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HxH: 108 Stars of Destiny [OOC]


Aix

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~IC~

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Main Host: Aix
Co-Hosts: Nai, Kate, UnendingEmpire
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Opening: Departure!

Ending: Storytellers

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[spoiler=Plot]Taking place in the fantasy world of Lemuria. This RP is to be a journey of the most epic proportions, following the adventures of a group of young men and women with an inexorable grand destiny. Once again, after around 500 years, the 108 Stars of Destiny are reincarnated, and each holding the unstoppable potential to reshape the world. A few members of this legendary group, unknown to their great power, now storm forth to take the first step on their fateful path - the take the rigorous and incredibly deadly Hunter Exam.[/spoiler]
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[spoiler=Rules]All YCM and RP Section Rules apply, yadda yadda, no godmodding, powerplaying or metagaming, etc. (wait, as the RP Moderator, should I be making light of this stuff, at any rate FOLLOW IT). Use common sense. If I say something is final, it's final. I may adjust these rules at any times.

Don't be a dick.

This is an animesque RP, but chibis and other exaggeration used in animation are not allowed as they do not translate well into the written medium. Respect the Fourth Wall.

Work and collaborate with your fellow RPers. Roleplays are built on interaction.

We will not be using a Skype Chat this time, except with the co-hosts to discuss the plot and management of the RP. If you have read these rules, in the Username field, put something Star (e.g. Perfect Star) or something of the like.[/spoiler]
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Database: Will be located in Kate's post below. Lots of information to come.

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Roster: Will be located in UnendingEmpire's post below.

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[spoiler=Application]Modify this application skeleton as you please. Use spoilers. You can hide information on the app you post, if you do, please PM with the full details.

Username:
Name:
Age:
Gender:
Race: (Create a race or go human)
Appearance: (A picture + description of height/weight and any changes, or 5 lines of text minimum)
Personality: (5 lines of text minimum)
Motivation: (What's your character's motivation to be a Hunter)
Biography: (Self-explanatory.)
Abilities: (Please read the database first for details)
Miscellaneous: (Anything else, for example - theme songs)
[/spoiler]
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[spoiler=Interest Check Stuff]
Yo, Christmas is coming, and it's time to bring in something big. This is something that I have been planning for a while now - le greatest adventure roleplay to grace teh interwebz. I've put lots of thought into how the RP will run, future plot lines, and the mechanics of the whole thing, in order to allow for lots of engagement, lots of well-enacted action, and time for character interaction. Without further ado, let me present to you the premise.


The roleplay takes place in the land of Lemuria. It's a fantastical world with dangerous creatures, mystical lands, and an infinite supply of action and adventure. In developed areas, technology and civilization has reached the same level as ours, but even so there are always new conflicts and diabolical plots that break out, new areas and secrets discovered, and new miracles occurring every single day.


At the heart of this action are the Hunters, the elite members of this world, who alone through their hard work and an adventurous spirit become privy to the unseen wonders and hidden darkness of this wide and beautiful world.


And this RP? This RP is to be a journey of the most epic proportions, following the adventures of a group of young men and women with an inexorable grand destiny. Once again, after around 500 years, the 108 Stars of Destiny are reincarnated, and each holding the unstoppable potential to reshape the world. A few members of this legendary group, unknown to their great power, now storm forth to take the first step on their fateful path - the take the rigorous and incredibly deadly Hunter Exam.

 
It's a rather complex premise, but there is nigh limitless creative freedom and interesting adventures that would come of this. To explain, Hunters are people who have passed the Hunter Exam and are granted various privileges, such as receiving first class services for free, being allowed access to restricted information and areas, and even being able to stand above the law under certain circumstance. Becoming a Hunter opens up countless possibilities, so tens of thousands of people attempt to become one every year, each for their own reasons. You will be driven by your own motivations in this RP while inevitably tangled up in the grand scheme of things.
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[spoiler=A pledge between host and roleplayers]I suppose I've garnered a rather negative reputation to lose interest in things rather quickly. However, I have been already invested in this RP for a long time now, thinking, planning, writing stuff down. So long as I am not busy with things IRL, I'll probably devote most of my time on this site to this RP, and pulling all efforts to force you to write, or keep this going. I'll probably even come talk to you and write with you if you are having a hard time getting a post out. I'm sure we can work things out, and I ask that you also put in efforts to make this RP successful.[/spoiler]
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[spoiler=What makes this roleplay special]As I've said, I've been planning this roleplay for a while now, but not just the plot, but ways to make this RP interesting and engaging to all participants. First of all, this RP is not just driven by the plot, but also by each of your characters' motivations. I'll always be looking to incorporate your character fully into the plot and action.

The organization of this RP will make it almost like a small, exclusive roleplay in terms of how smoothly it is meant to run. Characters will be divided into groups to prevent the clogging that happens when we're all in the same area. Plots have been planned to have at least two plotlines for these groups to divide, and it'll essentially work like two intertwined roleplays.

Next of all, you guys have a choice in this roleplay. Choices and options are always open, and we'll decide democratically how things should proceed next. You will also be given opportunity to create enemy NPCs.

