I. RULES AND GUIDELINE FOR PLAYERS OF HOLOWORLD FLEET
an alt.holoworld.rpg.startrek document


1. An introduction to the Holoworld Fleet

This document is a guide for new members of the Holoworld Fleet
role play group, and a reference document for existing members.
It's purpose is to make members aware of the rules of the game,
explain how it works, and help to get members started.

This document is updated frequently, to reflect the latest changes
brought about through the discussion encouraged between members and
their representatives on the Holoworld Fleet council.

In Holoworld Fleet (HWF) members play out a part in a story that is
developed over time. This is what we call 'RPG', standing for
'Role Play Gaming'. In addition to a members main character, we
may create any number of additional non-player characters (or NPCs)
to create a rich role-playing environment, and add to the fun.
Each story is described as a scenario. Within this scenario are
several threads which branch off as the scenario develops. Some of
these threads are 'wound up', others are left hanging to be picked
up and carried on at a later time. The main thread within any
scenario is the 'mission' assigned to a ship or space station.

HWF scenarios are set just over 40 years after the end of the
'Star Trek: The Next Generation' series. Generally the cannon comes
from 'Star Trek: The Next Generation', 'Star Trek' (the original
series) and the Star Trek movies from 1 to 7. Over time attempts are
made to introduce cannon material from 'Star Trek: Deep Space Nine',
'Star Trek: Voyager' and the latest Star Trek movies in to the HWF
universe.

Starfleet represent the 'good guys' and consists of several Starships and
installations. Each has a crew that works together to carry out a mission.
New members are assigned to a position on a Starship by the Fleet Personel
Officer, though the Captain may change that assignment if required.
Members are encouraged to involve themselves in the mission and threads on
their assignments. Adding ideas and developing the story is what makes
the game fun! :)


Further details on playing are given below.

1.1 The Holoworld Fleet Universe

The Holoworld Fleet operates in the Cocoon, a vast area of
unexplored space within the Alpha Quadrant. Surrounded by
dense dark matter, it was only recently the Cocoon Sectors
were discovered and exploration began.
Already the Cocoon has been found to be a dangerous place,
hostile aliens have declared war, pirates have ravaged shipping
lanes and fanatical villains have done their best to cause
trouble for the officers of Starfleet.
Old enemies still appear from time-to-time to, and the
Holoworld Fleet has just begun recovering from a war against
a group of renegade Klingons.

The main objective in on-line role playing is to set up
scenarios with interesting problems to solve in a creative
fashion. At the beginning of a mission it is standard for each 
department head to submit a report on their area of expertise to the
Captain. Sometimes these reports can introduce minor problems,
perhaps there is an unexplained power loss in the turbolifts, or
maybe one of the enlisted crew member is having family problems.
Later small things like these could be developed into
interesting parts of a story, and perhaps even be turned into
a life and death situation.
Equipment could break down in an emergency. Strange readings
could precede unanticipated events. An Erie feeling could hint
at unexplained visitors.

1.2 Getting Around on Starbase OMEGA

Starbase OMEGA is the name of the HWF's Headquarters.
It is the administrative base, and the place where your career in
the HWF begins. As a cadet, freshly assigned from Starfleet
Academy,  you travel from San Francisco by shuttle to the Cocoon
Sectors, near Bajor.

There new members begin training in the Cocoon Fleet Academy.

Members will be assigned to the USS Destiny, the Fleet's training 
vessel. There, they will spend a few weeks in the care of the ship's
CO, the Chief Training Officer (CTO), who will teach them all there 
is to know about participating in HWF.  As the members learn the 
basics of HWF and how it is played,  regular role play is going on 
onboard the various ships and installations of the Holoworld Fleet. It is 
good practice for new members to read the posts in the
newsgroup 'alt.holoworld.rpg.startrek' to get an idea of what is
eventually expected from them.

If you wish to join the Holoworld Fleet it is strongly recommended
that the procedure described below is followed.

First, write a brief post having your character reporting to the Fleet
Personnel Officer (Fleet PO). The subject of this e-mail should read:
'OMEGA Personnel: Reporting to Fleet PO'
and should be sent to the newsgroup (alt.holoworld.rpg.startrek) as well
as the Fleet PO(fleetpo@egroups.com) to ensure the request isn't
missed.

The post should be written in 'third-person' and 'past-tense',
this is basically like most books - you are able to describe
your character's thoughts as well as other peoples'... you are an
outside observer of events describing them after they have happened.

Your post should go as follows:

You are a cadet, fresh out of Starfleet Academy. Describe your
character and their ambitions and expectations as their shuttle
arrives at SB OMEGA, built on the moon of Demeter in 'The Cocoon' -
a vast area of previously unexplored space in the Alpha Quadrant.

This post should include the following information within the story:

Your character's Name
Your character's Species
Your character's Physical Looks

Your character's name MUST be different to your own to avoid confusion.
You will develop the information above later to create what is called
a 'bio-file' - a detailed description of your character and their
history.

Following this post, the Fleet PO will assign you to the training vessel
and introduce you to the Chief Training Officer  You could spend from a few 
days to a few weeks on the training ship (depending on how much you 
post and how quickly you pick up the game). On the Training Ship, you 
will learn the basics of our style of role play and will be given a chance to 
put all you learn to work. The Chief Training Officer's goal (as well as the 
goal of his assistants) is to prepare you for participation on an active 
unit in the fleet.  Once the CTO feels this goal has been met, your character
will be promoted to Ensign. You will then be referred back to the Fleet PO, 
who will assign you to an active unit in the Fleet. 

1.4 Getting an Assignment after the Academy. 

Following you graduation from the Academy, you will once again be 
asked to report to the Fleet Personnel Officer (PO). Again, list your 
top three preferences for position assignments and the PO will try and
assign you to one of those positions within 48 hours.

Members just out of the Academy are assigned according to a
'Fleet Needs List' which lists the available positions in priority
order. The ship or installation that has been waiting the longest
will be first in-line for a member out of the Academy.

Transfers are permitted later between ships and installations if,
for any reason, you are not satisfied with the assignment given
to you. At any point that this is the case please let your First Officer,
Captain, GM and Squadron Commodore know. They will make every
effort to accommodate you and make the game fun for you again.
Do not, however, contact the Captain of a ship you'd like to
play on to arrange for a transfer. This is considered poor
etiquette and the request will be denied.
If you go through the proper channels (what is described as
'the chain of command') we will be happy to help you. :)

Once you know what your assignment will be, it is suggested you
look up the crew roster and biography files, and if you have been
assigned to a ship - the specifications.
Some ships and installations have dedicated pages providing more
in-depth detail on them. Such pages are accessible from
'The Fleet' page on the Official Holoworld Fleet web site.

The ships and installations in Holoworld Fleet get involved in
many types of missions, including; combat, diplomatic,
exploratory, first contact, investigation, reconnaissance,
infiltration, re-supply, support, medical and protective escort.
Some installations host civilians too - some are friendly, some
are villains just itching to cause trouble.

1.5 On-line Role Playing

Frequently the first thing new members want is orders on what to do.
They are not entirely clear on the goals and purpose of the game.
It is simply, however, to have fun! Whether members are would-be
writers or not we are all working to this goal as we develop
our stories.

There are three general styles of role playing:

The first is the "prose/story-telling" method, in which a
member takes on not only their own role, but that of NPCs and
often other members. This is permitted, so long as the member
plays the other members character in a realist manner, consistent
to that character.
It is proper etiquette in HWF to accept what another player posts
for your character even if it wasn't what you had in mind - so
long as it fits how your character would act.

The second style of play is the "talking only" method. With this
method a member takes on the role of one or more characters. The
character(s) talk, ask questions, state facts etc. with very little
description.

This can be done as if talking to another character, in the form
of a transmission, an internal message by communicator, a message to
another crew member, or as a "log entry."

The third style of play is the "omniscient" method. The member acts
like a stories narrator, developing the plot by description and
linking things in to the story that may not be on that member's ship
or known to the character(s) within the story.

A member can usually tell which of these three styles would be most
appropriate for a situation, depending on the posts previous to it.

Sometimes in role play stories diverge and conflicting plot lines
occur. It is the job of the ship or installations 'Game Master' to
correct these conflicts and make the story consistent once more.
Game Masters do their best to ensure that events in a story don't
have to be rejected and treated as though they never happened.

For example, if, during a mission escorting an Ambassador to a
planet, the ship is attacked, killing the Ambassador in such a
way that damages the realism of the story, the Game Master may
be called in to solve the problem. We don't want to just state
that it never happened and have the post ignored, so the Game
Master would make a post that solves the problem. Perhaps the
crew member just dreamed about an attack, or had a little too
much to drink and hallucinated it.
Either way the situation is resolved in such a way that a post
doesn't have to be ignored, and the story can continue as before.

Some of the missions ships and installations are involved are
relatively simple, involving only one ship/installation and keeping
just a few characters in the main thread of action. Others, however
can be more complex. They might involve all the crew, and sometimes
two or more ships. A ship might send out a distress call and another
role play ship/installation will respond.

