Non-Nen Technique System

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

May 13th, 2012, 7:53 am #1

Non-Nen Technique System
Non-Nen Technique System © Hunter אּ Hunter RPG 2009-2018

What are Non-Nen Techniques?
They are techniques which aren't associated with Nen at all. All non-nen techniques lie under a category (as seen above in the spoiler example). The category being a trait in which one specializes in. The common five being these below (six being a custom one of your choice):

1. Technology Adept (hacking & whatnot)
2. Martial Arts [Specify Style]
3. Weapon Expert [Specify Weapon]
4. Hunting/Tracking
5. Smith/Carpenter
6. Custom (i.e Assassination, Snake Charming, or etcetera.)

These techniques are attained through TP (known as Technique Points). The power of a said technique is determined in ranks. The higher the rank of a said technique, the more TP it costs. See the non-nen technique system below for more in-depth information.

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Non-Nen Technique System
Technique Name:
Technique Category:1
Type:2
Range: 3
Technique Rank:4
Description: 5
1. Technique Category
This area is pretty much self-explanatory. What category is your non-nen technique? i.e Swordsmanship or Assassination

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

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

Defensive – These include 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 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. Range
How far is the reach of your ability? How far away can it start?


4. Technique Rank
A technique’s rank basically determines its power and just what the technique is capable of. More complex, damaging techniques will obviously require a higher rank, and whilst damage can be influenced by stats, the rank of the technique will determine any additional effects the attack may have. In battle, typically the higher ranked technique will have the advantage. However, a one or two rank difference may not be that significant, and it is up to the players to make reasonable judgements on their part. Staff can be consulted if you feel that god-modding is taking place.

Here are some example guidelines that can help you rank your techniques, but note these are just guidelines, and the Character Moderators will let you know whether the rank is appropriate or not.
[+] Spoiler
1 - Baseline. Techniques at this point are little more than basic maneuvers that can be performed normally.
4 - Techniques at this level are stronger than basic moves, but typically cannot accomplish superhuman feats.
8 - At this rank, techniques begin to represent an attack or move that is not unrealistic but much more powerful than free form. Examples would be melee attacks with an added effect (pushing the victim back, knocking someone down, spinning them, etc.) or stronger defensive techniques, such as specialized block or dodge techniques.
14 - This is the rank of technique when abstract or superhuman feats begin to become possible. Techniques of this rank may accomplish things difficult for normal individuals to do, such as use melee attacks at range or perform moderate feats of superhuman nature.
28 - Techniques at this level begin defying logic. Powerful melee-generated ranged attacks, feats of supernatural nature, spirit-generated illusions, etc. are possible at this level.
[+] Spoiler

1 - Free
2~4 - 2 ~ 4
5~8 - 5~8
9~14 - 9~14
15~28 - 15~28
5. Description
The description of what your technique does. Self explanatory.

Non Nen Technique Examples:

[+] Spoiler
[+] Spoiler
This is the most basic non nen technique rank and really does not need to be listed out here since it has no cost. Rank 1 Techniques represent basic maneuvers that anyone could likely perform and require little training or specialty. A basic punch, sword swing, or kick with no additional power or effects that could easily be done in freeform without listing them as techniques are examples of what would be represented at this rank. Basically, techniques at this rank don’t really need to be stated unless it’s to allow others to understand more about the character. Note: Techniques of this rank cannot be branched from since they have no cost to begin with.
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Technique Name: Right Straight
Technique Category: Martial Arts: Boxing
Type: Offensive
Range: Arm Length
Technique Rank: 1
Description: The character throws their right fist towards the opponent’s face in attempt to injure them and knock them backwards.
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Technique Name: Martial Arts Style Expertise
Technique Category: Martial Arts Expertise
Type: Supportive
Range: N/A
Technique Rank: 1
Description: The character has studied a certain martial arts style and is proficient enough with it to wield it in basic combat. Each martial art has its own distinct advantages and disadvantages, so a proper description of how this affects their fighting style is necessary.
[+] Spoiler
Techniques at this rank are still relatively simple in that they are still at a level achievable to normal, albeit particularly athletic people and usually represent especially useful basic attacks. They could technically be copied or imitated by others or performed in freeform, but it takes training and TP to wield them at their full effectiveness.
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Technique Name: Flying Roundhouse
Technique Category: General Fighting
Type: Offensive
Range: Leg Length
Technique Rank: 4
Description: The character jumps up while spinning with all their weight in order to throw a fast and strong kick at their target’s side.
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Technique Name: Bull’s Fist
Technique Category: General Fighting
Type: Offensive
Range: Arm Length
Technique Rank: 4
Description: The character rears their fist while tightening the muscles in their arm and back in order to throw a powerful punch at the target’s stomach with all their strength, aiming to make them reel backwards and knock the air out of their lungs.
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Technique Name: Clean Counter
Technique Category: Martial Arts
Type: Offensive
Range: N/A
Technique Rank: 4
Description: In a fistfight, the character attempts to sidestep a punch being thrown towards their torso and then steps forward while grabbing onto the outstretched wrist. With a swift motion, the character brings their elbow down onto the attacker’s arm in order to cleanly break it at the elbow.

