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Dec 30, 2009, 1:23am




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 AuthorAnnouncement: The Capital Police Force (Read 304 times)
Nathalia
Queen of Hearts
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Killing Pretty People since 2006
member is offline

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It's so easy when you're evil...



Joined: Aug 2007
Gender: Female
Posts: 2,406
 The Capital Police Force
« Thread Started on Nov 7, 2009, 3:24am »

Welcome to the Capital Police Academy, a PC-run job opportunity for your Card to earn ranks and bonuses aside from those offered by the Courts!

The Capital Police Academy is not for the faint of heart, and those who would join are forewarned that this is not the safest job ever invented.
For every perk, there is a slap in the face.

All Suits and Ranks are welcome, some more so than others, and anyone can join so long as they are considered to be an adult by the heads of the station.

This is an entirely Dealer/PC-run section of the site (with very few exceptions). Small chunks of information will, on occasion, be tossed up for you, but this will largely end up being based on how well you are able to handle these characters and options with other players or yourself.

Every two to four weeks, a new “case” will be assigned to each level in the police station. It can be tackled by up to two different groups each time. This will be explained further in the rules below. There are eight NPCs that will come with the station. They are (in most cases) your superior officers and are to be obeyed...whether you like it or not. This is a situation that will give you villainous NPC outlines to work with for every case; you will then be able to play them and their actions with your character without having to wait on a moderator or another player if you don’t want to.

Keep in mind that this is a Police station, so disobedience to the law or your superiors could result in a far worse fate than simple ejection from the force...

-------------------

Rules:

1. Please play nicely with other people on the police squad. Some missions and cases will require more than one PC to solve it and tackle the NPC villain. However much this might cause a player to dislike playing with another, keep in mind that you will be paired for pacing (quick players are more likely to be paired with one another) and that we are trying to have an enjoyable time with these. If your characters don’t like one another and are assigned to the same case, take it as an opportunity for them to expand their horizons in a positive or negative light.

2. Please only make use of the NPCs assigned to you for your case level. If you are found using an overpowered NPC for your lower-level case, that thread will be terminated, no points will be gained for it, and you may be kicked off of the force.

3. You will be given (in order for you to be able to play them) knowledge of your opponent’s powers and abilities in the confidence that you will use them without your characters’ knowledge. This information is not being given to you so that your character can be played as “psychic” and automatically know what’s coming to put the villain out with one well-planned blow. It’s done so that you can choreograph your own challenges without having to wait for an admin. The same thing goes for the NPC officers you may be allowed to take with you for a mission. Please use them according to their guidelines and not as tanks or “meat-shields”.

4. In many situations, there will only be a limited amount of PC police allowed on a case at a time. If you aren’t able to find the clues littered about the site fast enough then you might have to wait for an “open” case to come around to get your turn. “Open” cases tend to be slower-paced and easier for people to take care of when they aren’t around as often; they tend to revolve more heavily around theft, larceny, and petty tortuous injury (eg: he gave me a black eye!).

5. Stay within the parameters defined by the case given to you. If the case states that the person you’re looking for lives somewhere in Morganberry, don’t complain that you can’t find his information in the Capital. If a villain is said to be hiding out in the Capital, don’t say that you caught him in Avington.

6. Just because you have an officer character does not mean that you are now allowed to involve yourself in any fight on the board. Ask people before your officer decides to jump into a thread, as this fight may have been preordained for plot purposes. The police aren’t around every single corner (though they might like you to think they are) and the Capital is huge. It isn’t unreasonable for your character to miss a scrap every now and again.

7. Officers are sworn under oath to duty to do their absolute best not to kill.

I know - counter-intuitive, isn’t it?

Truly though, they aren’t out to gun down every baddie they see. In fact, some may be tossed in a cell for a few days and then released! Going after a thief who stole bread and blowing their head off with your Queen’s ability will not impress your commanding officer and may even earn some harsh punishments as a result. This also goes for excessive abuse, especially out of character. Coppers are not out here to break every Card’s kneecaps who stole a loaf of bread.

Consider that, even if the act was wrong, they may have had a reason for doing it, and their punishment may not be as harshly considered. Having an overly vigilant character who thinks “all villains must die!” will likely not only have the SD in question kicked off the squad, but also probably cast as a villain themselves and arrested by their former coworkers.

However, if it is ridiculously in character for your copper to go insane on a baddie due to past conceptions or preconceived notions, realize that the admin will not only allow, but smile on this behavior. Just be aware that it still may result in a pissed off superior when you return to the station that evening. (For example: If I were to force Mr. Todd to become a copper, he would be horrifically prejudiced against any and every Morganberry he saw, sometimes going out of his way to punish the Morganberries he caught unjustly because he simply can’t stand the Realm and what he thinks it’s done to his life. He would receive demerits for this conduct and may even have a spell or curse laid on him to rectify this behavior.)

