Law Enforcement - Job Descriptions & Culture

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Law Enforcement - Job Descriptions & Culture

Postby From the Desk of the Minister » Fri Apr 25, 2014 3:31 pm

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Re: Law Enforcement - Job Descriptions & Culture

Postby From the Desk of the Minister » Fri Apr 25, 2014 3:34 pm

CULTURE UNDER THE
CURRENT DEPARTMENT HEADS

With Law Enforcement being the largest department, the Heads are usually extremely busy. For most cases, characters would report directly to the Lead of their division or office, although sometimes one of the department heads might take a special interest in a case and ask to be kept apprised.

The personality and work styles of the two Heads are below:

Department Head: Caleb Walker

    As a boss, Caleb doesn't put on airs. He is casual, practical, and attentive to detail. During the Second Wizarding War, he developed a well-deserved reputation for being thuggish and violent. Although he was revealed as a double agent in the end, it's likely that anyone who was around during the war remembers him a heartless, no-nonsense motherfucker who enjoyed hurting people.

    This makes him more restrained, serious, and disciplined at work, especially in a group setting. One-on-one and during free hours, he is extremely jocular and easy-going, but during working hours the gravity of what he did during the war still hangs heavily around him. He doesn't tolerate slackers or anything he views as blatant disrespect, and he can go from casual to stone-cold and intimidating in the blink of an eye.

Assistant Head: Kaikara Ghannam

    coming soon
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Re: Law Enforcement - Job Descriptions & Culture

Postby From the Desk of the Minister » Fri Apr 25, 2014 3:35 pm

POLICE DIVISIONS
AT A GLANCE

Field WorkPaper WorkTravelRiskTrainingEquivalent
Auror High Moderate Moderate High 3 Years FBI
Hitwizard High Low Moderate Extreme 3 Years SWAT
Witch Watcher High Moderate Extreme High 3 Years CIA
Investigator Moderate High Low Low 2 Years Detective / CSI
Patrol Officer Moderate Moderate Low Moderate 6 Months Beat Cop
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Re: Law Enforcement - Job Descriptions & Culture

Postby From the Desk of the Minister » Fri Apr 25, 2014 3:37 pm

AURORS


Overview

    Aurors are specially trained agents that protect the magical world against threats from dark magic. Their primary functions are counter-intelligence and counter-terrorism. Everything from white-collar corruption to major national security issues can fall under their purview, so long as it is related to routing out the practitioners of the dark arts.

Prerequisites

    The requirements to begin Auror training are extremely stringent. In addition to attaining five NEWTS, wizards must pass a series of character and aptitude tests and can have no criminal record.

Office Culture

    The auror office has been demoralized in recent years with two lead aurors (Valeriano Vega and Hogan Monroe) dying within two years, as well as several embarrassing mess ups, the aurors are looking to turn around their reputation.
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Re: Law Enforcement - Job Descriptions & Culture

Postby From the Desk of the Minister » Fri Apr 25, 2014 3:37 pm

HITWIZARDS


Overview

    Hitwizards are an elite, paramilitary unit that are trained to deal with highly dangerous combat situations, such as riot control, high-risk arrests, and hostage situations. Hitwizards typically work in teams and employ heavily specialized tactics for various scenarios. Within the hitwizard offices there are several specialized sudivisions that focus specifically on sniper operations, demolitions, and security, and each has their own specific training program.

    Hitwizards are often called upon by the Auror office to assist in bringing in high-risk Undesirables once their location has been pinpointed.

Prerequisites

    The Hitwizard physical test is notoriously grueling and difficult to pass, and they are expected to stay in peak physical condition and undergo periodic tests even after acceptance. Wizards must also pass character and magical aptitude tests administered by the Ministry, as well as have five OWLS.

Office Culture under Malcolm Bishop

    The hitwizards are a rowdy bunch, and lewd jokes and insults are commonplace in their office. As the division with the most dangerous job and most injuries, hitwizards work hard and party hard.