Missions are assigned by the Fleet Executive Officer (Fleet XO), who
may issue a mission, offer the Captain a choice of possibilities, or
ask for the type of mission desired, based on the mission profile the
ship is capable of covering.

Ship/installation and mission subject lines usually begin with the
ship's name. The only instance that this does not occur is when
multiple ship/installations are involved - then the mission name
is used instead. If a ship is in orbit of a planet then the ship
name might be followed by the location.

For example, if you are on the Yorktown, posts made for your ship
will be found under "USS YORKTOWN:", "USS YORKTOWN: Counsellors Office",
"USS YORKTOWN: Ready Room" etc.

Comments about the mission or administrative matters, or anything
that is not part of role pay is marked with the description 'NRPG',
meaning "Non-Role Playing Game messages". To keep the newsgroup
tidy, and to enable a quick response, these NRPG messages must
be not be sent to the newsgroup. If the NRPG is of general interest
to the club forward it to the Fleet XO or Fleet CO for them to send
to the Holoworld Fleet announcements list.
The newsgroup is our "showroom" and how we draw in new players, and
we like it to be clear of things that are of no interest to
non-member subscribers. :)

Role play characters have the lounge of a ship/installation in which
they can get to know each other, but the HWF is more than just a
group of characters on a ship/installation. For this reason the
members have a place where they can get to know each other on a real
basis. This is the HWF CAFE BAR. Feel free to post there and tell
us about yourself. Use it to get to know the other members of the
HWF. The address is: hwf-cafebar@e-groups.com
Details on how to subscribe are given near the end of this document.

For discussion associated with the running of this club and the
administration (the politics of HWF) we have the HWF Council.
It is supported by a mailing list (hwf-discussion@e-groups.com)
which all members are entitled to subscribe to, and comment on
club issues.
Details on how to subscribe are given near the end of this document.

Most administrative matters are handled by the Fleet Admiral and their
aids. Matters dealing with assignment and transfers are handled by
the Fleet Personnel Officer (PO), who also handles new members. 

When you reach a ship/installation do not be shy about getting straight
in to the game with your own ideas. The aim of the game is to
develop an imaginative story that is challenging and fun for all
who are a part of it. Simply saying "Aye Captain." can be stifling,
create your own part of the story to make it interesting for yourself
as well as others.

For example; suppose the Captain orders you to fire phasers on an
asteroid heading for a disabled ship. You know from a previous post
that the phasers have gone off line without warning. You'll have to
bring this to the Captain's attention and they might order you to
find out what the problem is and fix it; failing that you'll be ordered
to find another way to stop the asteroid. That puts you in the position
to create an interesting reason for the phaser failure, and you need to
develop a solution. In role play gaming the best solution will involve
the help of other members of the crew - try to get others included in
the action.

Your posts should be written with consideration for what you believe
is believable. There is no set "script", even if the mission is
working toward some specific outcome. It is up to each player in
the crew to create their own parts of the story and work them in
with other player's parts to create a fun and captivating mission.

Remember to use the information you are presented with when writing
your parts of the story. If you are given no information and there
is none on the web site, then feel free to make it up.

1.6 Character Development

Character development is as important in role playing as story
development. It provides the players and your audience with the
basic information they need to interact with your character.
The more developed your character is (and that includes keeping
the bio-file up-to-date) the easier it is for yourself and
others to play your character in a lively and consistent way.

The first thing that is required is a name for your character.
This must be different to your real name to avoid confusion
in the game.

The next step is to create a biography (referred to as a bio-file)
for your character which will be posted to any ship or station you
play on in the Holoworld Fleet. This bio-file should be saved as a
PLAIN TEXT (TXT) file; not everybody can read other, less generic,
file types.
This bio-file is background on your CHARACTER, not yourself - though
it should include the player name and e-mail address at the top for
reference. Revealing information about your true self is usually not a
good idea in role play.

A complete bio-file should include the following FICTIONAL information:

* Character Name
* Character Race
* Physical Characteristics
* Traditions
* Age
* Education
* Beliefs
* Siblings
* Quirks
* Place of Birth
* Spouse
* Ambitions
* Home Planet
* Children
* Annoyances
* Parents
* Hobbies
* Additions

The CTO and his assistants keep a form ready with the basic layout
of a bio-file, an example, and an elaboration of what should go in each.
Request a copy to begin creating your character.

Remember that the characters in the game won't know everything about
one another, even if the players have read the bio-files. Basic
information will be known (age, race, service record etc.) but other
information will come out through role play - as the characters
get to know one another.

The ship's lounge, a relaxing holodeck adventure, or the social
sector of a space station are all good places to reveal information
about your character to the rest of the crew through role playing
conversation between characters.

There are a variety of information resources that should help you
as you create your character. The HWF web site has links to some
useful resources, as well as information on known races.
However, you should feel free to create a character that is not
from any of the races 'documented' in the Star Trek Universe.
Often characters of an unknown race are played in HWF and can add
a new dimension to role play. If you are creating your own race,
you should think about the implications of having to create the
culture that your character comes from in order that other players
can understand your character; you might think it better to choose
from one of the races that everybody knows from books, television and
film. If you aren't sure what race you want to choose, then talk to
your instructor; it is their job to help you create a character that
you will enjoy playing, and will be a benefit to role play on your
future assignments.

There are a few limitations on the races that can be chosen.
Characters may not be from the 'Q Continuum', the Borg race, or
full telepaths. Characters with 'super powers' can seriously
damage the role play environment, and remove the fun from the game.

Occasionally characters with 'super powers' do appear, but they
are never played by somebody who is not believed to be capable of
playing such a character maturely and as a bonus to role play,
rather than as a hindrance.

Below are several resources for character creation that can not
be linked to from the club's WWW site:

Star Trek TV series (Original, Next Generation, DS9)
WORLDS OF THE FEDERATION book, by Shane Johnson
Star Trek Novels and Films
Other Science Fiction books and Films
Your own imagination (if we could link to that we'd be very rich by now)

With your character complete you must make sure that players
can confidently understand your character. Do this through your
character's dialogue, action and further description. You are
encouraged to update your bio-file frequently, these changes come mostly
after a change of rank or position; a service record should be added to
your bio-file in addition to the information suggested earlier in this
section.
The First Officer of a ship will frequently ask for an updated bio-file,
and you will be required to send your bio-file out following any
transfers.

IMPORTANT NOTE: A major character can not be killed off without the
consent of the controlling player. This does not apply to most
non-player-characters (NPCs), unless the CO and FO are made aware
that they should be protected.

1.7 Tips for better playing

The following are some tips on how to better play in HWF:

1.6.1 Communications

The first suggestion shows how to send a communication between
two Starships or to/from a Starbase:

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

TO: Lt. Harrison, CNS, USS PRIMARCH ['To' line ]
FR: Capt. Bloggs, CO, USS YORKTOWN ['From' line ]
SUBJ: New Orders ['Subject' line ]
SD: 10.0321.1833 ['Stardate' line]
>>> CLASSIFIED: FYO <<<

Classification Grades are: FYO = For Your Eyes Only
SECRET = Limited Release
PRIORITY = Urgent Message
UNCLASSIFIED

There is no real purpose behind the classifications,
except to show the relative importance and
sensitivity of information in your communications
that might aid role play; for example your character
might not know something, until told, that is
classified as FYO and addressed to the Captain.

The classifications are not rigid. Any note added to
the beginning of a communication that adds to the
realism is acceptable (and encouraged).

Communications should end with:

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

1.6.2 Stardate

Stardates are used as a non-role play device as a means of
showing the exact date and time (GMT) a player initially
wrote their post.
This information is used to help solve problems of post
conflicts and inconsistencies resulting from difficulty in
logging on, or other delays.

Stardates are formatted as follows:

SD: YY.MMDD.hhmm
YY = HWF year (18 for 2006, 19 for 2007)
MM = Month (01 for January, 02 for February, etc.)
DD = Day of month
hh = hour (24-hour time, Greenwich Mean Time)
mm = minute

For example, at 10 past 6 in the evening (GMT) on the
20th of October, 2006, the Stardate would read:

SD: 18.1020.1810

1.7 Non Role Playing Discussions - NRPG

For out-of-character discussions, players will find it easier to
do so separately from the role play ship subjects. This creates
a better role playing environment on the ship, and a story-line that
is much easier to follow.
NRPGs should be handled in e-mail, and must not be put up on the
newsgroup unless cleared with the administration or it concerns
a problem sending e-mail.
Usual NRPG topics include; discussing plot alternatives; asking
everybody how they are doing; congratulations on awards and 
promotions; etc.

Large or more important NRPGs must be put in to a separate message,
instead of at the bottom of story posts. This ensures the NRPGs
do not clog the ship's archive up, and makes them easier to spot.
The subject line of NRPG's should include the unit name, followed by
'NRPG', and if relevant the subject of the NRPG.

