The most cerebral of the three sibling races of licentia, the Ahldreian possess both an intensely powerful mind as well as an intrinsic connection to the Will, a force that existence cannot go without. It is this connection that gives the Ahldreian their understanding of the world, any knowledge they should need, and of course...clairvoyance. While both the Nightwalkers and TRISTARI possess each their own powerful intuition, the Ahldreian, while youngest among the three, are capable of actually observing the flow of fate and ascertaining how to pull possibilities from the Rift and into reality. Of course, this enigmatic race possess other boons, such as their adaptable bodies, which they can tune, along with their vis, so as to channel energy in differing ways. While not so strong as their siblings in these ways, the Ahldreian are nonetheless formidable adversaries, often standing anywhere between six and ten feet, though their imposing height is not matched with much bulk.
Slender and frail looking, Ahldreian are nonetheless much more dangerous than they appear, as they possess a fine tuned understanding of the world around them which surpasses that of most. Joining their unique mind and clairvoyance are their astounding senses, which are less physical in nature than most as instead of eyes, ears, mouths, and noses, every Ahldreian merely possess a series of highly sensitive organ-like constructs within their bodies. These crystalline formations are connected directly to their soul core, which, rather fittingly, resides in their head. Essentially, these 'organs' function by way of detecting the interactions between vis of all sorts and their environment on a fundamental level. This makes them capable of all five normal senses, but ramped up hundreds of times in sensitivity and accuracy, without any avenue for normal overexposure, making it impossible to 'blind' or 'deafen' them in the traditional sense. However, this powerful sense comes at a cost and that cost is a weakness to the manipulation of vast amounts of vis within their direct vicinity causing an overpowering nausea-like sickness. Beyond this, Ahldreian are not particularly durable and as with their siblings, they are uniquely weak to vis-infused platinum.
While Nightwalkers have their shadow magic and TRISTARI their magical mastery, the Ahldreian hold dominion over the powers of clairvoyance, illusion, and frequency-based magic. While clairvoyance and illusion are rather common, frequency-based magic is something that merits explanation. This discipline was developed to allow the Ahldreian to practice magic despite the weaknesses associated with their unique senses. By using their connection and understanding of the Will, the Ahldreian can extend both their vis beyond physical space and over vast distances allowing them to preform magic without directly disturbing their surroundings. While some magics achieve this by merely stretching the caster's energy over vast distances, the Ahldreian do so by resonating their vis with that of another location, and then connected it to their will for a time. This makes them adept at casting spells with vast scope and range, while reducing their skill for spells requiring precision. Of course, an Ahldreian can be precise, it simply takes more effort or a different methodology than a normal mage would require.
As to their talents for illusion magics, the Ahldreian can be said to be so skilled that none aside from their siblings and the most dedicated, or trusted, of scholars has any inkling of the ability. This is, in part, due to their tendency to use illusions on an incredibly minute level to suggest ideas or slightly alter the impression they give to others. It is this ability coupled with their mind and foresight that gives them the ability to unite their kind, and perhaps others as well. After all, how could we know, we're only human.
“When the world is in ruins and hope seems lost, they will come, and with the world darkened from their absence, their presence will blind and confound. Though when their work is done and our senses adjusted, we will stand in a new world...uplifted yet none-the-wiser.”
Dating back to the advent of the licentian race, the Ahldreian have existed almost since the birth of their species. They possess a rich history and while they have always been fewer in numbers than their two sibling races, the Nightwalkers and TRISTARI, the Ahldreian have nonetheless taken up the position of leadership when it was needed most, with their kind having led licenti throughout the ages into periods of prosperity unseen in the current era. Nonetheless, information regarding their exact personal is something that would be highly valued, but has nonetheless been hiden by what remains of the Ahldreian race today.
Their culture on the other hand has, in part, been uncovered. First and foremost, the Ahldreian value the mind and the guiding powers of fate's numerous threads. They are beings who do not look back, but instead always plan for the future, taking in their present circumstances, and pushing themselves, and their kind, into a newer and brighter tomorrow. This is their chief purpose in the world, and it follows that they believe it a righteous and all important one. However, this sense of importance can make their kind rather overconfident, which is perhaps one of the reasons that they have shrouded themselves in myth and mystery.