Now, while this is an action/adventure roleplay, it won't all be about punching it out. It will be about using your talents and abilities in unique and creative ways, as well as thinking your way out of situations. Purely combat-related abilities are barely even half of everything. The special power system we will be using (the Nen system from Hunter x Hunter) allows for infinite creativity in terms of kinds of powers, while putting the emphasis on thinking and outwitting others. I've managed to think of lots of scenarios in the plot which would allow you guys creativity in how you handle it, and I'm confident in my ability to think of lots more that are suited to your character.

And, we'll constantly be thinking about the ways of running a roleplay smoothly, giving proper time to character interaction and development and pacing things properly. I'll be PMing those who haven't posted as soon as possible to sort things out with them. If worst comes to worst, the co-hosts or I will control the character.[/spoiler]
[/spoiler]
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I'm more than happy to help co-host this, but.... heh, Lemuria.  You have no idea how much that makes me giggle.

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[spoiler=Database]The Database is currently very incomplete and we are looking for your input in the worldbuilding.
Lemuria

Lemuria consists of three continental mainlands arranged in a U-like shape, and various smaller islands of varying sizes around it. It is extremely dangerous to stray farther North, South, East or West, as the seas and skies become especially tumultuous and there are sea serpents (some even say there’s just one big sea serpent) that make the journey infinitely perilous. Lemuria is probably only somewhat smaller than Earth, and climates are not actually decided by position on the map, as there are no North or South Poles, nor is there an equator. The climates appear to just be a property of the area itself, although it can be and is affected by outside factors.

Much of the world has been civilized, but the population is considerably smaller than our world’s and most of it is concentrated in certain areas historically due to safety. There exist countless rural communities less touched by technology as well as numerous indigenous tribes that still live untouched by mainstream civilization. Some of these tribes are other races. While many races have mingled with the mainstream human population, a vast majority still remain in relative isolation with only leaders and ambassadors associating with the rest of the world.
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[spoiler=Places]Places and details will be added as we go.
[spoiler=The Continent of Aiza/Empire of Shenglong]A continent the size of Asia on the east side of Lemuria. It is mostly dominated by the Empire of Shenglong, a totalitarian imperial state with a population of 2.1 billion people. Most of the population lives in poverty in the rural lands outside the Central Province, paying massive tithes to the government leaving them with little to no money left to support themselves. This caused countless rebel groups to spring up, making the government declare martial law and give the military absolute authority on outside matters so long as the taxes are collected.

The Central Province of Jing is, on average, in a better financial situation as this is the home of most of the nobility in Shenglong, and it is also under the jurisdiction of actual officials rather than the military. It is guarded by three massive walls that split up the province and also segregate it from the outside. These walls serve as checkpoints to ensure the government's absolute control and the security of the nobility that live within. No weapons are allowed to be carried or transported within Jing, except by the Xinxuanzu, an elite police force whose membership rivals the prestige of the Hunter Association.

Technology-wise, Shenglong is actually very high-tech, however very little of this technology reaches the outer provinces. The military strength of the country is said to rival the rest of the world, and they are estimated to carry over 9000 of the Poor Man's Rose, a small toxic bomb with the destructive power of a nuclear warhead but also spreads a powerful contagious toxin into the surroundings.

The Emperor is at the very top of the state with his various heirs vying for his throne. Because of this, there is never peace in the country as it is plagued by constant civil conflict.
 
Rebel groups are prevalent throughout the Empire, however, due to the sheer power of the Xinxuanzu, any rebel group that reaches any significant size is crushed. Nevertheless, like cockroaches, two rebel groups seem to pop up for everyone destroyed. Most rebel groups are untrained guerilla fighters, who use smuggled weapons. Few are capable of using Nen as they are mostly civilians, however there exist powerful Nen-using revolutionaries among them who pose an actual threat to the forces of the Xinxuanzu.

Recently however, there seems to be something linking the once-separate rebel groups together. There is a mysterious benefactor who is supplying them with weapons and information. [/spoiler][/spoiler]
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[spoiler=Races so far]Humans - You know what humans are. They make up 99% of the population in Lemuria.

Merfolk - Very few people even know of the existence of merfolk as they usually hide themselves away in the depths of the ocean and disclosing their existence is strictly forbidden.[/spoiler]
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[spoiler=Abilities]This is a Charles Atlas world, meaning that you can become tremendously strong just by training, even being able to lift things that weigh multiple tons and run faster than the eye can follow. However, different people have vastly different potentials/limits to their physical abilities, and these limits can be broken only under certain circumstances of extreme mental stress, fear, resolution, or near-death. As one of the 108 Stars, however, you have a tremendous potential. In addition, in this world Muscles are Meaningless for the most part, you can be thin as hell and be tremendously strong, though characters that are meant to be especially strong tend to have big muscles of course.

Nen
Alright, so I’ve explained Nen here, and also modified parts some of the rules and details so that it makes more sense. Use this instead of the Wiki.

Nen is a secret and dangerous power, and only a small percent of the population know of its existence. It is technically the technique for controlling your life force or aura, but it is also commonly used to refer to the life force or aura itself. All living beings have life force, and thus all living beings can technically use Nen. When manipulated, Nen use can basically emulate any sort of power, even reality warping, though all powers require practice and your abilities are limited by your natural limits. For most humans and animals, the aura nodes (tiny holes on your skin where aura can come out of) are sealed so they cannot use life force/aura to affect their surroundings, although a small amount naturally flows out.