8. When confronting a baddie after they have been located by your cop, do not be too surprised if every once in awhile the Admin pops her head in and issues the baddie with a power s/he had hidden up their sleeve, or a random move they might make. Once per encounter (meaning once per thread with a battle/contention going on), the admin will roll a die to see if your NPC buddy (should you have one) pulls an extra ability out, if you stumble upon a dropped item or weapon, if the baddie pulls an extra trick, or if nothing happens and you play out as planned. The Admin will not be playing with you (hardly ever, as her life has eaten her), but it will not be unusual for her to stick her nose in, especially if it looks as though either the copper in question is abusing their power, the Dealer hasn’t read the baddie’s description, or they’re trying to make the baddie into an impromptu pushover without any consequences.

Sometimes, the baddie in question will be an absolute whining cur and your copper should have no problem rolling them up in a rug and tossing them in a cell.

This, however, will be indicated to you in the baddie’s short description as you take your case.

-------------------

NPCs:

There are a few rules pertaining to the NPCs to be used in the Police Station. They are being supplied to you for backup and to bounce your character off of if you have a hard time playing alone.

1. The NPCs are not here to be killed. Look at their personality snippets. If it seems likely that one of them would take a shot for you then you might be able to play it out as such. If it doesn’t (you should be able to tell, I’ll try to make it obvious), then don’t let them take every hit until they drop to keep your character pristine. This also works in reverse. They’re here to help you on certain missions, not just to look pretty (or ugly, depending on the person). Their abilities will be supplied to you along with their personality snippets, so be sure to make use of them if they’re offered. The fights will be monitored, so be careful not to double-use their abilities.

2. If you are allowed to take an NPC or two with you on your mission, it will be mentioned in the police sketch that’s posted up every three to four weeks. It will be specific as to level and rank so that you are aware which one pertains to you. (For example: If you are a level one copper and there might be three missions posted. You would look for the section under the heading for level ones. This is the part of the description that would dictate to you who and what your tools and available NPCs are.)

3. Some missions will not allow you to use NPCs. Do not take them on the missions anyway or your character will be penalized.

4. The NPCs are not to be abused. If your lower-ranked Club character is capable of forcing every character on the force to fear them without question, there will be an investigation into why.

5. The NPCs are not your pets.

They have to be shared with other PCs on the force, and they may be assigned to some missions with other players and not with yours in some occasions.

If you’ve RPed out a relationship between the NPC and your character, realize that this character may be played differently when in someone else’s hands and that they do not have to play them to your tastes, just to their stated personality outlines. You can ask that the other person respect your previous RP standards, but they aren’t required to do so and should report if you try to push too hard.

As a note, malicious ruining of an NPC to get back at another person will be punished.

6. As these NPCs are pictured characters, your character might be allowed to breed with them should you so choose. The request may not be accepted, but you can make the attempt and an RP reason for its possibility will be requested.

7. With three exceptions, the NPCs could possibly be purchased at a later date if you become too attached to them.

8. NPCs are still under the jurisdiction of the Admin. If she decides to insert something for them in a fight, you will need to obey it as cannon for them.

-------------------

Ranks:

As your character advances in the academy, they will be able to gain ranks and status on the force. Your character can make quite a few choices as to which paths to take.

1. Everyone starts off as a Level one Officer.

This is the title designated to you, and the only one you will have rights to in the beginning. Officers aren’t given access to any of the Police force abilities or weapons yet as many of them are still considered to be in training or uncomfortable/unfamiliar with the weaponry and powers.

Officers are allowed to use the abilities at their disposal in order to bring prisoners and cases assigned to them to justice with as little violence as seems to be possible or reasonable. Officers are more likely to be assigned to small, petty crimes that will help to initiate them to the force with less risk. Higher-ranked Cards new on the force may be assigned to more difficult duties if their abilities allow them to handle it. Or they may be allowed to go alone.


2. Level two characters are called Sergeants.

This level can be acquired with 50 assigned/unassigned points and the approval of a superior officer (PM the Admin). You also must have posted at least ten times since becoming an officer in some form of service to the academy. (So, for example: Xenon, with her mighty art powers, can’t simply join, then PM the Admin instantly with 50 unassigned points and get a raise to Captaincy within the first week.)

Sergeants are allowed to make use of the first spell issued to the police force. This will be PMed to the Dealer once their character ranks up.

Sergeants have dominion over Officers and may be given permission to take a small group of them into fights. They may also be given the opportunity to take on more difficult missions and make use of higher-ranked NPCs.

