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Fantasy The Albert Branch: Character-Sign Up

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The Mad Queen

Memento Mori. Unus Anus
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Albert Branch Personnel File:​
Appearance: (Pic or brief description works fine)
Rank/Designation:
Name(s):
Age:
Gender:
Species:
Country/Realm of Origin:

History: (Can be as long or as short as you want, so long as there is some information as to how they joined/were coerced into the Albert branch)
Personality: (Again, short or long)

Notable Skills: (fighting styles, good at driving, ect)
Supernatural/Unearthly abilities: (optional, basically any superhuman abilities or magical abilities your character has)
Notable flaws: (supernatural or regular weaknesses)
Gear: (acquired gear such as weapons and otherwise)

Extra details: (optional, trivial details about the character)

Code (bottom of lore page):

Active Agents (8/11 players)
The Mad Queen The Mad Queen 's characters
Chloe Walsh: Class 2/Rank I agent.
Vera "V" Pavlov: Class 3/Rank II agent.

Foster Foster 's characters
Fletcher Corvade: Class 3/Rank II agent.

Eliasdagood Eliasdagood 's characters
Aziza: Class C

LindsMagee LindsMagee 's characters
Tempest Rosalie Dalir: Class 3/Rank II Agent
Elysian Brekkr: Classified

GhastlySquash GhastlySquash 's characters
Emma "Emmy" Lemmings: Class 1
The Emma Lemmings: Class 1

jones573 jones573 's characters
Daniel Walker: Class 3

Sylvio Sylvio 's characters
Jack Langley: Class 2/Rank I Agent

Shannon Trevor Shannon Trevor
Rachel Porter: Class 2/Rank I agent

RayPurchase RayPurchase
Steven (Steve) Fletcher: Class 2/Rank I agent


KIA Agents
Will be added

Redshirt Status Agents
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Note: This is a special status for characters if a player wants to kill them off, making them expendable fodder in the RP that can be killed at any time.
 
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Albert Branch Personnel File
Appearance:
1502311889951.jpg

Rank/Designation: Class 2/Rank I Agent
Name(s): Chloe Walsh
Age: 34
Gender: Female
Species: Human
Country/realm of origin: Northern Ireland.

History: The Walsh family has a history in the PSNI, going back to even the early days of the RUC (Royal Ulster Constabulary) during the 1920s. All of the men (and eventually, women) were brought up with the traditional ideals of the police force, basically being bred into being police officers and soldiers. Chloe, (birth name Albert) was no different, but yearned for something else during her school years when she got interested in theatre, finding it as a useful outlet for expression.

She kept ideas of a different career and gender identity to herself, not wanting to disappoint the family but eventually she was found out when one of her brothers exposed her at the age of twelve. One thing led to another and soon enough she and her father had a row, ending with her storming out of the house.

That evening Chief Inspector Sam Walsh was shot and killed by a member of the Provisional IRA, something Chloe blamed herself for and acted as motivation to abandon the theatre and go down the road of a police officer. She performed well in school despite her home life getting worse, given her eldest brother Harold blamed her for Sam's death and showed up at a PSNI recruitment drive in 2005 where she was rejected on medical grounds.

Her physical health was in good condition, but her mental health was not. From there she went in accounting in the hopes of earning enough money to get by, moving to England where she lost her Belfast accent. After several years as an accountant she worked on self-improvement throughout her medical process before returning to Northern Ireland and attempting to join the PSNI a second time in 2009, this time passing all exams with flying colours.

She progressed to the rank of Sargent but it was not easy given the political climate and from there was more or less stuck in her position, never moving up to the rank of Inspector. She wasn't "open" on the force by any means but her superiors and some of her colleagues were aware of her past.
Chloe came to the attention of the Albert Branch in 2019 during an incident involving a rogue Changeling who was loose at a nightclub [See incident 990-AVFL for full details].

She commented that she always knew there was something off about the world, making her an ideal candidate and she the agent performed well during training exercises.
Active in the following incidents:
[AL-8876]
[BIL-8891]
[NVC-AC7]

She has been a Class 2 operative for eight months.

Personality: Chloe's upbringing in a family of police officers and military personnel has led her to becoming extremely pragmatic and blunt. However, due to a poor relationship with a traditional family, the nature of how her relationship with her father ended and how a small minority within the police force have treated her she yearns for respect and acceptance from others, and gives her friendship to people who treat her with genuine respect.

She is strongly motivated by her own sense of honour and duty and although she has received questionable treatment at the hands of some police officers, she clings to an idealised concept of what a police officer should be. Striving to live up to the ideal of a true officer at all times and holding herself to high standards. Her joining the Albert Branch was another opportunity to prove herself and so she pushes herself at given opportunities, often putting the lives of fellow agents and civilians before her own. Her duties sworn to the branch are taken very seriously in her eyes.

Notable Skills: Trained in hand-to hand combat by her own family, the PSNI and by the branch. Due to her size and determined personality she can also take a hit and keep going.
-Firearms training by police force prior to our own training
-Has some leadership skills and experience due to her time as a Police Sargent.
-Skilled driver.

Supernatural/Unearthly abilities: Has a basic understanding of the Bletchley Code and various threats and beings (at least with what she has access to, given her rank) but has no superhuman abilities to speak of.

Notable flaws: -Despite her larger and more muscular build, Chloe is still a human being.
-Her compassion for others can be exploited. She is prepared to take lives but not prepared to kill someone or something that presents no threat.
-Putting others in danger

Gear (for official Albert Branch use only):
MP5SF: A semi-automatic only variant of the MP5 used by police forces throughout the UK and Northern Ireland.
Extendable police baton
Glock 17
Light Kevlar
Remington Model 870: An effective pump-action shotgun used worldwide by various police forces.

Chloe is also licensed to carry a limited supply of specialist ammunition: Salt rounds, incendiary rounds, Cold Iron rounds and silver rounds for her Glock 17 and Remington.

Extra details: Chloe is 6ft 3 (1.905).
Her favourite Christmas movie is Die Hard, followed closely by Elf.

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Appearance:
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Rank/Designation: Class 3/Rank II Agent
Name(s): Vera, "V" and Vera Pavlov
Age: 170
Gender: Female
Species: New Generation Vampire/Type N Vampire
Country/Realm of Origin: Russia

History: Vera was turned into a Vampire at the age of 21 and from what the Albert Branch can gather she grew up in the Siberian region, trained to be a hunter in a cruel and cold landscape while living amongst nomads. From the little she shared with the Branch about her human life, her parents were killed by bears and she lived with one of her Uncles in a log cabin where he instilled a fierce survival instinct within the girl that lasted throughout her adolescence.

