Difference between pages "Operations Policy" and "Melkot"

From Bravo Fleet
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== Section 1 - Chain of Command ==
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{{icons|bfc}}{{Government
The Chain of Command (CoC) is the path that members should take to ask questions and resolve issues related to specific issues like awards, promotions, and activities, or to seek mediation for disputes. If a resolution can’t be reached or if a member of the chain of command is unavailable, you may ask the next person in the chain. General questions may be asked in the appropriate areas on Discord, and suspected violations of the Magistrate Code should be reported directly to the Magistrate. Not all of these roles may be present for every member to go through:
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| name = Melkot
 +
| image =
 +
| species = Melkot
 +
| homeworld = Unknown
 +
| founded = Unknown
 +
| warp = Unknown
 +
| language =
 +
| currency =
 +
| 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.
  
* Task Force Executive Officer
+
== Melkot Species and Culture ==
* Task Force Commanding Officer
+
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.
* Bravo Fleet Operations Officer
 
* Bravo Fleet Executive Officer
 
* Bravo Fleet Commanding Officer
 
  
== Section 2 - Units ==
+
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.
All active members are assigned to a Unit, which is either a Task Force or the fleet headquarters. The purpose of these units is to divide the fleet’s membership up to allow for individualized attention for awards, promotions, and competitions. Each unit has its own theme and strives to build a sense of ''esprit de corps'' and camaraderie for everyone. This is the level at which most members will have their most regular interactions and is your home within the fleet.
 
  
Task Forces are the primary organizational units of Bravo Fleet, which house all active members that are not members of the Bravo Fleet Senior Staff. They are led by Task Force Commanding Officers (TFCOs). Task Forces are divided into at least two Task Groups. The Fleet currently has five Task Forces:
+
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.
  
* Task Force 17;
+
== Border Defences ==
* Task Force 47;
+
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 72;
 
* Task Force 86; and
 
* Task Force 93.
 
  
To maintain neutrality, especially in competitive events like Fleet Actions, members of the Bravo Fleet Senior Staff are housed in the fleet's headquarters:
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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.
  
* Starbase Bravo
+
== In Play ==
  
===== Section 2.1 - Unit Staff =====
+
* 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.
* Every task force has a staff with leadership responsibilities within the unit:
+
* 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 Force Commanding Officers (TFCOs) are the charter-defined leaders of task forces, with primary responsibility for awards, promotions, competitions, and promoting a positive and active community. Task Force Commanding Officers are appointed by the Bravo Fleet Commanding Officer.
 
** Task Force Executive Officers (TFXOs) are the deputy leaders of Task Forces, sharing responsibility for awards, promotions, competitions, and promoting a positive and active community. Task Force Executive Officers are nominated by the Task Force Commanding Officers to the Bravo Fleet Operations Officer, who will consult with the Bravo Fleet Commanding Officer and Bravo Fleet Executive Officer to consider the appointment.
 
 
 
== Section 3 - Departments ==
 
Departments are the primary support system for Bravo Fleet’s community. A department oversees a service, or range of services, offered to/for the fleet community.
 
 
 
* Each department derives its power from Charter-defined Bravo Fleet Command positions;
 
* Department Heads may, upon conferring with the BFCO or BFXO, appoint Deputies and Staff Officers to assist in operating a department;
 
* Department Heads may, at their discretion, create teams with Staff Assistant positions to help departmental operations.
 
 
 
Bravo Fleet’s chartered departments are organized as follows:
 
 
 
* The Bravo Fleet Lore Office maintains and develops the fleet’s canon;
 
* The Bravo Fleet Office of the Chief of Staff maintains the fleet’s roster, awards, and competitions;
 
* The Bravo Fleet Operations Office supervises unit leadership and oversees the fleet’s games;
 
* The Bravo Fleet Communications Office provides recruitment, social media, and news services to the fleet;
 
* The Bravo Fleet Internet Office maintains the fleet’s online infrastructure;
 
* The Bravo Fleet Gaming Office supports online video gaming activities for the membership;
 
* The Bravo Fleet Magistrate Office investigates player complaints and mediates conflicts.
 
{{icons|bfo}}
 

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.