Difference between pages "USS Elysion" and "Melkot"

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{{Starship
{{icons|bfc}}{{Government
| name = Elysion
| name = Melkot
| prefix = USS
| image =  
| image = [[File:Elysion.png|400px|frameless|center]]
| species = Melkot
| registry = NX/NCC-85500
| homeworld = Unknown
| class = Elysion
| founded = Unknown
| affiliation = [[Starfleet]], [[United Federation of Planets]]
| warp = Unknown
| status = Active
| language =  
| commission = 2394
| currency =  
| decommission =  
| government = Unknown
| destroyed =  
| leader =  
| taskforce = [[Task Force 17|17]]
| advancement =  
| quadrant =  
| military = Unknown
| role = Frontier Light Explorer
}}
| co = Captain [[bfms_char:17551|Jack Ransom]]
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.
| xo = Lieutenant Commander [[bfms_char:17715|Bella Borden]]
| dedication =  
}}The '''USS ''Elysion'' (NCC-85500)''' is an [[Elysion Class|''Elysion''-class]] [[United Federation of Planets|Federation]] starship operating in the 24th Century. The ''Elysion'' was the prototype for her class and currently serves in the [[Fourth Fleet|Fourth Fleet’s]] [[Task Force 17]]. Currently she is under the command of Captain [[bfms_char:17551|Jonathan 'Jack' Ransom]].
==Design & Layout==
===Physical Arrangement===
'''Deck 1'''
*Main Bridge
*Commanding Officer's Ready Room
*Executive Officer's Ready Room
'''Deck 2'''
*Command Conference Room
*Meeting Rooms 1 & 2
*Weapons Locker 1
*Shuttle Bay 1 (Upper)
'''Deck 3'''
*Commanding Officer's Quarters
*Commanding Officer's Dining Room
*Senior Officers' Quarters
*Officers' Quarters
*Shuttle Bay 1 (Lower)
*Field Equipment Locker 1
*Weapons Locker 2
*Escape Pods
'''Deck 4'''
*Executive Officer's Quarters
*VIP / Guest Staterooms
*Senior Officers' Quarters
*Officers' Quarters
*Crew Quarters
*Command Master Chief's Office
*Chief Operations Officer's Office
*Chief Conn Officer's Office
*Meeting Rooms 3 - 6
*Computer Cores (2) (Upper) Port / Starboard
*Phaser Control Room
*Escape Pods
'''Deck 5'''
*Officers' Quarters
*Crew Quarters
*Transporter Room 1
*Weapons Locker 3
*Field Equipment Locker 2
*Main Sickbay
*Chief Medical Officer's Office
*Medical Office Suite
*Dispensary & Medical Equipment Store
*ICU / Medical Isolation Ward
*Configurable Environment Ward
*Medical Laboratories (2)
*Morgue
*Chief Counsellor's Office
*Counsellor's Office
*Chief Science Officer's Office
*Science Office Suite
*Configurable Science Laboratories (8)
*Astrometrics Laboratory
*Computer Cores (2) (Lower) Port / Starboard
*Escape Pods
'''Deck 6'''
*Officers' Quarters
*Crew Quarters
*Impulse Engines (2) Port / Starboard
*Impulse Control Room
*Transporter Rooms 2 & 3
*Field Equipment Locker 3
*Weapons Locker 4
*Mess Hall & Kitchens
*Food Lockers
*Chief Steward's Pantry
*Crew Lounges (2) Port / Starboard
*Chief Tactical & Security Officer's Office
*Tactical & Security Duty Office
*Armoury
*Brig
*Security Briefing Room
*Security Ready Room
*Aft Torpedo Launchers (2)
*Aft Torpedo Magazine
*RCS Thrusters
*Escape Pods
'''Deck 7'''
*''"Forward on Seven"'' All-Hands Lounge
