Difference between pages "USS Verity" and "Melkot"

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{{Starship
{{icons|bfc}}{{Government
| name = Verity
| name = Melkot
| prefix = USS
| image =  
| image = [[File:Verity.jpeg|275px]]
| species = Melkot
| registry = NCC-80004
| homeworld = Unknown
| class = Odyssey
| founded = Unknown
| affiliation = Starfleet
| warp = Unknown
| status = Active
| language =  
| commission = 2385
| currency =  
| decommission =  
| government = Unknown
| destroyed =  
| leader =  
| taskforce = Task Force 93
| advancement =  
| quadrant =  
| military = Unknown
| role = Flagship
}}
| co = Captain Azras Dex
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 =  
| dedication =  
}}The '''USS ''Verity''''' is one of the two original prototypes for the [[Odyssey Class|''Odyssey''-class explorer]]. After participating as [[ma:Jean-Luc Picard|Admiral Jean-Luc Picard']]<nowiki/>s flagship in the evacuation effort of Romulus up until 2385, the ''Verity'' now serves as the flagship of the Fourth Fleet's [[Task Force 93]], a humanitarian response unit. As one of the largest ships in Starfleet, the ''Verity'' is well-suited to missions involving the movement of large amounts of equipment and personnel.


== Configuration ==
== 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.


As the flagship, the Verity is equipped with a state-of-the-art command-and-control center, which allows for the Commander of Task Force 93 to coordinate between the other ships within the Task Force. Diplomatic capabilities are at the forefront for the Verity, dedicating one whole deck. It is equipped with quarters that are able to house around 400 guests and VIP members, with accommodations for more that do not require an overnight stay. The diplomatic suite is also equipped with a variety of conference spaces designed for different forms of negotiations, and can support remote connection in its holodecks for such meetings.
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 Verity in particular has been fitted with extensive medical facilities, equipped with two infirmaries, three surgical suites, and three recovery units. This allows her, as the flagship of a humanitarian response unit, to contribute significantly to relief missions she may lead, with significant capacity to support wounded civilian populations.
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.


While not matching the offensive tactical capabilities of the Sovereign-class, the Odyssey is one of the most defensively capable Starfleet ships built to date, with wide shield and phaser coverage. This allows the Verity to take a lead role in even risky operations, able to protect herself and other ships on diplomatic or humanitarian Task Force missions.
== 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.


Much like the Galaxy-class, it has a saucer section that can detach whenever necessary, revealing two impulse engines. There is also more redundancy between the two hulls compared to earlier vessels. This allows them to operate more fully without one another. The Odyssey also differs as it has two warp cores and sets of warp coils. The Verity has the ability to fabricate materials needed on relief operations, and extensive cargo space dedicated to storage of necessary medical or other humanitarian supplies.
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 Verity has two shuttle bays: one massive hanger that spans five decks in the primary hull, and one smaller bay located in the lowest decks of the secondary hull that can support this section while separated. The shuttle bays are equipped with a total of thirty shuttles and four runabouts.
== In Play ==


The USS Verity is based out of Devron Fleet Yards that is located in the old Romulan neutral zone. Because of this, it is able to offset the large crewing cost of such a large ship, thus allowing Devron to staff the ship from the starbase itself to project influence throughout the sector.
* 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.
== History ==
* 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 Verity was rushed into service whilst still a prototype, her vast internal space crudely configured to carry and support the needs of the maximum number of refugees possible for the Romulan evacuation program. The destruction of the Utopia Planitia Fleet Yards in 2385 led to the cancelation of the evacuation program, which in turn led to the resignation of Admiral Picard, her then commanding officer.  
 
Verity was recalled to complete her fit-out, however, as Starfleet’s focus had turned inwards and she had proven the usefulness of transporting vast amounts of personnel and equipment, her configuration retained those characteristics instead of being changed to support long-range exploration. In 2390, the USS Verity was relaunched, and in 2399 was assigned to be the flagship of humanitarian response unit Task Force 93, under the command of Task Force Commanding Officer Captain Azras Dex.
 
 
{{DEFAULTSORT:Verity}}

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.