Old Romulan Star Empire|Romulan Star Empire]] only for the [[ma:Romulan sun|Romulan Supernova]] to shatter the once-great power. Post-war negotiations with the Cardassian Union have warmed and cooled and warmed again over the decades. The old order, and the once-indelible borders of historic politics, have been strained if not swept away.
 
Beyond the disruption to the status quo, some in Starfleet view this as a grand opportunity. The collapse of the [[Romulan Neutral Zone]] and new friends in the [[Romulan Republic]] has granted access to regions never before visited by the Federation. New relationships with powers like the Cardassians and the Gorn have given similar chances. Chances for friendship and diplomacy, for certain, but also chances for new missions of exploration.
 
It became apparent to the [[Fourth Fleet]] that these were specific missions requiring ships ready to conduct diplomacy with potentially old enemies even as they blazed new paths of discovery. At the dawn of the twenty-fifth century with its new opportunities, new politics, new alliances, Task Force 47 was forged as these pathfinders, seeking and building these roads before walking them.

Revision as of 14:07, 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.