Aura is invisible to those who do not have their aura nodes unsealed, but it can still be felt. A proper aura can be described as feeling like a warm, viscous fluid at rest. It has been said that powerful, refined auras produce a sensation that feels akin to needles pricking into the skin. The quality of your aura also reflects your mood and intent, and a killing intent/bloodlust can inspire fear into others. Wild animals naturally can feel aura to detect killing intent of predators, and those who are accustomed to living on the edge also can become intuitively aware of danger by detecting malicious intent. Hiding your presence by fully sealing your aura nodes is possible, even for non-Nen users, but we’ll talk about that later.

How to Unseal Your Aura Nodes
There are four ways which your aura nodes can be opened so that you can use Nen.

1- It’s possible that you can use Nen from birth. Magical creatures are typically able to use Nen from when they are born. Humans who can use Nen from birth are prodigies and also often Specialists.

2- Through repeated intense concentration and training of a certain skill, your Nen can be unlocked naturally in order to enhance that skill. For example, you may be an excellent craftsman so good at your trade that your Nen naturally starts to enhance your workmanship. However, usually your aura nodes are incompletely opened through this method.

3- Through long meditation and reflection, this usually takes a few months, but it is the safest and usually best method.

4- Through being forcefully opened by someone channelling enhancement type Nen into you to break open your aura nodes. When done by an inexperienced or hostile Nen user, this can severely damage or disable your body, you may lose function of limbs, eyes, etc. Also, when your aura nodes are forcefully opened this way, regardless of the skill of the Nen user, your aura will start flowing out rapidly and you learn to intuitively control your aura before it runs out and you die.

The Basics of Nen
There are four basic Nen techniques that form the foundation of Nen use.

1- Ten - Once a person has had their aura nodes opened, they must learn to keep their aura from leaking away from their body. Ten (纏, Envelop; Shroud) is the process of keeping the nodes open, but also having aura flow through and around the body rather than away from it. Once maintained, it creates a shroud around the user that feels similar to standing in lukewarm, viscous fluid. Having a shroud of aura surround the body is the most basic defense against the emotional attacks from other users of Nen, however, it provides minimal resistance against physical attacks. Ten maintains youthful vigor and reduces one's aging; since the energy powering the body no longer leaks away, one can keep the body from breaking down and deter the aging process. It’s mostly pretty useless, but one must master it first before one can do anything else.

2- Zetsu - While Ten allows a user to keep aura from leaking away from their body, Zetsu (絕, Suppress; Null) stops the flow of aura from their body altogether. By closing all of their aura nodes, the user is able to stop almost all outflow of their aura like water from a valve. Since the user is no longer surrounded by their own aura, they are more sensitive to the aura of others. This can be useful when tracking another person and it will also prevent other users of Nen from noticing them. Zetsu can also be used to relieve fatigue, since it forces the body's external layer of aura to be fully contained within. However, since Zetsu involves shutting off one's aura, it can be dangerous due to it leaving the body defenseless against any aura attack. Even a weak attack enhanced with Nen could do massive damage.

3- Ren (練, Refine; Enhance) is a direct application of Ten. Since a user is capable of keeping aura from leaking away from the body, it's also possible for them to produce more aura around themselves without having to worry about losing it. Ren focuses on creating and outputting a high amount of aura and keeping it on the body, expanding the size and intensity of it. This creates an explosive-looking aura around you due to the pressure exerted. Aura becomes at this point intense enough to affect reality. This technique increases the user's physical strength and durability and provides a large pool of aura for any advanced techniques or individual skills they decide to use.

4- Hatsu (發, Release; Act) is the release or transmission of one's aura so it can be projected to carry out a certain function. In essence, Hatsu is one's personal expression of Nen that creates a special and unique paranormal ability/superpower (colloquially called a Nen Ability). This ability can be absolutely anything. A good Hatsu should reflect a person's own character; one can never truly master Nen if they only copy other people's abilities.

Advanced Versions of Basic Techniques
These techniques require high skill in Nen use, and are just advanced applications of the basics.

1- Gyo (凝, Focus) is an advanced application of Ren by which a Nen-user concentrates a larger than normal portion of their aura into one specific body part. Gyo dramatically increases the strength of that one body part, but leaves the rest of the body more vulnerable. Gyo is most often used in the eyes, allowing a Nen-user to see aura and things which would otherwise be hidden (e.g. Nen objects hidden by In).

2- In (隱, Conceal) is an advanced form of Zetsu used to almost completely conceal the presence of a Nen-user's aura. In can be used on a Nen-user's Hatsu ability to make it invisible to other Nen-users. In can be countered by using Gyo in the eyes or through En.

3- En (圓, Circle) is an advanced application of Ren and Ten. In Ren, aura usually envelops only a small amount of space around the user's body. En is when one extends their Ren so that their aura extends further than normal, then uses Ten at the same time to give shape to the aura, usually a sphere. Someone using En can feel the shape and movement of anything entering their circle. The downside to this is that it is extremely tiring and draining for the Nen-user to constantly deploy so much aura. Those who master En are typically able to extend their En to a circle of a 50m radius at most. There exist extremely powerful Nen users who can go farther.