Beyond this, the Ahldreian are known to be a reclusive people, keeping to themselves and protecting their own with an admirable ferocity. Similarly they do not often venture outside of those places wherein they lurk, but when they do, my do they stir up the waters.
Perhaps one day they will emerge from the shadows and reveal to the world the reason for their actions.
【Name: 【Nicknames: 【Alias: 【Age: 【Age Appearance: 【Gender: 【Race: Currently, only shinigami are available. 【Former Rank: 【Former Division:
【Additional Appearance Info: Include height, weight, style of clothing worn, as well as the outfit they're most commonly seen in. Consider the position of their zanpakuto and any tools they might carry.
【Biography: Minimum of three paragraphs. Conversely you may reveal it ICly, but must inform the GM.
Summary of Relationship. When they met, how long they've known one another, how they feel about them and why.
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>Do they have the stamina to wear an opponent down. >Do they have a lot of presence? >Do they have control over their presence? >Do they use kido, hakuda, or zanjutsu more often. If more than one, how do they do so. >Are they hit and run. Do they use their mind, or their instincts? >Do they use their environment? >Do they rely on their skills, or their zanpakuto more often than not. >Are they physically resilient, how much so? >Are they very aware of their surroundings? >Are they fast?
Reiryoku: "Spiritual Power" is how much energy has been stored by the user. It also describes their Stamina and Willpower. (Average (0) - High (1) - Great (2) - Immense (3) - Vast (4) - Legendary (5))
Reiatsu: "Spiritual Pressure" is the density the user can exert their Reiryoku (in spite of the actual level of stored Reiryoku). It describes the skillful use of energy. (Extinguished/Non-existent (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legend (5))
Resiliance: One's ability to continue fighting or recover after both physical and/or psychological attacks. Durability/Mental fortitude. (Non-existent (0) - Weak (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Zanjutsu: Simply the application of the sword. It also indicates the skill one has in wielding any other weapon. (Yet to Learn(0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Offense: This only applies to the more aggressive tactics of applying Zanjutsu. It indicates finesse and skill in applying one's weapon. (Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Defense: This only applies to the more passive tactics of applying Zanjutsu. It indicates the ability to deflect, block, parry, and counter strikes with one's weapon. (Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Physical Strength: This only applies to the power and endurance of applying Zanjutsu. It indicates the power behind swings and thrusts made by one's weapon. (Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Hakuda: Simply the application of the body. It also indicates the skill one has in any martial art. (Yet to Learn(0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Offense: This only applies to the more aggressive tactics of applying Hakuda. It indicates finesse and skill in applying one's body. (Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Defense: This only applies to the more passive tactics of applying Hakuda. It indicates the ability to deflect, block, and counter strikes with one's body. (Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Physical Strength: This only applies to the power and endurance of applying Hakuda. It indicates the power behind strikes and blows made by one's body. (Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Kidō: The ability to successfully execute Hado and Bakuda spells. The higher the level, the higher chance of success and the greater ability to cast powerful spells. (Yet to Learn(0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Kido Power: The stability and resilience of spells depends on the control and even the type of Reiryoku one has. Hindrances can be overcome through diligence. (Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legend (5))
Perception: This indicates one's awareness of their surroundings, their ability to pick up on information via either instinct or from training. The two highest ratings can allow special perceptual abilities. (Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legendary (5))
Hohō: Purely the application of Shunpo and other similar abilities. It also indicates one's reflexes and ability to react. (Yet to Learned (0) - Practitioner (1) - Expert (2) - Master (3) - Grandmaster (4) - Legend (5))
Mobility: This describes one's physical speed, agility, and flexibility overall. (Poor (0) - Unremarkable (1) - Average (2) - Impressive (3) - Incredible (4) - Legend (5))
Skill/technique name: Prerequisites
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Skill/technique name: Prerequisites
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~"A quote about and/or from their zanpakuto."~
Inner World & Spirit:
Description. Feel free to make the title of this a set of links.
