Difference between pages "USS Resolute" and "Melkot"

From Bravo Fleet
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{{Starship
+
{{icons|bfc}}{{Government
| name = Resolute
+
| name = Melkot
| prefix = USS
+
| image =  
| image = [[File:RhodeIslandBeauty.jpg]]
+
| species = Melkot
| registry = NCC-84704
+
| homeworld = Unknown
| class = Rhode Island
+
| founded = Unknown
| type = scout
+
| warp = Unknown
| affiliation = [[Starfleet]]
+
| language =  
| status = Active
+
| currency =  
| commission =  
+
| government = Unknown
| decommission =  
+
| leader =  
| destroyed =  
+
| advancement =  
| taskforce = Task Force 86
+
| military = Unknown
| taskgroup = Task Group 64
 
| role = Scout
 
| co = [[bfms_char:79514|Commander RJ Reese-Riggs]]
 
| xo = [[bfms_char: 87435|Thais Thane]]
 
| dedication =  
 
 
}}
 
}}
The '''USS ''Resolute''''' is a [[Rhode Island Class]] scout. Currently under the command of [[bfms_char:79514|Commander RJ Reese-Riggs]], she is assigned to the [[Fourth Fleet]]'s [[Task Force 86]] and is part of the [[Manticore Squadron]]. Its primary mission is to patrol The Triangle, an unaligned region between the borders of the Federation, the Romulan Republic, and the Klingon Empire.  
+
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.
  
=== Blood Dilithium ===
+
== 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.
  
=== The Lost Fleet: Protect Arriana ===
+
== 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.
  
When the Dominion’s Lost Fleet appeared in 2401, Fourth Fleet and the ''USS Resolute'' were mobilised to meet the threat. Given the captain, [[bfms_char:17565/|Raan Mason’s]], experience with ground combat, the ''Resolute'' was dispatched to [[Arriana Prime]] where a large cohort of Jem’Hadar had managed to land on the surface.  
+
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.
  
Even though a Rhode Island class does not have the largest crew in the fleet, they turned out to have a larger than average number of combat capable personnel on board. En-route to Arriana Prime, contact was made with a civilian livestock transporter, the ''Morningstar'' to help with the evacuation of civilians in the affected areas of the planet.
+
== In Play ==
  
Upon arrival, ''Resolute’s'' combat teams were shuttled down to the surface to take strategic locations and organise defences with whatever was left of any civilian forces they could find. With the ''Morningstar’s'' arrival, civilians in the path of the Jem’Hadar’s advance were evacuated from the area.
+
* 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.
Unfortunately, the Jem’Hadar were not so easily beaten. Evading the combat patrols they attacked the evacuation point, causing one of the ''Morningstar’s'' transporter rafts to crash. The second raft swiftly followed, crashed deliberately into the evacuation area and killing the Jem’Hadar strike force.  
+
* 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.
 
 
At Fourth Fleet’s call to arms, the ''Resolute'' left orbit of Arriana Prime to join the battle of Farpoint.
 
 
 
=== Configuration ===
 
''Main Article: [https://wiki.bravofleet.com/index.php/Rhode_Island_Class Rhode Island Class Scout]''
 
 
 
The ''Resolute'' is a ''Rhode Island''-class scout that follows the stock configuration, apart from an expanded crew lounge on deck three. This space, called '''the Pit''<nowiki/>' is primarily used as a lounge and bar, but can be quickly adapted to become a barracks or an auxiliary medical bay, should the need arise to transport larger numbers in the case of evacuation or other mission parameters.
 
 
 
===Notable Crew===
 
 
 
* Commanding Officer - [[bfms_char:79514|Commander RJ Reese-Riggs]] - a human male
 
* Executive Officer - [[bfms_char: 87435|Thais Thane]] - A llanarian male
 
 
 
====Command History====
 
*[https://bravofleet.com/command/65466/ 2399 - 2401]: [[bfms_char:17565|Commander Raan Mason]]
 
*[https://bravofleet.com/command/65466/ 2401 -]: [[bfms_char:79514|Commander RJ Reese-Riggs]]
 
 
 
{{clear}}
 

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.