THE HWF VILLAIN FAQ

Unlike the regular characters in HWF which go as officers of Starfleet, with
all the ideals and regulations and good-guy-attitude, the villains are
characters that represent the dangerous and evil side of the universe,
opposing the good guys on various levels, from holding a grudge against a
single officer to trying to destroy the entire Federation.

This, of course, will not do as long as there is heartbeat in an officer of
the Fleet and the plot tends to thicken whereever they meet. There are,
however, a few rules:

1. Villains will loose in the end. They might gain a temporary advantage, but
   in the end they fail. If your villain is a PCs, rule 2 applies to them.

2. Villains, just as other characters, cannot kill a PC without the consent of
   the character's player. Injuring and capturing is ok, based on a consenting
   arrangement (for injuries that will disable the character in a sever manner
   for the time being) and the flow of the story. Usually common sense should
   tell you what is 'in' and what is 'out', experience in playing your regular
   character(s) will help. We strongly recommend you at least achieved one
   promotion with your required regular character before you start a villain.

3. You cannot play a villain against a ship you are playing a regular character
   on. You can play a villain against a ship you GM, although an independant
   villain is preferred and should be looked for to make the villain job more
   attractive.

4a You have to be through OTC with an active character to play a villain.

4b You have to sign your villain up with the Villain GM, then you can start
   playing in the open. This means you can play without interfering with an
   ongoing storyline to introduce and develop your villain after his bio has
   been approved. The villain GM will assist in creating the bio to fit the
   villain into the established background.

4c If you want to take up things with one of the operating crews, be it ship
   or base or something else to be created in the future, you contact the
   commanding officer and GM of that unit and discuss your involvement, or
   you advertise that you are 'for hire' and wait for offers. The Villain GM
   will actively help in this process.

5. You are playing rather independently but you are also responsible for the
   actions of your character. If you are interacting with a ship, you are
   answerable to both the GM there and the Villain GM. Keep in mind that
   they are responsible for the RP environment of their respective players,
   along with the CO who will want to talk to you too.

6. The Fleet XO is the person to contact if you have complaints and has final
   authority over all villains.


Villain GM duty sheet:

The villain GM serves as an assistant to the Fleet XO and part of the GM
network of HWF. He is answerable to the Fleet XO and Admiral and coordinates
the players under his supervision with the unit and canon GMs and if required
with the unit COs directly.

1) Upon application of a villain candidate he works with the candidate to
   create a reasonable biography for the villain character

2) This bio requires final approval by the Fleet XO

3) Approval given, the villain can start playing without interfering with
   running threads or altering the general structure of the game background

4) Upon coordination by the Villain GM, the character can enter threads and
   work on foreshadowing for future threads in cooperation with the unit or
   canon GM involved.

   The Villain GM is encouraged to contact unit GMs and COs to hire those
   free villains.

5) The Villain GM at all times supervises the villain posts to catch any major
   flaws that may unduely interfere with other threads. Should this happen, it
   is his duty to notify the Fleet XO to initiate control procedures.

6) Should disagreements occur between the Villain GM and a villain player, the
   Fleet XO will resolve them with his authority, if required, appeal to the
   ombudsman nonwithstanding.



    Source: geocities.com/~holoworldfleet/documents

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