Nen [念 Mind Force] System

Sen
Joined: April 7th, 2010, 6:57 pm

October 6th, 2011, 9:47 pm #1

Nen
Nen © Hunter אּ Hunter RPG 2009-2018

Nen is the ability of freely manipulating the vital energy that comes out of the human body. It is the most vital subject in the Hunter אּ Hunter world. Nen creation is very lucid when it comes to our role play. Members could use an existing Hatsu(s) which he or she has seen in the manga series of Hunter אּ Hunter or simply create their own upon registry. Nevertheless this is optional as members will have the choice of starting off with Hatsu(s) or not (i.e. for purposes of taking the Hunter Exam). Hatsu will be located in its designated area in our Character Template. Upon registry it will be reviewed by our Hunter אּ Hunter RPG Staff for approval and be given a tier depending how powerful the character's Hatsu ability is.

Notification:
• Be sure you the Hatsu you select or create for your character is by all means acceptable. For example, if your Hatsu is a wonderful hacktastic ability. Be sure you have a reasonable condition and pledge to meet to its standards.



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Sen
Joined: April 7th, 2010, 6:57 pm

October 17th, 2011, 6:29 am #2

Nen System
Credit: k1ng, Coreith
Nen System © Hunter אּ Hunter RPG 2009-2018

Hatsu Technique System
To begin, here's the basic template of Nen in the character registration template, and I shall explain each part in turn.
Technique Name:
Technique Category:1
Type:2
Technique Rank:3
Description: 4
Conditions: 5
Range: 6
Effect: 7
Cooldown: 8
1. Technique Category
This area is pretty much self-explanatory. What Hatsu category does your technique lie under? Reinforcement, Transformation, Materialization, Manipulation, Emission, or Specialization.

2. Type
There are three broad classes of techniques: Offensive, Defensive and Supportive.

Offensive – These include hatsu techniques that are used to directly or indirectly damage the enemy, whether they are melee or ranged.

Defensive – These include hatsu techniques that can protect you, whether directly or indirectly, from others’ attacks. They can also be used to prevent hits from landing, either by raising your own evasive capabilities or by lowering the opponent’s accuracy, or to soften the blow of attacks that do land.

Supportive – These are basically hatsu techniques that cannot be classified into either of the other two categories. They may affect the offensive or defensive potential of other techniques, but in themselves, are neither directly offensive nor defensive. They can affect the character’s own or someone else’s attacking/defending capabilities, by altering stats or otherwise, or do something entirely miscellaneous. These also cover things like buffs, debuffs and transformations.

3. Technique Rank
Technique rank is quite a bit more complex than the Technique category. A technique can fall into 1 of 6 ranks, and only 5 of the 6 ranks are openly available to everyone. The ranks are as follows:
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Rank 5
Rank 5 techniques are the most mundane one can have, often having little to no notable effects beyond what is normally physically possible. They often represent basic applications of an affinity or are advanced variations of the basic nen techniques. Conjuring an ordinary item with no special effects, emitting a simple nen ball, making small objects float via manipulation, or altering the shape of one's En beyond the standard sphere (like Pitou) are examples of what might be possible at this level. They typically have little to no limiting conditions. Few hatsu really qualify for this rank, and those that do typically have limited usefulness. Techniques at this level cost 1 AP.

Examples: Pitou's oddly shaped En
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Hatsu Name: Technique Specialist
Type: Supportive
Hatsu Category: Trait
Hatsu Rank: 5
Description:
The character has put an extra amount of training in gaining and honing new skill. Every non enhancer getting this ability gains 10 extra TP they can spend. Enhancers in particular gain 16 extra TP. This hatsu can be purchased multiple times as well.
Conditions:
  • None
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Range: N/A
Effect: The user gains extra TP to spend on Non-Nen Techniques or to upgrade other hatsu.
Cooldown: N/A