*Quarterdeck Main Airlocks (2) Port / Starboard
*Shuttle Bay 2 (Upper)
*Crew Quarters
*Holodecks 1 - 4
*Gymnasium
*''"The Goat Locker"'' Chief Petty Officers' Offices and Wardroom
*Yeomens' Office
'''Deck 8'''
*Battle Bridge
*Weapons Locker 5
*Field Equipment Locker 4
*Transporter Room 4
*Strategic Operations Officer's Office
*Strategic Operations Centre
*Main Engineering - Upper Level
*Deuterium Tanking (Upper)
*SDF / IDF Generators
*Shuttle Bay 2 (Lower)
*Auxiliary Craft Maintenance
*Forward Torpedo Launchers (2)
*Forward Torpedo Magazine
*Probe Storage
*Torpedo Control Room
*Auxiliary Computer Core (Upper)
*Escape Pods
'''Deck 9'''
*Main Engineering - Lower Level
*Engineering Workshops
*Configurable Engineering Laboratories (2)
*Deuterium Tanking (Lower)
*Damage Control Ready Room
*Engineering Officers' Quarters
*Crew Quarters
*Chief Engineering Officer's Office
*Engineering Duty Office
*Emergency Transporter 1
*Cargo Bays 1 & 2
*Cargo Transporter 1
*Navigational Deflector Control
*Navigational Deflector (Upper)
*Auxiliary Computer Core (Lower)
'''Deck 10'''
*Navigational Deflector (Lower)
*Emergency Transporter 2
*Cargo Bays 3 - 6
*Cargo Transporters 2 & 3
*Consumables & Parts Storage
*Escape Pods
'''Deck 11'''
*Arboretum
*Life Support Systems
*Environmental Control
*SDF / IDF Auxiliary Generators
*Escape Pods
*Waste Processing & Recycling System
'''Deck 12'''
*Water Tanking
*Emergency Batteries
*Emergency Stores
*Anti-Matter Storage Pods
*Warp Core Ejection System
*Tractor Beam Assembly
*Escape Pods
===Shipboard Life===
''TBC''
===Support Craft===
*'''''Amundsen''''' ''Type-12'' Shuttlecraft
*'''''Scott''''' ''Type-12'' Shuttlecraft
*'''''Casablanca''''' ''Danube''-class Runabout
*'''''London''''' ''Volga''-class Runabout
==History==
===2399+===
''TBC''
==Crew==
===Command===
*Commanding Officer: Captain [[bfms_char:17551|'''Jonathan 'Jack' Ransom''']] (Human Male, 37 years)
*Executive Officer: Lieutenant Commander [[bfms_char:17715|'''Tarabella 'Bella' Borden''']] (Risian Female, 26 years)
*Command Master Chief: Master Chief Petty Officer '''Josiah 'Joe' Banquo''' (Human Male, 55 years)
===Flight Control===
*Chief Conn Officer: Lieutenant '''Luel Colia''' (Deltan Female, 30 years)
*Conn Officer: Ensign '''Brace Haltor''' (Bajoran Male, 25 years)
*Conn Officer: Ensign '''Rebecca 'Beckie' Church''' (Human Female, 24 years)
*Senior Chief Quartermaster (QMCS): Senior Chief Petty Officer '''Bruce Pulaski''' (Human Male, 57 years)
*Chief Aerospace Boatswain's Mate (ABMC): Chief Petty Officer '''Harn Carab''' (Orion Male, 41 years)
===Strategic Operations===
*Strategic Operations Officer: Lieutenant Commander '''Alice Winters''' (Human Female, 26 years)
*Strategist's Mate 2nd Class (StM2): Petty Officer 2nd Class '''Tal Jorek''' (Cardassian Male, 41 years)
*Strategy Specialist: Crewman '''Anthony Nkoya''' (Human Male, 24 years)
===Tactical & Security===
*Chief Tactical & Security Officer / Second Officer: Lieutenant Commander '''Layla Thorne''' (Human Female, 29 years)
*Tactical & Security Officer: Lieutenant '''Henry 'Harry' Cody''' (Human Male, 24 years)