    Malcolm is typically gruff, caustic, and will drop insults left and right. He can dish it as well as take it and enjoys the aggressive banter, which he views as "bonding." He is ruthlessly efficient, no-nonsense and doesn't tolerate slacking. Some goofing off is fine, as long as the job gets done and gets done safely. He will absolutely ream someone out if they piss him off. Despite his abrasive nature, he generally likes and is protective of the hitwizards in his division and will often take everyone out for drinks after a difficult job.
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Re: Law Enforcement - Job Descriptions & Culture

Postby From the Desk of the Minister » Fri Apr 25, 2014 3:37 pm

WITCH WATCHERS


Overview

    The Watchers' main task is two-fold: 1) to bring in fugitives who have gone into hiding in foreign countries and 2) to collect, evaluate, and disseminate foreign intelligence to the law enforcement department. They are essentially the wizarding world's equivalent of spies, and their typical tasks include infiltration, targeted enforcement, espionage, surveillance, tracking, and other intelligence gathering. To this end, Watchers typically spend a long time traveling and are often stationed in foreign countries for weeks, if not months, at a time.

    Most Witch Watchers are at least bilingual, with the majority being polyglots. The needs of the job demand that they develop a talent for accents. Monolingual Witch Watchers are practically unheard of. Most of them are socially adept and adaptable to many difficult cultures and situations. Due to their travel needs, Witch Watchers are also particularly adept at spells involving travel, and many of them can apparate across impressive distances.

Prerequisites

    Witch Watchers need four NEWTs, and to pass physical, aptitude, and character tests in order to be accepted into training.

Office Culture

    Witch watchers are trained to fit into any social situation and by necessity many of them are talented actors. The use of polyjuice potion features regularly in their missions, and in part due to this flexibility, they have a reputation for having the strangest kinks of the entire MLE lot (though this may be a case of a few particularly notorious members spoiling the barrel).
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Re: Law Enforcement - Job Descriptions & Culture

Postby From the Desk of the Minister » Fri Apr 25, 2014 3:39 pm

INVESTIGATORS


Overview

    Investigators are officers who have been trained to solve crimes and apprehend criminals. They frequently visit crime scenes, interview witnesses, interrogate suspects, perform background checks, and review all evidence and suspect profiles. Both the Auror's Office and the Patrol Officer Office frequently call upon investigators to aid in their cases.

Prerequisites

    Investigators need four OWLS and to pass magical aptitude, and character tests in order to be accepted into training.

Office Culture

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Re: Law Enforcement - Job Descriptions & Culture

Postby From the Desk of the Minister » Fri Apr 25, 2014 3:39 pm

PATROL OFFICERS


Overview

    Magical Law Enforcement Patrol Officers are tasked with general, every day law enforcement tasks, from pranks to robberies and other petty criminals.

Prerequisites

    Patrol officers have the lowest requirements of all and only need two OWLS and to pass basic physical, aptitude, and character tests in order to be accepted into training.

Office Culture

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Re: Law Enforcement - Job Descriptions & Culture

Postby From the Desk of the Minister » Fri Apr 25, 2014 3:39 pm

TRAINING & GRADUATION

Trainees spend most of their time in classes and combat rooms inside the Law Enforcement Department and get on-the-job experience through mentoring programs. For RPing purposes, trainees can still join plenty of plots as long as they have a mentor, either a full-fledged or senior member of their squad played by another character or referenced off-screen.

All training programs have two start dates: Sep 15 and Mar 15. These two dates also serve as graduation dates for when trainees can advance into full-fledged squad members.

*
no / little training
**
basic training
***
good training
****
rigorous training
*****
elite training


AurorsHitwizardsWatchersInvestigatorsPatrol
Combat Training **** ***** **** ** ***
Physical Training *** ***** *** * **
Unit Tactics *** ***** ** * **
Magical Resistance ***** ***** ***** ** **
Interrogation *** ** **** ***** **
Concealment & Disguise *** *** ***** **** **
Tracking & Surveillance ***** *** ***** ***** **
First Aid & Survival *** *** *** ** **
Dark Arts Lore ***** ** *** *** *
International Policy & Culture ** * **** * *
Crime Scene Investigation *** * * ***** **
Muggle Infotechnologies * * *** *** *
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