Hatsu Name: Fast Step
Type: Supportive
Hatsu Category: Enhancement
Hatsu Rank: 5
Description: A basic enhancement skill in which the user focuses aura around their feet in order to push off the ground with a brief burst of speed.
Conditions:
  • Requires moving aura to her feet rather than other parts of the body where it might be more useful.
  • Can only travel in one direction, sort of like being launched forward.
  • The user must be standing on steady ground, and they must know where they are they are launching themselves towards.
  • Exiting this technique is the most difficult aspect, requiring that they be able to perfectly stick the landing. The slightest mistake can lead to them painfully crashing to the ground.
  • Repeated usage can be tiring.
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Range: 15 Meters
Effect: Focuses aura around her feet to push off the ground with boosted speed (+ 10 Agility for an instant).
Cooldown: 1 Post


Hatsu Name: Oddly Shaped En
Type: Supportive
Hatsu Category: Specialization
Hatsu Rank: 5
Description: The user possesses an oddly shaped en similar to Pitou’s in the series. The user’s en is longer in places but shorter than others, forming tendrils of en that resemble an amoeba. The tendrils can also be focused in a single direction to maximize its length.
Conditions:
  • None.
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Range: N/A
Effect: The user has an oddly shaped en.
Cooldown: N/A


Hatsu Name: Basic Conjuration
Type: Supportive
Hatsu Category: Conjuration
Hatsu Rank: 5
Description: The user summons an ordinary steel sword into their hand. Having become extremely familiar with the object, they have become able to summon and dismiss it at will.
Conditions:
  • Like with most conjurations, a part of one’s aura (2 Aura) will separate from their body in order to form the object; leaving them with less to use than they would normally.
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Range: N/A
Effect: The user conjures an ordinary sword into their hand.
Cooldown: N/A

Hatsu Name: Basic Manipulation
Type: Supportive
Hatsu Category: Manipulation
Hatsu Rank: 5
Description: The user has the ability to freely manipulate a certain object connected to their body that has been treated with Shuu. For instance, a whip or a heavy weight attached to a length of thread with a maximum length of two meters. The item can be moved freely as if it were an extension of the user's body as long as it is connected to them.
Conditions:
  • The item must be coated in aura through shuu and physically connected to them.
  • There is a limit to how far the manipulation can be stretched and still be viable as a rank 5 hatsu. This limit is two meters (including branches).
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Range: 2 Meters
Effect: The user manipulates an aura-coated object that is physically attached to them.
Cooldown: N/A


Rank 4
Rank 4 techniques are still relatively simple, but may have a wider range of effects and applications than those at Rank 5. They are also more commonly used, but are rarely useful outside of their normal purpose. Emitting an especially fast or precise nen ball, multiple nen balls, nen balls with explosive effects, reinforced attacks that are far stronger than normal ones (like Jajanken Rock or Big Bang Impact), conjuring items with simple effects, or transmuting nen with simple properties are examples of what would be feasible at this level. A basic Hatsu technique would fit into this category, and typically require a simple condition to be used. Techniques at this level cost 2 AP.

Examples: Gon's Jajaken, Kurapika's Dowsing Chain, Hisoka's deceitful texture, Genthru's Little Flower

Rank 3
Rank 3 techniques are the median level for hatsu and typically have great versatility and more applications than Rank 4. They can be quite useful in a variety of situations, but usually require a good condition or two to be used. Abilities that make use of multiple affinities are usually at least at this level. Techniques at this level cost 3 AP.

Examples: Pokkle's Rainbow ability, Senritsu's 'A Field in Spring', Hisoka's Bungee Gum

Rank 2
Rank 2 techniques sit on the higher end of the hatsu scale, being more complex and inherently useful than rank 3 but require much more restrictive conditions to be usable. Nuanced techniques with more complicated effects are common at this level, and typically require a lot more time to develop and perfect. It's not uncommon for abilities at this rank to have multiple, separate effects (such as creating a nen fairy that not only sticks to a target and leeches off their stamina, but also transmits their location and actions to the user), and quite commonly make use of multiple affinities. As a result of their techniques, Rank 2's are normally very restricted. Techniques at this level cost 4 AP.

Examples: Morel's Deep Purple, Shalnark's Auto-Pilot, Razor's 14 Devils, Biscuit's Aesthetic Spa, Knuckle's Hakoware, Flutter's Super Eye

Rank 1
Rank 1 techniques sit at the top of the hatsu scale, with very deadly and useful abilities that are often quite strong and effective at the cost of greatly limiting conditions. They often take an extended period of time to develop and frequently involve multiple affinities. Hatsu at this level often require either specific, difficult to meet conditions to be met before they can be used (such as only being usable on a Rainy Day) but are quite powerful once they are, or have great backlash when used. Techniques of this level cost 5 AP.