3. Level Three is the most complex level. These characters may split their path and many people who achieve level three remain there and pursue the unique experiences offered. When promoted from Sergeant, you automatically become a Lieutenant.

This rank-up costs 100 points assigned/unassigned and at least two full cases completed in your previous rank.

Lieutenants are PMed their newly-gained powers once they achieve this new level. These powers may warp and change, depending on the changes and advances a copper makes in the third level. Lieutenants are allowed to take on more difficult cases, travel with a group or alone, and given more free use of the NPCs.

Lieutenants, as they will be taking on more serious and dangerous missions, will also be PMed with a choice of Police pet. These are usually trained police Aces, Borogoves, or Jubjubs, though one other creature is given out on very rare occasions to those who seem able to handle it. This creature is, in normal circumstances, highly trained in an area of specialty to help its master.

After a Lieutenant has posted 10 times in their new rank, they may make the choice to promote themselves into a different section of the field.
Warning: Choosing to move into a separate section of the Lieutenant’s field instead of moving up the usual academy career ladder will result in your character’s rank remaining at level three. There may be unusual occurrences and hidden ranks in this field, but you will never be able to pursue the other ranks outside of level three due to vastly different training skills and specialization.

The following are the ranks achievable within the rank of Lieutenant.

Detective: 100 points, assigned only, and at least one full case completed in your previous rank.

Some of the most important people on the force, detectives get an automatic upgrade power, as does their police pet in order to assist them with extremely difficult locating tasks as they desperately attempt to uncover a lead to the next case they have to work on. Some cases for other ranks cannot be solved without the use of a detective’s abilities and some require you to use these abilities in exceedingly creative ways. Detectives can rank up further within their own section of level three, though many get so carried away with their current projects that they don’t bother.

Medical Forensics: 100 points, assigned only, and at least one full case completed in your previous rank.[/b]

Medical Forensics rarely ever see the sun again, and this job is usually reserved for those who have Corvie blood in them out of bias. However, if you convince your commanding officer that you’re capable then she just might let you in anyway. These coppers are automatically assigned a very [i]special
familiar that will assist them in being able to identify people, either through tissue samples or extreme perseverance. The public is generally unaware of these coppers and they are very rarely seen, usually sticking to their labs or picking at recently-located corpses.

Night Watch: 100 points, assigned only, and at least one full case completed in your previous rank.

The Night Watch gets a bit of a bad rap.

Many would say that those stuck working the night watch didn’t feel the need to further themselves, or that they were simply foisted there for being useless.

This is in no way true.

The Night Watchmen are trained to be especially good at keeping still, preying on their enemies’ weaknesses, and finding their way to people who don’t want to be found. They receive and extra ability upon joining and their assigned pet will also gain an interesting power or magical item. The Night Watch are the most usual coppers for the public to run into during the evening. They constantly patrol the streets along with the Corporals (level fours), who mainly manage the day watch.

4. Level fours are referred to as Corporals.

This rank up costs 100 points assigned/unassigned and 50 points assigned only, as well as at least three full cases completed in your previous rank.

Once gaining this rank, officers are given another rank-specific power that varies slightly between characters.

These coppers are considered to be the “Day Watch”. They are most often seen patrolling the streets, the first people to be picked on when fights spring up, and the first people on the scene at the sound of a scream. They are well-trained to deal with miscreants of all varieties and are well-equipped and capable of taking on the challenges thrown at them.

5. This level is referred to as Captain.

This rank up costs 200 points assigned/unassigned and 100 points assigned only, plus at least two full cases completed in your previous rank.

Captains have use of all NPCs save one, though some may be restricted as per the case, and are able to issue some orders to the lower levels. Some majority cases will attempt to target them and as a result, Captains find themselves with the largest (and most useful) arsenal of spells and a special Police weapon and possibly new pet/assistant. Captains may also raise themselves in ranks...but doing so might mean fighting the current Captain for the title. There are places for 3 Captains at a time though, so hopefully it won’t come to that.

Captains also hold slight dominion in the Courts, normally adhering to one Court in particular and showing up for ceremonies or extremely unusual circumstance. However, since they are the Capital Police force, the cops tend to stay in the city.

-------------------

Ranking Powers:

Gaining abilities in the force is very similar to gaining abilities for the fixed ranks of numbered Cards. You receive your new power or item as you gain each rank. Each spell is similar to others within its rank, yet unique to an individual, and these spells can only ever be gained by members of the police force.

Borogoves, Jabberwockies, and Medical Forensics familiars are also exclusive to the Capitol Police and other Cards may not purchase or earn one any other way.

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Cases:

Cases will be posted approximately once a month, time permitting.