4- Shu (周, Enfold) is an advanced application of Ten. Shu allows a user of Nen to extend their aura's envelopment onto an object, allowing them to use that object as if it were an extension of their own body. For example, one could use Shu to extend their Ten around an object, which would strengthen and protect the object like the way Ren strengthens and protects their body.

5- Ken (堅, Fortify) is the advanced version of the basic Ren technique. Ken is a defensive technique where a Nen-user maintains a state of Gyo over their entire body, allowing them to defend against attacks from any direction. It is a dense coat of aura around you. Ken is useful as a defensive position, but is tiring to maintain. Additionally, it is not as strong as Gyo on any given part of the body, since it protects the whole body evenly. Because of that, it is used to guard when one wants to be cautious.

6- Ko (硬, Temper) is an enhanced version of Gyo in which all of an individual's aura is concentrated into one particular body part. Zetsu is used to completely stop the flow of Nen in all other parts of the body. This makes that one body part exceptionally powerful, but leaves the rest of the body completely unprotected. This is used by some Nen-users as an offensive technique (a Ko-punch would carry all 100% of your aura with it), but it is a risky move — leaving the rest of one's body unprotected in a fight against another Nen-user is generally not a good idea. Ko results in one's aura creating a high-pitched dissonance, somewhat akin to the sound of metal being ground.

7- Ryu (流, Flow) is the term for real-time use of Gyo (the adjustment of aura concentration in various body parts) by a Nen-user in battle. For example, the use of Gyo to increase the amount of Nen in a fist as one strikes with it, to increase damage done; or to increase the amount of Nen in an arm as it is used to block a blow, for extra defense.

Types of Nen Users
There are six classifications of one’s Nen type which governs your proficiency in various applications of Nen. Your classification correlates with your personality. Every individual is born having one of these six different aura types, but it is possible for the aura type to change with your personality. Upon learning one's own aura type, a student of Nen can set about learning to apply the technique in a unique way that suits their personality, which can develop into a unique skill.

The most popular way of determining one's aura type is through water divination. Divination requires one to float a leaf atop a glass of water. A student of Nen will place their hands around the glass and perform Ren. The resulting effect from one's aura contacting the glass will determine a person's aura type.

1- Enhancers - if the water starts overflowing, you are an Enhancer. 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 or just the basic techniques, as they tend to have the strongest aura. Enhancers use aura to increase the natural abilities of an object or one's own body. Therefore, Enhancers are able to greatly increase their physical attack and defense and are best suited for close-ranged melee combat. Enhancement is the most balanced category, allowing users to spread themselves evenly between offense and defense and become very strong using only simple abilities.

2- Transmuters - if the water changes taste, you are a Transmuter. 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. An affinity for Transmutation means a person can change the properties of their aura to mimic something else. For example, you can make your aura have the properties of electricity, fire or string, or even give it multiple properties such as making it have the properties of both rubber and gum. Note that unless you give your transmuted aura properties to affect protons, it is still invisible to non-Nen users.

3- Conjurers - if something appears in the water, you are a Conjurer. 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. Conjuration is the ability to create a physical, independent, material object out of one's aura. Once a person has mastered the conjuration of a certain object, they can conjure it and dispel it in an instant, whenever they want. Conjuration creates things that ordinary people (unaware of Nen) can see and touch. Furthermore, objects or entities created by this technique have a subtle "independence" to them. This means that they can continue existing even if they were at a considerable distance from the Conjurer, or even if the Conjurer themselves are not aware that they have yet to be de-materialized. However the use of In can hide an object materialized from aura from experienced users of Nen. Conjured objects can have special abilities imbued into them. For example, the Phantom Troupe bandit, Shizuku, is able to conjure a vacuum cleaner that can infinitely suck up objects.

4- Emitters - if the color of the water changes, you are an Emitter. 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. An affinity for Emission means that a user is capable of controlling the deployment of their aura while separating it from their body. Aura usually decreases in intensity very quickly when it is separated from the source body, but strong Emitters can separate their aura from their body for long-periods of time and still be able to maintain it. Emission techniques are very similar to Conjuration, but are typically invisible to ordinary people and require Manipulation ability to control.

5- Manipulators - if the leaf starts moving on the water, you are a Manipulator. 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). Abilities belonging to Manipulators allow the user to control living or non-living things in a certain way, the main advantage being able to 'manipulate' enemies. The degree of control is principally determined by a condition that usually puts the manipulator at risk (attaching objects on the enemy, touching the enemy in a certain way) and of course the larger the risk, the better the degree of control.

6- Specialist - if something else entirely occurs, you are a Specialist. Specialists are individualistic and charismatic. They will 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 specification is unique and can have many facets, most specialists possess only one hatsu technique. It is possible that the effect that occurs can give some insight into how they should direct their ability. Specialization is anything that doesn't belong into the other five categories. This is the vaguest Hatsu category and is extremely rare.

Starting at one's own aura type, one has the potential to be 100% efficient at using abilities based in that category alone. Then looking at the category chart, one has the potential to be 80% efficient at using aura types adjacent to your primary type, 40% efficient at the opposite or farthest category, and 60% efficient in the two remaining categories. Specialization is typically unusable for non-Specialists because it is impossible to partially use; one either can or can't use Specialist abilities.

