Fearsome Monsters... Exotic Creatures
Vast Riches... Hidden Treasures
Evil Enclaves... Unexplored Lands
The word "Unknown" holds magic
And some incredible people are drawn to that magic
They are known... as Hunters!
The RP is set 3 years after the start of the main series and the player will create a character that is going to participate in the 290th Hunter Exam. It is the Exam that is taking place during the Dark Continent arc and will cover what is happening in the main world during the Hunter Exam in that time. Players are free to use and reference anything that has happened in the series to that point, but I won't be directly referencing anything that has happened in the manga so you don't need to have read the manga to understand what is going on. It will all be explained in the RP.
Players will build a character by putting a set number of points into several stat categories. They will also pick three to five individual traits to help round out their character and give them more specific identities within the story. The player will take their character and go through the Exam experiencing contests, trials, puzzles, and battles in hopes of passing the exam and getting their Hunter’s License.
For those that haven’t read Hunter x Hunter I’ll briefly describe what a Hunter, Hunter License, and Hunter Exam are. There is a group called the Hunter Association that is responsible for testing potential Hunters and issuing Hunter Licenses. Each year beginning on January 1st millions of people set off to try and take the Hunter Exam and get the valuable Hunter License. Just getting to the exam site itself is difficult, about 1 in 10,000 make it, as the exam site is hidden and changes places each year. The Exam itself is extremely difficult and many participants end up handicapped or dead during it, and the examiners running each exam stage are elite Hunters themselves.
A Hunter is someone that has passed that exam and receives all the benefits receiving a Hunter License entails (brief summary of benefits on the wiki). Most typically devote themselves to one particular field like uncovering ruins and reviving ancient societies (Archaeological Hunters), devotion to the study and preservation of undiscovered animal species (Beast Hunters), Hunters who dedicate their skills to tracking down dangerous and wanted criminals (Blacklist Hunters), Hunters who scour the world in search of rare and valuable items (Treasure Hunters), Hunters who just want to earn money (Jackpot Hunters), and so on.
For additional information about the Hunter Association, Hunter License and Hunter Exam I provided links to the wiki below.
Stats and Traits are basically there to help the player create their character and give them an idea of what they are capable of. There are two basic categories of stats, physical and mental, and one special category for Nen Abilities (will be explained in a separate section). Physical stats revolve around a player's strength and speed and mental stats revolve around intelligence and perception. Stats are graded on a scale from 0 to 10 and players will have a pool of 30 points to put into the stats they want in order to build their character. (I might adjust the total number of stat points a character can use, so be aware it might get lowered to 25 or fewer)
Traits are words or titles the player chooses that most describes their character’s skills, abilities and potential actions. Things like Doctor, Assassin, Stubborn, Fisherman, Bloodthirsty, Computer Hacker, and so on. Your character’s abilities aren’t limited to what traits they have, but if you want your character to be able to do something more specific beyond general fighting ability it would be good to include it as a potential trait. Such as if you want your character to have an immunity to poisons, like Killua, then it would be good to include that in a trait like Assassin Training giving him all the benefits that come along with training as an assassin.
The player can pick 3-5 specific traits for their character with at least one trait being “challenging”, such as Girl Crazy (can get distracted by beautiful women), Bloodthirsty (can fly into a blind rage to quell a thirst for blood), or Acrophobia (fear of heights). I didn’t want the characters to all have completely positive traits, but I didn’t want players to come up with a negative one. So the idea of a “challenging” trait is one that might create challenges or problems for a character, but at the same time might prove to be beneficial in the right situation. It is there to try and give your character some interesting interactions.
Strength and Speed are the basic ability stats that show what your character is capable of in combat or while attempting some other physical action, like trying to lift something or dodge something. I basically used the Testing Gate that appeared in the manga as a basic reference for the Strength stats, and then used the same multiplication for Speed. So that is how I came up with the numbers for the stats.
