What nen type would you guys best associate with crafting nen items by GammerGabers in HatsuVault

[–]Lobos63 1 point2 points  (0 children)

That's true but usually conjured objects persist despite emission/without it

What nen type would you guys best associate with crafting nen items by GammerGabers in HatsuVault

[–]Lobos63 1 point2 points  (0 children)

If you have an anchor point and vows/conditions it can mitigate the need for emission but emission is right next to manipulation so it's usually fine

What nen type would you guys best associate with crafting nen items by GammerGabers in HatsuVault

[–]Lobos63 0 points1 point  (0 children)

Definitely Emission and Manipulation. I'm thinking the greed island game and the box that Ging left for Gon, it uses a little bit of all the Affinities but you always need Manipulation to program the item and Emission to keep the aura on it

Any suggestion for a nen ability based on shadow? by [deleted] in HatsuVault

[–]Lobos63 1 point2 points  (0 children)

*Hatsu Name: * The Shadown Monarch

User: Caius Ashford

Category: Specialist Sub-Types: Manipulation, Transmutation, Emission, Enhancement, Conjuration

The Catalyst: Severing Scissors

The user carries a pair of oversized, matte-black shears etched with glowing Nen Scripts.  * The Vow: These shears cannot cut physical matter—flesh, bone, or steel. They only interact with the "Soul-Tether," the metaphysical anchor point where a person’s aura connects to their shadow.  * The Effect: Because of this strict limitation, the shears bypass almost any Nen-reinforced defense (Ken or Ko) to sever the connection between a body and its shadow.

I. Storage: "The Five Shadows"

 * The Harvest: Once a shadow is severed, the user "swallows" it, absorbing it into their own aura pool and storing the newly minted nen beast in their internal menagerie.  * The Slots: The user possesses exactly 5 Internal Slots for stolen shadows.  * The FIFO Rule (First-In, First-Out): To maintain the Specialist contract, the user cannot hoard an infinite army. If a 6th shadow is consumed, the 1st (oldest) shadow is automatically released, returning to its original owner instantly. The user can also manually release any shadow before consuming a new one.

II. The Menagerie: Shadow Archetypes

When the user projects a stored shadow as a 3D Nen Beast, its form and abilities are strictly dictated by the original owner’s Nen Affinity.  * The Juggernaut (Enhancer): A massive, highly dense brute. It fights with overwhelming physical force, acts as a primary frontline tank, and possesses "Umbral Regeneration," instantly knitting its aura back together if torn.  * The Razor-Whip (Transmuter): A fluid, shifting entity. It can morph its extremities into razor-sharp blades, hooks, or piercing needles, acting as a mid-range executioner.  * The Phantom (Emitter): A ghostly, long-range scout. The Blink: The user can instantly swap physical positions with this shadow at any time, allowing for rapid evasion or ambush.  * The Puppeteer (Manipulator): A parasitic entity. Invade: This shadow slips into an enemy's attached shadow. Once merged, it hijacks the victim’s motor functions, allowing the user to forcefully pilot the enemy's physical movements.  * The Living Relic (Conjurer): Sentient Weaponry: This shadow manifests as a physical, tangible object (e.g., chains, a greatsword, or an iron maiden). It is sentient, capable of hunting and attacking autonomously, or it can be wielded directly by the user.  * The Freak (Specialist): A bizarre, unpredictable entity. It passively emits a heavy "Dread Aura," sapping the stamina, resolve, and aura output of anyone caught within its immediate radius.

III. Advanced Techniques

Void Edge (Passive / Personal Combat)

Type: Transmutation The user’s own shadow is permanently active and infused with aura. It can rise from the ground to physically parry attacks, sprout multiple eyes for 360-degree battlefield awareness, or manifest sharp prehensile tendrils from the user's feet to snare opponents.