There will be cases for each level that needs one and they may be completely different, linked in some way, or the same case, but different bits of it for different people to handle. Cases will be posted on the main page of the Capital Police thread in the Bazaar and will be made apparent to everyone in the force with an update when there is one.

The first few cases will be obvious and easy to get everyone off and running, but as you progress, they will become harder to solve and may involve long, detailed searches of the site and/or your brain to make heads or tails of what the current baddie is either up to or where they’re trying to hide (especially if you happen to be a detective).

Cases often arrive in the form of either a wanted poster with a little information for you to go on, or some substantial evidence your superior has gathered for you to look at and draw conclusions on.

Not everything will be easy to discover. Some cases or baddies might require a very specific application of your own powers in order to take them down, some might require the interesting use of an item, and some might require the correct NPC to be present at the time. You will be playing it out on your own, but getting all of the clues to fit together is often going to be vital to discovering where the main baddie is even located.

Completing a case often awards points to the copper(s) responsible and (as they become more difficult) will either increase in monetary value or begin awarding other prizes as well.

Once you have gained a case, you will be given a brief personality and history description of the baddie, and then be permitted to chase them down and capture them yourself. You will be PMed the baddie’s abilities and be expected to use them honorably as you believe the baddie would against your copper!

Getting to know the bad guy’s attacks ahead of time does not mean that your character automatically knows them all without question and is therefore perfectly prepared for the battle. You must still play as though your character is in the dark. If some spells have been revealed to you in the case description, then you know them. If the bad guy is known for a particular spell, then you know that one too. Don’t be too quick to assume, they might have an Ace up their sleeve... Literally, a vicious one. <3

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Points:

Yes, the points for moving up in rank in the Police station are rather high. This is because the majority of these points for each move can be achieved through either unassigned points, or quick posting.

The items, powers, and familiars your characters will be receiving will most likely outweigh the points as they are currently posted and may even be modified to rise as time goes on if things are achieved too easily. The Admin reserves this right.

-------------------

Warnings:

This is not the most friendly area for characters to occupy. Realize that signing your character up to be a copper means that it is very possible, even likely that they will be injured on the job, especially if they are higher level or lower level opting for a higher level battle.

At any point in time, the Admin could poke her head in and declare a hidden ability or weapon the baddie may have had concealed, or an especially tricky jump that you may not have pulled off as well as you thought you did. They may also have an arsenal of spells (this knowledge will be released to you as you play) that could cause permanent and painful scarring on your character that you may not like!

At the beginning of every copper battle, the Admin rolls a die (for those of you who feared that the threats above were signals of punishment, oh no, it isn’t so!). This die will be assigned certain properties, some good for you, some good for the baddie, some good for potential NPCs, and some with the option of nothing happening and everything going exactly as you play it.

It is more likely to go as you play it out, but beware that anything could potentially happen to your character. Even death is something to fear if you have a higher-ranked copper and are facing very dangerous baddies with rather nasty spells. You will be warned before going into a case if it has a risk of death, and the prizes for participating in such a case will match the risk.

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Punishments and Backfires:

The coppers have set up a good system for keeping their own ranks from going bad. The spells Police receive and use on a daily basis need to be used for force business only and, if used to harm innocents or for illegal purposes, can suddenly become curses instead of useful spells.
Some of these curses are quite extreme and some are lighter, depending on the spell used and in what manner. All new recruits are informed of this danger upon joining the force.

If you are tempted to play a rogue copper, realize that this fact is very hard to hide from the superiors, though it can be done. If discovered, insubordination will be punished with eviction from the force, placed curses, a stripping of awards (not points, unless you’re being ridiculously out of character about it), and possibly a “fitting” punishment from the current head Captain.

While these results can be very interesting and fun to play with, I encourage people (Like you, Pale!) to try NOT to make it your goal to tear down the Capital Police, as they took me so long to get running.
Please.

If your character starts attacking PC coppers maliciously and without reason because you are now a “dirty cop” and you do NOT have their permission for this action, then THAT is when you will start to lose points, as well as possibly the character, for extreme abuse of the system.

If you are currently playing with another character and your copper takes a disliking to the other PC copper, you may snipe at them and fight with your own, normal Card abilities should you choose. However, the station still expects the job to be done and using your Police abilities outside of the case will, again, result in curses.

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Please post questions below.
« Last Edit: Nov 7, 2009, 4:26am by Jenn »Link to Post - Back to Top  IP: Logged

I feel like I'm carrying my bride over the threshold...

Am...am I supposed to spank him now?

That's not wha' you said las' night. You was all; "oh yeah, Rod, get it on" an' stuffin' twennies down m'pants.
Nathalia
Queen of Hearts
*****
Killing Pretty People since 2006
member is offline

[avatar]

It's so easy when you're evil...