Strength: is how strong someone is in terms of power behind their normal attacks as well as how much someone can lift or move. The levels below represent the absolute max they can move a short distance.
0. below average strength.
1. Average strength
2. Above average strength (can move up to 500 lbs)
3. Can move up to 1 Ton
4. Can move up to 4 Tons
5. Can move up to 8 Tons
6. Can move up to 16 Tons
7. Can move up to 32 Tons
8. Can move up to 64 Tons
9. Can move up to 128 Tons
10. Can move up to 256 Tons or more
Speed: is how fast and agile someone is. Relates to long distance running, quick bursts of speed, and number of attacks someone can perform in a small amount of time. The stat level below represents their max speed in a very short sprint and can't be maintained for long.
0. below average speed
1. Average speed
2. above average speed (around 25 miles per hour)
3. Can run around 100 mph (fast as a car)
4. Can run around 400 mph (fast as a high speed train)
5. Can run around 800 mph (fast as a plane, speed of sound, and bullets from low powered guns)
6. Can run around 1600 mph (fast as most bullets from most guns)
7. Can run around 3200 mph (fast as a bullet from high powered rifles and Jets)
8. Can run around 6400 mph (hypervelocity and missile speeds)
9. Can run around 12800 mph (fast as a railgun)
10. Can run around 25600 mph or faster (fast as a space rocket)
Intelligence and Perception will work a little differently from stats like Speed or Strength since they aren't as easy to quantify. They are more fluid and not as rigid to a set limit or cap. They are mainly there to give you a general guideline to your character's ability. The big difference between having high or low Intelligence and Perception is that during the RP if your intelligence or perception is high enough I'll give you additional clues or hints as to what is going on at certain stages in the RP. For example, if we go to a certain location and you have high intelligence I’ll give you additional information about the location that your character can work with. With perception if it is high enough I might give you hints or clues when someone is lying or there is a potential danger coming.
Intelligence: is how smart someone is and their general knowledge of the world. If your character is a doctor or a computer hacker they will obviously need a certain level of intelligence to do those things.
0. Smart as a baby.
1. Low Intelligence – Bottom (about as smart as a typical 5 year old)
2. Low Intelligence – Middle (about as smart as a typical 10 year old)
3. Low Intelligence – Top (about as smart as a typical teenager)
4. Average Intelligence – Bottom (about as smart as an average adult)
5. Average Intelligence – Middle (about as smart as an adult that has had a fair amount of training or schooling in a field of research)
6. Average Intelligence – Top (about as smart as an adult that has completed a field of training or schooling)
7. High Intelligence – Bottom (genius level and as smart as someone that has mastered a field of training or schooling)
8. High Intelligence – Middle (genius level and as smart as someone that has mastered multiple field of training or schooling)
9. High Intelligence – Top (genius level and has mastered multiple field of training or schooling and is considered one of the top people in the world in their field)
10. Beyond a genius. Considered one of the smartest people in the world.
Perception: is how aware you are of what is going on around you and being able to read people or situations. Things like having superhuman sight, smell, hearing and so on will need high perception.
0. Perceptive as a baby.
1. Low Perception – Bottom
2. Low Perception – Middle
3. Low Perception – Top
4. Average Perception – Bottom
5. Average Perception – Middle
6. Average Perception – Top
7. High Perception – Bottom
8. High Perception – Middle
9. High Perception – Top
10. Has a sixth sense and can practically predict the future.
Still working on this part to give it a bit more detail.
Nen can be a little complicated and difficult to understand for those not familiar with the series. I would suggest reading the Nen entry in the wiki (linked below) to get a basic grasp of it. If anyone has any questions about Nen, Nen Types, basic Nen abilities (like Gyo, In or En), or creating your own Nen abilities feel free to ask and me or someone in the RP will be happy to help.