How Powerful Your Nen Is
There are many many factors that affect the power and state of your Nen, and different factors affect different people to different degrees. Everyone has limits to their aura. Things such as training, resolve, and spirit merely allows you to reach towards your maximum potential (which can increase, but rather slowly), however a combination of training and strength of spirit will allow someone with low aura potential to surpass a genius. No one truly manages to tap into their full potential at will, and it gets harder to get stronger the closer you get to your limits.

Your ability to apply your aura is heavily affected by your mental and emotional state, and you may not be able to do nearly as well as you usually do if you are depressed.

Your special Nen Ability is also stronger the more specialized and focused its application is, the more difficult it is to use, and/or the more weaknesses it has. For example, an Enhancement ability may be to drastically increase the strength of your arm each time you do an arm rotation, which makes it difficult for you since you have to fulfil a certain condition. Another ability may be that your ability is to conjure a random weapon, and because you cannot choose which weapon you use which is a weakness, the power of the weapon itself is greatly increased.

Another way of increasing the power of your Nen Ability is by setting vows and limitations. Being a product of the mind, Nen responds to the goals, strengths, and desires of individual users. As a result, a student of Nen can increase the overall power of an individual skill by stating a self-imposed restriction that forces even more conditions on it. For example, if one consciously decides something along the lines of "I will only use this skill on Thursdays" or "I will only use this skill against short people" and manages to abide by that rule, that particular skill will become stronger. These conditions are called "Vows" (制約, Seiyaku) or "Contracts". The stricter the Vow, the more one's own ability is strengthened. It is also implied that Vows that carry great meaning or are tied to emotional states also bring about a greater benefit. However, Vows are also considered liabilities, since breaking a Vow carries the risk of completely obliterating one's own Nen abilities. Vows that contain some sort of punishment (e.g. "I will die if I break this rule") will strengthen the ability even further. These are called "Limitations" (誓約, Seiyaku) or penalties—covenants to oneself. You will suffer these penalties in addition to risking destroying or damaging your ability to use Nen.

Nen Exorcism
The ability to cancel Nen is an extremely rare, and highly sought after Nen Ability. Because Nen Abilities can bestow permanent or long-term effects and/or curses, a Nen exorcist may be called to simply negate the Nen. No ability to cancel Nen is absolute, you must have a certain power level to cancel powerful Nen effects.

Some Last Notes
Effects of Nen, such as curses and such, usually remain even after the caster has died. Often, it even increases as the remainder of the caster’s Nen goes to feed the effects.

At the start of the RP, you are allowed to know Nen up to the Four Major Principles whether because you have been taught by someone or because you intuitively know it, which is possible naturally through intense activity. As one of the 108 Stars, your Nen will be especially powerful.

In your abilities section, feel free to list your future Nen Hatsu abilities.[/spoiler]
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[spoiler=The Hunter Association]Hunters are the members of the Hunters Association who have passed the Hunter Exam, and are elite members of humanity who enjoy various benefits and prestige in exchange for contributing to humanity as a whole.

The Hunters Association
The Hunters Association is a powerful, neutral global organization authorized by the V6 and is responsible for the testing and licensing of Hunters. Although few in number, consisting of less than 700 official members, the Hunter Association holds many ties within governments, cooperations, and the underworld, not to mention that the Hunters themselves can collectively surpass an entire nation's combat potential. However, seldom does the Hunter Association move as a unit, most Hunters operate alone, outside of the Association, pursuing their own objectives which can range from tracking down priceless items to bounty hunting and protecting environmental reserves. Only in times of need or when a new Chairman is to be elected are Hunters called together, under the threat of having their membership revoked.
One is initiated into the Hunter Association and becomes a Hunter after passing the Hunter Exam, a brutal test held in the second week of January where only 1 out of 10000 people even manage to reach the main exam, and many die throughout the process. After that, one receives a Hunter License, however, one is only considered a Professional Hunter after one learns the basics of Nen.

The Hunter License
A Hunter License is what a person receives upon passing the Hunter Exam. It is an invaluable card, selling for a fortune (at least several billion Jenny). In case of loss or theft of the card, it will not be replaced; those who have already taken the exam and passed will not be able to attend the examination again.
The License itself looks similar to a credit card, but slightly thicker and with an inbuilt computer chip. The front shows the licensee's Hunter rank, while the back has a magnetic strip with a unique serial number that identifies each individual to their license. The card's magnetic strip also allows it to be swiped through machines to verify its authenticity and to access special services.
While just holding a Hunter's License bestows a great deal of recognition for being one of the few who are able to obtain one, there are also a number of material benefits and privileges that aid a Hunter in their pursuits.