Joined: Aug 2007
Gender: Female
Posts: 2,406
 Re: The Capital Police Force
« Reply #1 on Nov 7, 2009, 3:35am »

Squad Profiles:








[image]

Name: Rodney
Age: 34
Gender: Male
Realm/s: Mid-Range/Solandria Glacier
Breed/s: Rodent (Rat/Mouse)
Suit: Clubs
Rank: 8
Force Rank: Corporal
Personality: Paranoid, untrusting of nearly everyone he meets; Rodney’s been on the force since he was 13 years old. His father was a copper and died on the force when he was 8, he and his brother were left to an uncle who shoved them into their father’s old job as quickly as he could.
After watching his brother go down to a Heart who was trying to manufacture checkmate, he’s become rather cynical and pessimistic about most things in life, and takes his job more seriously than most.
He has a severe mistrust and fear of Hearts off the bat; unwilling to speak to them more than is necessary and avoiding them (and cases involving them) as often as he can. He’ll also stay away from Corvies if possible after one caught him a few years back and peeled the flesh back from his chest in preparation for gutting him like a fish.
He’s a fast sprinter, and a dead-shot with a crossbow, but long running and close combat are a sure-fire way to trip him up. Often jittery, constantly downing coffee, and smoking almost non-stop, Rodney is very aware and often critical when actually out on a case. This annoys quite a few of his coworkers and many are unwilling to patrol with him because of his lack of conversation and snappish attitude while on the job.
Rodney, despite his paranoia, is a devoted member of the force and will go out of his way to offer assistance and advice to fellow coppers when he can. He’s normally up at the front desk due to his excessive knowledge of the law itself and how things should be run, he may not be good with nobles and upset victims in person, but he writes a damn good letter. It’s hard to gain his trust, but if you manage, he becomes relaxed, mouthy, and clingy.
Note: Rodney is the only NPC who will not be playable by PCs. He is to be played by Nathalia to keep the place sane. All others listed here may be played by anyone when they are available to take out on beats, cases, or around the cop house.






[image]

Name: Eloise Midgen
Age: 24
Gender: Female
Realm/s: Morganberry
Breed/s: Bird (Seagull)
Suit: Clubs
Rank: Jack
Force Rank: Sergeant
Personality: A nice, if shortsighted girl, Eloise tends to think more about a situation after she’s ascertained that it won’t be able to hit her. After being picked on for being dim-witted and unmotivated by her parents and neighbors in Morganberry, she moved to the Capital, hoping to find something to get her blood moving.
Harsh in her comments, and her judgments, Eloise plunged into the force with vigor, only remaining at the second level in order to be the one who cracks the new recruits into shape. If someone can give her something to respect, she’ll be quite friendly, but expect mild torment if she finds your inspiration for the job to be lacking.
When on the job, Eloise is exceedingly thorough and will tackle every task offered to her, even if another would be better suited. It’s sometimes difficult to keep her from charging in over her head. The chase is Eloise’s strong suit, and weapons lose favor with her over her abilities, her left arm’s a little slow sometimes, ever since an Ace Canine took a good bite out of it on a case a year or so ago.
Eloise keeps no Suit or Rank biases, and would rather judge you on your dedication to what it is you do.








[image]

Name: Juniper
Age: 30
Gender: Female
Realm/s: Corvistowne
Breed/s: Feline (Tigress)
Suit: Spades
Rank: 9
Force Rank: Officer
Personality: Sweet and unassuming, Juniper joined the force out a desperate desire to make the world a better place. Nothing dramatic sent her to the force; her parents are both alive, well, and wealthy enough, and she’s bright and has many hobbies...she just enjoys the work and suffers from delusions of grandeur brought on by her ideals.
Juniper wishes to make the world a better place. She believes that all criminals can be reformed, even if they need persuading to do so.
She held a job as a small-office physician in the Capital for the entirety of her twenties, until discovering that the force would let her join at 30. Still relatively new to the force, she enjoys the prospect of getting out in the field and loves to “chat up” the prisoners brought in to spend the night (or week) in the cells, trying to get them to shape up...through any means she can think of.
Overall, Juniper is rather good in a fight, quick on her feet for such a large-boned girl, and quiet as a mouse when she’s not laughing her head off, she’s rather good at sneak attack bear hugs on lower level criminals.
Though not sadistic, Juniper has already been chastised on two occasions for drugging prisoners and attempting to meddle with their thoughts via mild intoxication and hypnosis.
She swears she’s been off it for a good six months, but some (really, just Rodney) remain suspicious and wary of her.








