Ex;R - Hunter Education

OVERVIEW
A Hunter is defined as an individual who volunteers their life to the role of protecting others from the creatures of Grimm; standing together as vanguards, they indiscriminately protect humanity from extinction. Hunters are celebrated by those who recognize their triumphs against adversity through their feats of ingenuity, bravery, and/or strength. The most recognizable aspects of a Hunter is their self-fashioned weapon of choice coupled with their perception enhancing Aura and their individualistic Semblances.

However, as Hunters have become more intertwined into society, many take more subtle roles to suit one’s interest. As such, it is not wrong to think of Hunters as a reserve force in complementing a Kingdom’s military. Typically they have earned a general respect in some, and disdain from others in varying societies throughout the world as some view this as an unpatched loop-hole for some individuals to evade entering service while providing private security to those in a higher financial class. It is also varied throughout the world as some nations have stronger feelings towards Hunters than others, but they are treated generally as professionals in Grimm extermination.

The term Hunter is gender neutral and is not to be confused with a hunter/trapper. Individuals who are identify as male often refer to themselves as Huntsmen and those who identify as female, Huntresses. Those who do not identify with either gender may use the term Hunter.

BECOMING A HUNTER
While anyone can become a Hunter, the vocation saturation is statistically few in numbers. An average of 0.4% of a Kingdom’s population consists of Hunters while 0.2% are active military. The only exception to this statistic is the Kingdom of Atlas as their Hunters are reclassified as Specialists and are considered a part of their active military. Both professions include high risks and a single mistake can equate to death. This leads to the general avoidance of the profession.

Combat School
The usual path to becoming a Hunter begins at the minimum age of 13 where admittance, with allowance of one’s parental figure/guardian, to a Combat School is permitted by the government. It is possible that someone over the age of 13 can still go through this process.

Combat Schools regimens include:
 * General education; i.e. Maths, Language, Sciences, History, etc.


 * The Role of a Hunter in Society


 * Grimm classifications, origins, and anatomy


 * Techniques in material fabrication and proper Dust usage


 * Construction of a personalized weapon

Combat Schools, while funded completely by the Kingdom, are not entirely necessary in the process of becoming a Hunter as it is possible for an individual to be homeschooled by parental figures/guardians; the most common of which comes from families from Hunter lineages or military backgrounds. However, having a completed Combat School, which usually lasts 5 years coinciding with students reaching the age of 18, students may graduate and apply to one of 4 Hunter academies, each located in one Kingdom, with their universally recognized Combat School diploma.
 * Individual focused combat style training

Hunter Academy
4 Hunter academies exist within Remnant which include Beacon Academy, based in Vale; Shade Academy, based in Vacuo; Haven Academy, based in Mistral, and Atlas Academy, based in Atlas. Unlike Combat Schools, the attendance of a Kingdom licensed Hunter Academy is mandatory in qualifying oneself as a Hunter.

Once an application has been submitted and approved, promising students will go through 3 trials to gain entrance into an Academy. While the system is universal, the content and difficulty of said trials are vastly different from academy to academy with Atlas being cited as the most demanding of the 4 due to its militaristic standards.

The trials are as follows:
 * The Written Portion
 * An exam testing general everyday knowledge taught in Combat School and can contain multiple differing subjects.


 * The Interview
 * Potential Hunters-in-Training will be analyzed in multiple aspects from family background to intrapersonal communication.

Upon completing and passing the 3 trials, students will spend the night at their school and the next day will be another trial: Initiation. While the format of Initiation differs from academy to academy, all feature a field based combat scenario with live Grimm used as obstacles with the true purpose of building worthwhile student operation teams. While the trial may seem dangerous, the students are carefully monitored personally by the headmaster of the academy and intervention would be used appropriately to ensure the safety of the students.
 * The Active Portion
 * An exam testing the physical levels of incoming students. Generally kept a secret to avoid people aiming for bare minimum.

It should also be noted that the 3 trials may be skipped from individual to individual due to exceptional cases mostly sanctioned by an academy’s headmaster but Initiation is mandatory for all potential students. Failure to complete the objectives of Initiation means automatic rejection.

After the completion of Initiation and the formation of teams, students will be subjected to the normal academy curriculum which consists of, but is not limited