A rating only given to contracts, the 'F' designation is typically used to describe a job of minimal difficulty. Generally, contracts of this nature are exceptionally minor, including investigations of minor disturbances, or body guard duty that has the lowest chance of anything happening. Practically all F class jobs do not offer pay, and those that do offer minimal pay.
The lowest rating that can be assigned to a Hunter, this designation is given to those with essentially no exceptional skills or abilities. Individuals of this rating typically posses very weak, or no magic at all, with the latter being more common. Additionally, these individuals typically have no martial experience or significant skill in the use of firearms. The lowest common denominator, Hunters of this rating are not common in the least and typically include individuals of average human physicality, possessing no magic, and negligible skills of any kind.
Contracts of this rating tend to be minor low impact, low threat reconnaisance—such as scouting out a non-threatening area for a future operation. Occasionally paranoid people with far too much money will hire a hunter as a bodyguard. Such a contract—provided their paranoia is unlikely to be justified—would be a good example of your typical contract of this rating. Pay for these jobs is typically below $100.
Hunters of this designation, while typically unknown, have a measure of experience and expertise—most likely in one rather limited field. These individuals are often physically fit and/or somewhat skilled with magic. It is not uncommon to see individuals with some small measure of experience with firearms. However, it is never all of the above.
Minor Contracts that involve a small amount of expertise, typically only in one area. These contracts, if they involve any danger, are typically very easily handled even by hunters of this same designation. Possible contracts include scoping out an area with a low threat level, such as a ghetto or slum; a stake out; or dealing with a very minor creature of licentia barely capable of defending itself or equivalent to a moderately sized wild animal such as a crocodile or cougar. Most contracts of this rating stay within a $100-250 range when it comes to pay.
The average class rating of most Hunters in IHO and the average rating of most new entrants, this designation typically describes individuals with at least enough combat experience to hold their own against a novice mage, average martial artist, or in a gunfight involving less than 4 people. These Hunters typically either have minor magics, considerable weapons technology, or an enhanced physical form. Conversely they may dabble in all of the above, but only minorly. Those of the C class are most often the individuals being tasked with contracts, but are not individually that famous with some exceptions due to the sheer number of them.
The second most common sort rating for contracts, these often include beings with some measure of magical ability and who normal civilians or those below this rank would be incapable of dealing with. Such contracts often involve scoping out moderately dangerous locations, such as small licenti or monster nests or perhaps radioactive zones. They include semi-rare item acquisition, escort missions, and a few body guard contracts here and there for those who are themselves the targets of violence or dangerous trickery. Jobs of this rating often pay $300-700 on average.
The third most common class of Hunter, those of this designation are experienced in two of the three ways of combat—Martial, Magical, and Technological—but have not mastered them fully. They are often experts in their field of choice and are sent out to deal with monster infestations, dangerous artifacts, and to Hunt down those that prey on the innocent and/or unwary. Individuals of this rating are often somewhat well known in the regions they frequent most, but are more often the sort who have names or titles that you do not remember, despite you knowing who someone is talking about.
The most common contract rating, such contracts often include the hunting of more dangerous licentia and the rare magical beast. Individuals can be expected to enter zones containing multiple lesser hostile entities, animals, or magical phenomena. They can be expected to infiltrate locations of medium security such as prisons, and they are sometimes tasked to search for certain classes of magical artifacts which are not rare, but not common either. Contracts of this class, on average, pay $800-1700.
Containing the best of the best, most Hunters do not progress past this rating, yet despite this it is the second most common class. These individuals are drastically more experienced, infamous, and powerful than those of B class. They are capable of combating multiple experienced magi, or a single grandmaster mage. They are martially adept or highly trained with firearms and/or other magical weaponry. These individuals are typically very knowledgeable and they are common knowledge in most parts of the world, you probably know their titles, if not their names. These individuals are exceptional.