1.8 Patience in the Interactive Environment

When developing a story-line on a ship or station always remember that
e-mail isn't instant communication, so time should be allowed for
others to add to the situation. Some players might not collect their
mail every day, especially if they work during the week. The most
satisfaction in role play comes from seeing how your idea might be used
by other players to form unexpected twists and turns in the story; give
other players the time to do this and the rewards speak for themselves.

Despite this, a large delay between posts will tend to disrupt the flow
of the story line. It is best to assume that if you have not received a
follow up to a post within three days (assuming the player hasn't
informed the crew that they will be absent) you can move on, ideally
leaving an opportunity for the other players to back-post.

To avoid frustration you shouldn't plan how the plot will unfold in
too much detail. It is unlikely that all the players will write the
story in the direction you want it to go, and the GM may also add to
the plot. Most players only focus on what has happened in other posts
and what will happen in their post; leaving further development to
the next player to post. This is the most ideal method of play.

1.9 Handling Conflicts in the HWF

There are various forms conflict can take in the HWF. First, there
is the friendly teasing that stays at that level and nobody minds.

Then there is appropriate criticism; role play can frequently
become quite complex; players might disagree for legitimate reasons, or
grow confused over the development of the story or a bit of science or
'technobabble'. To discuss such things players should use NRPGs, as
described earlier. Through NRPG discussion the players can come to
an agreement on how to handle the situation in role play; if a player
got something wrong you might want to send a friendly comment privately
to avoid embarrassing them in public. Remember, if you are criticising
somebody you should be as gentle and diplomatic as possible.
The players in the HWF are human, like yourself, or perhaps more
sensitive. Although you might think what you are saying is perfectly
reasonable, the very nature of written language can make it sound more
harsh than was ever intended. It's sensible to liberally splatter
such NRPGs with 'smileys' and other replacements for paralinguistic
features (shrugging, grinning, signalling 'OK', to the layman :) ).

Finally there is the kind of conflict that results in personal insults
and name calling. The fact that somebody called you a '*itch' instead
of a 'bitch' doesn't matter. Personal insults are AGAINST THE RULES
of the HWF. If you don't like what somebody is doing, then tell them
politely. Though some do enjoy 'flaming' people it is simply not
tolerated in our club or in our newsgroup. Anybody who has been
flamed without provocation is perfectly within their rights to call
upon a mediator.

It is inevitable that, in such a large club, you won't get on with
every other player. This can be difficult, especially if that player
is your Captain. The whole idea of this game is to have fun. However,
to leave a ship because of another crew member can be regarded as a
serious insult to that person, and could be very upsetting. Before
making any quick decisions consider this; do you really want to hurt
that person?
We would rather you tried to work out your differences peacefully. If
you can't, then ask your Game Master to help; if that still doesn't work
then we will accept your request for a transfer. We believe that a
conflict with a player on a unit is no reason to stop having fun in
the HWF.

Sometimes conflict results from a simple difference in role playing
style. If this is made clear then nobodies feelings will be hurt,
and you will be accommodated as quickly as possible.

Thanks to the wonders of the Internet, it is possible to spend time
in 'real time' chat, assuming your Internet Service Provider is keeping
up with the rest of the market. :)
This provides an excellent way for players to get to know one another
'in person'. Many HWF players have become great friends through the
game thanks to IRC, some travelling cross-continent to meet the people
behind the characters. :)
Our web site has a link to the DALNet IRC site which provides a lot of
information on how to use IRC. Many players use the DALNet servers and
hang out in the group's channel, #ahr.
Newer still, and perhaps easier in some ways, is ICQ. Again links to
information on ICQ are available from our web site. Many players
include their ICQ numbers at the end of their posts.

MATERIAL FOR REFERENCE AND ADVANCED PLAYERS

2. The HWF Universe Timeline

It is the year 2411. Space is an ever growing final frontier.

Nearly 47 years ago, late October 2463, the GALAXY class USS ENTERPRISE
was commissioned. 2369 the Cardassians withdrew from Bajor and the
Federation established a presence in those outer explored reaches of
the Alpha Quadrant.

The Galaxy remained as turbulent as it ever had been:

2.1 The Romulan Empire and Federation Co-operated on the construction of
Deep Space 12, following the discovery of an artificial Wormhole leading
to the Gamma Quadrant and conflict with the Dominion in 2368.
Joint Federation and Romulan forces help guard it's entrance to this date.

2.2 The Klingons invaded Cardassian space, occupying dozens of systems
that had once belonged to the Cardassia Union. The Civil Cardassian
government were unable to force the Klingons off their worlds.
In 2397 the Military overthrew them again, their grip tighter than ever
before. The Cardassians continued to fight the Klingons for the
returning of their worlds until 2309 when the Federation made a break
through in talks, that didn't go as planned.
The occupation forced the Federation Colonies from the demilitarized
zone; finally they accepted the Federation's offer of resettlement. The
Maquis had almost disappeared; only a few groups continued strikes
against the new Klingon occupation, mostly without the resources of the
former Maquis group.

2.3 The Borg began regular assaults on the Romulan Star Empire, occasionally
reaching deep into Romulan space before being halted.
Weakened by the continuing attacks the Romulan Empire accepted help from
the Federation and the Borg were finally repelled from Romulan space in
2406; suffering a hard defeat at Starbase Gamma, near the Neutral Zone.
The Romulans still rely on Federation aid today.
It is not a situation the proud Romulan Star Empire is happy with.

2.4 The Klingons, insulted by the Federation's condemnation of their
invasion of Cardassian territory and attempts to bring peace returned to
more aggressive ways. Until 2407 conflict between the Federation and
Klingon Empire was frequent. Finally events turned in favour of a
new treaty as the Klingons slowly became aware that their would be no
more honour to be gained from Federation territory, or by attacking the
Federation.
Traditionalists were weakened, but unrest began to grow in the houses who
had risked much to claim the Cardassian Territories, to a point that
they would sacrifice their honour in pursuit of a goal they considered
greater.

2.5 Towards the end of 2407 a lone Starship, the USS NEWTON one of the
Federation's most advanced science vessels, found a gap in a giant
dark cloud of matter which covered most of a spiral arm of the Galaxy.
Later to be known as the 'Cocoon', the NEWTON found it was a shell
around normal space. The Bajorans simplified it to 'A whim of the
Prophets'.

The opportunity for new allies, an area rich in materials and scientific
mysteries made it the most desirable area of space in the Quadrant. An
area the Federation couldn't afford to lose.

As information on the Cocoon was revealed, every major power knew that
whoever controlled the Cocoon would have the resources to control the
entire Quadrant.

2.6 In the middle of 2409 the Federation's break through in talks between
the
Klingons and Cardassians results in disaster. A group of Klingons and
Cardassians manage to modify CinC Starfleet's Runabout; as it lands at
the conference which the CinC is to mediate it fires - killing both the
Klingon and Cardassian Ambassadors.
The Klingon's immediately declare war, destroying the CinC's Runabout.
The Cardassians wait for the Klingons in the Occupied Zone to make an
assault on the Cocoon before reclaiming their territories.

2.7 At the beginning of 2410 the Federation's losses are high, but agents
are already working on uncovering a conspiracy between the Cardassians
and the Klingon Houses of the Occupied Zone. As the Federation's forces
at the Cocoon near defeat the war comes to an end. Only the most
desperate of the Klingons continue to defeat against the combined
Starfleet and Klingon forces.
The leader of the conspiracy is taken to Quo'nos for trial, having lost
his battle fleet, and the Occupied Zone.

2.8 During 2410 the Cocoon Fleet's farthest outpost, DS 101, is discovered
to
be alive.
Awakened, it battles with the nearby Nebula Dwellers, a powerful race
intent on the destruction of all life, brought from another dimension by
the Evil Q.
The station becomes dormant again after re-inforcements from it's race
arrive and deem it infected by the symbiotic relationship between it and
a Vulcan.
Several Federation ships are lost in the crossfire of the battle, but the
Nebula Dwellers are driven back and the DS 101 creatures transportation
conduit mysteriously closes, leaving them to travel at high warp deeper
in to the Cocoon, and wherever they came from.

2.9 At the end of 2410 the Dergrad near DS 101 are in a state of rebellion,
making the future of deeper exploration of the Cocoon unsure.

2.10 At the beginning of 2411 the future of the Cocoon is threatened further
by an increase in Dominion activity.
A wave of paranoia sweeps through the Cocoon Fleet, stemming from the
heart of Cocoon Fleet command.

[Additional Reference available on the Cocoon Encyclopaedia WWW pages]


3. Technology

Since the commissioning of the GALAXY class ENTERPRISE almost 50 years
ago many new inventions have proved themselves useful in the Federation,
others came and went.
Generally the ships have become sturdier, faster and better equipped,
whilst the crews required for them have reduced.
Their engines consume less energy and the strain on the fabric of
subspace has been decreased significantly.
Shields have got stronger and weapons have advanced. Photon torpedoes
are more accurate and efficient, joined by the massively destructive
(though limited quantity) Quantum torpedoes and the Verteron Torpedo;
designed to disable a ship without damaging it.

