Hunter x Hunter RP
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Hunter x Hunter RPLog in

A non-canon roleplay based off of the manga Hunter x Hunter


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Index



Last edited by Stylo on Wed Jul 19, 2017 3:40 pm; edited 3 times in total

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Nen and Techniques Nen_Types_Diagram

Section 1: Nen Types and Aura

Part 1.1: What is nen? And aura?

Nen is the manipulation of one's life force, also known as aura, to do various things both inside and outside combat. It can come in many forms, from simply increasing your defense to being able to create entire cities. Nen is not known to most normal people, but a large majority of hunters have learned it through various teachers, as well as some who were able to master it all naturally. Nen is a very strange system, as it is found to be completely unique from person to person.

Aura is the name for one's life force, essentially. There is a limit to how much the body will let you put out, but once your aura drops to 0, you are essentially too tired to move or possibly remain conscious. Your aura is represented by a numerical value, anywhere from 1 to 1 million, and perhaps even further than that. Your aura can be used from all nen-related actions, so be cautious to make sure you don't pass out from running out of aura.

Part 1.2: Nen Types

Each nen user falls into a type of nen, meaning that this determines their specialty in what they can do with their aura. There are 6 possible nen types, all which can somewhat be determined by a person's personality, though it is not limited by their personality either.

Each nen type will be gone over, as well as a natural bonus you will obtain from your primary nen type.

Manipulator: To manipulate things, be they animate or inanimate. Can be freely obtained through application. Bonus: All techniques with primary nen have a 50% reduced cost in sustaining.

Emitter: To detach aura and send it outwards of the body. Can be freely obtained through application. Bonus: All techniques have a 50% increase in range from the numerical value of their letter rank.

Enhancement: To strengthen the physical properties of the user or objects. Can be freely obtained through application. Bonus: Ten and Ren cost half aura rounded down.

Transmutation: To change their aura to match something else, such as an element. Can be freely obtained through application. Bonus: The user gains 5 extra slots per level to have more techniques.

Conjurer: Creating Various Objects from Aura. Can be freely obtained through application. Bonus: All techniques with primary nen do not need a sustain cost, but instead have a durability equal to their damage.

Specialist: Unique Abilities. Only 0.01% of all nen users are specialists, and some specialists may not awaken until later in life.  Cannot be freely obtained through application, with the exception of 2 nen users who may choose to apply. Activity checks may mean they can lose their nen if they are not active enough. Bonus: None

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Section 2: Nen Basic Moves


Part 2.1: Introduction to Basic Moves

In addition to their main techniques, there are some moves that all nen users can learn regardless of their types. These can give different simple uses of their aura, from simply a defensive barrier to being able to extend their aura to sense all movement in an area. It is a nen user's choice if they wish to focus on their own unique techniques or the basic nen moves, or they can do both. All 3 options are very powerful in their own right, and it is advised to not neglect your nen moves.

To learn a basic move, you first must spend nen points at the shop to buy it. Once learned, it can be freely used and requires no training. If you'd like a stronger version of the technique, you can simply go straight back to the shop and upgrade it providing you already have the technique. Some techniques also require you to be a certain level in another technique before you can buy and use it. Once bought, your techniques and their upgrade level will be shown on your profile.

Part 2.2: Usage of Moves

Only 2 different nen moves can be used at a time, excluding your own techniques through basic nen. This means that if you are already using 3 and want another, you must turn one off to use a different technique.  That being said, there are some exceptions. Hatsu cannot be "used", so it is always active and does not count towards the 2. In and Shu will take up no usage slots, meaning they can be used even when 2 other moves are being used. Finally, Zetsu will shut off all the aura in your body, meaning you cannot use either nen techniques or moves (or anything that would involve aura at all) while in the zetsu state.

Part 2.3: Hatsu

Hatsu is a special move, as it cannot be used in battle but rather determines the character's potential for different types of nen. Hatsu will allow you to use those nen types in your techniques, and sometimes even strengthen them within those techniques. Depending on how far away the nen type you wish to acquire is on the nen wheel, it is possible it will cost more points, so be careful about what you decide to upgrade with hatsu. Your primary nen type's hatsu will always start at level 1 for no point cost whatsoever.