  • 95% of all public facilities in most cost countries can be used at no cost. This includes airships, universities, and some hotels and lodging. Furthermore, all such services are provided at first class.
  • Unrivaled freedom to travel around the world. Access is granted to about 90% of countries which normally restrict the entry of outsiders, and access to 75% of areas that the general public is prohibited from entering.
  • Almost no legal responsibilities, as long as justification for any legal infractions are suitably given.
  • The ability to use the license as collateral for a zero-interest loan of 100 million Jenny at any bank.
  • Access to the secret Hunters Only Website, where secret intelligence about various subjects, uploaded by other Hunters, can be purchased.
The Hunter Commandments
1. Hunters must hunt something.
2. All hunters require a minimum level of martial proficiency. Being able to use Nen is the minimum level necessary.
3. No matter what may happen, one who has become a Hunter will never have their title revoked. However, no matter the circumstances, a hunter license will never be issued a second time.
4. Hunters may not hunt their fellow Hunters, except for those who have committed atrocities.
5. Hunters who achieve extraordinary accomplishments in a certain field will receive a star.
6. Veteran Hunters who have received a star, become superior officers, and have had their students receive a star will receive two stars.
7. Hunters with two stars who achieve extraordinary accomplishments in multiple fields will receive three stars.
8. If the Hunter in charge does not receive a minimum level of support, then they will have their post removed. In this case, the minimum level is the support from the majority of his fellow hunters. If the seat of Chairman becomes open, an election for the next Chairman must happen immediately. The Vice Chairman is to be left in charge until the new Chairman is decided.
9. The Chairman decides how new Hunters are chosen. But in order to make a great change in the existing method, he must receive support from the majority.
10. Everything not written here is to be decided by the Chairman, Vice Chairman, and their advisers. The Chairman has the right to choose who becomes the Vice Chairman and advisers.

Ranks
Upon passing the Hunter Exam, candidates will receive a standard Hunter License. However, Hunters can be awarded with stars and entitled to different licenses issued by the Hunters Association for significant contributions to society.

1 Star (Single Hunter) - Given to Hunters who have made a significant contribution to a part of society.
2 Star (Double Hunter) - Given to Hunters who have made significant contributions to several fields.
3 Star (Triple Hunter) - Given to Hunters who have made extraordinary contributions to society over several fields. This is the rarest and most difficult rank to obtain, and is considered a great honor. The number of 3-Star hunters is about 10.
[/spoiler][/spoiler]
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I'm more than happy to help co-host this, but.... heh, Lemuria.  You have no idea how much that makes me giggle.

I was desperately trying to avoid the name Lemuria in HA.

 

Literally the day after I leave another forum that was solely dedicated to RPing because the RPs were swallowing my free time, you make this.  Well, I've been meaning to get in on the RP scene around here, and at the very least will be glad to join up once this gets going.  If you'll have me as such, I also wouldn't mind being a co-host.  I'm aware that this is the third RP-related thread I've ever posted on in this site, but I could send links to a fair few RPs I participated in and/or ran on my previous forum if I end up being considered for the position.

 

In either case, color me interested.

Alright, glad to have you aboard.

 

Sure.

 

I've also said it to you in Skype, but I'm offering myself as a co-host so we can have the same person hosting and co-hosting this

Accepted.

 

So my three co-hosts have been decided, though I do intend that everyone will be able to have their input in the plot. In signing up as co-host, however, you are also bringing responsibility onto yourselves.

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Yeezus, I am all up inside, outside, 'bout side, beside, on its side, starboard side, and ready to slide my feeble lusty body onto its gorgious RP-esqur body then conquer it to it's months-long draw into a pivotal climax that is sure to leave onlookers stunned. 

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Username: something Star
Name: Lady Cecilia du Clarice
Age: 20 years old.
Gender: Female
Race: Human
[spoiler=Appearance:]Height: 5 feet 5 inches.
Weight: 125 pounds.[spoiler=#1:]PHDhMz9.jpg[/spoiler][spoiler=#2:]

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[/spoiler][/spoiler][spoiler=Personality:]Cecilia appears to be a very professionally-capable, friendly, and relaxed person, possibly even cheerfully nonchalant. She is a composed and collected individual who, despite being nobility, is modest and patient around people, making her very sociable. Additionally she can tend to be quite formal. She is a righteous person who aspires to attempt to become a paragon of uncorrectable virtue so as to lead in example.

Cecilia also seems to be both a quick thinker and a helpful person. However, she still has a tendency to act before thinking, in particular when given orders from a superior. Cecilia is also a level-headed thinker in battle. Despite her impressive range of combat abilities, she also knows her own limits and can make accurate assessments when faced with a stronger, more powerful opponent.

Cecilia has a strong sense of duty, not unlike that of a soldier, though more tied to her family. She was groomed for success in as many forms as possible, with tutors upon tutors teaching her as much as she could possibly learn from as young as they possibly could. Cecilia has always been raised in the belief that her family is important, and she must put herself behind the needs and wants of her family and its legacy.

Cecilia has always felt lonely, as her noble status made many people place her upon a pedestal which isolates her from their 'level', thus preventing her from forming any kind of meaningful, long-lasting relationships. Due to this, Cecilia has little experience with people and often finds herself worrying over most interactions she has with others.