Though there have been many advances, it is assumed that Geordi LaForge
would still know his way around a Federation Starship. The advances
are not such that he would be baffled by any 'quantum leaps' since
the developments of the 24th Century.

Recently Bio-neural Gelpacs have been introduced into Starships to
improve performance and reduce the number of crew required to staff them.
Photon torpedoes have been enhanced greatly - with several new ships
being fitted with the latest generation Quantum Torpedoes.
New warp technology in the new SOVEREIGN-class vessels allows a ship to
skirt, but never cross the warp 10 barrier for sustained periods of time.

There are novelties that are now widely used:

3.1 D-Warp. An extremely fast form of travel, limited to the Type 18
shuttle. Travel through D-Warp is near-instantaneous, a shuttle
may travel many light years in virtually no time at all. However,
onboard the shuttle, time passes for the occupant as though it were
travelling to it's destination at normal warp speeds. Thus, a
journey across a sector might take a second in D-Warp, but seem
to last for 4 weeks as far as the occupant is concerned.

A D-Warp shuttle must set it's destination before engaging the
D-Warp drive, no further adjustments to course can be made during
D-Warp travel. Sensors are blind during D-Warp travel.
Due to the high power consumption of the D-Warp drive, only one
jump can be made until it receives maintenance.

The D-Warp fields can have long term effects on the health of most
races if they are exposed to them for any significant length of time.

Due to the nature of D-Warp, no ship above the Type 18 shuttle is
equipped with a D-Warp drive. Tests on larger vessels have all
resulted in disaster. Further development has been halted.

D-Warp is limited to the Federation only, and has been the target
of several espionage attempts by other factions wanting to learn
it's secrets.

D-Warp in the HWF is used as a role play device; a way to get new
characters on to their new ship or station if it is mid-mission and
a long way from home base.

3.2 Holo-Link. A development of Holodeck and communications technology.
Holo-projectors are fitted in major areas of a unit, allowing the
transmission and reception of holo-images from another unit. It
allows characters to interact as though in the same location,
creating more depth in communications within the limitations of usual
Holodeck safety protocols.

This technology has been made possible by advancements in subspace
technology, allowing more data to be sent along the subspace relay
networks. In cases of emergency a holo-communications is most likely
to reach it's destination due to it's increased signal strength, however
only the most advanced ships and space stations are equipped with this
technology.

3.3 Many new ship classes have come in to service over the past fifty years.
Ships capable of outrunning the USS VOYAGER, battlecruisers that could
out-gun the ENTERPRISE in 'All Good Things', and science vessels capable
of finding a pin-head on a planet five light years away.
Modular vessels are common, capable of being adapted to fit their
mission profile.

3.4 A sophisticated sensor system has been created for the Feynman class
explorer. Called the DELPHI array, the system is highly accurate,
though it has it's floors under some conditions. Still in it's
experimental stage, a DELPHI array located the entrance to the Cocoon.

A smaller version, called the AUGUR array is fitted on the Sun Dancer
class deep space explorer, and in modules for the Tryfan class cruiser.

Both of these systems are unique to the Federation.

3.5 Artificial intelligence has evolved to the level that all ships are
fitted with an Emergency Medical Hologram, Mark 4.

3.6 Androids based on those created by Dr. Noonian Soong are serving as
Starfleet officers, as well as living civilian lives.
Recently the Romulan Star Empire was found to be capable of creating
androids of a similar type, although they are not common.

[Extensive additional reference is available on the HWF Engineering web
page]


4. HWF Ranks and Positions

4.1 In the HWF, the high ranked officers are club administrators and
directly involved in ongoing RPG.
On regular ships and stations, the crew is headed by a commanding
officer who is entrusted with the ship on behalf of the club and
responsible for the management of the ship and it's activities.
Commanding Officers pass through Command Grade Training
before being given a CO or XO position.


CO's are selected because of their commitment to the game on a role play
and administration level; because of the experience required for the
position we allow Commanding Officers much leeway in their decision 
making. However they are still observed by the Squadron Commodores to 
ensure the fairness and fun remains in the game for everybody.

Experienced players who are interested in receiving Command Grade Training
should express that desire to their current CO. Only players with several months
experience will be considered for this training. 

4.2 The ranks are officially abbreviated as follows:

Officers:

Adm Admiral
VAdm Vice Admiral
Cmdor Commodore
Capt Captain
Cmdr Commander
LtCmdr Lieutenant Commander
Lt Lieutenant
Lt  Lieutenant Junior Grade
Esn Ensign

Enlisted personnel (NPCs/2C)

WA Warrant Officer (4 levels)
CPO(m) Master Chief Petty Officer
CPO(s) Senior Chief Petty Officer
CPO Chief Petty Officer
PO Petty Officer

The enlisted ranks are usually addressed informally as "Chief".
In addition, each PC (player character) can have civilian specialists
for his or her department.


4.3 The following table lists the ship and unit types in the HWF game,
followed by the suggested minimum rank for Commanding and First
Officers. This allows players to be placed in positions most
appropriate to their experience on role play in the HWF.
The different ships allow for different varieties of role play,
taking in to account that some players might like smaller or
larger units than the usual.

Ship class CO Rank FO Rank PCs Crew
--------------------------------------------------------------------
Corvette Lieutenant Lt  5 PCs 90
Frigate LtCmdr/Cmdr Lt/LtCmdr 7 PCs 200
Outpost LtCmdr Lieutenant
Destroyer Cmdr/Capt Lt/LtCmdr 8 PCs 410
Deep Space St. Cmdr Lt/LtCmdr
Light Cruiser Captain LtCmdr/Cmdr 9 PCs 660/750/1040
Battle Cruiser Captain LtCmdr/Cmdr 9 PCs 1020
Starbase Captain LtCmdr/Cmdr
Heavy Cruiser Captain LtCmdr/Cmdr 10 PCs 1480

Commanding officers of ships ranking up to and including Captain, are
generally referred to as 'Captain' in recognition to their function as
CO of the unit, rather than their actual rank.

For special missions and the administrative duties as a Squadron
Commander, Captains can be given a brevet to Commodore for the duration
of the mission or their administrative service as Squadron Commander.
This helps separate them from the officers under their command.
No officer with less than five missions completed during their command
of a unit can be permanently promoted to the rank of Commodore.

Vice Admirals can be appointed by the council upon the recommendation
of the elected administrators to head task forces or branches of
the HWF. In the case of branch heads, they will be referred to as
'Branch Admirals' and their rank is equal to a Commodore.
The Vice Admiral rank is a brevet, and ends with the conclusion to
the duration of office.

4.4 The Fleet Admiral is the only player permitted to assign Commanding
Officers and First Officers, and make any rank promotions for such
positions.


The Fleet Admiral must select players for the CO positions who have
completed Command Grade Training (CGT). A player may be assigned a 
command position in an "acting" capacity pending satisfactory completion 
of CGT. 


The ship's Commanding Officer is responsible for promotions within a
unit, and can promote to a rank one below that of the unit's First
Officers' maximum possible rank, according to the table in 4.3.

The Fleet Admiral and a Commanding Officer may both brevet a character
to any rank immediately below their own, but approval is required before
that rank is made permanent, or the character may be returned to their
previous rank once the circumstances the brevet was given for no longer
exist.

4.4.1 Prospective Command Candidates

Players who wish to try for a command position (CO or XO) may express
that desire to their CO. The CO may then put the player through on ship 
Command Grade Training as dictated in (4.5). If a player requests CGT 
training and feels that his/her CO has unfairly  denied that request, they may 
ask the Fleet CO to look into the situation. Please note, however, that in under 
most circumstances, only players who have a at least two adventures under their 
belt will be considered for CGT. 

4.4.2 Commanding and First Officers Beyond CGT

It is usual for the Fleet Admiral to select Commanding Officers
for a unit from beyond the players currently on board. This
creates the possibility for new role playing experiences, and
minimizes conflict if several players on that ship (who have at
some point completed Command Grade Training) applied for
the vacated spot on their vessel.

First Officer candidates should, likewise, be taken from those
who have completed Command Grade Training. The
Commanding Officer and Fleet Admiral will co-operate
in the selection of a First Officer.

Second Officers are chosen by the First Officer and Commanding Officer,
if the Second Officer position is considered a command position, rather
than a role play one.  In this case it is recommended (though not
compulsary) that the Second Officer pass Command Grade Training, running
a short mission (usually 1 week's worth of posts) in a Holodeck simulation.

This procedure should always be followed when launching a new unit,
if a vacated position is being filled on an already active unit the
CO's opinion has more weight in the selection of a player for that
particular role play environment.

Should more positions be open than covered by suitable applications,
the Fleet Admiral may assign a player who has not completed CGT as 
"acting" Commanding Officer untill a replacement can be found, or the player 
completes Command GradeTraining. Only players who have completed 
appropriate CGT maybe assigned as permanent Commanding Officer of a 
unit.