When she was sixteen years old, a strange man claiming to be from the city knocked on the cabin doors and offered her Uncle riches in return for him taking the girl back to the city at the promise of a better life. That winter had been particularly rough so her Uncle accepted, giving the girl away for two whole chickens and a goat.
Vera was taken back to Moscow and inducted into a religious order, an offshoot of the Russian Orthodox Church that broke away centuries ago. Their all-time goal was to supernatural being, believing them to be abominations in the eyes of the lord but especially the undead for only he who rose on the 3rd day could be allowed such power.

Her skills made her a capable Inquisitor, while her gender given the time period meant she wouldn't get spotted in a crowd. She killed her first Vampire at the age of eighteen, but at the age of twenty one was caught while trying to take out another. Given her tenacity, fighting spirit and the spitefulness of the Vampire she was turned, and thrown back to the Inquisitors.

Rather than execute Vera, they instead decided to use her in their holy war. She was treated as less than human, often caged and only let out to stalk the true prey of the Inquisitors, following their words like a trained dog on account of serious indoctrination.
It took an encounter with a child Vampire to finally snap her out of it.

Instead, she returned to the hidden base used by the Inquisitors and with the help of a few Vampires burnt the place to the ground. She watched the flames until that morning, then set off to return to Siberia where she lived amongst the wildlife, no longer held back by the colds of winter and enhanced by her Vamperic abilities.
She would live there for several decades, until noticing that something was off. Animal blood was starting to sustain her hunger less and less and Vera feared that eventually it wouldn't feed her at all, that she would simply starve to death.

Our world was at the start of the 1970s and was changing rapidly, it was a world Vera was very much unprepared for. Nonetheless, she pressed on in a desperate attempt to cure something that simply couldn't be cured. and sought out other Vampires across a USSR that was under two decades away from total collapse. She caught the attention of The Red Wolf, who tried to coerce her into joining their ranks but fearing they would be too much like the Inquisitors she ran, fleeing across the USSR and into Western Europe where she remained on several watch-lists.

In 1992 she made her way to the United Kingdom, starving and slowly losing her mind as the hunger for blood was taking over. Many within the branch deemed her too far gone, but two agents decided to give her a chance. One of them sat down with an imprisoned Vera and explained her situation, showing her genuine kindness and empathy she had not seen since she spared the Vampire child nearly an entire century ago.

He offered her a choice, to work for him at the branch in doing missions but Vera stated that she was tired of fighting and running, instead wanting to live as normal a life as possible as well as repay her debt to the kind agents and the organisation that prevented her from becoming a fully fledged monster. She has served in the Albert Branch since then, acting behind the scenes.

Personality: Due to years of isolation Vera has a limited understanding of social customs and norms and is often found talking to herself. Despite being a proven killer, she exhibits childlike mannerisms at times and is outwardly friendly and caring towards others. This does have it's limit, for although Vera detests committing acts of violence she is incredibly brutal when somebody she genuinely cares for, or a small child is threatened with harm. It is at that point that the aggressive hunter, born into Siberia and trained by cultists to kill surfaces in bloody fashion.

Feeding off of human blood is viewed as a necessity rather than something she actually enjoys, and is often incredibly grateful for those who offer her blood to the point of dubbing them close friends or even family.

Notable Skills:
-Survival skills: Hunting, tracking and constructing equipment/weapons with very limited means.
-Fighting skills: Has been trained at the hands of Russian Inquisitors and in the rare instance that she should get into a fight, she holds little back and isn't afraid to fight dirty.
-Weaponry: Skilled with crossbows, the bow and arrows, blades weapons and blunt weapons.
-Social: Despite a lack of understanding of social customs, Vera's outward friendless and overall nature makes it easy for her to talk with and relate to children.
-Supernatural/Unearlthy Knowledge: As a Class 3 agent she has been inducted in some of the knowledge the Albert Branch has a hold of.

Supernatural/Unearthly abilities: As a New Generation/Type N Vampire, Vera has access to a number of abilities.
Heightened Senses: Superhuman hearing, vision (does not require nightvision) and sense of smell.
Superhuman durability: Capable of taking blows that would easily kill a human and being able to keep going, she can also heal her wounds using the supply of drained blood that flows through her veins.
Superhuman strength: Can punch through concrete bricks.
Superhuman speed: Capable of running up to 64km/h (40mph)
Superhuman agility: Backed up by the skills she acquired in Siberia, Vera can climb and jump long distances with relative ease.


Notable flaws: Being a Type N Vampire makes her vulnerable to direct sunlight and fire as well as the types of magic associated with them. She also relies on drinking human blood, and a limited supply flows through her veins. Should Vera start to run out, the hunger will set in and overtime she will start to be driven feral.
-Her now passive nature means she will only get involved in a physical confrontation if somebody she genuinely cares about or a small child is threatened with grievous harm.

Gear: Tablet
(for official Albert Branch use only)
Hunting/crafting knife
Bow and arrows, including specialist arrows (smoke, incendiary, grappling, net, silver, Cold Iron and explosive).
Tomahawk

All of her gear for physical combat is stashed away for what is considered emergency use.

Extra details: Despite having to feed from them in the past, Vera is a fan of dogs.
 
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Name: Fletcher Corvade

Species: Human

Height: 5ft 9

Age: 25

Place of birth: Northern England, UK.

Rank: Agent ll

Physical appearance: Fletcher constantly manages to exude the aura of somebody who just can’t quite be bothered today. His grey flecked brown eyes are ringed with dark circles at all times, a clear give away that he doesn’t get as much sleep as he should. His hair while actually brown might as well be black unless in harsh light and is kept shaven short on the sides but longer on top, the latter being roughly brushed to the left. His nose is pretty unremarkable, slightly smaller than average perhaps but not noticeably so. A smattering of hard to notice freckles are dotted around his face but aren’t really visible unless it’s the height of summer. With naturally fast growing facial hair Fletcher makes a half-hearted effort and as such usually has short stubble darkening his face. His frame is quite lithe, the result of spending most of his childhood outside climbing trees in his local forest or helping his family around the farm. For the same reason his arms, hands and legs bare various small scars. A peculiar rune has been tattooed into his back with the purpose of creating stronger link to the old magic. Despite time he spent outside in his youth his skin remains on the pale side, probably because of his tendency to remain in his mask a lot of the time. Speaking of which… Fletcher’s usual attire consists of a grey leather trench coat (With a simple hood that can by tucked away into the collar when not in use), dark green sweatshirt, grey collared shirt, simple black leather belt, black trousers and black nylon boots. When working his head is concealed a majority of the time by a plague doctor style crow mask, primarily black but with golden rings around each eye. The beak is fairly short and has a slight hook to it. Two small filters protrude from either side of the beak, a result of Fletcher converting the family heirloom into a functional gas mask. Other than this small feature Fletcher’s working clothes are as traditional as possible.