[image]

Name: Cimmorine
Age: 27
Gender: Female
Realm/s: Freed Torquehelm
Breed/s: Canine (Whippet/Border Collie)
Suit: Diamonds
Rank: 8
Force Rank: Lieutenant
Personality: Straight-edge and tough as nails, Cimmorine doesn’t believe in second chances unless duly earned. She feels a job should be done right the first time if it was explained to you, and frowns upon laziness and “fun” while on the job.
Off the clock is a different matter.
A slight alcohol problem keeps itself confined to off-duty hours, though it is quite present and will sometimes see her into the office in the morning with a hangover and beastly temper. She has an incredibly strict manner and expects everyone to be on their best behavior in regards to a job that involves keeping the capital safe.
Cimmorine freed herself a few months ago while taking on an incredibly angry Golfam dweller who had taken his bar fight to the flower shoppe next door. She refuses to tell anyone how this freed her, but she was on her own that night and she lost her ear to the man...as well as her manacles.
Off the job, Cimmorine tends to be rather sweet, if standoff-ish, and will readily speak about her mothers or her desk-jockey brother so long as you buy her a drink.
Cimmorine isn’t particularly fast or good with weaponry, but she has poured a lot of time and effort into her natural Diamond charm, and others on the force have been baffled by just how convincing a liar she can be while on the job. She takes personal offense to Golfams after her incident, though she still thinks Sam, another copper on the squad, is ok because he isn’t full blooded. She finds most Clubs to be troublesome and dim, tending not to think otherwise until they have shown her they aren’t, she’s still waiting on Eloise, but she feels Rodney and Torin are alright. Even if they are poor conversationalists and possess questionable hygiene at times.









[image]

Name: Albert Meadows
Age: 22
Gender: Male
Realm/s: Highland/Morganberry
Breed/s: Mustelid (Stoat)
Suit: Hearts
Rank: 7
Force Rank: Lieutenant
Personality: Charming and smart, Cimmorine warns most new female members to watch their backs. Though he’ll do his job, and usually do it right, Albert’s a smarmy bastard, and tends to think in terms of gain for himself as opposed to the squad.
Witty enough, and quick to pick up a weapon and use it well, Albert is a very helpful addition to the force...for all the derogatory slang he uses and ass-grabs he makes when the Captain’s not around.
His father sent him to join the force when he was 18, in the hopes of teaching him some responsibility and humility...all it seems to have done is expanded his ego. He was kicked out of his home, though he has informed very few people of this, due to his father catching him in a rather compromising position with a smuggled Corvie Ace of Clubs that he was borrowing from a friend for a few nights.
Albert is not as reliable as he could be in battle. If he senses that numbers are at his back and that he has the upper hand, he’ll happily attack...sometimes overzealously, until the miscreant is subdued.
His torn ear is not from a fight with any criminal. It was a disciplinary (and rashly angry) action by the Captain after he killed a petty thief who didn’t stand a chance against him. Albert has very little respect for women in general, though he keeps this quiet, and only the Captain really suspects anything. He likes women and plays up a sly charmer around them when possible, and attempts to be helpful in order to get on their good side. Despite being a player, he does tend to fall head over heels for pretty ladies, and his affections should not automatically be dismissed as purely amorous. He has many useful contacts in and out of the villainous side of the world, and cutting a deal with him could save your life, savory or not.
He is into a little checkmate when he has free time, though no one on the squad is currently aware of this.









[image]

Name: Geoffrey S. Ammuel
Age: 41
Gender: Male
Realm/s: Golfam Marsh/Mid-Range
Breed/s: Canine (Rat terrier)/Golden Eagle
Suit: Spades
Rank: 10
Force Rank: Lieutenant, specialty Night Watch division
Personality: Gruff, inattentive to general conversation, overly alert, and stiff; Geoffrey considers his job to be the end-all-be-all and is hardly ever “off duty” in his actions or mentality. Geoffrey was given the job of night watch at first because no one else desired it, but he’s made the post into a rather intriguing and rewarding endeavor with the help of a few part-time employees, though he hopes some of the new recruits will help him out someday.
Though he isn’t often one up for casual conversation, Geoffrey cares rather a lot for those under his command (which he considers to be everyone on the force, though he wouldn’t say) and will go out of his way to help if he sees someone in trouble...even if he doesn’t particularly like the person.
Granted, if he thinks a little pain will teach you a lesson, and is fairly certain you won’t be killed or badly maimed...he may just sit back and watch you get pummeled for a second before assisting.
Geoffrey won’t tell anyone about his past, only that he worked very hard to get to the Capitol and to gain his rank. Police work seems to be his calling and he is rather brutal, if efficient and fair, in his dealings with criminals, only killing when necessary, though more often than the Captain would like.
He is a hard man to find during off duty hours, as he will spend a good deal of them sleeping, but when he can be found, it’s often getting something to eat, or walking the streets out of habit. He has a strong aversion to alcohol due to a past heavy addiction to the stuff, though if he is plied...he will not stop until he is smashed.











