Difference between pages "Credits" and "Melkot"

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{{icons|bfo}}
{{icons|bfc}}{{Government
=Credits=
| name = Melkot
Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, and Star Trek: Enterprise are all registered trademarks of CBS Corporation; the films Star Trek: The Motion Picture, Star Trek II: The Wrath of Khan, Star Trek III: The Search for Spock, Star Trek IV: The Voyage Home, Star Trek V: The Final Frontier, Star Trek VI: The Undiscovered Country, Star Trek Generations, Star Trek: First Contact, Star Trek: Insurrection, and Star Trek Nemesis are registered trademarks of the Paramount Pictures. No revenues are generated by the use of the Star Trek trademark and no copyright violation is intended. All original material contained on this site is the property of Bravo Fleet. This role-playing community and associated websites are purely for entertainment purposes.  
| 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.


==Bravo Fleet Management System==
== 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.


This site is powered by the Bravo Fleet Management System (BFMS), originally developed by [[bfms_user:1|Jon Matterson]] with contributions from [[bfms_user:24|Chris England]], Greenfelt22, and [[bfms_user:35|Emily Wolf]]. The current version of BFMS (v2) was developed by [[bfms_user:35|Emily Wolf]] with modifications from [[bfms_user:1|Jon Matterson]].  
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==
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 Bravo Fleet logo was designed by [[bfms_user:2036|Kevin Steeper]].  
== 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.


The Bravo Fleet Map(s) was designed by [[bfms_user:1234|KyleB]] heavily modified from the original map created by [[bfms_user:2070|James Arnhem]].
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.


Bravo Fleet’s game banners were designed by [[bfms_user:35|Emily Wolf]] with modifications from [[bfms_user:2036|Kevin Steeper]]. Ship banners and Bravo Fleet Graphics are the property of Bravo Fleet and are not public domain. If you have questions regarding this policy, please e-mail the Bravo Fleet Senior Staff (cmd@bravofleet.com).
== In Play ==


Nearly all ship images used on Bravo Fleet sites (bravofleet.com, wiki.bravofleet.com, and other centrally-managed entities) were created by [https://www.deviantart.com/jetfreak-7/ Jetfreak-7]. We here at Bravo Fleet are big fans of Jetfreak and highly suggest you check out all of his work including Star Trek, Star Wars, aviation, and general scifi!
* 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.
Some icons on the Infobase wiki are attributed to external sources found [http://stopdreaming.deviantart.com/art/Albook-extended-blue-710-png-100387066 here]. Many of the ranks used on the Bravo Fleet sites (bravofleet.com, wiki.bravofleet.com, and other centrally-managed entities) were created by Kuro-chan of [https://www.kuro-rpg.net/ Kuro-RPG]. Please do not modify the images in any way. If you wish to obtain them and an up-to-date copy, access the Kuro-RPG Website.
* 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.
 
Many dedication plaques in use throughout Bravo Fleet have been created from a template developed by [https://www.deviantart.com/furyofaseraph/art/Starship-Dedication-Plaque-PSD-27314482 FuryofaSeraph on DeviantArt], and modified by members of the Graphics Team. Please do not repost plaques without credit. FuryofaSeraph has graciously made their template available for use with appropriate credit, and we thank them very much for being so generous with their art.
 
== Supporters ==
A special thank you to all the people who continue to donate and keep our community running.
{| class="wikitable"
!Member
!Supporter Since
|-
|[[bfms_user:283|Sean]]
|January 2020
|-
|[[bfms_user:1679|Capierno]]
|April 2020
|-
|[[bfms_user:10|Leah]]
|April 2020
|-
|[[bfms_user:2036|Slagar]]
|December 2020
|-
|[[bfms_user:1036|Cath]]
|December 2020
|-
|[[bfms_user:669|David]]
|December 2020
|-
|[[bfms_user:25|Kit]]
|December 2020
|-
|[[bfms_user:2208|DarthCrusader]]
|March 2021
|}

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.