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Hunter X Hunter RPG - Nen System

The Hunter x Hunter RPG introduces a Nen Aura System inspired by the anime, utilizing a d20 framework for character progression and abilities. Players choose a Nen type based on personality, which affects their abilities and efficiency, and can develop unique Hatsu attacks as they level up. The document outlines various mechanics, including Nen Points, Affinity growth, and the integration of different Nen types into abilities, while still being a work in progress that invites feedback and suggestions.
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0% found this document useful (0 votes)
191 views7 pages

Hunter X Hunter RPG - Nen System

The Hunter x Hunter RPG introduces a Nen Aura System inspired by the anime, utilizing a d20 framework for character progression and abilities. Players choose a Nen type based on personality, which affects their abilities and efficiency, and can develop unique Hatsu attacks as they level up. The document outlines various mechanics, including Nen Points, Affinity growth, and the integration of different Nen types into abilities, while still being a work in progress that invites feedback and suggestions.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Hunter x Hunter RPG (Nen Aura System)

Intro

Bare in mind, this is still a bare bones system. It can be used tentatively and
is derivative to Pathfinder and the Marvel RPG FASERIP system. Still, I think
this would be a good spin for fans of the anime and for a less restrictive
class/ability system.

So far, it is still incomplete to just pick up and play. I'm still tweaking and
putting into paper the entire system so that it can be played readilly, but for
now I wanted to just have most of the broad strokes I already have down
posted so that I can get some opinions/critiques on the current iteration.

P.S. Will post draft of character sheet a bit later. Don't have it in a more
compliant format yet. Also, the image doesn't seem to be loading well. May
just edit later on and fix it up.

Hunter x Hunter RPG - Nen Aura System (d20)

This is an attempt to quantify the premise of Nen, the Mind Force, that
permeates the fantastic abilities of Hunters, elite agents with varied
occupations ranging from chefs to enforcers, explorer's to assassins, heroes
and villains.

As indicated in the title, this uses the d20 system (Call of Cthulhu) for the
character level progression and feats (although skills are more attuned with
PF), but with some aesthitical tweaks with a hint of FASERIP (for the Nen
abilities) thrown in. The main ability scores are as follows: Might (strength),
Agility (dexterity), Hardiness (constitution), Intellect (Intelligence), Cunning
(Wisdom), Allure(charisma) (see what I mean about aesthetical?). Each
attribute is directly tied to a Nen type hence it's recommended to start off
the adventure with the players already aware and capable of wielding Nen,
although it is still optional to do otherwise.

How to choose your Nen type

The anime has alluded that one's Nen type is normally based on one's own
personality. Choosing to specialize on your natural Nen type gives way to
powerful abilities. Choosing to garner abilities from types away from your
Affinity is possible but comes at a cost like lesser efficiency, which will be
discussed in further detail later on.

*There is still no one way to determine what is the best way to have players
determine their Nen type. There are some quizzes online that may make this
interesting. As a baseline, one default way is to just let the dice decide:

Roll d100
1-19 = Enchancement
20-38 = Transmutation
39-57 = Emission
58-76 = Conjuration
77-95 = Manipulation
96-100 = Specialiazation

Nen Types:

1.) Enhancement (Might) - The most straightforward type, it has the best
balance of both offense and defense. (ex. Gon)
2.) Emission (Agility) - Allows one to extend their Nen to great distances.
Often users of this type prefer long range combat. (ex: Leorio, Knuckle)
3.) Transmutation (Hardiness) - Allows one's Nen to take on the properties of
a certain object (imaginations the limit). (ex: Hisoka, Killua)
4.) Conjuration (Intellect) - Allows the user to summon an object. It is the
only type that is able to materialize objects that normal people can interact
with. (ex: Kurapika)
5.) Manipulation (Cunning) - Allows the manipulation of others through Nen,
albeit a person or an object/substance. (ex: Illumi)
6.) Specialization (Allure) - Any other effect that does not fall under the
above mentioned categories. (ex: Chrollo Lucifer, Kurapika [Red Eyes])

Side Note:
Once you have chosen or have generated your type of Nen, it is important
to make note of Affinity. It is most efficient to specialize in the Nen Affinity
your character has chosen but for versatility's sake, it is possible to branch
out to other types or rather even integrate properties of the other Nen types
with your own. Integration will be discussed later on but for branching out to
other types, there is a simple guide to keep in mind in terms of efficacy:
100% - 80% - 60% - 40%

Affinity
Primary Type: 100%
Secondary Types (Next 2 on diagram): 80%
Tertiary Types (Next 2 on diagram): 60%
Opposite Type: 40%

Example: If your Affinity is with Enhancement, you would be able to use


Enhancer abilities at 100% efficacy, Emission and Transmutation abilities at
80%, Manipulation and Conjuration at 60% and Specialization at 40%.
(Exception: to simplify, Specialization was included in the example but
technically, one has a miniscule chance of gaining Specialization abilities
unless you start out as a specialization)

4 Basic Tenets of Nen

Although there are far more compelling uses of Nen, the basics can still be
useful in a pinch.