Contracts of this class are difficult and exceptionally dangerous. Only individuals of a high caliber, meaning some B class Hunters, and most A class, are allowed to take them. These involve rare artifacts capable of causing severe damage to an entire region, beings capable of devastating towns or cities—if given time or left to their own devices. It even includes missions that would take a Hunter outside of Medius though these are less common. These contracts often pay above $3500
Where A class Hunters are infamous in their own right, it is those of S rank and beyond that truly everyone has heard of. When their names come up people pay attention, politicians make calls, and people make their jobs as easy as possible. These are people a cut above the rest. They are those who have been recognized by those of the SS class, who themselves were chosen by IHO's mysterious and enigmatic leader. Individuals of this rating are capable of handling three or four grandmaster magi, they are people with training in all three forms of combat, and they are those with access to a greater pool of resources than every hunter beneath them. These hunters, in most cases, have worked for the organization for over 30 years and, as proof of their dedication, are awarded this rank, which affords them access to the usually restricted second and third floors of IHO Regional Headquarters. There are less than 12 individuals of this rank at this time.
While no contract designations exist beyond S class, contracts of this rank are essentially shared among the top three ranks of IHO, though some A rank individuals, or groups of A class Hunters, may be assigned contracts of this difficulty level. In essence, S class contracts involve threats that have the potential to do meaningful damage to cities or large towns or anything that goes beyond such a level. An individual who submits a S class contract may—through the inclusion of certain details—request that a Hunter of S class rating or above take the job rather than someone else. Additionally, jobs of this threat level typically pay around 1.5 million or more depending on the Hunter(s) who take it and the resulting difficulty of the assigned tasks. More often than not, S class contracts are given to IHO by large businesses, organizations, or governments—though occasionally the exorbitantly rich.
Individuals capable of almost unimaginable feats, Hunters of this class are chosen by the leader of IHO himself and are very few in number. In fact, it is said that there are less than 10 at current time. The identity of these Hunters is typically unknown, though their aliases are known worldwide by practically anyone who matters—and many on the lower rungs of society as well due to the magnitude of their work. Should one of these illusive individuals be assigned to a contract, you better hope that it wasn't to deal with you.
See S Class.
Individuals who have risen through the ranks and reached the highest position in IHO's ranks, these Hunters are almost never seen active on contracts out in the world. Their aliases or names—to those few who might know them—elicit shivers and despite them not being recognized by their appearance or the like by the common folk, these are the sort of people that bedtime stories are told about—not that anyone knows those stories are about them. These individuals take their orders directly from IHO's elusive leader, and it is said that the leader of IHO is among their very small number. After all, there are only four people of this rank...or at least only four who are part of the organization.
Zanpakuto, a power considered synonymous with Shinigami, these ancient and powerful tools were forged by a thousands of years ago by Ōetsu Nimaiya, long before man's numbers had grown or the Seireitei had formed. Once spirits merely wandered and settled within soul society, but as the population of man grew, so did that of the spirit world, and in accordance, so did the hollow threat. With this threat looming, it was that the aforementioned shinigami, created the zanpakuto...but what came before it? How did shinigami keep the balance before the weapon's creation?
The answer lies within the very nature of their being. The answer lies in a lost art, a lost power known...as Shinkaku(真格 'True Vessel'). This power was one born of self mastery, combined with powerful visualizations and control of one's reiryoku. As it was once that with great time, effort, and reflection a shinigami would refine and then draw forth their inner power to make manifest. This inner power, now channeled by the zanpakuto, was a more pure thing and in its purity it contained a potency and thus power that the zanpakuto in its current state...simply cannot achieve.
Where a zanpakuto channels the inner power of its wielder, a shinkaku IS that very inner power made manifest. This power possesses only one release, known as Meiji(明示 Manifestation) however, while a zanpakuto takes on one defined form and then clarifies and strengthens that form, Shinkaku allows several modes of manifestation. Any skilled wielder of a shinkaku can enter Meiji and decide one of several forms that their power may take. In most cases the shinkaku's meiji will take the form of a weapon and energy pair, but it can take the form of either strengthening that aspect, or it can be used to alter the individual themselves. In rare cases it may even manifest as a creature or location.