Examples: Knov's Hide and Seek, Kurapika's Judgement Chain, The Bomb Devils' Countdown, Netero's Hyakkushiki Kannon, Gracchon's TUBE, Leol's Rental Pod.

Rank 0
Rank 0 are Nen techniques that are so advanced that they have the ability to bypass our established Nen system. These techniques are of such complexity that they cannot be classified into one of the 5 open Nen ranks. Techniques of this level cost 6 AP and require administrator approval to be validated. These techniques are strictly monitored and very rarely allowed.

Examples: Kurapika's Emperor Time. Chrollo's book.

4. Description
The description of what your ability does. Self explanatory.

5. Conditions
Conditions are limiters that you place on yourself to increase the complexity or power of your abilities and techniques. The number and severity of your conditions are determined by the rank of the ability. Rank 5 techniques are so menial that conditions may not be required whereas rank 1 techniques are so advanced that you need very severe conditions or even a strong oath to use the ability.

Keep in mind that higher ranked hatsu might not require very strong conditions, but (such as with Gon's Jajanken, which is still a simple Ko punch albeit a very powerful one) more potent ones can be applied to increase their basic strength. In contrast, lower-ranked hatsu would outright need the more potent conditions.

6. Range
How far is the reach of your ability? How far away can it start?

7. Effect
How much damage does your technique do? How does it affect your stats? How much does it heal? Basically make a shorter, more concise description that will tell the reader exactly what the hatsu can and cannot do.

8. Cooldown
Cool-down's usually last from anywhere from 2-3 post, or even 3-5 post depending on how strong or weak your ability is. At low ranks cool-downs should usually be from 2-3 but in cases such as creating weapons or creatures of some sorts, cool-downs are usually from 3-5 post. At higher ranks or through the use of TP cool-downs can be lowered. Every 4 TP put into a technique can lower your cool-down for the technique to a minimum of 1 post (there are exceptions as determined on a case by case basis). Cooldowns begin the post after the technique is used or a duration ends, so a 1 post cooldown does not mean that the ability can be used in the user's next post.


Additional Costs and Reduced Effectiveness Based on Affinity:

Depending on the base affinity that one chooses, hatsu of other affinity they might utilize will both become less effective than one of their natural affinity and will have an additional cost.
  • 100% = No Additional Cost, Hatsu at 100% effectiveness
  • 80% = +1 AP, Hatsu at 80% possible effectiveness
  • 60% = +2 AP, Hatsu at 60% possible effectiveness
  • 40% = +3 AP, Hatsu at 40% possible effectiveness
  • 0% = Unusable


Technique Points:
Increasing a hatsu's overall effectiveness or strength in ways other than increasing its rank (such as increasing the number of emitted objects or the amount of a material that can be manipulated) requires investing TP into it. Basically, investing TP into a hatsu would represent the character training themselves in order to go past its initial limits. Not all hatsu, particularly those with static effects that do not change regardless of how strong the character is, require TP investments, but generally it can assumed that most do. For instance, if your character has a hatsu allowing them to manipulate floating swords, you would have to specify how many swords and later on you could not state that the character 'trained' themselves and is now able to manipulate more without a TP cost. Any such improvement would require spending TP to acquire. This can also affect the ability's duration, it's strength, ability to be used rapidly, etc.

Hatsu power and limitations - Hatsu Rank and Effects:

The strength of a hatsu and how much it can do is heavily dependent on conditions and rank. These are the factors that balance each other and determine the result of your hatsu. Generally, the basics of the hatsu system can be simplified down to five rules.

1. Hatsu rank is determined mostly by the effects, not power.
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Effects are the complexity of the things your hatsu can do, or the amount of things that it can. It is not the same as how strong the things that your hatsu can do is (power) and goes through a separate process. What rank the hatsu is gonna be is determined mostly by the effects and not much by the power.

That is not to say that power doesn't have an effect in rank. More complex hatsu tend to be a bit stronger by principle. However, a rank four hatsu can be just as powerful in pure intensity or potency as a rank two, often even surpassing it. Both Big Bang Impact and Gon's Jajanken are immensely strong, yet not a decimal past rank four.

