Difference between pages "Graphics Policy" and "Melkot"

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{{icons|bfo}}
{{icons|bfc}}{{Government
Bravo Fleet provides a graphics service for all members of the community to enhance their experience and immersion in our canon universe. A volunteer team operates the graphics service, free of charge, to provide members with custom images tailored to specific requests. Please be patient with our volunteers, and show respect to the work of all artists in our community.
| 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.


The guidelines in this policy are expected to be followed by all members of the community and may be modified at any time. Formal notice will be given when changes are made.
== 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.


== Requests ==
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.
*Graphics requests are submitted through the Bravo Fleet Management System (BFMS).
*Only users at or above the rank of Ensign may submit a graphics requests.
*All requests must correspond to an active Bravo Fleet character, game, command, or other official activity.
*Our graphics team formally supports the following requests: character avatar manipulations, game or fiction banners, and dedication plaques.
**Members may only request one avatar/banner/plaque, regardless of era, per listed character/game/fiction attached to a BFMS dossier.
**Character avatar requests must be of a canon Bravo Fleet species. Canon aliens may take longer to process, and unfortunately we cannot guarantee images for Gorn, Caitians, and other similar species.
**Requests made outside of the established channels (in the “other requests” area on Discord) for miscellaneous graphics will be evaluated on a case-by-case basis, but are generally not fillable unless an artist specifically volunteers.
*Requests will be fulfilled depending on our volunteers’ availability, and volunteers are not required to provide a timeframe for completion.
**Members of the graphics team will indicate which requests they have accepted, and while the team will attempt to fill all requests in the order they are received, this is not always possible. Accepting requests is at the discretion of the individual artist.
**Volunteers have artistic license over every request, which includes the right to refuse or change requests as they see fit.
**Members must wait 7 days between each specific type of graphics request to ensure that all members are served fairly (ex: members may not send a second character avatar request within 7 days of another request). The seven day clock starts when the previous request is fulfilled.
**Members may not submit a second request if it directly relates to a current, incomplete request. To inquire about an unfulfilled request, members may contact the Graphics Director 7 days after the initial submission of the request.
**Members may not ask for a second image for any request that has been fulfilled.
*Members may provide an image attached to any request, but the graphics team reserves the right to use any image that fits their style, or that best fits the available source material images (there are very few decent on-screen reference photos for Starfleet uniforms in the ST: Picard era, for example). Our artists will do their best to match a request with the image provided.
**Source images for character avatars must be of “celebrity” status (an actor/actress, musician, or person with a household name) or from a random AI image generator. Source images may not include photos from a social media user/influencer, a YouTuber, cosplayer, or any other person whose privacy is a concern (as determined by our volunteers). If a member provides a celebrity source image for a character, they must also provide the celebrity’s name.
*Members may not submit a graphics request to be used as the primary submission for a competition. For example, a member cannot submit an avatar request for an avatar creation competition. Members may submit requests for images that enhance a submission, provided that the competition does not list a graphical component in its criteria. The graphics team cannot guarantee that requests will be fulfilled before a competition ends.
*Requests are created and fulfilled through the Bravo Fleet Management System. Please do not contact any of our artists directly unless you have a question about your request. Private requests will be ignored.  


== Usage ==
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 graphics provided through this policy are also governed by our [[Legal Policy]].  


=== Official Graphics ===  
== Border Defences ==
Official Bravo Fleet graphics (including logos, maps, banners, symbols, etc, found here: https://bravofleet.com/graphics) should only represent Bravo Fleet and should not be used by an external community (including external organizations or games/SIMMs/sims).  
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.


You are welcome to use our official graphics in the following ways:
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.
*Use a Bravo Fleet graphic to link to bravofleet.com
*Use a Bravo Fleet graphic to advertise your game, story, or activity within our outside our community
*Use a Bravo Fleet graphic to provide information about your game, story, or activity
*Use our graphics on the website or listing of your Bravo Fleet game, story, or activity


Please do not use our official graphics in the following ways:
== In Play ==
*Use a Bravo Fleet graphic to represent any aspect of your organization or community
*Create a modified version of the Bravo Fleet logo
*Integrate a Bravo Fleet graphic with your graphics
*Sell any Bravo Fleet artwork without permission
*Change the colors, dimensions, or add your own text/images to Bravo Fleet graphics


=== Graphics Requests ===
* 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.
*Do not use images created through Bravo Fleet’s graphics service on an external game or organization
* 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.
*Do not use an image created by the graphics service intended for another member without the original artist’s explicit permission
* 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 graphics team may include a Bravo Fleet watermark, the artist’s watermark, or both on any image created. If the fulfilled image comes with a watermark, you may not crop or otherwise manipulate the image to remove the watermark
 
=== Other Members’ Graphics ===
*Do not use/modify another member’s avatar without explicit permission from the original artist
*Do not use/modify another member’s custom graphics, including uniforms, alien manipulations, or other alterations without permission from the original artist
 
=== Use of Outside Graphics ===
*Do not use/modify any artist’s graphics if that artist’s use policy does not allow for it. For example, using a uniform or a face from an avatar you’ve found on DeviantArt to create your own avatar is strictly forbidden. Many repositories allow for the free reposting of their images, but it is extremely inappropriate to further modify someone else’s art.  
*If a source asks for credit, you must provide it in the text of the relevant biography/command.  
*Violations of this section of the policy may result in sanctions including suspension of a member’s ability to request graphics, suspension of a member’s ability to upload files, and/or a magistrate referral.

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.