Basically Nen is a person’s aura or life energy produced by all living bodies vital for survival. People produce this naturally and it normally leaks out from a person's body with them unaware of it. Learning how to control and stop your aura from leaking is the first step in understanding nen. Once a person is able to control their own aura they can then use it to create limitless abilities. There are 6 types of nen a person can have which greatly influence the type of abilities a person can create. Enhancer, Transmuters, Emitters, Conjurers, Manipulators, and Specialists. A brief description taken from the wiki:
- Enhancers are determined and simple. Most of them never lie, hide nothing, and are very straightforward in their actions or in their thinking. Their words and actions are often dominated by their feelings. They are generally very selfish and focused on their goals. This is reflected in their Nen as enhancers typically rely on simple and uncomplicated Hatsu techniques.
- Transmuters are whimsical and prone to deceit. Transmutation users have unique attitudes, and many are regarded as weirdos or tricksters. Often they put forth a facade while hiding the truer aspects of their personalities. Even when they don't hide their personalities they rarely reveal their true intentions. Many Transmuters rely on techniques that give unique and unpredictable properties to their Nen that reflects their personalities.
- Emitters are impatient, not detail-oriented, and quick to react in a volatile manner. Many of them are quick-tempered and hot-blooded. They resemble the Enhancers in building their impulsivity, but the difference with them, they probably tend to calm down and forget easier. Because of the nature of Emission, many Hatsu techniques created by emitters are primarily long range.
- Conjurers are typically high-strung or overly serious and stoic. They are often on guard as to be cautious. They are very observant and logical, rarely falling into traps. Being able to analyze things calmly is the strength of Conjurers. Many of the items that conjurers create are often used by them in a very deliberate and practical, logical fashion.
- Manipulators are logical people who advance at their own pace. They are all for arguments and tend to want to keep their families and loved ones safe. On the other hand, when it comes to pursuing their own goals, they do not listen to what others might have to say about it. While manipulators often use techniques that allow them to control their opponents they also prefer to use an inanimate medium to control that can be used versatility (such as smoke or pieces of paper hardened with Shu).
- Specialists are individualistic and charismatic. They won't tell you anything important on them, and refrain from being close friends, but, because of their natural charisma that draws others, they are always surrounded by many people. Because Specialization is unique and can have many facets, most Specialists possess only one Hatsu technique.
The type of nen a person has is important in how a person creates their own personal nen abilities, called Hatsu. Trying to create nen abilities that are different from your own natural alignment isn't impossible but they are less effective than ones created from your natural nen type. Only nen abilities from your own type can you use 100% of your full potential on. So if someone who is an Enhancer type wants to created a Conjuation ability they would be 60% effective. The further away you are to a type on the above graph the more difficult it is to use that nen type. I won't be very critical or tough on player created abilities, so feel free to create them how you see fit, and will probably only use this if a player's abilities are a bit too broken or powerful. Below is how the % works for the nen types.
The important part in creating Hatsu abilities is understanding that using things you are familiar with helps in creating abilities. For example, Hisoka created and named his Bungee Gum ability after a type of brand gum he chewed as a kid, or Gon has always been very good at playing Rock Paper Scissors and created a nen ability off of that game. I won't be critical of how you create your abilities but this is just to help give you an idea in how to craft them.
Also more importantly the more limits or conditions you put on your Hatsu ability the more powerful and effective it becomes. For example, let's say you want to create an ability that lets you control animals. That is a very broad ability, but if you limit it to just a specific type of animal, like snakes, then it will become more effective. If you put additional limits on the ability, like you have to perform a certain action before controlling the snake, then it becomes even more effective, especially if that action inconveniences the user. Again, I won't be too particular or critical in how you craft abilities, but having interesting and clever limits on them can make abilities feel more unique. If you have any questions about it feel free to ask for advice.