Meiji (明示 'Manifestation')
In short, practically all living—or otherwise—thinking beings are complex creatures and as a result the forms a Shinkaku take possess the possibility for similar complexity. However, unlike the zanpakuto, which attempts to condense the sum of its user and spirit's nature into two related, but nonetheless distinct states—the latter of which is typically an escalation of the former—Shinkaku does not. Instead, a shinigami possessing Shinkaku is capable of accessing several manifestations of their inner power's truest nature.
These manifestations, known as Meiji can take on any number of forms—a trait which they share with zanpakuto. However, unlike the alternative, a Shinkaku's manifestations have the tendency of taking on the following forms: A physical transformation/armor, an energetic manifestation, or a weapon with some rare individuals manifesting a mixture of them or even—in some cases other entities.
As a result of Shinkaku's lack of escalation, its forms are typically as strong as its creator's personal mastery(alignment). However, due to the results of personal mastery imparting more knowledge and wisdom to an individual—leading to a greater understanding of oneself and thus an enriching of the spirit—a Shinkaku's various meiji can be considered one rank higher in power than a zanpakuto's equivalent resonance with its wielder—with few exceptions.
Aside from the specifics of Meiji, one should bear in mind how one brings them into being. Essentially, a Shinkaku user will rapidly externalize a portion of their reiryoku in the same moment that reishi and reiatsu are gathered and condensed to form a sort of 'containment shell,' or 'vessel' around this energy. These 'shells' form a given Meiji's physical manifestation, or, in the case of a Meiji based solely on energy, they keep the energy from being easily absorbed or manipulated by any outside force—not that such is impossible. This entire process, is typically began with the act of gathering one's focus before proclaiming, “Shinkaku.”
Following this the methodology varies greatly as every Shinkaku is different. Though, typically the following action involves stating the name of the given Meiji that is brought to bear. It is entirely possible, however, for additional actions to be required before a shinigami unleashed their Shinkaku.
Baizō Meiji (倍増明示 'Double Manifestation')
Once an individual has mastered themselves (4) they become capable of choosing two of their Meiji and manifesting them simultaneously, thus creating a stronger and more cohesive form. This is considered the typical/traditional “mastery” of one's Shinkaku.
Ien-i Shinkaku (以遠威真格 'Transcendent True Vessel')
For those seldom few who have attained levels of personal mastery unimaginable to most, the Transcendent Shinkaku is possible. However, once it is attained, the individual's normal Meiji cannot be accessed. In essence, the Transcendent Shinkaku occurs when an individual with transcendent alignment briefly externalizes nearly the entirety of their reiryoku using the techniques utilized to manifest the Meiji of one's Shinkaku. However, unlike with Meiji, these individuals will instead use their reiryoku to gather reishi, which will act as a protective layer upon their externalized reiryoku.
Within this manifested reiryoku is the sum of their being, and thus of their meiji. A shinigami who obtains this power may create their [calling/summoning], which will encapsulate all that their meiji held, but in a single cohesive form. This form always takes the shape that best suits the individual from which it is derived. This state, while not technically more powerful than Meiji, does contain all the potential of its prior manifestations, thus making it appear stronger—despite this not technically being true. Additionally, it should be noted that—as mentioned—once an individual utilizes their Transcendent Shinkaku once, they lose access to all their meiji...permanently. It is a sacrifice of “variety,” for potency and truth that few can make.
Seigyo (制禦 'Repression')
An ability that any Shinkaku user with alignment above a 2 is capable of, Repression allows the shinigami to effectively apply limiters to the scope, or potency of their Meiji. Whereas Zanpakuto gain a measure of power through mastery of their two forms and then maintain a static level of power, a Shinkaku's power can be suppressed and limited by its shinigami. Applying 'Limiters' makes the Shinkaku either less stable, or less powerful and once one has been applied, releasing them typically requires that certain prerequisites be made. Typically these prerequisites are set by either the wielder or their master. Conversely, 'suppressing' the power of one' Shinkaku does nothing to reduce its stability, but instead is simply a way to allow its user to better control the precise level of their power output.