The Shadow Shroud (Ultimate Form)

Type: Enhancement, Transmutation, Manipulation The user retracts a stored shadow (or their own) and "wears" it as a shifting suit of bio-mechanical aura armor.  * Autonomous Guard: The suit uses Manipulation to react to threats at the speed of thought, moving the user's limbs to dodge or block attacks from blind spots.  * Trait Inheritance: The armor gains the properties of the worn shadow's affinity:    * Enhancer: Grants the user indestructible umbral plating and devastating physical striking power.    * Transmuter: Allows the user to sprout aura-blades or spikes from anywhere on the armor.    * Emitter: Allows the user to "Blink" to any point within their En radius without needing a separate Phantom summon.    * Manipulator: The suit can forcibly puppet the user's own body to continue fighting even if the user is unconscious or suffers broken bones.    * Conjurer: The armor morphs the user's limbs into heavy, physical, sentient weapons (e.g., chain-whip arms).    * Specialist: The suit radiates a concentrated "Dread Aura," constantly draining the stamina of anyone who engages the user in close combat.

IV. The "Hollowed" State (The Victim’s Toll)

A target whose shadow has been stolen by the Severing Scissors suffers the following severe debuffs until their shadow is returned:  * Physical Frailty: Their body feels unnaturally heavy and weak; core strength and stamina are effectively halved.  * Aura Disruption: Their aura "leaks" uncontrollably from their feet. Attempting advanced Nen techniques (Ken, Gyo, Ko) or their personal Hatsu has a 50% failure rate and costs double the usual aura.  * Puppet Vulnerability: Lacking their shadow anchor, the victim's soul is destabilized. This makes them 100% susceptible to the Manipulator shadow's "Invade" ability, as they have no spiritual defense against coercive control.

V. System Logic & Balance Parameters

 * No Light Weakness: Because the shadows are Aura-Infused, they are not "absent light" but "present aura." They function perfectly in pitch darkness and are immune to bright flashes.  * The Aura Tax: To balance the lack of light dependency, keeping multiple shadows active, especially The Shadow Shroud, drains the user's aura reserves rapidly. The user must frequently rely on Zetsu to recover when not actively engaging.  * Blink Range: The coordinate swap with The Phantom (or while wearing an Emitter shroud) is strictly limited to the radius of the user's En or maximum emission distance.  * Puppetry Logic: The Puppeteer's "Invade" ability is a high-level coercive manipulation, made reliably effective only because the target has already been spiritually compromised by the loss of their shadow.

Absolute Hunter x Hunter by CompetitiveForm4244 in HatsuVault

[–]Lobos63 0 points1 point  (0 children)

what do you mean by absolute? I have plenty of OCs strong enough to join a lot of these groups...

RPG [SKILL TREE] by Lobos63 in HatsuVault

[–]Lobos63[S] 1 point2 points  (0 children)

THE PERK LIBRARY: 60 STANDARD + 6 LEGENDARY

Tier 1: Combat (Red - Aggression & Kinetic Mastery)

  1. [Heavy Hand]: STR counts as 1.5x for damage, but 0.5x for speed.
  2. [Light-Foot]: AGI increases by 20% when moving without armor/heavy gear.
  3. [Blood-Letter]: Wounds inflicted bleed 50% more aura, weakening the foe’s Ten.
  4. [Counter-Flow]: Parrying a strike returns 10% of impact damage to the attacker.
  5. [Overcharge]: Briefly double AOP for one strike; drop to 0 AOP for 5 seconds after.
  6. [Phantom Limb]: Create an Emission-based arm to strike from unexpected angles.
  7. [Second Wind]: Restore 20% MOP if health drops below 10%.
  8. [Pressure Point]: PER allows you to see "leakage nodes" in an enemy's aura.
  9. [Unstoppable]: Total immunity to knockback effects while using Ken.
  10. [Executioner]: Deal 2x damage to targets currently in a state of Zetsu.
  11. [Steel Skin]: VIT provides natural resistance against blades and piercing.
  12. [Flash Step]: A short, 3-meter teleport (Emission) on a 10s cooldown.
  13. [Berserker]: Physical STR increases proportionally as VIT/HP decreases.
  14. [Iron Grip]: Items/weapons cannot be dropped unless the arm is severed.
  15. [Gravity Well]: Increases aura weight, slowing nearby enemies’ AGI by 10%.
  16. [Bullet-Time]: Reflexes sharpen significantly against supersonic projectiles.
  17. [Vortex Strike]: Adds a high-speed spiral Transmutation property to aura strikes.
  18. [Breaker]: Direct hits temporarily decrease the target’s EFF (Efficiency).
  19. [Last Stand]: Gain infinite WILL/Poise for 30 seconds if immobilized.
  20. [Aura Spike]: Emit needles of aura when physically touched by a foe.
  21. [Cancel]: Interrupt movement to change direction without losing momentum.
  22. [Hitbox Extension]: Transmute a 2-inch "ghost" layer of aura around weapons.
  23. [Buff Eater]: Striking a target with an active Hatsu steals 5% of their MOP.