Personality: Fletcher is generally calm and collected, or at least gives off that kind of aura even if in reality he’s panicking a little. He likes to mull things over in his head if he’s given the chance, doing so means he can take his time and assure he’s making the right choice. That being said he can think on his feet and doesn’t shy away from having to make quick decisions when the situation calls for it. Foster is quite confident in his own abilities but isn’t cocky, knowing that he has his limits and that he has to respect that fact or face the consequences. Whilst he may seem a little cold at first that’s not really the case, he just isn’t too emotive. Some have even called him detached upon seeing how ruthlessly he goes about his “work” but ask him about that and he’ll probably just state that he “balances quite elegantly upon the line between life and death”, edgy crow boy that he is. He respects the importance of traditions and honour, seeking to uphold the mantra installed in him by his mentor. When it comes down to the nitty gritty he has a good heart and is determined to do what he deems the right thing, even if sacrifices have to be made along the way.

Backstory: Life didn’t start quite as planned for young Fletcher Whitehall. His parents weren’t expecting a child and the news couldn’t have come at a worse time, recent layoffs at the factory in which his father had worked meant that the couple were barely getting by as it was. So after giving the matter serious thought over the coming months the young couple decided it would be best to give young Fletcher up for adoption in the hopes that somebody else could provide a better life for him. Life in the system wasn’t exactly ideal but it was all Fletcher had ever known and he got along fairly well with the other kids that were housed with him, even making a couple of long term friends before they were whisked away for adoption. It was at the tender age of 9 that somebody finally showed a sincere interest in him, a somewhat peculiar elderly couple that offered him a home in the city of Warrington. As luck would have it this “couple” were far from normal, in fact they weren’t even together. Miss Blair was actually an employee of Lucas Corvade and had simply posed as the man’s wife in order to adopt young Fletcher. If that wasn’t weird enough Mr Corvade claimed to be part of an ancient order that sought to protect humanity from supernatural threats. Despite being young and impressionable Fletcher wasn’t even remotely sold on the man’s claims until he was dragged along on a midnight werewolf hunt that resulted in the beast’s demise at the skilled hands of Mr Corvade whilst he was forced to watch. The ordeal was too much for the young boy and for months he hid in his room, far too afraid to venture into a world that had been proven to be dripping with hidden dangers. After a scolding from Miss Blair about his teaching methods Mr Corvade approached Fletcher again with a softer approach, telling him tales of the Hazeclaw order and the important role they played protecting a fledgling humanity as it blossomed out of the Middle Ages. He explained that the order had faded over time and that as far he knew he was the final Hazeclaw in existence. That he was too old to produce a natural heir and as such had adopted Fletcher out of necessity, a need to inject the order with new blood. It was a long and gruelling process but after years of training Fletcher was transformed from a terrified boy into a ruthlessly efficient hunter of the supernatural. He hunted alongside his mentor all over the British Isles, becoming a fully-fledged Hazeclaw member by the age of 20. Sadly Mr Corvade fell on a lone hunt in the Scottish highlands, too proud to admit that he had been submitting to old age for years now. A traditional Hazeclaw burial was performed in secret for the fallen hunter and afterwards Fletcher decided to take his mentor’s surname as a sign of respect. But now all alone in his hunt Fletcher couldn’t help but feel he was fighting a losing battle. How could one man hope to fight against so many threats, each one greater than the last? Then a god send. It would seem Fletcher’s moonlight antics hadn’t gone unnoticed as he was contacted by the Albert branch an organisation with scope and resources he could only dream of. Despite hating the idea of leaving the Hazeclaw’s traditional hunt behind he knew in his heart it was time to cast off the shackles of the past and embrace a changing world. He couldn’t save the world alone but this organisation, these people, well they were the best shot humanity had.

Weapons: Traditional Hazeclaw weaponry such as throwing knives, Molotov cocktails and a hunting knife coupled with twin trick pistols mounted on each wrist and a Corvade family heirloom, Crows call. Crows call is an elegant black cane topped with a metal crow head that conceals a sword/ whip combo weapon. In its base form the concealed blade is simply that, a sword. But with a flick of a switch on its hilt the weapon splits into a bladed whip. The trick pistols usually make use of silver bullets due to their unique properties that assist in defeating the supernatural. Finally he has access to branch of old magic that (as far as Fletcher knows) is unique to the Hazeclaws. "Hunters soul" is a state induced by a Hazeclaws tapping into the old magic and allowing it to flow through their veins. It's effects include infrared vision, slightly increased reflexes and a magical boost to the muscles that increases the speed of the user. This magic does come at a cost however, muscles overexerted under magical influence won't recover instantly so the process will leave Fletcher exhausted if he isn't careful. When Hunters soul is active his eyes will glow with something akin to deep purple flames. If the ability is used to it's fullest extent these purple flames will erupt from the rune etched into his back as well giving the illusion of two purple wings.

Skills: Tracking, trick weapon engineering, basic medical knowledge, an excellent strategist, "Hunters soul" magic (A form of old magic passed down the Hazeclaw generations through a mixture of blood transfusions and rune tattoos.) and great knowledge of supernatural creatures passed down to him through the generations.

Weaknesses: Refuses to use advanced tech unless given no other choice and is therefore pretty inept with most of it, probably the last person you should pick for a diplomatic option as he doesn’t like to mince words, severe allergy to nuts, lack of experience when it comes to working for a larger organisation (But he is more than willing to try) and somewhat prideful.

Extra: Jumanji.
 
Appearance: 569212
Rank/Designation: Class C
Name(s): Refuses/is not allowed to give her true name. Goes by Aziza
Age: Unknown. But ancient.
Gender: Identifies as female
Species: Genie
Country/Realm of Origin: Somewhere in the Middle East.

History: Aziza is very, very old. She refuses to speak about most of it, especially since much of it would be classified. Suffice to say, one of the times the Albert branch interfered in the Middle East, they found her bottle in the possession of a rebel leader. He was using her to supply his men with information, weapons, and supplies. Since her acquisition, she has served the branch, and seems relatively content. It is very classified information who actually holds her bottle now.