2. Conditions pay for the effect first. Once the conditions are strong enough to warrant the things the things that it can do, any surplus adds onto the power.
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Conditions are limitations, backlashes and vows to the hatsu. Their strength are decided by how limiting they are.

A hatsu needs a certain amount of conditions to pay for the things that the hatsu can do. Only after there are a sufficient amount of conditions to warrant the things that the hatsu can do, will it start affecting power. Every extra conditions after the effects are paid for makes the hatsu more powerful.

Because lower rank hatsu can have more complex effects, it needs more base conditions than a higher ranked hatsu.

Additionally, the more effects a hatsu has, the more the surplus is spread out to pay for extra power of all the different effects.

3. Lower ranked hatsu are more complex and have a higher base power. Higher ranked hatsu are simple, have a lower base power but more easily creates a surplus.
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High ranked hatsu need less conditions to pay for it's effects because of their more simple nature. The things that it can do aren't complex and thus therefore less conditions than lower and more complex ranked hatsu are needed to get at base power. That means it's easier to have a surplus to get a stronger hatsu.

4. Conditions don't necessarily just pay for intensity of effects, but also the things around it.
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Through extra conditions you could also opt to have a higher duration instead, a lower cooldown, or other things that aren't necessarily pure intensity of the effects.
5. All variables and numbers of a hatsu must be based off the aura stat.
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The base power of a (non-enhancement) hatsu in damage, unaltered by specification and/or conditions is the power of a normal punch from someone with the same might as the users aura stat. The speed a hatsu moves equals the speed someone with the same agility stat as the users aura stat would move.

They can make it stronger and faster by clarifying what speed it moves at in the effects and description, and how much damage it does. Combined with conditions to pay for that increase.

The only exception is when the hatsu takes over a hatsu’s job. In a telekinesis hatsu that can move things with the mind the force would still be based off the might stat.
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Joined: January 27th, 2012, 6:00 pm

September 5th, 2017, 3:05 am #3

:Card:
Hatsu Rules System
Hatsu Rules © Hunter אּ Hunter RPG 2009-2018

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These are the rules which all abilities have to abide by in order to be approved for the game (ranking the abilities is a different topic two posts above.) These rules are intended for the person approving the abilities but the players are advised to make sure their abilities fit the rules before presenting them.


1. No ability can grant a permanent benefit or disadvantage to the target
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The use of a dangerous ability however can result in permanent disadvantages for the user. This rule doesn‘t apply in cases where the damage an ability causes results in permanent damage i.e. The target loses an arm. In this example the ability cannot be: 'the touched body part falls of' - it would have to be an attack of some sort.


2.The effect of an ability has to be proportional to the amount of energy invested in it.
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For example, if a hatsu attack's strength can be adjusted based on how much aura is used to perform it, the stronger they make it the more tiring it will be to use. Using aura beyond ten, just like exercising, is draining on the user's stamina.

In another sense, a 'curse' placed on a target must have effects proportional to the conditions needed to place and activate it; if it can be easily placed its effects will be weak.
3.The stronger the ability the stronger its downsides.
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This rule is essential yet hard to define. The downsides of powerful abilities have to be clearly defined and making it harder to use the ability. Also the downside cannot abuse the RPGs rules to not take effect. (If the downside for an ability is that there is a 1% chance that the user will die while the player can only die if he agrees to it the downside is effectively nonexistent as the user can use the ability freely without agreeing to his death. A hundred percent chance of his death however is possible since the use of the ability is equal to accepting the characters death.)

Hatsu are distinct from other kinds of superpowers in that the user must sacrifice something in someway, be it time, energy, safety, health, or something else, in order to achieve supernatural effects or effects that go beyond their physical abilities. For lower ranked, simpler hatsu, this could be as simple as having to call out an attack or perform a certain motion before a ball of nen can be fired, for instance. In order to strengthen it, however, conditions which make the ability harder to use or otherwise represent the user's conviction should be added. These conditions, by their nature, usually mean sacrificing something in exchange. The level of the users in question also play a part in the base strength of some hatsu, similar to a punch growing stronger as they physically improve.