[image]

Name: Torin
Age: 38
Gender: Male
Realm/s: Josiggy Marsh/ Forest of Kahmden
Breed/s: Canine (Mastiff)
Suit: Clubs
Rank: 10
Force Rank: Corporal
Personality: Steadfast and quiet, Torin is a hearty believer in morals, rules, and the law. He grew up in Kahmden and his parents were quite strict, most others on the force regard him as the officer with “a stick up his ass”, due to his inability to bend the law unless forced by the Captain (or on occasion, Geoffrey).
He is not an unpleasant man, but he is rather unwilling to see a story any way other than the way the rules state it should be. He disbelieves criminals on default and doles out harsh punishments in the hope of reforming them more quickly.
Torin places a rather low value on Cards ranked lower than 5, as many of them tend to turn to crime when they can’t land better jobs, but he’ll tolerate them without too much trouble, he may just be mistrusting of their intentions. Sleazy, crude, and rule-bending people are at the top of his hate list. He doesn’t trust his coworker, Meadows, further than he could throw him...about 10 feet.
He has quite the heavy punch and close-range combat is really his preference, though he is rather good with a crossbow if pressed, but only because Rodney insisted he know how to use something other than his fist.
Off duty, Torin is thoughtful and a little more willing to talk, especially when plied with alcohol. He has a greater respect for women than he does for men, though he certainly makes exceptions, and he will become obscenely angry with anyone he sees as being abusive toward young girls. He hasn’t seen fit to inform anyone, but this stems back to when he was ten years old and a tall, Highland Spade dragged his older sister off. Torin tried to fight the man, only to receive a rather awful blow to the gut that left him unable to move his legs for days.
No one ever saw his sister again, and the Highlander was either too far away to be found, or too highly rich and respected to be outed by anyone who knew of his hideout.
Many abused little girls manifest themselves in his mind as his lost sister.
He knows his Human form isn’t much to look at, but pride and the magical side effect of accuracy it gives him means that he wears it nine times out of ten.








[image]

Name: Faith Yetin
Age: 28
Gender: Female
Realm/s: Yarrow Gardens/Selkie lakes
Breed/s: Bird (Falcon)
Suit: Hearts
Rank: Jack
Force Rank: Captain
Personality: Snappish and impersonal until she gets the measure of you, Faith has made herself into a formidable, and visionary Captain. Her father was in the Hearts militia for quite a while, serving under the quickly passing queens and the tail end of Serafino’s strange reign. She was trained to work in her father’s stead from the age of 10, but decided that she didn’t fancy the odd ways of the Hearts court or the way their special militia was run. Many who work as guards now will remember her Selkie father and a younger version of her.
She decided to look into the police force after turning 20 and worked her way up through the ranks specifically in order to overthrow the old Captain; he was intensely fond of Ace hunting and would often bargain with criminals in order to make money for the cop house. She ended up fighting him for Captaincy and managed to take off his arm, and earned herself five long scars on her torso and the one on her face, after which he claimed forfeit. She let him live to show her new ideals for trying to keep life as an important base in the Police force.
She despises sloth, hot heads, and dispassionate work, but she realizes that it’s not something that will go away, so she enforces what she can and hopes to keep people alive where she is able.
She is not fond of many people and, being mostly of Yarrow heritage, she isn’t overly fond of many men, though she doesn’t openly dislike them on sight...after all, her beloved father was one.
Faith does not believe in drinking as recreation, but she is horribly addicted to sweets and can sometimes be coaxed into calm chatter with a kind word and some candy.
She loves seeing female recruits, and tends to pay closer attention to them.
A blessing and a curse. She will be helpful in the long run, but female recruits often curse her name at first as she is overly critical (as her father was of her), in order to help them become better.
Faith is a wonder at fighting with spells, but close combat is not her forte and a good punch can sometimes be enough to take her out.


« Last Edit: Nov 11, 2009, 8:10pm by Nathalia »Link to Post - Back to Top  IP: Logged

I feel like I'm carrying my bride over the threshold...

Am...am I supposed to spank him now?

That's not wha' you said las' night. You was all; "oh yeah, Rod, get it on" an' stuffin' twennies down m'pants.
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 Re: The Capital Police Force
« Reply #2 on Nov 7, 2009, 8:34am »

O.O Oh wow that's pretty amazing. Heeeee.

So is this where I should ask questions? >_>

OKAY. Firstly: can someone have more than one character in the force?