1. Ten - Release and contain Nen around the body


2. Zetsu - Shut off the flow of Nen.
3. Ren - Bolster the release of Nen.
4. Hatsu - Manifest the individual's unique emanation of Nen.

Water Divination

Admittedly, this part is only to provide flavor if you decide to start out the
adventure with your players not knowing about their Nen types. One
determines their types by doing the Water Divination test. This test requires
a glass filled to the brim with water and a leaf floating atop the water. The
Nen user is then instructed to emit their aura thru using Ten towards the
construct to see what reactions occur. Results are as follows:

1. Enhancement - Volume of water increases.


2. Transmutation - Taste of the water changes.
3. Emission - Color of water changes.
4. Conjuration - An object/substance appears in the water.
5. Manipulation - The leaf starts moving.
6. Specialization - Any other effect other than the above mentioned (GM's
choice).

New Skills

Gyo (Cunning) - skill to see/detect Nen


In (Intellect) - skill to conceal Nen
En (Hardiness) - extend to detect life forms

New Feats (details to follow)

Shu - Imbue benefits of Nen to Objects (Usually to bolster hardiness or


sharpness)
Ko - Concentrate Nen to bolster attack (+DMG, Enhancers have bonus,
cannot be used if Ken is activated)
Ryu - Advanced form of Ko, affects both attack and defense simultaneously
(able to use Ko and Ken at same time)
Ken - Concentrate Nen on Defense (DR, Enhancers have bonus, cannot be
used if Ko is activated)
Sakki - Nen enhanced intimidation (Frightful Presence)

Nen Points (NP)

Putting together a new system is all well and good, but we have not covered
quantifying such fantastic abilities into something we can put into paper.
Luckilly, this is where we cover how much Nen Points (NP) the character
possesses and it is determined by a simple computation: NP = Nen
Attribute/2 x Affinity [compute for each attribute/ability score].

Let's try to compute using our example from a couple of pages ago:

Enhancer (Primary Ability: Might)


Might: 18/2 x 100% = 9
Agility: 16/2 x 80% = 6 (from 6.4)
Hardiness: 17/2 x 80% = 7 (from 6.8)
Intellect: 12/2 x 60% = 4 (from 3.6)
Cunning: 15/2 x 60% = 5 (from 4.5)
Allure: 10/2 x 40% = 2
Total NP: 33

Side Note: Results are always rounded off (0.5 always rounded up).

Uses of NP

The number of NP needed to manifest abilities as a Nen user varies for the
type of effect or ability you wish to manifest.

Enhancement: Raises combat capability (more on this in a bit)


Transmutation: Manifests transmuted aura
Emission: Enhances distance of emitted aura
Conjuration: Conjures Item/weapon
Manipulation: Allows control of objects/other people.
Specialization: Allows use of special ability

Primary = 1 NP
Secodary = 2 NP
Tertiary = 3 NP
Opposite = 4 NP

For our overarching example of the enhancer, for them enhancement


abilities or effects would cost only 1 NP to use while, if for some miracle,
they wish to summon a specialization ability, it would cost them 4 NP.

General Uses of Nen

1 NP = Raise any Physical Ability Score by 1 (cumulative)


[Note: Enhancers get +2]
Duration: 10 Rounds
1 NP = Raise Speed by 15 feet (cumulative up to 60 feet)
[Note: Enhancers get +20 and up to 80 feet]
Duration: 10 Rounds
1 NP = Raise Physical Skill by 10
[Note: Enhancers get +15]
Duration: 10 rounds
1 NP = Raise Defense +5
[Note: Enhancers get +8]
Duration: 10 rounds

Affinity Growth

Every time you gain a character level, other than the regular perks of
gaining a level, you also gain a Nen level that you assign to a type of your
choosing. The maximum level for each type depends on the PC's Affinity to
the type:
* Primary = Level 10, Secondaries = Level 8, Tertiaries = Level 6, Opposite
= Level 4

Hatsu (Nen Abilities)

Finally, we get to the fun part of the system, coming up with your own
unique Hatsu/Nen Ability. These are the specific attacks/abilities that are
made to being from the use of Hatsu. These are usually trained to be able to
use the attack/ability with regularity. Examples of these would be Hisoka's
Bungee Gum, Killua's Godspeed or even just Gon's Jakenpon Rock! attack.