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Technique Name: Martial Arts Style Mastery
Technique Category: Martial Arts Mastery
Type: Supportive
Range: N/A
Technique Rank: 4
Description: The character has studied and trained extensively in a certain martial arts style, and could be considered skilled enough in it to easily surpass the average black belt. The character will frequently and fluently use this form in combat; it is a natural and synchronous part of their fighting style. Each martial art has its own distinct advantages and disadvantages, so a proper description of how this affects their fighting style is necessary.
[+] Spoiler
At Rank 8, techniques have become significantly more powerful and useful than freeform. They begin to surpass the level achievable by normal folk and stand out as special techniques. Attempting to understand the workings of these techniques just by watching them becomes difficult for normal people since they typically take a lot of training and skill to master. R8 techniques meant to cause damage are likely to be powerful strikes, or they could specialize in skill instead; causing an effect which injures or hinders an opponent in another way or else are difficult to avoid.
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Technique Name: Spear Strike
Technique Category: Martial Arts
Type: Offensive
Range: Arm Length
Technique Rank: 8
Description: Rearing their arm while making their fingers and thumb close slightly while outstretched to take the shape of a spear head, the character then thrusts it forward with great speed and precision. The firmness of the wielder’s conjoined fingertips allows the attack to actually pierce through the opponent’s muscles and injure their internal organs, but it can only pierce for a few inches at most before the user's knuckles physically stop them from going deeper.
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Technique Name: Rocket Kick
Technique Category: General Fighting
Type: Offensive
Range: N/A
Technique Rank: 8
Description: Lowering their stance in order to stand beneath their opponent in a crouched position, the character quickly tightens the muscles in their legs before jumping up at full force. Using one leg to push off the ground while raising the other to smash it into the opponent’s chin or torso, the character aims to inflict heavy blunt damage as well as push them directly upwards; depending on their strength.
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Technique Name: Rose Emblem
Technique Category: Swordsmanship
Type: Offensive
Range: Sword Length
Technique Rank: 8
Description: Wielding a rapier or other sword, the character extends their blade at their target and then swings it with great rapidity in order to almost instantly carve a large symbol of a rose onto their flesh in what appears to be a single swift motion.
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Technique Name: Feigned Projectile
Technique Category: Ranged Combat
Type: Offensive
Range: Throwing Range
Technique Rank: 8
Description: Using two throwing knives (or other projectile), the character throws one at their target in order to make them dodge- only to send the second flying in the shadow of the first in order to strike them as they are avoiding it.
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Technique Name: Rapid Rotation
Technique Category: General Fighting
Type: Supportive
Range: Self
Technique Rank: 8
Description: The character kicks off the ground in order to spin themselves in place with extreme rapidity like a top, allowing their extreme rotation to deflect most normal unarmed attacks. Particularly powerful strikes are still able to overcome this defense, and while the character is spinning it becomes difficult to maneuver around effectively.
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Technique Name: Shadow Mirror Killing
Technique Category: Assassination/Feint
Type: Offensive
Range: N/A
Technique Rank: 8
Description: While wielding a bladed weapon (works best with a light sword) and standing a meter or two before their target, the character rushes forward while maneuvering as if they were aiming to approach and attack the opponent’s right (or left) side. With a swift movement, however, the character withdraws a large black sheet or other piece of cloth hidden on their person in the process then throws it between them to briefly distract the target and hide the character’s next movement. As soon as the cloth is thrown, the character instantly switches directions and pivots into the target’s left (or right) side, raising their blade to slash them or, preferably, slit their throat while they are still focused on defending against the original feint.
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Technique Name: Personal Lens
Technique Category: Observation Skill
Type: Supportive
Range: Up to 5 Kilometers
Technique Rank: 8
Description: A skill in which a character curls their finger, creating a small hole in order to peep through and focus their vision on a faraway object. Using this enables the character to focus their vision and observe targets from afar without the need to use binoculars.
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Technique Name: Wilderness Pursuit
Technique Category: Tracking
Type: Supportive
Range: N/A
Technique Rank: 8
Description: Having years of experience in the outdoors and in following people or animals through the wilderness, the character has become adept at identifying tracks as well as learning to acquire information through them- such as the time they were made, the number of targets, positions, speed, etc.
[+] Spoiler
Techniques at this level begin to become moderately superhuman, far surpassing the level normally achievable by normal martial artists. They are difficult feats to learn and master, but when learned can be very useful and deadly in combat.
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Technique Name: Tiger Bite Fist
Technique Category: Martial Arts
Type: Offensive
Range: Arm Reach
Technique Rank: 14
Description: Raising both arms, the character positions his hands and fingers to take on a stance reminiscent of a tiger’s head. Using this stance, they are capable of biting down on the target with great power in order to mutilate their body.
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Technique Name: Claws
Technique Category: Assassination
Type: Supportive
Range: Self
Technique Rank: 14
Description: A rare skill passed down for years in certain assassination sects, the user becomes able to constrict the blood vessels and muscles around their hands and fingers in order to alter the shape of their fingernails into claws which they are capable of wielding like knives.
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Technique Name: Air Fist
Technique Category: General Fighting
Type: Offensive
Range: Equal to Might/2 (in Meters)
Technique Rank: 14
Description: By punching the air with all their strength, the wielder becomes able to extend the range of their attack by pushing the air forward in the same direction. Of course, the power behind it is reduced somewhat compared to the original attack and it’s not at the level of true emission, but it’s definitely a useful skill.

