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.