Specs:
- The first Hatsu the PC gains once they unlock their Nen is always
successful. It takes great care between GM and player to make a balanced
ability within the bounds of the Nen type's description. In this case the GM
has final say if an ability is something that can be used in the campaign.

- Hatsu's are gained every 4 levels. One is able to manifest more abilities for
every one of these 4 levels but these abilities are gained in the form of a
d20 roll. Don't worry though, even if you fail, you get a retry for any of your
Hatsu's you have attempted previously for every level. DC check for gaining
a new Hatsu is as follows:
*DC 20 = d20 + Affinity Level + NA modifier (attribute of nen type)

- When attempting to learn a new Hatsu, a certain level in the type of Nen is
required. If the Hatsu does not correspend with the PC's Affinity, there is a
chance for error and to lose progress in gaining the new ability. Mainly, even
if the PC is successful in their DC check to gain the new ability, they must
still roll a d100 to see if they are thoroughly successful. This also applies if
the PC is just integrating a Nen type's properties on a different Hatsu. If they
roll lower than the Nen type's Affinity percentage, they are unsuccessful in
learning the new ability. One thing to make note of though is that the next
attempt they do make to acquire the new ability again the next time they
level up, they only need to roll the d100 and not the DC check.

- Normally, one use of an ability is equivalent to 1 NP. If the Hatsu is based


on a type/types other than the PC's primary, Affinity rules for NP usage
apply.

- Hatsu's from types other than the Primary is possible but with some
drawbacks, normally, the Affinity kicking in, wherein only a certain
percentage of the efficacy of the ability is displayed.

- It is possible to integrate aspects of Nen types into one Hatsu. A good


example would be extending the reach of an attack with the Emission
aspect even if your type is Enhancement. The PC's first Hatsu is always
solitary and of the user's Nen type. Incorporating a different type of Nen on
a single Hatsu changes the computation a bit. A +5 to the DC check is
added to the difficulty class for each additional Nen type added but the PC
will also add their Affinity level and ability modifier that corresponds to the
Nen type to be integrated.

- Normally, Hatsu's dissipate after combat or when dismissed by the user.


Sometimes it's when the user is defeated. Some are able to set duration
during the conceptualization of the Hatsu.

Conditions (further details to be added)

Conditions are rules placed on Hatsu's to enhance their effects. Examples of


such enhancements would be more damage, greater range, additional
targets. Conjuration and Manipulation types usually take such conditions in
order to further bolster their Hatsu's. Conjuration types for example put
oaths onto the object they summon increase it's capabilities while
Manipulation types put limitations on their control over creatures if they are
able to attach an object on a specific part of their body.

Limitations - These are detriments placed on Hatsu's to greatly enhance


their effect. Think conditions bonus multiplied by 2 as a rule of thumb.

Oaths - This is a vow, typically to the oath-taker's disadvantage, that


immensely increases the effect of the ability. Think conditions bonus
multiplied by 4 as a rule of thumb.

Traits/Hobbies/Favorite Items/Bauble Affinities

Again, this can be considered as just fluff, but can be interesting. This is a
bit of flavor text that can be used as a basis for the manifestation of the PC's
Hatsu. As an optional rule, if the player is unable to justify the basis of their
Nen/Hatsu as a part of either a character's trait, hobby, or favorite item, the
Hatsu's power is quartered.

Hatsu Stunts
Due to the myriad nature of Nen, it is easy enough to extrapolate additional
functions for them. Such things are referred to as Stunts. The stunt check is
as follows:
*DC 20 = d20 + Affinity Level + Nen Attribute

Five successful checks are needed to remove the stunt check and make the
stunt a regular Nen ability wherein you only have to spend NP's to use them.
1 check per week is possible although if the PC is forced to try the ability in
an appropriate environment (in combat if the Hatsu is a type of attack or
defense for example), a check can be warranted but only once in such an
instance. This additional chance for a stunt check does not negate the check
they are able to do in the current week.

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