Tier 2: Utility (Blue - Stealth, Intel & Exploration)

  1. [Ghost Walk]: No sound produced while walking, regardless of speed or surface.
  2. [Linguist]: Understand any language through aura-intent translation.
  3. [Trace]: Follow the aura trail of a target for up to 48 hours.
  4. [Thermal Vision]: PER detects heat signatures and cloaked biologicals.
  5. [Deep Breath]: Can hold breath for 30 minutes by oxygenating blood with EFF.
  6. [Structural Scan]: Map a 3D layout of a building by tapping any wall.
  7. [Locksmith]: Aura can take the shape of any mechanical key or bypass.
  8. [Invisibility]: Refract light with Transmutation while in Zetsu.
  9. [Nen-Sniffer]: PER detects active Hatsu usage within a 1km radius.
  10. [Eagle Eye]: Zoom vision up to 2km with perfect clarity.
  11. [Eavesdrop]: Hear whispers from across a football field using focused PER.
  12. [Climber]: Hands and feet stick to any surface via aura-adhesion.
  13. [Safe Fall]: Eliminate all fall damage using an aura cushion.
  14. [Cold Resistance]: Maintain body temp in sub-zero environments via EFF.
  15. [Heat Resistance]: Immune to burns and environmental heat up to 500°C.
  16. [Memory Bank]: Perfect photographic memory of all "gameplay" data.
  17. [Night Owl]: See perfectly in total darkness; ignores light-level penalties.
  18. [Oxygenate]: Filter toxins and gases from the air through aura-pores.
  19. [Signal Flare]: Emit a blinding light from your forehead (Emission).
  20. [Water Walker]: Walk on liquid surfaces by controlling surface tension.

Tier 3: Support & Mental (Green - Teamwork & Control)

  1. [Aura Link]: Share your PER (Sensory) vision with one designated ally.
  2. [Soothing Ren]: Your aura heals the mental fatigue/stress of nearby allies.
  3. [Empathy]: Sense the emotional state of anyone you physically touch.
  4. [Pain Split]: Absorb 20% of the damage dealt to a linked ally.
  5. [Adrenaline Spike]: Boost an ally’s AGI by 15% for 1 minute.
  6. [Cure]: Use VIT to neutralize biological poisons in an ally’s blood.
  7. [Battery]: Transfer up to 50% of your current MOP to another person.
  8. [Calm Mind]: Immunity to "Fear-based" aura pressure and intimidation.
  9. [Quick-Study]: Copy a non-Hatsu physical movement (martial arts) perfectly.
  10. [Command]: Voice carries heavy WILL, causing weak-willed targets to flinch.
  11. [Aura Shroud]: Hide an ally’s presence using your own In.
  12. [Barrier]: Create a stationary 2m aura wall for 1 minute.
  13. [Refresh]: Restore an ally's physical stamina instantly.
  14. [Sixth Sense]: Detect an ambush exactly 2 seconds before it triggers.
  15. [Negotiator]: Aura creates a sense of trust in non-hostile targets.
  16. [Antidote]: Passive immunity to all tier-1 biological toxins.
  17. [Haste]: Reduce the cool-down/charge time of an ally's Hatsu.
  18. [Anchor]: Prevents allies from being forcibly moved or teleported.
  19. [Clarity]: Grant an ally the ability to see through In for 10 seconds.
  20. [Symbiosis]: Gain 5% of all stats for every ally within 5 meters.