Second: (and I think I know the answer to this one, but I had to ask anyway...XD) can disguised Rabbits get on the force? XD;;

Third: does having a lower ranked character mean you'll be at a disadvantage?

And I'm sure I will think of more later. >_>
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Oh, Vaska. XD;;
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 Re: The Capital Police Force
« Reply #3 on Nov 7, 2009, 10:04am »

This is just beyond intriguing. I can't wait to watch and possible participate when it opens up X3
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 Re: The Capital Police Force
« Reply #4 on Nov 7, 2009, 1:13pm »

Oh man, this is awesome. x3 I can see why this took so long! I'm going to prod at a few of my characters tonight in hopes that at least one of them is interested. I will be very sad if at least one isn't. DX (radek is... but is will have to wait until adulthood. XD Hady will have it NO other way.)

I have to admit, I have a bit of a crush on Geoffrey. XD *shakes fist* FUCKING FURRIES! And Torin... yanno, when I first got Hady-boo as a baby I almost named him 'Torin'. XD Gods, I love his facial hair...

And RODNEY! EE! *glomps*

Okay, I'll save the comments on the NPCs for the thread in 'Pick ups'. x33 *flails on them*
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 Re: The Capital Police Force
« Reply #5 on Nov 7, 2009, 6:27pm »

Oh, wow. XD
I'm so thrilled you guys seem to like it!

Lucca: 1. Yes, as many as you like.
2. I will roll for their discovery every few days at random, so they are really taking their chances, but yes...yes, they may. <3
3. Yes, at first especially, it means a slight disadvantage, but you'll note some of the coppers on the Squad currently are sevens, or so. Dear Rodders is only an eight, he's just learned some extra spells to go with it and obtained the police spells to help.


Spidey: It is open, mdear! First case is posted in the Bazaar at their outpost.

Satra: XD I Know!! Damnable furries, taunting us with their non-humanity! <3 Glad you like him though, I think I like his design the best, to be honest, especially when you add in that he has big 'ol birdy feet. <3 (Heh, dear Geoffrey is a cosplay, actually. Can you place him? <3)


~Nathalia
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I feel like I'm carrying my bride over the threshold...

Am...am I supposed to spank him now?

That's not wha' you said las' night. You was all; "oh yeah, Rod, get it on" an' stuffin' twennies down m'pants.
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 Re: The Capital Police Force
« Reply #6 on Nov 7, 2009, 7:00pm »

This looks awesome, and I will certainly want to have a character join... when I have a character who wants to join. Dania is far too timid to become an officer, and Joel is too young, and more interested in science anyhow.
YET! I will eventually get a character who wants to rid the word of evil and pick up some cool battle scars in the process.
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Satra
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 Re: The Capital Police Force
« Reply #7 on Nov 8, 2009, 12:08am »

Question: How old must one be to join the force? Were there special circumstances around Rodney's joining at 13?

And, sadly, no the cosplay is not coming to me. XD
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 Re: The Capital Police Force
« Reply #8 on Nov 8, 2009, 1:01am »

Satra: The official rules of the station require 18 years of age, however, as you can see, there are exceptions. If you wish to apply to the station when your SD does not yet have an adult picture, you need to have a solid RP reason ready to present to Rodney as to why your little, tiny, immature SD is more ready than any other annoying teenager (like I was). This will then be judged by the other NPCs in the station, as to whether or not they'll even bother to respect the SD.
More likely than not, if they are accepted; it's for the reason Rodney was (father on the force), or they proved themselves more mature in other ways. Having a parent on the force, or killed on the force really helps though. <3
Then, they'll probably end up desk jockeys for a few years (like Rod and his brother, Piers. They did memos, coffee runs, and clean-up for five years before they were even allowed out on a case.) and it won't be too interesting for them.
This rule is basically in place to keep hot-headed children out of the cop house.


As to the cosplay. Bummer X3 Think books.

~Nathalia
« Last Edit: Nov 8, 2009, 1:02am by Nathalia »Link to Post - Back to Top  IP: Logged

I feel like I'm carrying my bride over the threshold...

Am...am I supposed to spank him now?

That's not wha' you said las' night. You was all; "oh yeah, Rod, get it on" an' stuffin' twennies down m'pants.
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 Re: The Capital Police Force
« Reply #9 on Nov 8, 2009, 8:40am »

*squeals* VIMES! <3 >.> Or at least, so I'm guessing, 'cause that's what pounced me, idea-wise.

I love these guys. So much.

And finally, I have muse for Lamya, 'cause she took one look at Medical Forensics and said, "I want!"
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[image]
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Shini: *to the pear in her hand* No, my apple! *pauses to recognize identity* You're not an apple!
Nat: It got a fruit-change!
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