4.5 Command Grade Training (CGT)

For Commanding Officers and First Officers Command Grade Training is 
compulsary. For Second Officers it is recommended that CGT is
administered to show that the player can lead a story and encourage other
players to post.

Command Grade Training for prospective COs and XOs should, generally, 
last for 4 weeks posting at the minimal level.  The candidate is expected to 
post a minimum of twice per week, as is expected of any active First Officer or Commanding Officer.  The test may be administered in a Holodeck, or in the 
active RPG of the unit if plausible. 

CGT for Second Officers should last around 1 to 2 weeks
posting at the minimal level.  The candidate is expected to post a minimum
of twice per week, as would any active First Officer or Commanding Officer.
The test is administered in a Holodeck, with the Second Officer leading
a simulated mission.

The purpose of the Command Grade Training is to show that the player is
capable of leading the players in a unit through a mission, stirring
activity during lulls in posting and maintaining a flow to the thread.


4.6 Units are assigned priorities for positions, depending on when the
Fleet Personnel Officer received the request for personnel.
They are free to take guest players to fill a position temporarily,
but the Fleet Personnel Officer must assign permanent department heads.
Some units have extra positions available for civilians or specialists,
the number and type of these will depend upon the Commanding Officers'
experience; at the discretion of the Fleet Admiral.

The following is a list of the permanent positions available on
the different types of role playing unit:

Corvettes have five permanent player positions:

* CO, FO/OPS, CSO/FCO, CEO, CMO
The double-duty positions may be assigned as fit the characters on
the unit.

Frigates have seven permanent player positions:

* CO, FO, OPS/FCO, CEO/CSciO, CMO/CNS, CSO
The double-duty positions may be assigned as fit the characters on
the unit.
An additional player can take half of a double-duty position, or
serve as a mission specialist.
The FO may help out with the double-duty positions, according to
the character's qualification.

Destroyers have eight permanent player positions:

* CO, FO, OPS/FCO, CEO/CSciO, CMO/CNS, CSO
The double-duty positions may be assigned as fit the characters on
the unit.
Feynman Class vessels may have one additional player to serve
as Sensor Officer (DSO), at the Commanding Officer's discretion.
Medical vessels may have one additional player so as to split the
CMO and CNS roles to reinforce the ship's medical status.
An additional player can take half of a double-duty position, or
serve as a mission specialist.
The FO may help out with the double-duty positions, according to
the character's qualification.

Light Cruisers nine permament player positions:

* CO, FO, OPS, CEO, CSciO, CMO, CNS, CSO, FCO
The FCO may be replaced by an optional mission specialist.

Battlecruisers have nine permament player positions:

* CO, FO, OPS, CEO, CMO/CNS, CNS, CSO, FCO
The FCO may be replaced by an optional mission specialist.
An additional player may be taken as an optional mission specialist.

Heavy Cruisers have ten permament player positions:

* CO, FO, OPS, CEO, CSciO, CMO, CNS, CSO, FCO
The FCO may be replaced by an optional mission specialist.
An additional player may be taken as an optional mission specialist.

All ships above the Corvette are permitted an additional player as the
permament, civilian, lounge host. This character must not hold a
mission relevant position and will not be considered a player's perminent
character.

4.7 There are a variety of positions on the HWF ships and stations.

The following descriptions show the duties of each position common
in the HWF. These are GUIDELINES for the positions, and should not
be treated as rigid rules; they are flexible and open to player
interpretation and the discretion of the Commanding Officer.

4.7.1 Commanding Officer: The CO is the senior officer on board
a ship or station, usually ranked above Lieutenant Commander,
depending on the size of the unit.
The CO acts to ensure proper execution of the HWF rules and
the orders of the Fleet Admiral and other senior administrative
staff.
The CO sets the style for play during a mission, and must keep
their unit organized, and ensure the crew are motivated and
trained.
To this end, the CO is expected to post more frequently than
other players on the ship; it is advised the CO post twice a
week at the very least, to maintain the flow of role play.
The CO has the responsibility of creating a good role play
environment, and is expected to co-operate with the unit's GM
to achieve this.

The permanent CO may promote crew to ranks below that of the
minimum recommended rank for the First Officer. They may assign
and change all positions on the ship, and may appoint a
Second Officer at their discretion. This does not include the
appointment of a CO or FO.

It is the CO's responsibility to provide information required
by the administration for overall club continuity. The CO
may divide this responsibility between volunteering players
at their discretion.

In role play, the CO's duty is to choose from any options
presented by character, the option that will best ensure the
completion of the mission and encourage role play.

It is considered bad etiquette to write decisions and orders
on behalf of the CO without prior consultation; this is one
of the few areas the CO is able to involve themselves in the
mission, without interfering with a player's area of
expertise.

4.7.2 First Officer: The First Officer is the executive commander
of a ship or station. If the CO is absent, the FO must be
able to take over the duties of the CO if necessary.

The FO is second in command of a unit, and is usually one rank
below that of the CO.
The FO should post at least twice a week to help the CO keep
the flow of role play. Not doing so can seriously harm the
role play environment for everybody on the unit. If this
occurs, the administration will take steps to rectify the
problem.
If the CO does not post as outlined above, he can be assumed to
be 'in the ready room' and all decisions fall on the FO until
the CO resumes posting.
The FO is the roster and bio-file keeper of a unit, they must
ensure the player/character roster is up-to-date and sent out
frequently; once a month, or when a change in the roster occurs.
The FO should ensure that players keep the bio-files up-to-date
and that the ship's bio-file is sent out frequently; once
every three months, or when a change in any of the bio-files
occurs. In consultation with the CO, these duties may be
divided between willing volunteers on the unit.
The FO is the ship's personnel officer, and all new characters
must report to them on their arrival on the ship or station.

The FO ensures that the crew are capable of performing their
duties and carrying out the mission at all times.
They must ensure that the CO's orders are being carried out,
whilst also making sure the CO is aware of the options
available to help complete the mission. In consultation
with the CO, the FO may give mission-critical orders.

The FO must ensure the safety of the CO, and usually commands
the away team. The FO is also responsible for ensuring the
proper development of the officer's careers in the HWF.

In most cases the FO has a speciality (perhaps they served
as a CEO before being promoted). In these cases the FOs
may put more attention in to that area of the mission; this
especially the case on smaller vessels with double-duty
positions.


4.7.3 Notes on Posting Frequency

It is requested that players who are unable to post at least
twice a week, consistently, do not apply for a position as
a Commanding Officer or First Officer. If you can not post 
frequently (4 posts per month for non-CO/FO crew, 8 for CO or FO),
there is more-than-likely a position you might be able to fill 
(civilian lounge keeper for example) that will not harm the role 
play environment.  

It is HWF's policy to avoid punitive measures when possible. 
However, if a player creates problems for others, either 
actively or by not posting, we will do something to correct 
the situation - this is one of the purposes of the club 
administration, and specifically the fleet CO.

If you are to be away, or incapable of posting, for more than
three or four days you should notify your CO or GM. If you
are a CO inform the GM, SC and FO.

If the CO fails to post for more than four days he is
considered to be 'in the ready room', and the FO is permitted
to make decisions on the CO's behalf. It is important to
note that the FO does NOT become 'Acting Captain', and only
has the duties and privileges of the CO, without being in
the position.

If the CO is absent, it is important that the story continues
regardless, else the role play environment may be halmed.
Upon the CO's return, the CO is expected to read through what
has happened, and continue from where the story has reached
without changing what has happened in their absence.

In addition to the two top jobs, each ship has a crew of
various numbers of players who can hold any of the following
positions. Normally only one player will hold any of these
positions although with the CO's permission or by the ship's
class, a player may hold more than one position or a position
in a department below that of it's head. Under each officer
may be as many NPCs (non-player characters) as the player
wishes to create. Preferred NPCs should be registered with
the CO to protect them from being killed, it is possible
to have a secondary player character in a subordinate
position.


The following definitions are provided as GUIDELINES.  With the
approval of a ships Commanding Officer any player may expand upon
the role of their character within their position.  Make the most
of the freedom you have to develop a career for your character.

4.7.4 Operations Officer: Frequently the third in command
(Second Officer), the Operations Officer will take the conn.
when both the Commanding Officer and the First Officer are
absent.

Their usual job consists of the efficient allocation and
management of the ship or installation's resources. They
watch the ship's sensors, acting as the Commanding Officer's
eyes and ears. They will also have primary responsibility for
the ship's library and computers - calling up the information
the crew need on a situation.

The Operations Officer can back up the Science Officer or
Chief Engineering Officer, possessing some skills appropriate
to both positions. They can provide information from the
computer on alien races, spacial anomalies, and a whole host of
other nasties (or not-so-nasties:).

4.7.5 Tactical Officer: The Tactical Officer, or Chief Security
Officer (TAC/CSO), is responsible for the security of the
ship or installation and it's crew. They manage the ship's
weapons and shields. They also have responsibility for most
communications.