In general, a hatsu without more than basic conditions ("point a finger to shoot a nen ball", "state an item's name to conjure it") cannot be beyond the user's normal capabilities. For example, an emitted nen ball would be no stronger than a punch (weaker if they were outside of Emission affinity), or a conjuration ability could only conjure a simple, basic item.


4.No matter how big the downsides of an ability it cannot break any of the other rules.
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The crazy-Gon-uses-his-own-life-force-to-become-invincible abilities are not allowed.


5.There is no immortality.
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This does not include abilities which can prolong life again and again.


6.There is no instant-kill ability.
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This includes abilities which would automatically accumulate enough damage to kill anyone regardless of his stats (if a veteran has an ability that could kill an newbie instantly that obviously is a different story) The rule also applies for abilities that would work indirectly but resulting in instant kills (like an attack that automatically hits or that always finds the blind spot). If it would count as an autohit, chances are its not approvable.


7. Something that poses a threat cannot be indestructible.
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This rule doesn‘t apply if the threat isn‘t directly posed by the indestructible thing (see Knuckle‘s ability for example).


8.Abilities can increase all stats except for the amount of aura produced.
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This is because aura is naturally depleted as nen techniques or hatsu are used similar to exhaustion, so boosting one's aura to allow them maintain the hatsu involved indefinitely is not allowed. This rule only applies to the user. It is possible to increase the targets aura.

An exception to this is for cases in which nen is enhanced. In this case, the aura produced is not actually increased, but the weight of conditions/risk applied through hatsu result in the aura intensifying in strength; represented through a buff. For example, Gon's Jajanken represents the strength of his Ko, plus an Aura buff that increases the damage it applies.


9.Unless an ability uses some sort of marker its reach cannot effect anything further away than the users EN could reach.
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An exemption from this rule are cases where something travels of its own velocity. Say someone summons a stone. He could throw the stone so far that it travels out of the range defined by the rule. However, he wouldn‘t be able to create the stone at that distance or to control its movement once it’s that far away.


10. You can emit, materialize and teleport things only within the range of sight and within range of your EN or in places which have been specially marked beforehand.
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This rule doesn‘t apply if the nen actually travels some distance. An Emission user could send his nen around a corner which he cannot see behind but he couldn‘t materialize it there.


11. All of the ability's powers or effects must be described in the hatsu description before they can be used in the RP.
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What this means is that the mods need to know what exactly your hatsu can do before they can approve it. Abilities with random effects or effects that take place only in certain conditions must have each possible effect described in the ability in order to be approved. This means that an ability which changes every time the user enters a new situation or otherwise basically allows the member to create a new hatsu or effect on the spot without needing approval cannot be done. A user cannot keep a portion of their power or conditions 'secret' either.

For example, you cannot have a hatsu that has an effect allowing the user to obtain the complete opposite of their current opponent's power. This is because 'opposite' is not clearly defined nor necessarily universal, and if the exact effects it can grant are not listed out then it would basically boil down to the user being able to create a new hatsu or effect instantly without mod approval every time they fight a different opponent. However, it would be possible for them to list out a large series of effects that they can then choose from and select the most opposite.


12. Abilities cannot increase in strength without having to invest TP.

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This rule includes all percentual buffs. A hatsu can add to or subtract from a stat but its effect cannot be dependent on an external stat (this includes both the chars own physical stats and those of enemies or the abilities target).

The exception to this is where an attack or technique remains comparatively strong to their stats. For example, a basic nen ball fired by an H-rank nen user would be stronger at E-rank, but the damage would still be the same when striking someone of equal level.However, one cannot naturally become able to fire multiple nen balls at once without spending TP if that is not an initial part of the ability.

TP investment is considered a way to train one's hatsu. Although its basic abilities can't change without reworking the ability itself and/or updating the rank, one's ability to make use of the hatsu's basic abilities can improve. Basically, because of this rule, things like IC training will not allow someone to improve what their hatsu can accomplish. (i.e. If your hatsu enables you to manipulate a floating sword or to launch nen balls, you can't simply state that you trained IC and then later become able to manipulate three floating swords or launch nen balls in rapid succession without paying anything). To accomplish that improvement, TP would need to be invested.
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