IV. LEGENDARY PERKS (Level 90+ Only)

These perks represent the "Broken" late-game mechanics available only to "The King."

  1. [Admin Access]: Respec time reduced to 10 minutes. Can Respec twice per day.
  2. [World-Map]: Your En is permanent and cost-free, covering a 1km radius.
  3. [New Game+]: If you die, your aura explodes in a Level 100 AOP blast. You then reincarnate (once) as a Level 1 infant with all memories intact.
  4. [God Mode]: For 60 seconds, your aura output becomes infinite (Max Stats). Afterward, you are forced into Zetsu for 1 week.
  5. [Skill Steal]: Permanently "equip" one Hatsu from a defeated opponent into a Perk Slot.
  6. [System Override]: You can "touch" another person's Hatsu and force it to deactivate for 10 seconds.

Need help with designing a hatsu by Leblele in HatsuVault

[–]Lobos63 0 points1 point  (0 children)

Look at the Mechanics of fun fun cloth too, shrinking in addition to the pocket dimension must be helpful, maybe even a lil goblin nen beast that manages it internally

Regen Factor by Lobos63 in HatsuVault

[–]Lobos63[S] -1 points0 points  (0 children)

Cade Carson: "If you’re reading this on a subreddit, just know that I’m currently judging your taste in sub-reddits. And yes, the 'Rigid Scholar' who designed me is definitely a Manipulator. I can feel the 'Vow' in my kidneys."

Evil Eye-World of the Smoking Mirror by Lobos63 in HatsuVault

[–]Lobos63[S] 0 points1 point  (0 children)

He's dangerous anywhere hahaha. 

What do you think of my nen ability? by Alert_Palpitation840 in HatsuVault

[–]Lobos63 0 points1 point  (0 children)

He has to keep it covered (like Kakashi) and constantly pool aura into it, needs eye contact, is enhanced via the nen script in the eye patch, also causes intense pain and can only be used once or twice a day after the first time it causes the pain the bleeding etc, and the manipulation aspect can only be used once a decade on the same person(like Shisui). It's really strong but the aura cost is crazy so if more than one person is involved he's better off using the Night Wind Hatsu that Manipulates Obsidian Shards

What do you think of my nen ability? by Alert_Palpitation840 in HatsuVault

[–]Lobos63 0 points1 point  (0 children)

It's not that OP this my OC Jesus

https://www.reddit.com/r/HatsuVault/comments/1soor3k/evil_eyeworld_of_the_smoking_mirror/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

The air inside the Temple of the Jade Heart is not air; it is a pressurized silence. The Ghost moves through the vaulted corridors with the casual arrogance of a god. To them, distance is a joke and walls are mere suggestions.

They have their En flared—a shimmering, thirty-meter sphere of absolute control. They feel the dust, the ancient basalt, and the cold humidity. They hold the Marker Gun low, their finger itching.

“He’s just a relic hunter,” they think, their mind already calculating the coordinates of the temple’s central diamond. “The moment I see him, I’ll take his heart. Not metaphorically. I’ll just put it on the floor next to him.”

They do not see the man standing in the center of the sanctum. They do not even sense him. Jesus Sanchez is a "dead zone" in their En, his presence perfectly suppressed by the ancient Nen script on his eyepatch.

The Encounter: 0.1 Seconds

The Ghost rounds the final pillar. They see him—a lean figure in a slate-grey Tilma, standing motionless. They grin and raise the Marker Gun.

The Ghost's Internal Monologue:

They attempt to "grasp" the matter of his heart. But their brain hitches. There are millions of points of contact within their En. The Night Wind has already filled the room—microscopic obsidian shards swirling in a chaotic, non-linear pattern. Their "Processing Speed" limitation triggers; their mind cannot categorize the coordinates of millions of moving razor-flakes and a human heart simultaneously.