As a role-play position, the character generally takes a
paranoid approach to problems. They are often short-sighted,
and rough when dealing with others.
The character will put across these views to their Commanding
Officer, who has the final decision on what can be made of it.

4.7.6 Chief Engineering Officer: The Chief Engineering Officer
(CEO) is responsible for the upkeep of a ship or installation.
Their duties include repair and maintenance of the ship or
installations physical components (engines, shields,
life-support, transporters etc.).
The position also includes some responsibility for resource
and energy allocation, handled primarily by OPS.
The CEO investigates problems of a technical nature.

As a role-play position, the CEO will be the one who develops
some handy gadget needed for the story. They often come up
with the engineering solution that saves a civilisation or
planet from a major disaster.

4.7.7 Flight Control Officer: The Flight Control Officer (FCO/HELM)
is the ship's 'driver', taking the ship where the Commanding
Officer orders.
The Flight Control Officer also looks after the ship's shuttles
and shuttle bay(s), ensuring maintenance is carried out by
his staff in conjuction with Engineering.

On installations the Flight Control Officer is refered to
as the Chief Navigation Officer (CNO). This position expands
on the FCO position. The CNO must produce flight plans for
visiting vessels, assign escorts and tugs, and assign pilots
to the installation's support craft.

As a role-play position, the FCO is usually the hot-shot
onboard. They like the fast pace life-style, and are rarely
worried by the trivialities of modesty.

4.7.8 Chief Medical Officer: The Chief Medical Officer (CMO) is the
ship's doctor. They handle the sickbay and medical labs, finding
cures to plagues and dealing with other medical emergencies
(including such mundane things as a broken arm:).
Where qualified, the CMO is also expected to assist the Counselor,
trained to deal with trauma and other psychological problems the
good doctor's famed bed-side manner can be the first step towards
mental recovery.
In some cases the CMO might double up as Counselor, if their
qualifiactions merit such a combination.

As a role-play position, the CMO is often the one to point out
the importance of life. Taking the moral high-ground when the
ship or installation enters a battle.
"I'm a doctor, not a soldier!" is their catchphrase.

4.7.9 Counselor: The Counselor (CNS) is responsible for the
ambassadorial functions onboard a ship or installation. They
deal with alien races, trying to forge peace.
They also deal with the psychological matters of the crew,
making the First Officer aware of problems with moral, and
helping crew members through their problems. Often the CNS
will be responsible for settling in new additions to the crew.
If the ship or installation is host to civilians, then the CNS
will act as liason between Starfleet Officers and it's guests.

If qualified, the CNS may back up the CMO position.

As a role-play position, the CNS will offer an optimistic,
'romantic' approach to problems, in stark contrast to the opinions
of the TAC/CSO.

4.7.10 Chief Science Officer: The Chief Science Officer (CSciO) is
responsible for investigations of scientific problems, both
technological and biological. They act as back-up for both the
CMO and CEO (and vice-versa).

As a role-play position, the CSciO acts as an advisor to the
Commanding Officer on technical matters.

4.8 The Gamemaster


Like traditional role-playing games, each unit in HWF has a 
Gamemaster (GM). The GM's duties differ, however, from their 
namesake.  The GM is the eyes and ears for the administration. It is 
their job th ensure that unit they observe doesn't violate the continuity
of the club. Additionally, the GM should assist the CO in creating an 
enjoyable RP environment for the players in the unit. He/She can 
help accomplish this by playing villains and other NPCs. It is important
to remember, however, that the RP environment belongs to the 
players in HWF. The GM should never force his ideas on the players and 
should always get the CO's approval before creating an NPC. 

The GM should also keep on the lookout for any problems which may 
risk dangering the RPG or NRPG environments on his/her unit. Any 
serious problems that arrise should be reported promptly to the unit's 
Squadron Commander. 

As with any admin position, there is paperwork. Unless otherwise dictated
by the unit's CO, the GM is responsible for preparing a brief weekly 
situation report (sit rep) containing the week's activities on a unit. This report
should be submitted to the Unit's crew as well as the Fleet GM, who compiles
all reports into a Fleet-wide report. 

There are two more important notes concerning the GM position. GM's have 
the authority to recommend their players awards. The GM may also recommend
the entire unit for unit-wide awards such as the Outstanding Unit Citation.  And 
finally, it should be remembered that no player is allowed to GM a unit in which 
he/she actively plays on. 

4.9 Playing Multiple Roles

Some people just can't get enough of the game sometimes, so for this
reason players are permitted to play several different characters on
different role play units.

There is not strict limit on how many additional characters any player
may have active at any one time, though the following guidelines are
generally used as a good indication of a players rediness for additional
characters.  Players will be considered for second characters:

1. If they have been posting above the required monthly minimum
    post rate consistently.
2. If they have been promoted to the rank of Lieutenant Junior
    Grade
3. If they have been posting above the monthly minimum post rate
    with consistent quality.

If you fulfill one of these criteria then your chances of starting up
additional characters are good.  If you fulfil them all then you've
probably had a Commanding Officer ask you to play on their ship
already!! :)

If you wish to start more than one additional character then you will
still have to satisfy the above criteria on the units you play,
though number 2 will apply to just one of your characters rather than
both.


Additional characters may be created for a specific unit, on approval
of the Commanding Officer and the Fleet Personnel Officer.
Alternatively you can have your secondary character assigned through
the Fleet Personnel Officer to an open position in the Fleet.


There are other methods of playing different roles.

Firstly there are NPCs and 2Cs.
If you wish to play other characters on the same unit you can
add non-player characters (NPCs) to your department, one or
more of these can be registered with the Commanding Officer as
a Secondary Player Character (2C), which gives them the same
protection as your original character.

NPCs are generally used to add more atmosphere to the story, be
they crew members, or civilians.  They are considered expendable,
unless registered as a 2C, and may be killed if the story requires it.
2Cs may only be killed with the owning player's consent.

It is good etiquette to only create NPCs in your own department.
If you need to create an NPC in another department seek the player of
the department head's permission first, or create a low-ranked character
that won't significantly affect any plans for a department structure the
other player might have had.  If you are going to create multiple NPCs
in another department, it is again recommended you seek permission from
the appropriate player first.


Secondly there is 'The Villain'.
For some players the clean-cut Starfleet Officers are just a bit
too much.  They saw Star Trek II: The Wrath of Kahn and were egging on
Kahn to blow up the Enterprise, or were hoping that the Borg would
assimilate the Earth in 'Best of Both Worlds'.  There was no helping
these people - until now.

Though the role play medium players can finally live out their fantasy
of taking on the Federation's finest, with the only limitation being
that they can not play the Villain against a ship the are serving on
(that really would be the best of both worlds:).
Villains must be approved by the Fleet Personnel Officer, and follow
the guidelines set out in 'The Villain FAQ' (seperate document)

4.10 Villains

To field a Villain a player must contact the Fleet PO, and co-ordinate
the character's creation with the Fleet XO.
Once the character is created approval must be sought from the victim
unit's Commanding Officer and Games Master.
A Villain character may be any rank and may use NPC ships.  If a
Villain ship is to have more than one player character on board, however,
approval must be sought from the Fleet Commanding Officer
More detailed guidelines for Villains can be found in 'The Villain FAQ',
but most important of all the Villain must *always* lose.  They do not
have to be killed or captured, but their criminal activities must be
foiled.


5. Missions

Missions are assigned to units depending on the properties of the unit.
Generally the Fleet XO will try to use ideas from the players on the
units, whilst fitting it around the overall game situation and the
capabilities of the unit.

5.1 Bases, Deep Space Stations and Outposts

These units are incapable of movement, and so rely - for the most part -
upon the action coming to them.
They usually have an ongoing mission, as a point for resupply or as a
neutral ground for waring races.
In the majority of cases these units will have a support vessel, so they
can go out looking for trouble when none seems forthcoming.


5.2 Ships and mobile units

Ships and mobile units are gifted (or cursed) with an ability to
constantly go searching for trouble and interesting things to do.
Some are specialised in their tasks such as science vessels, others
are capable of a variety of roles.
They are expected to get the job done, in some cases no matter
the cost.

Different ships are capable of different missions.  Larger vessels
might deal with planetary disasters, whilst smaller vessels go in
search of missing ships or rush supplies to where they're needed.
Other vessels might go for months without resupply, charting new
frontiers in the Cocoon.

The units in the Cocoon Fleet are part of the Federation, and their
crews are expected to live up to the ideals set at it's founding.
Making an example to others and showing new races what the
Federation stands for.

Missions may be created in a variety of ways.  Usually the Fleet XO
will try and accomodate the wishes of the Commanding Officer on a
unit, whilst fitting it in to 'the big picture' that is the background
for The Cocoon Fleet.  Other times, when no ideas are forthcoming or
'the big picture' requires it, the Fleet XO will assign a mission
he or she deems appropriate.
Players at all levels and GMs are free to offer mission ideas for their
unit or others.  These should be sent to the Fleet XO who will then
look over them and try and create a set of mission orders from them.
Sometimes units are assigned follow-up missions, carrying on where
another unit left off.  This adds to the realism in cases when a
scout might have discovered something, and a science vessel is
required for a thorough investigation.