[+] Spoiler
Techniques at this rank have become especially strong and/or complex and frequently seem to have almost super natural effects to the unperceptive. They are the base tier for high level techniques, capable of performing incredible feats of strength and skill and tend to be brutal in combat. However, using them also commonly places strain on the user’s body or stamina as a result of the power or speed put into them.
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Technique Name: Rhythm Echo
Technique Category: Assassination
Type: Supportive
Range: Self
Technique Rank: 16
Description: An assassination art, where the user makes a cadence of steps in order to create an phantom afterimage through a trick of the eyes. The movements of each phantom are like mirrors of one another, making it difficult for an opponent to pinpoint the user’s exact location. It ends when the user attacks, however.
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Technique Name: Synchronous Punches
Technique Category: General Fighting
Type: Offensive
Range: Self
Technique Rank: 16
Description: The user thrusts their fist at the opponent as if delivering a punch, but brings it back and then thrusts it forward again with such great speed that it appears (and feels) as if they are being punched 4-6 times in the same moment, the afterimages of their arm appearing to take the shape of a cone as they strike the target.
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Technique Name: Bull's Charge
Technique Category: General Fighting
Type: Offensive
Range: Arm Reach
Technique Rank: 16 (Branched from Bull's Fist)
Description: After breaking through an opponent's stance, the user brings up their arm to smash their fist into their stomach with heavy momentum, enabling them to knock even much heavier opponents several feet into the air.
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Technique Name: Disarming Stream
Technique Category: Knife Fighting
Type: Offensive
Range: Arm + Knife Reach
Technique Rank: 16
Description: Wielding a combat knife, the user swings it forward while maneuvering their arm in a smooth, continuous motion aimed at cutting and disarming an armed opponent at the same time by cutting across their torso, wrists, hands, and fingers. The technique is very fast, creating an afterimage that resembles a stream of flowing water after its position. The exact movements vary for each use, but it is possible to perform feats such as severing fingers in the process of the attack when used properly. Particularly skilled users can even sever hands or entire limbs, though its much harder to pull off depending on the opponent.
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Technique Name: Air Slash
Technique Category: Swordsmanship
Type: Offensive
Range: Equal to (Average of Might and Accuracy)/2
Technique Rank: 18
Description: Similar to Air Fist, a swordsman using this skill becomes able to extend the range of their blade’s reach by using a combination of power and skill to fluidly create and launch forward a blade of air with a slashing motion. The air blade is sharp enough to imitate the sword itself, cutting what it strikes although it is not nearly as sharp or strong as the actual blade or true emission.
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Technique Name: Crashing Meteor Kick
Technique Category: General Fighting
Type: Offensive
Range: Arm Reach
Technique Rank: 20
Description: Against an opponent that has been knocked into the air, the user focuses their leg muscles and then kicks off the ground in order to jump above them. Spinning in mid-air to gain momentum, the user then swings their leg downwards to smash their foot into the opponent's body at high speed from above in order to send them crashing back into the ground.
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Technique Name: The Snake Awakens
Technique Category: Assassination
Type: Offensive
Range: Arm Length
Technique Rank: 20
Description: A secret technique passed down among certain assassins. By dislocating the joints in their arms, the user then whips their arms forward with incredible speed in order to slice apart whatever they come into contact with, such as an extended limb.
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Technique Name: Spirit
Technique Category: Spiritual
Type: Offensive
Range: 30 meters, as long as target is clearly aware of their presence.
Technique Rank: 22 (Required Rank: D)
Description: A flare of presence that showcases the users experience and leaves those who it is directed at paralyzed unless they are worthy opponents by making them realize the overwhelming difference between them.
[+] Spoiler