0. Knows nothing about nen
1. Can use Ten (used to defend from only basic nen attacks and nen aura of others, but not any physical attacks or physical attacks with nen)
2. Can use Zetsu (able to conceal your own aura to prevent others from tracking you from it and can use it to heal yourself from damage)
3. Can use Ren (used to increase your physical strength and durability and provides a large pool of aura for nen abilities
4. Can use Hatsu now and can use the basic nen technique Gyo and (will explain them more if needed)
5. Can use the intermediate nen techniques Shu, Ko, Ken, and Ryu (only basic nen abilities from just the one aura type of the user)
6. Can use 2 types of nen auras in their hatsu abilities
7. Can use advanced nen techniques like In and En (will explain them more if needed)
8. Can use 3 types of nen auras in their hatsu abilities
9. Can use 4 types of nen auras in their hatsu abilities
10. Nen Master and can use all types of nen auras in their hatsu abilities.
Personality: (doesn’t need to be too detailed)
Reason for Taking Hunter Exam: (just a basic reason and maybe the type of Hunter they want to be)
Character History: (optional)
Traits: (3 to 5 traits with one being "challenging")
Weapons & Equipment: (include anything your character has on them during the exam that they use)
Age: in his 20s or 30s
Appearance: [insert image of Hisoka here]
Personality: Hisoka is portrayed as entirely self-serving, self-absorbed, and selfish; he does whatever he likes as long as it pleases him in some way. His insatiable love for spilling the blood of powerful fighters in combat and his enjoyment of extreme pain while doing so fuels his seemingly sadomasochistic desires. [taken from the wiki]
Reason for Taking Hunter Exam: Wants to fight strong opponents and use the hunter license to kill without getting in trouble.
Character History: (optional)
1. Strength – 7/10
2. Speed – 6/10
3. Intelligence – 7/10
4. Perception – 7/10
5. Nen – 7/10
1. Magician – can use card tricks, juggle, sleight of hand, and other types of magician tricks.
3. Bloodthirsty – needs to kill occasionally to settle his blood lust or can fly into a mindless rage. (this is the challenging trait)
Fighting Style: Is incredibly strong and fast, but also flamboyant and graceful in his movements. Uses very precise and elegant kicks and punches to damage opponents. Likes to incorporate magic and card tricks into his fighting and toy with his prey. Tends to use playing cards as handheld weapons and throwing weapons.
Weapons & Equipment: Carries around playing cards to use as weapons and traps.
Nen Type: Transmuter
1. Bungee Gum – Type Transmutation. Hisoka can alter his nen aura to have the consistency of strong and durable rubber and gum and use it in a variety of ways.
2. Texture Surprise – Type Conjuration. Hisoka can apply his aura to any thin surface (such as paper or cloth) and manifests his thoughts onto it to change its appearance used to deceive people.
Name: Gon Freecss (at the start of series)
Appearance: [insert image of Gon here]
Personality: Gon is friendly and open to people, but he is very naïve and doesn’t know much about the world outside his home island. He is simple-minded but very determined and stubborn even to the point where he would endanger his life if he set his mind to do something. He is very trusting but has a short temper and can get put in a rage when he feels that he has been lied to or someone did something wrong.
Reason for Taking Hunter Exam: Wants to become a Hunter like his father and find him.
Character History: Grew up on Whale Island being raised by his aunt and grandmother. Dreams of taking the Hunter Exam and becoming a Hunter like his father and going on an adventure to find him.
Strength – 3/10
Speed – 4/10
Intelligence – 3/10
Perception – 8/10
Nen – 0/10
1. Good with animals – has a natural affinity with animals.
2. Skilled Fisherman
3. Superhuman senses – has advanced sight, smell, and hearing having spent so much time in the forest.
4. Incredibly Stubborn – can get him into trouble and even endanger his life. (this is the challenging trait)
Fighting Style: Has no formal training but uses his natural athleticism and strength to launch powerful punches and kicks. Is very skilled with a fishing rod that he sometimes uses as a weapon.
Weapons & Equipment: Carries around a fishing rod with a lure and a backpack.
Nen Type: Enhancer
Nen Abilities: (didn’t know any nen abilities at this time)
Will be adding to this soon.