Every mission that a unit undertakes with have an effect, small or
large, upon what is considered canonical background for the Cocoon
Fleet.  For this reason, once a mission is completed, a summary is
created and submissions are made for the Cocoon Fleet Encyclopedia.
This ensures that a history of past events is kept, and the actions
of a unit on a mission are preserved.

The administration will do their best to ensure that players keep
within reasonable boundries, and that major canonical background is
preserved.  In short this means they'll keep an eye out to make sure
no super powers are created and no wars are started (or ended :)
prematurely.

Remember this is your game as much as anybode elses - and your input
makes a difference. :)


6. Your Character and His or Her Career

The rewards for involvement in HWF are different for every player, and
we do our best to ensure that the environment we have created satisfies
all of our members.  Part of this involves the progression of a character
and his career, and every officer has their own, and different, set of
goals.

Some players seek to have their character advance in rank and eventually
sit in the centre chair.  For others the goal is to improve their writing in
a friendly medium that encourages practicing.  For others still the
enjoyment comes simply from participating in the game.

Most players would probably fall in to at least two of the above categories,
but in the end the HWF accomodates them all.
We want you to enjoy your time here and get the most out of playing as you
possibly can, to enjoy the interaction between yourself and other players.

The world you create for your character is imaginary, but in a way it is
also very real.  Players get a lot of satisfaction from seeing how
their character and those of other players develop to a point that in
the rare event of a character's death some players actually become
upset and feel loss of a character that exists only on paper.
The characters can touch upon peoples lives, and allow expression of
ones imagination.

You might well find that role playing is not only fun, but easily
addictive.  We hope you will be drawn in to the HWF experience, and make
new friends here.
When you first arrive you will be incouraged to interact with other plays
in role play and out.  Work with other players, as part of a team, and the
rewards will speak for themselves.  Great joy comes from the development
of players ideas by others, consider that when somebody posts a follow up
to your post, and when you respond to theirs.
Your role play achievements will not go unnoticed in HWF, through player,
character and unit awards and through promotions everybody is recognised
for their abilities as a team player.  And, above all, Post! Post! Post! :)

7. The HWF Council

The HWF is a co-operative democratic group.  HWF is managed by the
Fleet CO and his or her co-administrators, but in the end it is the players
who have the final say through the council.  Policy is set by the Council,
and unpopular decision can be over-ruled through them.
The Fleet CO and the administrators themselves are elected by the Council
every six months.
All decisions of the Council can be overruled by a majority vote of the
membership.

For further information on how the HWF Council, please consult the club
charter (seperate document).


8. Awards


   HWF has two kinds of awards.

   8.1 Awards to PLAYERS are given for outstanding role playing, creativity
       and for contributions to the club.

       Awards to CHARACTERS are for outstanding performance in the line of
       duty.

   8.2 All award submissions have to come with a brief rationale as to why
       the character/player/unit should receive the award. The rationale
       should not exceed 8 lines and will be the basis for the decision
       about the issuance of the award.

   8.3 There are Council Awards, Major Awards and Minor Awards, describing
       by what instance they are approved from.

       8.3.1 Council Award:   An award given to recognize outstanding
             performance at the highest level.

       8.3.2 Major Award:   An award that is given for a high level of
             achievement (saving civilizations, preventing battles, winning
             battles, taking extreme and deliberate personal risk, unique or
             significant advances in science, engineering, or medicine,
             long and significant service in the administration of HWF,
             significant achievement in creativity or improvement in role
             playing).

       8.3.3 Minor Award:   An award recognizing achievement at a smaller
             scale (saving a life, settling a minor trade dispute,
             wounded in the line of duty, innovative uses of existing
             technology, or shorter but still important service in the
             administration of HWF).

   8.4 Issuance of Awards

       8.4.1 Council Awards:  Nominations for these awards are made to the
             AHR Council. A majority vote by the Council in favor of the
             award is required before it can be given, to emphasize the
             significance of the medals. The award is then issued by the
             Admiral.

       8.4.2 Individual Major Character Awards: For major character awards
             the approving authority is the Admiral. The request comes from
             the CO, FO or GM of the unit.

             The CO may make recommendations for his crew to the Admiral.
             The GM may make nominations for the CO and crew.
             The FO may make nominations for an award to be given to the CO.

             Awards are made within 4 days of the request.

             If an award is denied, the Admiral shall offer a brief
             explanation for the decision and the nominator may request that
             the Admiral reconsider.

             If no response from the Admiral is received within four days
             and the Admiral is known to be on duty it shall be taken as
             consent to the award. The award is then issued by the
             commanding officer.

       8.4.3 Individual Minor Character Awards

             For minor character awards the approving authority is the CO.
             The award is made by the CO.

       8.4.4 Unit Award for Groups of Characters

             The approving authority is the Admiral.  Nominations come from
             the GM of a ship after the completion of a mission.

       8.4.5 Player Awards

        	For major awards, the approving authority are the Council 
		or the Fleet CO. Any member may make a nomination. 
		These are awarded every two months or after council sessions 
		by the Fleet CO.

		For minor player awards the approving authority is the CO.
        	The award is made by the CO

       8.4.6 Creativity Awards

             The approving authority is the Admiral. The CO or GM makes the
             nomination for the crew. The GM or the FO makes the nomination
             for the CO. Awarded at the end of a mission by the Admiral.


   8.5 Awards List

       8.5.1 Character Awards

             8.5.1.1 Awards for Valor/Heroism/Bravery/Bleeding/Dying/Etc.
                     (May be awarded to any character, does not imply
                     brilliant military strategy.)

                     Council Award

                     Federation Medal of Honor:   For heroism that made a
                     pivotal difference to the existence of the Federation.

                     Major Award

                     Golden Nebula:   For extraordinary valor that goes
                     beyond the call of duty. The character was willing
                     to voluntarily risk to sacrificing himself for the
                     successful achievement of the mission goals.

                     Minor Awards

                     Wounded Lion:   Awarded to officers who were seriously
                     wounded in the line of duty.

                     Star of Hope:   Posthumously awarded to officers who
                     lost their life in the line of duty. This medal may
                     be awarded to NPC's who have died.

             8.5.1.2 Awards for Military Strategy

                     Council Award

                     Latinum Star:   For great military victories and
                     triumphs against all odds and/or an overpowering enemy.

                     Major Award

          		   Shield of Alexander:   For innovative use of existing
           		   military strategies, or creating new ones, resulting
           		   in minor victories.

             8.5.1.3 CO Awards:

    	   		    Major:

           		    Picard Medal of Honor: Bestowed upon an exemplary CO
		          character who has served in such a capacity for more than 1
         		    year.  [*note* must be recommended to the Fleet CO by
		          either the FO or GM of the unit, or noticed by the Fleet CO
		          themselves]	

             8.5.1.4 FO Awards:

           		    Major:

	                Spock Medal of Honor:  Bestowed upon an exemplary FO
	                character who has served in that capacity for more than 6
		          months

             8.5.1.5 Award for Security/Tactical:

			   Major Award
	
		    	   Worf Medal: For longtime (1 year minimum) quality service as a CSO
			   in the fleet

		    	   Minor Award:

	       	   Silver Nebula: For consistently performing at
		         a level of excellence in security/tactical fields,
		         ensuring the safety of unit and crew.

             8.5.1.6 Awards for achievement in Engineering

                     Major Award
	
			   Montgomery Scott Medal: For longtime (1 year minimum) 
		 	   quality service as a CEO in the fleet

                     Roddenberry Ribbon for Engineering:   For significant
                     new discoveries in Engineering.

                     Minor Award

                     Zefram Cochrane Medal:   For innovative use of
                     existing engineering strategies.

             8.5.1.7 Awards for achievement in Science

                     Major Award

	   		   Dax medal: For longtime (1 year minimum) quality service as 
	   		   a CSciO in the fleet

                     Roddenberry Ribbon for Science:   For significant new
                     discoveries.

                     Minor Award

                     Noonian Soong Medal:   For innovative application of
                     known scientific principles.

  		 8.5.1.8 Awards for OPs's:

          		   Major award

          		   The Data Medal of Honor: For longtime (1 year minimum)
          		   consitent excellence at operations

          		   Minor award

          		   The Kim Award for Operations: For an inovation at the
          		   OPs that results in saving a ship in danger.

             8.5.1.9 Awards for achievement in Medicine

                     Major Award

	   		   Crusher Medal: For longtime (1 year minimum) quality service 
	   		   as a CMO in the fleet

                     Roddenberry Ribbon for Medicine:   For significant new
                     contributions to medical science.

                     Minor Award

                     Leonard McCoy Medal:   For innovative use of existing
                     medical technologies and knowledge.

             8.5.1.10 Awards for FCO's:

    	  		   Major award

       	  	   The Sulu Medal of Honor: For longtime (1 year minimum) 
	  		   consitent excellence in helmsmanship.