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Technique Name: Burning Air Blast
Technique Category: Martial Arts
Type: Offensive
Range: 10 Meters
Technique Rank: 24
Description: Using a subtle, but extremely complex series of motions, the user punches the air at speeds nearing that of sound in succession while in such a way that the friction and heat produced by their arm causes the air to rapidly heat while being launched forward. The resulting pocket of pushed air becomes extremely hot, burning what it strikes in additional to the blunt damage it would normally deal. Though in the process the user burns the ends of their hands and strains their muscles.
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Technique Name: Air Volley
Technique Category: General Fighting
Type: Offensive
Range: Might/2
Technique Rank: 24 (Branched from Air Fist)
Description: Rapidly throwing their fists forward, the user launches numerous Air Fist strikes forward at once, creating a flurry of pressure attacks that fly forward at the target all at once.
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Technique Name: Super Synchronous Punches
Technique Category: General Fighting
Type: Offensive
Range: Self
Technique Rank: 24 (Branched from Synchronous Punches)
Description: Similar to it's lower ranked counterpart, except far more advanced in that the user punches much greater rapidity that the number of punches actually delivered, as well as the surface area that all of the combined attacks strike, is doubled, increasing the damage dealt to the target. It is more straining to use, however.


[+] Spoiler
The absolute pinnacle of Non Nen Techniques. These are almost exclusively superhuman feats of incredible skill or power that few in the world are capable of obtaining. It is not uncommon for them to combine the user's sheer spirit into the ability in order to further intimidate or fool the targets through sheer force of presence.
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Technique Name: Stoneskin
Technique Category: Body Strengthening
Type: Defensive
Range: Self
Technique Rank: 28 (Required Rank: E)
Description: An ability where the user has trained the muscles in their body to naturally become as protective as stone and drastically increasing their defensive ability. It takes a very well-made blade (Rank G) to just scratch their skin.
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Technique Name: Bull's Wrath
Technique Category: General Fighting
Type: Offensive
Range: Arm Reach
Technique Rank: 28 (Branched from Bull's Charge)
Description: An attack thrown with all the user's strength and then some; striking the target with a powerful prepared punch in order to heavily damage them and launch them backwards or into a the ground. Although a large part of the power behind this attack is also dependent on the user's Might (and Aura helps as well), the impact is brutal enough that few would be able to stand back up after taking an attack like this. The drawback, however, is that the force of the power drawn out in the attack will badly tear the muscles in the user's arm and back.
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Technique Name: Ultimate Synchronous Punches
Technique Category: General Fighting
Type: Offensive
Range: Self
Technique Rank: 28 (Branched from Super Synchronous Punches)
Description: The most powerful form of Synchronous Punches, where the user delivers dozens of punches aimed forward in the span of an instant. It covers a much larger surface area, practically striking a near 180 degree radius in front of the user, being more like a wall of fists than a cone-shape. It is extremely taxing on the body to use, however.
Stat Altering Techniques
Certain supportive techniques can alter the stats of characters, be they your own, or those of others. The actual technique has to have a logical reason for offering the change in stats. Throwing sand into someone’s eye could result in a drop in accuracy. Stat-altering techniques can be of any rank.
Technique Trees
This is a nifty feature that allows you to save a bit on your TP. Basically, you ‘branch’ techniques out from each other, and get new techniques for a reduced cost. Obviously this can’t be done however you want. Technique Trees should basically serve as an upgrade to an old technique, and instead of replacing it, you keep the old technique. It can also work with variations of techniques, if they are branched from the same roots. Making a follow-up move, such as an aerial attack after launching them into the air with a powerful uppercut, does not constitute a technique tree.

A branched technique will cost the difference between the root technique's rank and its own. If, for example, a rank 8 technique is branched from a rank 4, the cost of the rank 8 branch technique is 4 technique points. Branched techniques need to be reasonably similar to their roots. They can have more advanced effects, or be more powerful, but the basic actions involved should remain quite similar.
How much TP does my Character start with?
Your character starts off with 16 TP upon registry.

Note: The 16 TP is only for the Non-Nen Technique section in the character template. It can't be used on the Nen Technique section for Hatsu. TP that can be used in that section has to be attained via roleplay.
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