She also adores teddy bears.[/spoiler][spoiler=Motivation:]Cecilia is currently motivated by the preservation of her family's name and prestige. Through her acts as a Huntress she strives to bring respect and dignity to her name like a dutiful soldier - as she yields the ability to strive as a Huntress she is duty-bound to her family to use her position in its favour. Though she also strives to discover herself. Cecilia sees this now as a chance to finally find someone to bond with, to finally have a genuine friendship, to be taken for who she is rather than her family's name and legacy.[/spoiler][spoiler=Biography:]Cecilia was born to the du Clarice family of nobles. A single child, she did not have the privilege of a sibling to keep her company. Her father and mother were mostly busy with the family's business and investments to truly spend much bonding time with Cecilia, so often she found herself getting to know the servants of the Clarice Manor. Them, and her many tutors.

Cecilia's father had no intention to allow any child of his not to cut their slack - Cecilia was raised to be proper, respectful, and sharp of mind. It was to Cecilia's joy that her father discovered her athleticism and encouraged her to pursue that as well. While it meant more tutoring, it also meant Cecilia discovered a way to please her family more. She longed to see her mother and father's smiles as they were always so busy. She cherished what time they could spend together, and she strived to give them reasons to smile.

Cecilia was, naturally, sent off to an academy. Once again she spurred joy and pride into her parents' heart as she found that her academic and martial prowess seemed to be nothing beyond aces. She was taking the academy by storm with her sheer skill and intellect - however it was in this she noticed she did no longer have her dinner with her parents, nor did she have servants to socialize with. She could handle independence, certainly, but Cecilia was struggling with the loneliness.

She would not give nothing but her best, of course. It was for the sake of her family. But Cecilia simply longed for someone to not be afraid of her prowess, or her wealthy family. Cecilia thus would continue to pursue her destiny, bringing honour to her family, whilst seeking one who'd simply speak to her as a human being, not an idol. But with a name known on a wide breadth Cecilia's search would certainly be a difficult one.

She also loves teddy bears.[/spoiler][spoiler=Abilities:]Cecilia is a well-trained fighter, conditioned to not wear her armour, but to be able to move so inside of it somewhat swiftly. The armour itself is crafted for elegance as well as function, softening blows and rendering cuts useless as such armour was designed to do. In addition to this, she is a user of rapier-weaponry, using one who's design matches her armour's visage. Besides this she has a well-educated understanding of the Four Major Principles, as much as money would buy.

Her Hatsu manifests itself in two forms, though primarily through enhancing. She condenses her Nen and channels it to either her rapier or her armour. Cecilia is able to channel it to the tip of her rapier for a more powerful thrust, or to its edge wherein she would slash the air so as to launch a blade of energy towards her foe. If Cecilia applies it to her armour, she enhances its already impressive defensive ability, using her nen itself to ward off physical attacks in addition to her armour. Finally she often applies it to her greaves, in order to give her a hastened movement.[/spoiler][spoiler=Miscellaneous:][spoiler=Theme Song:]https://www.youtube.com/watch?v=OI7uN_9wdPg[/spoiler]Trivia: Her first name, Cecilia, stems from Latin that means "blind". With Cecilia spending most of her young life isolated from meaningful friendships one could consider her blind to friendship.

Her surname, du Clarice, means "of fame" in French, an obvious reference to its noble and wealthy status.[/spoiler]
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Alright, so we have a lot of freedom in terms of worldbuilding. We don't have to do a lot, but you'd probably be interested in adding lore elements to the world that would suit any character you plan. Post entries to be added to the Database in this thread.

We should establish the main countries/continents and then I can draw up a map. There does exist a United Nations type thing in this world. Also, I'm allowing the option of races in this RP.

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Alright, so we have a lot of freedom in terms of worldbuilding. We don't have to do a lot, but you'd probably be interested in adding lore elements to the world that would suit any character you plan. Post entries to be added to the Database in this thread.

We should establish the main countries/continents and then I can draw up a map. There does exist a United Nations type thing in this world. Also, I'm allowing the option of races in this RP.

 

Why must you hate me so, beloved Aix?

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I'm offended that I hadn't learned of a Hunter x Hunter rp when I just finished the anime some two to three months ago.  I have invested so much time into that anime that it made my number 3.  I laughed, I cried, I raged, but most of all, I smiled.  I hate that it's over, but most of all I am FURIOUS that I wasn't the first to show interest here.  That being said, I'm not sure I can play as I'm already invested in two rps.  However, them both being lengthy and relatively slow moving, I may be able to play.  So, in the words of Netero, "I'll see you there."

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Added sufficient information to the OP for Applications to start coming in. Starting making your apps, people.

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[spoiler=Anemone]x393wz.jpg
The Purity Star
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Name: Anemone
Age: 13
Gender: Female
Race: Human
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[spoiler=Appearance]c11b8dd5c8d971e7f9a0dd9330efa859.png[/spoiler]
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[spoiler=Personality]Anemone wears a poker face that is a result of bottling in her emotions, and conflicting and contradicting emotions constantly holding each other down. Although she is not entirely aware of it herself, she possesses a certain enmity towards the world, however she possesses the curiosity and sense of adventure of a true Hunter that makes her naturally drawn towards the most beautiful aspects of Lemuria. She may be inwardly condescending towards other people, but at the same time, she is an extrovert who yearns for friendship. She never forgets those who manage to earn her goodwill.

She possesses the maturity of someone far beyond her years, akin to one reaching their final senior years of life. Because of this, she is capable of seeing things very clearly and logically, and do things without worrying about pointless things like what others may think of her. However, she is a fatalist, and gives things up too easily.