Personality: Almost always calm, almost to the point of apathy. Enjoys talking to other agents, specifically about matters of magic and philosophy.

Notable Skills: Quite magically skilled, and very good at research.

Supernatural/Unearthly abilities: As a genie, she is capable of reality warping feats of magic. And she has a personal demiplane inside her bottle.

Notable flaws: Completely reliant on her master to do anything. If, say, ordered not to harm anyone, the entire organization could be destroyed, and she could not raise a hand against the aggressor. And also she is fully capable of being stuffed into her bottle by a powerful enough caster.

Gear: Just the standard for her class of agent, and of course her bottle. But she doesn’t actually have that of course.

Code (bottom of lore page): Jumanji
 
Appearance: A rather normal, average girl with wavy brown hair, fair skin, and dark brown eyes. She has a forgettable face and seems to define the word boring to most.

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Rank/Designation: Class 1

Name(s): Emma "Emmy" Lemmings

Age: 22

Gender: Female

Species: Changeling

Country/Realm of Origin: United States

History:

Information from TFF suggest Lemmings was well aware of her status before the switch. It was unsure, but the event started when a Hernan Lemmings made a deal with an all-powerful Fey that was operating with an organized crime family. As a result of the trade, the Fey claimed ownership of the first-born daughter, who at the time was around 15 years old.

The incident led to a short but news-worthy search for the child that ended up with the discovery of Emma Lemmings. Emma, for all intensive purposes, had some trouble blending in. Certain friends of her predecessor were creeped out with her much more silent tactics. Before, the young Emma had been regarded in some schools as a bully. Initially, for about a month or so, she was the victim until it became clear that Emma had graduated from verbal harassment to more subtle means of torment. Still, it seemed with the exception of Mr. Lemmings, no one was much the wiser into the changeling that had become Emma Lemmings.

Emma graduated as normal and was living a rather simply life as a high-school counselor. It was later discovered that she was indeed the one behind several notorious pranks at the school, including several forms of crude graffiti.

Her cover would have been kept a perfect secret had not one small detail ruined it. The fact that the real Emma Lemming had been mysteriously returned years later. The original Emma seemed to retain standard cognitive ability and her memories are certainly repressed.

However, what was not repressed was the hatred towards this doppelganger Emma. The confrontation of the two started as a standard fight at a bowling alley turning into an all-out brawl. There is suggestions that the changeling used magic, although she coyly claims that she's the real Emma.

Either way, tests conducted by the TFF have concluded that the changeling Emma is indeed the school counselor, nicknamed Emmy and that the original Emma has been exposed to fey magic at least during her disappearance.

TFF have decided to pass the two, changeling and human, over to the Albert Branch to sort the issue as the only human with information (according to Emmy) is Hernan Lemmings, divorced and currently hiding somewhere in the United Kingdom.


Personality: A kleptomaniac in nature, Emma enjoys petty crimes but never seems to go beyond being a petty nuisance. If it is not stealing and misplacing things, it's vandalism or breaking and entering. Emmy is the kind the of thief that will attempt to steal a rare diamond and then leave it in the police station the next day. Her motive is purely playful, and so is her manner in which she is constantly teasing Emma for being no-fun and a party pooper.

Despite this, Emmy contains a strict sense of loyalty to her Fey master. She gladly admits and shows her powers as a changeling, but as far as admitting her connection and the recent change of events, she maintains that she will continue on living Emma's life unless the forces above decide her contract is terminated.

Notable Skills: (fighting styles, good at driving, ect)

Her agility and ability to stealthily slide her way into any building is commendable. As a changeling, it is possible she's using some magic to do this.

Supernatural/Unearthly abilities: (optional, basically any superhuman abilities or magical abilities your character has)

Emmy enjoys messing with the nature of soundwaves that is affecting the sounds she gives off. It's a slight trick and doesn't do much in the grand scheme of things but her magic as she says allows her to tune out people without wearing earbuds.

Notable flaws: (supernatural or regular weaknesses)

As a changeling, she has limited connection to the Feywild dimension and as she's stated in her interview, she's extremely "out of the loop" with her master. She's claimed that her time here was suppose to last until a natural and timely death in which she would fade away, happily finishing the mission she was granted.

She also suffers from an inability to focus. With the exception of robbery, her focus tends to come and go only towards the projects she wants to finish, or if the project is mischief. One could say she isn't clumsy as much as she's focused on being clumsy.


Gear: (acquired gear such as weapons and otherwise)

At the time, Emmy was found with a small sig-saur handgun and a tool belt filled with screws, lockpicks, drills, hairpins, and a spray paint can.


Extra details: (optional, trivial details about the character)

Emmy claims she is a professional changeling and that the return of Emma means that this must be a project being worked on by the Fey Master.

Code (bottom of lore page): Jumanji


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

Appearance: An exact copy of Emmy Lemmings, or rather the original copy but at her original age of 15 years.

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Rank/Designation: Class 1

Name(s): The Emma Lemmings

Age: 15

Gender: Female

Species: Human

Country/Realm of Origin: United States

History: Before her kidnapping, Emma Lemmings was regarded as a typical bully at age 15. Nothing of note for the manner in which she shoved, teased, and often laughed at other students that she regarded below her.

All of that changed when she was switched with the "Other Emma". For about 25 years, she was regarded as missing and replaced. No one is exactly sure what she endured in those the FeyWilds but when she came back, she demonstrated standard cognitive ability suggesting her education or intellectual growth had not been hampered. In the two years trying to prove her identity as Emma Lemmings, especially since she appears to have not aged at all in the 15 years since she was abducted.

Indeed, this new Emma wasn't as hot-headed. If anything, she was sly, tricky, playful, and all the manners of a Fey in her. When the two eventually did meet, the ensuing fight caught the attention of TFF and was eventually transferred to the Albert Branch.

But with Emma's return, came a few odd...features. Emma seems to have a fear of showing her face, and often will wear a mask or something to conceal her identity in public. As far as her memories and her return, Emma herself isn't sure. What she is sure about however is getting rid of her twin and becoming an agent in the future.

Personality: Emma is far more ill-tempered than her playful changeling look-alike. She is also more prone to feelings of insecurity and guilt. The missing time in her head is a source of great stress for her, as is the fact that she doesn't feel like her identity is truly hers. She styles her hair differently and in response to Emmy. Her previous record suggested a high-level of confidence which she admits is gone since she can't remember what she'd done.