Part 2.4: Descriptions of Moves

Ten :


Ren :


Zetsu :


Hatsu :


Gyo :


Kabau :


In :


En :


Shu :


Ko :


Ken :


Ryu :


Last edited by Stylo on Mon Jul 24, 2017 6:10 pm; edited 3 times in total

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Section 3: Nen Abilities


Part 3.1: Limits on Nen


Outside of the basic nen techniques, most nen users like to take their abilities to the next level with unique and powerful abilities within and outside their nen type. For example, an emitter might want to mix his or her emitting with manipulating, allowing them to control the aura they emit. These unique nen combinations can take different forms as well through a process known as limitations. By setting a limitation on your nen, it allows it to become more powerful and sometimes more specific. For example, normally a manipulator would not be able to control a whole person by themselves. That being said, with the help of a limitation, they may be able to. Let's say our manipulator wants to be able to bind people from moving an inch, well, he'll need a specific limitation that makes it a bit harder for him to do just that. Perhaps his limitation could look something like this:

Ability: Freeze people in place.
Limitation: I must step on this person's shadow.

Let's look at a few more examples just to make sure you understand.

Ability: Create a sword that can cut through materials as strong as metal and more.
Limitation: I must injure myself to use it.

Ability: Create a gun that emits poisonous nen bullets.
Limitation: It can only be used on people of the male gender.



Part 3.2: Primary Nen


As you can see, nen limitations can be used in a variety of ways. Depending on the intensity of the ability, it can vary in how limiting it can be. However, these abilities are just one side of the coin to getting to use your unique nen. First, you must consider the 'theme' that all your nen abilities are built off of - your primary nen. Think of this as your toolkit for building all sorts of different nen abilities that revolve around the theme you have set up. There are an infinite amount of possibilities for the theme of your nen, but they should generally revolve around your main nen type mixed with other nen types of your choosing. For example, here's the template for a primary nen, which we will then proceed to break down afterwards.



Code:

[b]Primary Nen Name:[/b]
[b]Nen Types:[/b]
[b]Description:[/b]




Name: This is the name of your nen. It doesn't really effect your abilities, so you can name it anything you want.

Nen Types: This is the main nen type used in your nen that must be present in all techniques. It matches your character's primary nen. Depending on your hatsu levels, you can combine different combination of nen techniques in your primary nen.

Description: This is the general rundown of what your nen looks like and how it works. For example, if it were a nen that was based off of summoning and manipulating zombies, state that and a few basics of how it works, and what it's strength and weaknesses are. Depending on the nen being written, this section can look very big or very small, and either is okay.

In the next sub-section, we'll detail how to put your primary nen to use with techniques.


Part 3.3: Technique Types





There are 4 kind of techniques: Weak, Utility, Moderate, and Strong. Now, while it may seem at first to be a no-brainer to use strong techniques, there are various weaknesses to all 3 types. First, we'll go in depth with a quick description of the 3 kinds.

Weak: These nen techniques don't do big things, and are usually more utility based. That being said, they are able to be used often because of this, and also have very small limitations to them, sometimes as simple as just moving your hand forwards. These techniques cost a mere 20 aura.

Utility: A special kind of technique, these techniques often involve various small tasks like picking a lock or making a higher jump. Essentially smaller abilities that cannot do any damage, and can have no limitations in some cases. These techniques cost only 10 aura.

Moderate: This is the most common of the nen techniques. They are of a normal strength and can do a wide vary of things, as well as cause good damage, enough to be seriously useful in a fight. Like their name, their limitations are average and varied, but they certainly require more than the weak ones. These techniques cost 50 aura to use.

Strong: These techniques are very strong, but risky. Not only will they require a strong limitation, but they also exert a lot of aura from the user. As such, it is not advisable for a low-level nen user to use these techniques, as it may end up using up all their aura in a single blow. That being said, they can do incredible things, both on a damage aspect and supplementary one. They cost 100 aura to user, and can only be used once per post.


It is important to note that any nen user or any level can use all 3 types from the get-go, but are limited in their slots. Technique slots depend on the hunter's level, and each technique type takes up a certain number of slots. Utility Techniques take up half a slot, Weak techniques take up 1 slot, moderate techniques take up 2 slots, and strong techniques take up a whole 3 slots. While they can also be found in the level regulations, the slots will be posted here as well:




  • Level 1: 6 Slots
  • Level 2: 12 Slots
  • Level 3: 18 Slots
  • Level 4: 24 Slots
  • Level 5: 32 Slots





Part 3.4: Technique Template




Code:

[b]Name:[/b]
[b]Nen:[/b]
[b]Types:[/b]
[b]Strength:[/b]
[b]Aura Cost:[/b]
[b]Damage:[/b]
[b]Speed:[/b]
[b]Range:[/b]
[b]Size:[/b]
[b]Description:[/b]
[b]Limitations:[/b]




Name: The name of the technique.
Nen: The name of the primary nen being used.
Types: The nen types being used in the techniques. Up to 3.
Strength: Weak, Utility, Moderate or Strong.
Aura Cost: The numerical cost of aura for the technique.
Speed: The speed of the technique in its grade.
Strength: The strength of the technique in its grade.
Range: The range of the technique in its grade.
Size: The size of the technique in its grade.
Description: The fleshed out description of the technique. Please note that you should keep in mind the type of technique when making this. Obviously a weak technique will not be nearly as big as a moderate one.
Limitations: The limitations that are put on your technique will allow it to do more, it be an added effect or more range, and much more. Please keep in mind that limitations can range a lot, so you may end up having a mod ask you to change it around.