    	  		   Minor award

          		   The Riker Award for Helmsmanship: For an inovation at the
          		   helm that results in saving a ship in danger.

             8.5.1.11 Awards for CNS's:

            	   Major Award

            	   Shafer Star of Service:  For longtime (1 year minimum) quality
            	   service as a CNS in the fleet

            	   Minor Award

            	   Troi Plaque: For innovative use of
            	   existing counseling techniques or formation
            	   of a new one.

             8.5.1.12 Awards for Achievement in Diplomacy

                     Major Award

                     Roddenberry Ribbon for Diplomacy:   For significant
                     contributions to galactic peace.

                     Minor Award

                     Surak Medal:   For original solutions to diplomatic or
                     personnel problems.

             8.5.1.13 Civilain Character Awards:

			   Major Award:

			   Guinan Certificate:  For high quality interaction by a civilian
			   character on a unit, above the minimum of 1 per month  for at least a
			   year.  The civilian adds life and flavor to the unit.

		         Minor Award:
	
			   Mot Certificate: For quality interaction by a civilian character on a
			   unit, at least at miniumum levels for at least 4 months. The civilian
			   adds life and flavor to the unit.


             8.5.1.14 General Award

                     Major Award

                     Distinguished Service Star:   For significant
                     creativity in advancing the goals of Starfleet we
                     award the Distinguished Service Star. This is the
                     medal handed out for award worthy contributions across
                     all fields. It can be used as the recognition of a
                     brave deed or for an ingenious twist that saves the
                     day, the steady work in a field that doesn't find
                     recognition otherwise but deserves the officer is
                     called in front of his crewmates and honored with
                     something more than just a promotion. It is both a
                     multi-purpose award and something special to receive.

                     Minor Award

                     Distinguished Service Medal:  For service similar to
                     that of the Distinguished Service Star but at a lesser
                     level.

       8.5.2 Unit Award for Groups of Characters

                     Major Award

                     Outstanding Unit Citation:   For outstanding role play
                     as a group, that sets an example to all of the Fleet.

        		   Outstanding Mission Award:  For outstanding role play as a group
        		   during a single mission that sets and example for all of the
        		   fleet.

       8.5.3 Player Awards

             8.5.3.1 Service Awards for Players

                     Council Award

                     Outstanding Service Citation:   For meeting the highest
                     standards of long time roleplaying or for actively and
                     successfully serving in an administrative position for
                     more than 6 months.

                     Major Award

                     Meritorious Service Citation:   For continued
                     outstanding roleplaying that sets an example, or for
                     actively serving in an administrative position for
                     more than 3 months.

             8.5.3.2 Creativity Award for Players

                     Major Award

	   		   Gold Ribbon:  For consistently high quality of posting on a 
   			   higher level than the Blue Ribbon and at a decent rate above 
			   the bare minimum requirement, for at least a year.

                     Fleet Commendation:   For superior improvement in
                     writing or in interaction with other players.


	   		   Minor Award:

           		   Blue Ribbon:  For consistently high quality of
           		   posting at a decent rate above the bare
           		   minimum requirement

           		   Unit Commendation:  For significant improvement in writing
	               or in interacting with other players on the unit.

             8.5.3.3 More General Awards for Players

                     Major Award

                     Golden Chain Award: Given to players who are
                     thought to be indespensible.

                     Minor Award

                     Wingman Award: Usually awarded to players who take an
                     active role in creative areas beside role play,
 			   creating background and working to make the club better as a
                     whole.  Also given to players and GMs who selflessly
                     put other players in to the spotlight in role play.

                     Terraformer Award: Given to players who 'bring life'
                     to the game, who's influence boosts the creativity
                     of other players in the unit they play on.

   		8.5.3.4 Player Awards for FO or CO

	   		   Council Award

	   		   Starfleet Leadership Council Award:

    	   		   Awarded by the council to CO or FO who has served in that 
	   		   capacity for 2 years (or more), providing not only exemplary 
	   		   leadership to their fleet, but a role model for other current 
	   		   or aspiring CO's or FO's both in their posting and in their 
	   		   personel managment.

	   		   Major  Award

           		   Starfleet Leadership Medal:   Bestowed upon a player
           		   who, serving as either FO or CO for more than 6 months,
           		   provides exemplary leadership to their unit.

           		   Starfleet Medal of Promise: Bestowed upon a player who,
           		   serving during their first mission as CO or FO, shows
           		   exemplary leadership skills for their unit and shows promise
           		   to develop those skills in further missions. To be awarded at
           		   the end of the player's first mission in a command position.

   		8.5.3.5 Viperette award

           		   Minor Award

           		   Viper Badge: for most promising newcomer.
           		   To be awarded at the end of a mission

9. Unit Duties

To ensure the smooth operation of the HWF as a whole, units are
required to provide several documents on a regular basis to keep
the stored information current.

9.1 The Roster

This should be kept up-to-date - with a new one posted to the unit's mail
list at monthly intervals and as and when any modifications are made.
This should be kept up-to-date by the assigned roster keeper.

This should include:

* character ranks
* character names
* character race and gender
* activity status
* player names
* email addresses

This should follow the lay out of the rosters on the HWF WWW pages, and
should have the date of last change attached.

The administration maintain mail lists for the units in the HWF, as well
as for discussion and other requirements.  If there is a problem with
a mail list the unit must notify the Fleet CO and Fleet XO immediately.

9.2 The Bio-Files

The crew bio-files should contain the biographies of each active
player-character on board a unit.  These should be sent out at the end
of each mission, or when a change is made to the contents of the
biographies.
It is recommended that players update their own character's biography
at the completion of each mission.
This should be kept and distributed by the assigned roster keeper or
bio-file keeper.

9.3 Other Important Documents

These should be submitted by the Mission Chronist to maintain an ordered
canonical background.

The following are required:

  9.3.1 Mission Summaries
   A mission log should be submitted to the Squadron Commanders at
        the completion of each mission.  This should include a list of the
        crew on the mission, a summary of the events in the mission, as well
        as any promotions/awards given out at the mission's conclusion.

  9.3.2 Encylopedia Entries
   A summary of any encountered anomalies, cultures or other points
   of interest should be submitted to the Fleet XO for inclusion in
   the Cocoon Fleet Encylopedia.


9.4 The above duties fall, by default, upon the Commanding Officer.  They
may be transferred to voluneers or the First Officer, but the Commanding
Officer remains ultimately responsible for them

9.5 GM Documents

The unit Games Master is required to send a weeky situation report to
the Fleet Games Master for inclusion in the weekly Fleet-Wide Situation
report.

The unit Games Master must also distribute the Fleet-Wide Situation report
the mail list of the unit.

If the Games Master is unable to fulfil these tasks for any reason, then the
duties fall upon the Commanding Officer.




A. BOOKS AND REFERENCES


There are several references which players can use to assist them in their 
roleplaying. Below is a list of sources which have been found to be useful 
in the past. Player are welcome to submit new source material for addition 
to this list. 

World Wide Web:

The HoloWorld Fleet Support Site at
http://www.geocities.com/Area51/Nebula/7819/

The Holoworld Fleet Support Site, Talk City Mirror
http://home.talkcity.com/StudioDr/holoworldfleet/index.html


The Cocoon Encyclopedia at
http://www.geocities.com/~holoworldfleet/ency.html

Books:

STAR TREK--THE NEXT GENERATION TECHNICAL MANUAL, by R. Sternbach and M.
Okuda, Pocket Books, 1991, $16.00, ISBN 0-671-70427-3
Describes the Galaxy Class starship and much technical information,
such as phasers, shuttles, engines, etc.

STAR TREK--THE WORLDS OF THE FEDERATION, by S. Johnson, Pocket Books,
1989, $14.00.
Describes the different races and home planets of the Federation,
neutral planets, and enemies.

STAR FLEET TECHNICAL JOURNAL, Star Log Press, $5.95.
Star Log, a magazine company, publishes this book containing
blueprints/equipment on the Galaxy Class starship.

SHIPS OF THE STAR FLEET, VOL 1, Mastercom Data Center, 1988 and 1991.
Shows complete schematics on 17 different starships.

STAR FLEET DYNAMICS, Star Fleet Academy Training Press, 2291.
Complete officer's guide for equipment and information.

STAR FLEET OFFICER'S MANUAL, FASA, nfi.
A book for the Star Trek Role-Playing Game.

Other media:

The Star Trek Omnepedia CD ROM, Simon and Schuster Interactive,
ISBN 0-671-52889-0
-------------------------
This document 

Written by Phil D.Long  for alt.holoworld.rpg.startrek

(c) 1999, alt.holoworld.rpg.startrek

Ammended by Clark D. Goble for alt.holoworld.rpg.startrek
(c) 1999, alt.holoworld.rpg.startrek

Awards ammended by Aly for alt.holoworld.rpg.startrek
(c) 2001, 2002, alt.holoworld.rpg.startrek

    Source: geocities.com/holoworldfleet/documents

               ( geocities.com/holoworldfleet)