Notable Skills: (fighting styles, good at driving, ect)

One of the few skills that Emmy never retained was Emma's proficiency in Hapkido self defense. Allegedly used to bully others but as far as Emmy was concerned, an unimportant skill.

Supernatural/Unearthly abilities: (optional, basically any superhuman abilities or magical abilities your character has)

None.


Notable flaws: (supernatural or regular weaknesses)

Emma is about as fragile as any other human and with the limited training that she may

Gear: (acquired gear such as weapons and otherwise)

She wears a weird wooden mask and hoodie, claiming her identity and soul was "given" to the changeling clone hence why she needs to destroy her.

Extra details: (optional, trivial details about the character)

Emmy likes to call Emma her little sister and often states that this is the reason they are together.

Code (bottom of lore page): Jumanji
 
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Appearance:
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Rank/Designation:
Class 3/Rank II

Name(s):
Tempest Rosalie Dalir

Age:
28 (Looks 18)

Gender:
Female

Species:
Type I Zombie

Country/Realm of Origin:
France

History:
Tempest was born into an extremely prominent and wealthy family in France. Her mother died when she was younger, but she remained close to her older brother and father. She spent her entire life at boarding schools in different countries, learning different languages and experiencing new cultures as she gained an outstanding education. However, on her 18th birthday she died in a car crash on the way to a celebration dinner with her family. Her father, completely distraught by her death, sought out an ulterior end, an end where he wouldn’t have to bury his little girl. One second she was dead, and the next she was alive and well. It would worked out without Tempest knowing, except for the fact that she remembered dying. After searching for answers, Tempest eventually found out that an extremely powerful necromancer brought her back, leaving her nearly immortal. She hasn’t aged since that incident, and about a year after the incident, her search for answers led her to England where she was discovered by the Branch. Fearing she would never live a normal life again, Tempest began working with the Branch in 2009, eventually gaining knowledge of other supernaturals along the way.

Personality:
Tempest is calm, cool, and collected, able to remain level-headed in any stressful situation. She is very analytical and observant of the everyone and everything around her. She is extremely honest, and even-tempered. As a friend, she is loyal and caring, and is very sociable around people she's comfortable with. However she can be stubborn and is a bit of a perfectionist, rarely giving herself time to relax.

Notable Skills:
-Speaks many languages fluently as a result of her education
-Endurance & Speed: can run for miles without tiring, due in part to her days running track in school
-Throwing knives: Though she is can handle many weapons due to her training at the branch, she is a master at throwing knives
-Motorcycle: Has a talent for being able to ride a motorcycle through obstacles and at a great speed.

Supernatural/Unearthly abilities:
-Illusion: User can create, shape and manipulate illusions, causing targets to see, hear, touch, smell and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are. Since the day she was resurrected, Tempest has had this power as a side effect, at first hard to control, but eventually some members of the branch helped her learn to control it with a few minor incidents.
-Immortal??? There have been many incidents where she should have died…again…but she didn’t, she always wakes back up at the location she had her car wreck in perfect condition. The Branch is currently looking into this to see if its immortality or something else.

Notable flaws:
-Lacks physical strength compared to the others at the branch. Also coincides with hand-to-hand combat, which she is not very good at.
-When she uses her illusions on groups of people, or for an extended amount of time, Tempest gets extreme migraines, can become violently ill, or just blacks out.
-She gets injured like a normal human, she just doesn't die.
-Achilles heal: hasn’t found out what it is yet, and doesn’t want to know

Gear:
-Tablet
-Set of throwing knives made of different materials and laced with different poisons depending on the situation.

Extra details:
She likes the color purple and hates violence, but understands it’s sometimes necessary.

Code (bottom of lore page):
Jumangi​
 
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Appearance: (Pic or brief description works fine)
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Rank/Designation:
Not part of the Branch, position classified

Name(s):
Elysian Brekkr

Age:
358

Gender:
Male

Species:
Lycanthrope

Country/Realm of Origin:
Romania

History:
When the branch was first formed, the founders reached out to Elysian’s father, particularly due to the influence his family had in the supernatural world. As Elysian aged, his father trained and groomed him to take his place. However, his succession came sooner than later as his father disappeared without a trace in 1867. As Elysian assumed the power of his father, he continued to work alongside the branch in offering information and providing help in many situations.

Personality:
Elysian is an intimidating man, a natural born leader. He is ambitious, cold, and calculating. He sees what he wants and earns it for himself. He can be beguiling and manipulative at times. However, he is a just and charming man, earning the favorability of those around him.

Notable Skills:
Hand to hand combat: His strength, speed, and training make him a master at close combat
Leadership: His confidence and intellectual abilities draw others to follow him
Pistols: his weapon of choice is a pistol, one shot and you’re dead
Parkour: He can scale buildings and other obstacles for a quick getaway

Supernatural/Unearthly abilities:
Superhuman strength, durability, speed, and healing that most of his kind have.
Due to his family being one of the original lycanthrope families, he inherited the ability of compulsion, but many do not know that because he doesn’t like to use it.

Notable flaws:
Silver bullets: Silver bullets only kill him if they pierce his brain or heart, but slow and in some cases stop his ability to heal.
His power makes him the target of many enemies.
Fire will kill him, and exposure to extensive heat weakens him.

Gear:
One specially designed pistol with silver bullets
A metal bullet proof plating that guards his heart at all times
His family ring

Extra details:
He enjoys literature, his favorite author being Salinger

Code (bottom of lore page): Jumangi

 
Albert Branch Personnel File

Name(s):
Daniel Walker
Rank/Designation: Class 3, Rank 2 Agent. Approx six years of service.
Age: 32 yo
Gender: Male
Species: Human. (Some selkie blood suspected and then confirmed, at least three generations back.)
Country/Realm of Origin: Born in Sydney, Australia. Moved to the southern coast of Wales in childhood. Travel and living abroad in the States has softened any strong accent.

Appearance:
Daniel Walker is Welsh and Filipino, with dark eyes and dark hair that he generally keeps short- It starts to curl if it gets much longer than an inch. He's about 5' 10" with a somewhat heavier muscular build. (Think Bob Morley, but instead of the 'TV actor diet/exercise to look pretty' regime, he's been doing the 'gets a lot of physical activity in every day, but eats like crap' method.)


History:

It was such a pity, everyone said, what had happened to Hank Walker. Everyone in town liked him- Even as young boys, tailing their grandfather around as he showed them the town, it had been obvious that Hank would be a respectful and respectable member of society.

