Difference between pages "USS Arimathea" and "Melkot"

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{{Starship
{{icons|bfc}}{{Government
| name = Arimathea
| name = Melkot
| prefix = USS
| image =  
| image = [[File:Arimathea1.png]]
| species = Melkot
| registry = NCC-92077
| homeworld = Unknown
| class = Centaur II
| founded = Unknown
| type = Science Vessel
| warp = Unknown
| affiliation = [[Starfleet]]
| language =  
| status = Active
| currency =  
| commission = 2320s
| government = Unknown
| decommission =  
| leader =  
| destroyed =  
| advancement =  
| unit =  
| military = Unknown
| taskforce = Task Force 17
| taskgroup = Task Group 9
| squadron = Hathaway Squadron
| role = Scientific Exploration
| co = [[bfms_char:68737|Commander Giarvar Kauhn]]
| xo = [[bfms_char:47170|Lt. Commander Natalia Usmanov]]
| dedication =  
}}
}}
The USS ''Arimathea'' is a Centaur-II class science vessel currently under the command of Captain Giarvar Kauhn, a distinguished Trill officer and former executive officer of the [[USS Hathaway]]. Commissioned in the 2320s and refit in the 2380s, the ''Arimathea'' serves as a small exploration starship, specializing in scientific research and discovery. Assigned to [[Deep Space 17]] in the [[Typhon Frontier|Typhon Expanse]], the ''Arimathea'' embarks on a crucial mission to conduct a wide range of studies and experiments, pushing the boundaries of knowledge and expanding our understanding of the cosmos. She is also assigned to the new [[Hathaway Squadron]].
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.


==Historical Data Record==
== 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 USS ''Arimathea'' operates under the jurisdiction of Starfleet and has a notable service history. Some key milestones include:
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.


* '''2380s:''' The Centaur-II class science vessel is commissioned, representing a refit and modernization of the original Centaur-class scout ship constructed in the late 2320's.
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.
* '''2400:''' Deep Space 17 Assignment: The Arimathea is assigned to Deep Space 17, a strategic outpost situated within the Typhon Expanse, known for its unexplored phenomena and mysteries.
* '''2401:''' Captain Giarvar Kauhn Assumes Command: Following a successful tenure as the executive officer of the USS Hathaway, Captain Kauhn is promoted to the commanding officer of the USS Arimathea, taking the helm of the vessel to lead its scientific endeavours. The Arimathea conducts a wide range of studies and experiments in the Typhon Expanse, encompassing various disciplines such as astrophysics, xenobiology, and spatial anomalies research.
* '''Ongoing Service:''' The USS Arimathea continues its mission of exploration and scientific discovery, pushing the boundaries of knowledge and expanding our understanding of the universe.


The USS Arimathea serves as a testament to Starfleet's commitment to exploration and scientific advancement. With its unique blend of generations-old technology and ongoing scientific research, the Arimathea and its crew boldly venture into uncharted territories, illuminating the wonders that lie beyond and contributing to the vast tapestry of human knowledge.
== 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.


==Namesakes==
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.
Like many starships in the Federation fleet, the ''Arimathea'' name can be traced back to Earth's distant past, as the home of Joseph, husband of Mary in the Christian religion. The ''Arimathea'' name first appears in the Starfleet database with the construction of the [[Daedalus Class|Daedalus-class]] USS Arimathea in 2130.


* USS ''Arimathea'' — ''Daedalus''-class cruiser
== In Play ==
** 2130—190 (Destroyed)
* USS ''Arimathea'' — ''Cardenas''-class heavy cruiser
** 2210—2240 (Destroyed)
* USS ''Arimathea'' — ''Akula''-class frigate
** 22270—2240 (Retired)
* USS ''Arimathea'' — ''Centaur''-class scout
** 2322—2382 (Decommissioned)
* [https://bravofleet.com/command/83960 USS ''Arimathea''] — ''[[Centaur II Class|Centaur II]]''-class science vessel
** 2382—Present (In Service - slated for retirement in 2401)


==Technical Configuration==
* 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.
''Main Article: [[Centaur II Class|Centaur II-class Science Vessel]]''
* 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.
The USS ''Arimathea'' is a unique vessel that represents a refit and update of the original Centaur-class scout ships, combining three generations of Starship technology. Despite its age, the ''Arimathea'' remains in active service, a testament to its adaptability and effectiveness in scientific exploration. This small starship, with its eclectic mix of technologies, presents both advantages and challenges for its crew members.
 
Engineers and scientists on board the ''Arimathea'' face definite challenges due to limited facilities and high maintenance requirements. The vessel's design requires meticulous care and expertise to ensure optimal performance and operational integrity. The crew's ingenuity and resourcefulness play a vital role in maintaining the ship's systems while conducting groundbreaking research.
 
On the other hand, tactical officers aboard the ''Arimathea'' might find themselves with fewer combat-related responsibilities. The primary focus of the vessel is scientific exploration rather than engaging in direct combat. However, the ever-changing nature of deep space exploration means they must remain vigilant and prepared to protect the ship and its scientific mission from unexpected threats.
 
=Key Location Data=
*''Main Article: [[User:Kai1701E/Arimathea/Deck_Listing|''Arimathea'' deck listing]]
*''Main Article: [[User:Kai1701E/Arimathea/Tour|Tour of the ''Arimathea'' ]]
 
<!--Please do not delete notable crew section. Used by the Intel office for command history tracking-->
=Notable Crew=
==Commanding Officers==
*[https://bravofleet.com/command/83960 2401 - Present] : [[bfms_char:68737|Captain Giarvar Kauhn]]

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.