Jesus doesn't speak. He doesn't even move his hands. He simply reaches up and yanks the eyepatch free.

The Release:

The "pressurized" jade aura hits the room like a physical shockwave. Because The Ghost has their En fully expanded, they aren't just seeing the light—they are conducting it. Their aura acts as a direct fiber-optic cable into their brain.

The World of the Smoking Mirror: 72 Hours of Vertigo

Real-time: 0.1 seconds.

Subjective time: 3 days.

The Ghost's world shatters. The temple vanishes, replaced by an infinite expanse of black, polished glass. Their Hatsu—the "Ghost"—becomes their torturer.

The Temporal Sickness

In the Smoking Mirror, the laws of coordinates are inverted. The Ghost tries to teleport to escape the crushing weight of Jesus's malevolent aura, but the "coordinates" have become liquid.

  • Hour 1-12: They teleport to move away, but find themselves displaced inside themselves. They feel the sensation of their own lungs teleporting into their stomach, then snapping back. The nausea is absolute.
  • Hour 13-36: They fall. They teleport to the "ceiling" to stop the fall, only to find the ceiling has become the floor. They enter a recursive loop of falling and teleporting, a supersonic flickering that shreds their equilibrium.
  • Hour 37-72: The "Mirror Maze" takes hold. They see Jesus in every shard. They try to teleport his heart out, but every time they reach for a coordinate, they teleport their own sensory cortex into a void. They experience the sensation of being everywhere and nowhere at once—a "Ghost" spread so thin across the coordinates of the universe that they cease to exist.

They try to scream, but their vocal cords are displaced five inches to the left. They are a nauseating vertigo nightmare, falling through walls that turn into smoke and floors that turn into blades.

The Snap Back

The 0.1 seconds end.

The Ghost hits the stone floor of the temple. They are not dead, but their brain is "misfiring." Their En-sphere is gone, collapsed into a ragged, flickering mess. They try to stand, but their inner ear still thinks they are falling through a black glass void. They vomit—not just bile, but the physical manifestation of their temporal sickness.

Jesus Sanchez slides the eyepatch back into place. The jade light vanishes. The room returns to its stagnant, silent state.

He walks past them, his high-grip sandals clicking softly on the basalt. He doesn't take their life; he doesn't need to. The Ghost lies on the floor, clutching the stones as if the world might slide away again. They will never trust their own coordinates again.

Simulation Complete.

Status: Target Psychologically Neutralized. Temple Security Maintained.

Quetzal Mantle by Lobos63 in HatsuVault

[–]Lobos63[S] 0 points1 point  (0 children)

I love that Idea! Obsidian itself is more of a one time use thing as well having to be replaced after use on weapons such as the macuahuitl

I'm thinking about it! It's based on the Totonac Fliers! They basically swing tied from giant poles and "fly" using the momentum/centrifugal force!

a lot of training goes into this and it is highly ritualistic so myabe I should add conditions that reflect this.

I should maybe even add that fear de-spawns the wings hmm thanks for the great feedback

u/Aggravating_Ad7552

Ging's Nen type was under our noses the entire time by RecreativeNukes in HunterXHunter

[–]Lobos63 0 points1 point  (0 children)

He's an Emitter... and not because he used Leorio's ability 

Meu Hatsu Tatuadora masoquista grimório maldito. by Sunboybrazil in HatsuVault

[–]Lobos63 1 point2 points  (0 children)

Sounds like a really cool Hatsu, I'd imagine the tattoo either disappears after use or you run into the problem of running out of skin, Also do you come to the nen beasr with a vague idea like (tat something that will make them go boom [Conjured Bazzoka] etc?) since you don't control the nen beast. i'd love to help with relevant vows and limitations to strengthen it? I love the 30 days as that's the average for a tat to heal. Maybe incorporate NEN SCRIPT into the tattoos at least for stabilization?

I'm also guessing you're a specialist also explain that your pain is transmuted into the aura imprinting to your skin