(Not like his brother, who was always so rude and disruptive. No one was much surprised, when the brothers finally parted ways after their grandfather's death, and Danny had driven out of town on his bike without looking back. He'd split his brother's lip after the service, and gotten his eye blacked in exchange. He'd gone to America was the belief, though no one was really sure.)

But Hank. Hank was a good man. And that young wife of his- So beautiful! They'd met while he was in the Phillipines, on a service trip, he'd said. She was a bit... Unusual, but she seemed sweet. Cultural shock was to be expected, everyone reasoned. Grace would warm up to the townspeople eventually, they all reasoned. Especially after she had the baby!

A young couple like that, out on the edge of town in that coastal cottage- They'd need all the support they could get!

It was just tragic, what had happened. Drowned in his own tub, having fallen asleep in the bath. Left his wife and ten month old son all alone in the world. The townspeople would have stepped in, of course. That's just the sort of good, neighborly folk they were, after all.

But the prodigal son returned instead. Not all of his decisions were ones the townsfolk agreed with- like selling the Walker cottage and land!- but he did seem determined to provide for his brother's widow and child. And protect them when necessary.

"Never thought I'd be happy to see that sour face of his again," Ms. Cabert admitted to her Tuesday book club. "But damn if I wasn't pleased to hear him tell those inspectors off- Imagine, just dropping by to interrogate a grieving young mother like that! She's asleep on her feet with a babe at her breast, and they think it's appropriate to waste her time instead of just going to the local office and reading the damn report? The nerve," she sighed, and the book club ladies agreed that the audacity of city folk knew no bounds. It was all well and good that they were investigating the tub manufacturer for the possible issue with the overflow drain or whatever - Ms. Cabert had admittedly not been paying close attention- but Grace Walker was in mourning, damn it, and it wasn't like she knew the details about when the tub had been purchased. Really.

Daniel Walker and his nephew and his sister-in-law had left town shortly after, once the property had been sold to some godawful development company with their eyes on the coastline. The townsfolk were sad to see them go. They had been an excellent source of intrigue, and small talk slowly reverted back to the topic of the weather.

---

By the time personnel from the Albert Branch caught up to Daniel Walker, the only other individual in his beat up excuse for a car was his teething nephew.

No, he didn't know where Grace Walker had gone.
No, he had no way of contacting her.
No, nothing she had said or done indicated she might have been responsible for her husband's death. Of course not.
No, he couldn't think of any motive she might have had to do so. She and Hank had been a very happy couple. Everyone said so, hadn't they heard?

Yes, he was aware that she was... Not entirely human.

What were they going to do, he reasoned. Charge him with obstruction of justice, for a crime that hadn't been committed? A citizen had been murdered, they reminded him. By a hostile and now unaccounted for supernatural entity of unknown abilities. Daniel didn't much care. Grace had an alibi, and Hank had died a natural death. They couldn't prove shit.

But the obstinate nature of Daniel Walker had finally met its match in the Albert Branch- Grace may have slipped their grasp, but he was now firmly on their radar, and he wasn't going to be able to outrun it. Both he and his nephew were British citizens by law, but they were supernatural creatures by blood. (Which wasn't entirely a surprise to Daniel, though he'd never known for sure until the Branch had done their testing on him.)

Eventually, he agreed to work for them, with the condition that they would close the case on his brother's death and cease their attempts to locate Grace Walker. He needed a steady paycheck and health benefits now, if he wanted to keep custody of Nathan. There are other people and organizations that might be better suited to care for the child, his superiors often remind him. His access to the Collective and the resources of the Branch (and his protection from the wrath of the TFF, incurred due to some of his... interference in their affairs while stateside) are all thanks to his continued, obedient service. Or at least, his effective service.

Personality:
  • Obstinate.... Or perhaps 'persistent'.
  • Can be disagreeable and contrary, and doesn't do much to protect others from his foul moods.
  • Clever enough to think of smartass comments, but not always wise enough to keep them to himself.
  • Somewhat reckless, and prone to improvising if plans start to fall apart.
  • Resourceful. Having lived on the road for awhile (sometimes with a bike, and a few times with a car), Daniel is accustomed to making things work with what he has, whether he needs a solution to a magical dilemma or just a decent meal out of a bare pantry.
  • Empathetic- Daniel isn't out here feeding the homeless, all right? He just... Didn't like that sandwich. Okay, fine that was his usual sandwich order. But it was... Burnt. Perfectly reasonable to give it to the panhandler under the bridge. That guy'll appreciate a burnt sandwich. His performance reviews often note that he tends to be more sympathetic to the plight of supernatural creatures than maybe he really ought to be, but... That's all conjecture. (Of course he didn't intend for that púca to escape, don't be stupid. It was hardly his fault the bridle they'd given him to harness the thing was so damn old that protective magics were weak. And if the braided hairs on the bridle were frayed and undone when he'd returned it- Well. That was the condition he'd received it in, so.)
  • ...Charming? To the surprise of his colleagues, Daniel does have people skills. He even has 'game', so to speak. He just very rarely sees fit to break it out where his coworkers can observe and then later give him grief about it, though will do so for the sake of getting information.

Notable Skills:
  • Marksmanship. Daniel has great aim, or at least according to all his training at the range. In the field, he has a tendency to 'miss', unless someone's life is truly endanger.
  • Diplomacy. Despite his somewhat surly disposition, Daniel is often tasked with mediating interspecies issues and misunderstandings. Since he's not quite as human as some other operatives in the Albert Branch, he is seen as perhaps more trustworthy. It helps that selkies are a non-threatening bunch with purely defensive abilities, unlike their siren cousins or any number of other species that have their own, sometimes bloody, agendas. He tends to actually be a decent mediator, if he believes all parties are actually interested in a peaceful solution.
  • Petty crime. It's not like he's proud of it, but yeah. Hot wire a car, pick a lock, avoid surveillance cameras. The basics. He learned how to do these things for a different chapter of his life, but they seem to be pretty damn relevant for this chapter too.

Supernatural/Unearthly abilities:

Daniel is an excellent swimmer and may be able to breath underwater, though he has not been keen to test this. His selkie ancestry also seems to keep him comfortable in cold, wet environments, though it has also been suggested that he is just too stubborn to admit he was wrong and should have brought additional layers, and is faking his nonchalance.