Part 3.5: Technique Range, Speed and Strength





There are four different types of nen techniques: Support/Weak/Moderate/Strong. Each of these techniques has four main stats which apply to them: Strength, Speed, Range, and Size. Strength is the amount of damage the technique can either deal or defend against, speed is the speed at which the technique moves at, range is the area around which the technique takes place, and size is the maximum size of the technique. The stat layout of a technique is decided based on the allocation of points to the individual stats. Each technique gets a certain amount of points to spend on the stats that the technique has. Below are the point costs assigned to each rank of a stat:

G = +2
F = 0
E = -1
D = -2
C = -4
B = -8
A = -12
S = -16
SS = -20

These are the amount of points each rank of technique gets to spend. It is important to note that based on certain restrictions on techniques, users can gain even more points to spend on techniques.

Support: 2 points that can only be used in speed, range, and size. Strength is by default G (no points from that).

Weak: 8 points

Moderate: 16 points

Strong: 32 points

STRENGTH:
G: Will do literally nothing.
F: Will do extremely miniscule damage,
E: Will bruise limbs badly and leave moderate cuts.
D: Will fracture bones and leave deep cuts.
C: Will break bones and leave large gashes.
B: Will shatter bones and cut to the bone.
A: Will completely mangle or sever the affected body part.
S: Will completely obliterate the affected portion of the body, killing on a clean hit.
SS: Will completely obliterate the target and the area directly around them.

Note: Please note that the places you hit can also determine kills and knockouts, and as such even techniques below S can kill if in the right situation.

SPEED:
G = No movement
F = 5 m/s
E = 10 m/s
D = 15 m/s
C = 20 m/s
B = 25 m/s
A = 30 m/s
S = 40 m/s
SS = 50 m/s

RANGE:
G = Touch
F = 2m
E = 5m
D = 10m
C = 15m
B = 25m
A = 50m
S = 75m
SS = 100m

MAX SIZE:
G = Handheld
F = 1x1x1m
E = 2x2x2m
D = 4x4x4m
C = 8x8x8m
B = 16x16x16m
A = 25x25x25m
S = 50x50x50m
SS = 100x100x100


Part 3.6: Technique Bonuses and Limits

In ever technique, there can also be points granted by limiting yourself. These range in 3 tiers - Light, Medium and Heavy. They all grant a different point bonus as well. Below, the limitation types will be listed for you to take a look. More than one limitation can be added at a time, so feel free to mix and match these.


  • Light limitations grant a total of 4 points. These can be something simple like having to chant to cast the technique, or doing some sort of action such as clapping your hands. While these are small in nature, even these can sometimes bite back, so be careful. Please note that something like blinking or clicking your tongue is not an acceptable limitation for this category. Because of their smaller size, only 1 small limit can be added to a technique at a time, but it can be mixed with other limitations.
  • Medium limitations grant a total of 8 points. These are usually a lot bigger, and can involve either advanced motions or set rules on where, when and how your technique is used. Such an example would be having to hit someone even before the technique is cast, or even something like recoil damage.
  • Heavy limitations grant a total of 16 points. These are the biggest limits, and can sometimes even put one's life on the line. It involves either advanced rules to your technique, heavy recoil, or needing to be used in a condition that is extremely specific, such as only being able to be used in the morning.


Technique bonuses are the opposite of limitations, but follow the same light, medium and heavy system. They can add special effects to your nen technique. It is well advised to combine the use of limitations and bonuses to get the best technique possible.


  • Light bonuses cost 8 points, and can be little things that still add to the technique. These could be little bonuses like doing more damage at certain times of day, or something that relates to your nen's theme. It could also mean debuffing the opponent.
  • Medium bonuses cost 16 points, and can be larger bonuses such as resistance to certain damage types, or being able to seriously hinder an opponent in ways other than damage.
  • Heavy bonuses cost 32 points. These are the best of the best, and can grant things such as immunity to certain types of damage, the ability to create certain rules within an area, and more. It depends on your nen, but the possibilities are near-endless.

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