*Tactical & Security Officer: Ensign '''Bale Ch'rehl''' (Andorian Male, 23 years)
*Tactical & Security Officer: Enisgn '''Janna Darek''' (Trill Female, 22 years)
*Senior Chief Gunner's Mate (GMCS): Senior Chief Petty Officer '''James 'Jamie' Ballard''' (Human Male, 50 years)
*Chief Master-at-Arms (MAC): Chief Petty Officer '''Rax Bomfur''' (Bolian Male, 39 years)
===Operations===
*Chief Operations Officer: Lieutenant '''Luce Rayas''' (Bolian Female, 31 years)
*Operations Officer: Lieutenant JG '''Christopher 'Kit' Prideaux''' (Human Male, 25 years)
*Operations Officer: Ensign '''Eve Stone''' (Human Female, 23 years)
*Communications Officer: Ensign '''Rran Shanko''' (Arkenite Male, 26 years)
*Senior Chief Boatswain's Mate (BMCS): Senior Chief Petty Officer '''Jean-Louis Fache''' (Human Male, 52 years)
*Chief Steward (STC): Chief Petty Officer '''Orville Carrington''' (Human Male, 38 years)
*Transporter Chief (TRC): Chief Petty Officer '''Drexx''' (Edosian Male, 41 years)
*Yeoman 2nd Class (YN2): Petty Officer 2nd Class '''Lehx Brail''' (Betazoid Female, 25 years)
*Yeoman 3rd Class (YN3): Petty Officer 3rd Class '''Percival Pratt''' (Human Male, 40 years)
===Engineering===
*Chief Engineering Officer: Lieutenant '''Mary Ladejo''' (Human Female, 34 years)
*Propulsion Engineering Officer: Lieutenant JG '''Delvok''' (Vulcan Male, 78 years)
*Tactical Engineering Officer: Ensign '''Dursa, Daughter of Togh''' (Klingon Female, 30 years)
*Systems Engineering Officer: Ensign '''Allula Lev''' (Female Orion, 24 years)
*Senior Chief Engineer's Mate (EMCS): Senior Chief Petty Officer '''James 'Jim' Henley''' (Human Male, 45 years)
*Engineer's Mate 1st Class (EM1): Petty Officer 1st Class '''Grace Kendrick''' (Human Female, 24 years)
===Medical===
*Chief Medical Officer: Lieutenant Commander '''Peter Valentine''' (Human Male, 62 years)
*Medical Officer: Lieutenant '''Jedda al-Haradani''' (Efrosian Male, 35 years)
*Medical Officer: Lieutenant JG '''Willum 'Will' Prospero''' (Rutian Male, 31 years)
*Medical Officer: Ensign '''Elissa Bonni''' (Betazoid Female, 26 years)
*Chief Counsellor: Lieutenant '''Vorlix''' (Denobulan Female, 40 years)
*Counsellor: Ensign '''Luma Duvak''' (Cardassian Male, 24 years)
*Chief Physician's Mate (PMC): Chief Petty Officer '''Neeklid''' (Tellarite Female, 42 years)
===Science===
*Chief Science Officer: Lieutenant Commander '''Talak''' (Vulcan Male, 68 years)
*Astrometrics Officer: Lieutenant JG '''Ignatious 'Iggy' Waylan''' (Risian Male, 29 years)
*Exobiology Officer: Lieutenant JG '''Tog''' (Ferengi Male, 32 years)
*Life Sciences Officer: Ensign '''Hannah Wells''' (Human Female, 25 years)
*Physical Sciences Officer: Ensign '''Torvus Hayl''' (Bajoran Male, 29 years)
*Social Sciences Officer: Ensign '''S'arl Reskol''' (Saurian Male, 30 years)
*Chief Scientist's Mate (SMC): Chief Petty Officer '''Julia Vaughn''' (Human Female, 41 years)


== 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.


{{DEFAULTSORT:Elysion}}
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.

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.