On occasion, Daniel can sense the presence or influence of magic. This ability... Is not as helpful as it might sound. Daniel has described it as being like 'something suspicious in a video game'- The music suddenly changing, or noticing that one portion of the wall is rendered with more texture. He can't see through glamours or discern the purpose of spells, or even distinguish between old and new magic. But it's handy because he can swing by a gruesome crime scene and know if it's something the Branch should probably get involved in- Mind you, if it doesn't trip his spidey sense, that doesn't mean it's completely mundane. It just means that the influence of magic was hidden with at least a modicum of effort.

He's been told his blood tastes 'disgusting'. So, that's nice, he supposes. He's not likely to be drained dry by a vampire any time soon.


Notable flaws: (supernatural or regular weaknesses)

Stubborn and impatient, Daniel has received feedback that he 'does not play well with others'. Daniel doesn't feel this is a fair assessment. He gets along fine with his coworkers. So long as they are competent. And don't hover over his shoulder all the damn time. And don't expect him to bend over backwards to satisfy their every whim- All right. Maybe's he not great at working in a group.

Magic sensing abilities. It's not a damn science. It's a heavily diluted instinct of 'avoid this, it could be dangerous'. If you want refined results, get your tablets out.

Nathaniel Walker. Daniel's seven year old nephew is a strange child, whom Daniel does a decent job of not seeming to be too attached to. The kid's got a nanny for all the 'parenting' business that Daniel definitely doesn't have time for, and they go visit some unnamed friends in the Collective once a month. But Daniel knows the boy could grow up to be very useful to the Albert Branch indeed- And he knows his employers know it, too.


Gear: (acquired gear such as weapons and otherwise)

Standard gear for Albert Branch operatives. Still rides a motorcycle like he did in his youth, but now wears a helmet. What a mature adult.

Daniel has several old oyster shells that he keeps handy- One at home, one on his desk, etc. They were given to him by a siren 'in case of emergency', and they mostly just collect dust and spare change. He keeps paperclips in the one at work, and has given no indication to anyone he works with that it has any purpose beyond that.

Extra details:
  • Dislikes swans.
  • Grace Walker is still considered at large. It is suspected that Daniel may have contact with her or someone who knows how to contact her, but it has been generally accepted that Daniel's service to the Albert Branch has been more valuable than the capture of one selkie for a domestic murder.
Code: Jumanji!
 
Appearance
screen-shot-2019-05-05-at-2-00-28-pm-png.571612
Rank: Class 2/ Rank I

Name: Jack Langley

Age: 28

Gender: Male

Species: Human

Country/Realm of Origin: Scotland

History: Jack’s life was mostly boring and unoriginal. He was born in Glasgow where his mother and father worked and his grandmother was the one who raised him. She would tell him tales of the supernatural that she would hear during the Second World War and how Nazi Germany were creating monsters to invade England. Her son being Jack's father would tell them off as just stories, of course not wanting his son to be afraid. But he knew fully well there was some truth to his mother's tales.

Later in life he joined law enforcement and became a police officer and life continued to be uneventful. He was engaged by the time he was 25 and one day he decided to go on a hunting trip on his own. He went to a retreat in the Highlands and brought his rifle along with him. The afternoon after he arrived, he went into the forest to hunt for deer. As he saw one in the distance, he set himself up for the shot, but to his inconvenience he missed. But he did hear the whimper of some beast in the distance. He ran to where the whimper was coming from. When he found the source, he saw an anthropomorphic wolf. Its figure was bulky, muscular, and a bit over 7 feet. Confused of what to make of the situation, he contacted the local police force. A few patrols cars and a couple of agents from the Albert Branch who confronted Jack. They told him that this was a skin changer and they've been trying to hunt this one for a while. Frankly they asked him to join the Albert Branch.

Jack's prior experience helped him receive more advanced training. He mostly conducted raids on vampire strongholds and one skinchanger manhunt.

Personality: Jack is very light-hearted after spending most of his life with his grandma who's now 85. She always helped him make light of a situation and to never worry. He keeps a level head under any sort of high pressuring situation.

He's good at talking to others and likes to work with people as well. He always has a smile for someone who means well.

He improvises and doesn't like to plan.

Notable Skills:

Marksmanship - He's one of the best shooters in the Albert Branch. He always hits what he shoots.

CQB - Jack was able to develop his close quarter combat especially against the super natural.

EMT Training - Jack had to deal with a lot of wounded comrades. He learned EMT skills under the Albert Branch and possess basic medical knowledge.

Supernatural/Unearthly abilities: Sees better at night than most other people. Except when its pitch black. He also has a sensitive nose, which helps him catch maleficent substances.

Notable Flaws:

He's way too cautious when it comes to his decisions. He's very emotional when it comes to missions and does like to take his time in regards to keeping his comrades safe.

Jack is also very impulsive, being the first to jump into the frey, threatening his life and other people in some cases.

Gear:
-G36C w/ Comp M4 scope and flashlight
-Glock 17
-Black Striker ACH w/ ballistic goggles
-Smart phone for Albert Branch use
-Kevlar tactical vest
 

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Albert Branch Personnel File:

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Name: Rachel Porter
Age: 37
Gender: Female
Rank/Designation: Class 2: Rank I Agent
Species: Human
Country of Origin: Belfast, Northern Ireland


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History
The eldest child of a close knit family, Rachel was an accomplished pupil from an early age. She graduated from Durham University with First Class Honours in Criminology and then followed her degree with a Masters in Policing and Criminal Investigation. Her father, now happily retired, had reached the rank of Chief Inspector in the Royal Ulster Constabulary and had been a guiding light in Rachel's career path one she wished to emulate. However, a chance meeting at a career day led Rachel to applying to join MI5 rather than the Police. After an exhaustive recruitment process, Rachel took up the role of Intelligence Officer in central London.

Diligent, capable and hard working, Rachel's stock rose quickly within the organization. Her personal life matched her career trajectory. By the time she was twenty three, Rachel had married Max, a city broker, and welcomed her son, Finlay, into the world. As the years passed, Rachel continued to prove herself as an extremely competent agent both in the field and out. Her home life had began to suffer though as she and Max drifted apart. As Finlay got older, Rachel began to tire of big city living, missing the intimacy of Belfast and Northern Ireland which she continued to visit several times ever year. Realising she did not want to raise Finlay in London, she requested a move to MI5's Belfast branch. When this was granted, Max remained in London. Their amicable divorce followed eight months later.

As before, Rachel flourished in her new role and cherished the time spent with family and old friends. With Belfast and Northern Ireland continuing to leave the spectre of the bad old days behind, Rachel knew she was where she was meant to be. When her order came through that she was to return to London, it felt as though the carpet had been pulled from under her. The promise of promotion, money and career advancement that came with the new role was of no incentive and she vigorously fought the transfer.

Numerous calls and e-mails followed and such was the intensity of her protest, her superiors eventually relented. However, they were unhappy with what they perceived as lack of loyalty to the the organization. Rachel was 'rewarded' with a transfer to the Albert Branch. Despite being a Senior Agent, Rachel now finds herself as a rookie in her new department.

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Personality
Bright, cheery and inquisitive, Rachel is someone who laughs easily and is blessed with an uncanny ability to get into the good books of almost anyone. She is hard working and confident in her own abilities. While she has an admitted chip on her shoulder about her recent forced transfer she will make every effort to integrate herself with her new team.


Notable Skills: Investigations. Interrogations. Covert Tracking. Trained with Glock 17 Pistol and HK G36 Semi Automatic Rifle.
Supernatural Abilities: None
Notable flaws: Often dives head-first into situations when the only danger presented is to herself. Overconfident in her own abilities.
Gear: Glock 17. HK G36 Semi Automatic Rifle. Extendable Baton. Two Tone Rolex.


Extra details: Divorced with one son - Finlay, 14. Love of Gin, Coffee, the theatre and Boojum.

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Code: Jumanji

 
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Albert Branch Personnel File:


Appearance:

DhMmSJtOR02kQZFfE1D08jFts7uG1mPt-Q-GTnKdFCAIuOyeVWdjx-9wVds3ShHllB6dpPMCZ1jB3GXnyBUnM_ffs0TvU16YOU3OwW9GgjnHl7IEP7HeiteClN4OZHC8VsqRqHw


Height: 5'11


Rank/Designation: Class 2/ Rank I Agent

Name(s): Steven Fletcher (Steve)

Age: 34

Gender: Male

Species: Human

Country/Realm of Origin: South East London, United Kingdom


History:

Steve was born in Bromley, South East London, to Julie and Andrew Fletcher. His family on his dad's side was a strong military family, going back at least the previous 5 consecutive generations, with Andrew being in the Royal Green Jackets. The ideals of honour and discipline were installed in him from a young age, by his father when he wasn't on tours of duty, or by his grandfather. As a result he grew up along the straight and narrow, obeying laws and figures of authority without question, which was most likely part of the reason why he had the shit beaten out of him at school, especially given the rough nature of the area that he grew up in.


Obviously he made perfect in his final year of school, seeing it as his personal mission to make sure rules were being adhered to. He was also quite bright, the brains were clearly inherited from his mother, and as such he was the first Fletcher to be offered a place at university, Engineering at the University of Liverpool, which after 3 years of study he graduated with a 2:1 degree. It was thought that at this point, by his father and grandfather especially, that he would now push on with a career in the army, having already been the first to obtain a university degree, he could even be the first Fletcher to make it into Sandhurst and as a commissioned officer. Much to his father's chagrin however, Steve did not see his future in the army. Growing up on the rough streets of Bromley, and even his time studying in Liverpool, he realised that there were enough war zones and people in need of help on the streets of his home. As such he applied, and was accepted into Hendon Police College, passing out as a constable in the Metropolitan Police Service.


Steve went onto have a successful 12 year career in the police. Only serving relatively little time as a beat bobby, securing himself a role as a Detective Constable on the Anti-Terrorism Squad, before making it as a Detective Sergeant (DS). DS Fletcher proved himself on multiple active operations, on which he was a part of, and in command of, proving his skills as both a capable offer and field leader. The turning point in his career however came during Operation Damocles, its objective was to take down 2 cells based in North London which intelligent reported were planning an active attack in the coming weeks in relation to Right Wing Extremist Groups. It was supposed to be a standard operation, but what followed was anything but. What the intelligence failed to pick up, but admittedly the chances of them realising the truth, and even if they did they would have been laughed out and most likely sectioned, was that this was no ordinary human cell. Instead it was a Vampire Cell. The operation was a disaster, 4 officers were killed and a further 10 were wounded, the vampires in question were killed however, when the sheer weight of firepower brought to bear against the building they were in, one of which hit a gas canister which detonated the building. The situation was rapidly attended to by Albert Branch, cover stories put in place, something along the lines of hallucinogens having been stockpiled and released into the air.


The question left however was what to do with DS Fletcher, the last survivor of the team that had stormed the building, the other eye witnesses had been killed and the cover stories were enough to throw off those who had heard the terrified radio calls, but Steve knew what he had seen. Given his service record, Albert Branch made him an offer, telling the truth of what he had seen. It may have taken him a few weeks to fully comprehend what he was told, and what he had seen, but by the end of it Steve Fletcher was welcomed into Albert Branch with open arms. Another chance for him to police the streets of Britain, keeping the public safe from a far more elusive enemy.


Personality: (Again, short or long)

Steve is a consummate professional, believing the Book was written for a reason, and as such everything should be done by The Book, and that officers of the law should be held accountable above all else. Honour, loyalty and doing one's duty are the three things he believes in most.


He is social however, counting his officers and colleagues ( as long as they meet his high standards) as members of more than just a team, but more of a family. And as such he does care about their will being, and is generally amongst the first to recommend a social team night.


Notable Skills:

Has received the following Police Qualifications:


Advanced Driving Training

Firearms Training (Basic and Advanced)

4 week Negotiation Training Course (Basic)


He has also led numerous operations during his time in the Counter Terrorism Unit.


Trained in basic hand to hand combat from his time at Hendon and on the force. He is far more proficient with a firearm however, trained primarily in the use of the Glock 17 and HK G36


Supernatural/Unearthly abilities: None aside from basic training in the Bletchley Code taught during his time with Albert Branch.


Notable flaws:


Especially after the loss of his team during Operation Damocles, had had to deal with a moderate degree of PTSD, and takes the loss of teammates and those under his command particularly badly, shaking his confidence at times.


Despite his training and limited magical abilities, he has all the weaknesses of a regular fleshy human.


Gear: (Provided by Albert Branch)


Kevlar vest

Extendable Police Baton

1 tube of CS Spray

Handcuffs

1 Service issue radio

1 Service issue Torch


(To be signed out when needed as opposed to standard issue)


Glock 17 Semi Automatic Handgun

HK G36 Semi Automatic Rifle


Extra details:


His beverage of choice is a cold pint of Lager, preferably an Amstel or Peroni


His love life has been quite a public disaster so far.


His film of choice is the Great Escape, preferably on Christmas Day whilst recovering from lunch.
 

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