Her moral compass is one of duty to towards the world. Things are to be done for the greater good of everyone, however, she does not quite believe this deep down, and would begin to just act on her instincts and impulses if her emotional stress becomes great enough. In fact, her current motivation is simply one out of desire - to see the world, and any who hear it would be surprised at the contrast with her usual reserved and moral behavior.

She gets excited easily, and although she does not act explosively, the emotion she displays by contrast is huge compared to her usual expressionless self. She is very interested in exploring and seeing the world.[/spoiler]
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[spoiler=Biography]Apparently comes from a fishing village from Aiza. Refuses to disclose much else about her past[/spoiler]
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[spoiler=Abilities]Enhanced Physical Abilities
Anemone is particularly strong, and most people would severely underestimate her strength due to her age and stature. She can easily overpower several grown men, and send people flying with a punch. Her speed is average for someone with enhanced abilities, but still greater than that of normal people.
 
Trident
A slightly ornate trident. Anemone has no martial arts training using a polearm, but it still proves to be a deadly arsenal. She can stab forward with extreme strength, as well as throw it with great accuracy.
 
High Intellect
Anemone is perceptive of people, and can logically deduce the parameters of their abilities and personality to form a strategy to deal with them. Due to a perpetual poker face and an unpredictable personality, she is usually able to fool others with a combination of bluffs, traps, and her Hatsu ability. Born by the sea, she has a very intimate knowledge of it, and she has received decent education in a number of other subjects.
 
Nen Mastery
Anemone's Nen is smooth and fluid, she has a high degree of control over it due to a great deal of meditation, and inner calm. At the start of the RP, she has mastery over Ten, Zetsu and Ren, and will progress easily into learning the more advanced techniques.
 
Ability - Absolute Water
An ability only possible due to her deep relationship and understanding with water, Anemone is able to Transmute her aura into water, and control all aspects of it such as refraction, density, pressure, temperature, and flow. It is exhausting and she is unable to produce a great deal of it, however, due to interacting with water molecules in the air, it can absorb the surrounding water vapor into its flow.

  • Refraction: She is able to reflect or refract light using the water to create mirages, or even make herself invisible. Using In, she is capable of hiding her Nen, unless opponents use Gyo or En.
  • Freeflow: The water flows along with her movements, and rush forward into a high pressured strike when she makes a physical attack. She can use it to form a shield as well. However, the water gets weaker and less controlled when it leaves a one meter radius of her.
  • Ice Control: Later on, as she betters her control of it, she can turn it into ice, and control ice.
[/spoiler]
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[spoiler=Miscellaneous][/spoiler][/spoiler]
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FIRST APP! What do I win???

 

[spoiler=Ozymandias, Raine]

Username: BlackStar
Name: Ozymandias Eighteenth-Heart (Oz)
Age: 24

Gender: Male

Race: Human

[spoiler=Appearance] 

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Height: 5'8''

Weight: 148 lbs

[/spoiler]

 

Personality: As a self-described contractor, Oz finds nearly all things around him to be in dire need of repair and alteration and views himself a rightful owner of all things he builds, physically or metaphysically. From his upbringing, he developed an egotistical personality to view himself as a higher being, virtually deifying himself. His only joy comes from people experiencing the splendor or fear of his actions rather than his own desire to complete them. With that mindset, Ozymandias is a severe extrovert who sees the world as incomplete and inept without his guiding will. His friendships are limited to individuals he feels he can exert a level of influence over and find stubbornness and individualism to be a sign of pointless rebellion, so he tends to view them with a disgust or superiority. However, Oz is very observant and impressed by others who change the worlds around them in similar ways to the point of either rivalry or exaltation. He is easily angered by helplessness in him or others and embraces a type of social Darwinism to justify his mental conquests and generosity to satisfy his ego. That said, his goals and motivations have pure foundations including his desire for improved world and his concern for his father.

 

Motivation: Upon being granted the opportunity to become a Hunter, Ozymandias, saw himself being a hunter as the next step in his evolution in expanding his influence to improve the world under his vision and power. Oz has been patient but has prepared himself over years to become a hunter as he trained his Nen under the lost knowledge and training of his previous occupation, an opportunity that he will not let pass him. While his primary purpose is his ego and conquest, he never forgets his father.

 

Biography: Ozymandias grew up far and away in the ruined deserts of a time lost. As he had killed his mother in childbirth, Oz was raised by his only father, a renowned archeologist. He was told he was named after a translation from a manuscript that read, ‘I am Ozymandias, king of kings, look upon my works and despair’. Oz spent his childhood travelling to the forgotten areas of many countries savaging for ruins and artifacts to sell to societies and interested parties, although, his father continued to testify that he was doing purely out of interest of preserving the past; an idea that Oz could never convince himself he was lying of. By the time Oz was 18, his father started to fall gravely ill and so Oz took responsibility to being the provider and became an architect and builder. He found his knowledge of ancient structures and styles influences his work greatly and gave him a reputation as a creative and inspired soul. However, Oz had spent so long in the company of dead kings and forgotten empires that he found himself increasingly disconnected with modern society and his work lacking impact. In the recesses of his family’s storage he found his fathers collected works that detailed the use of Nen by the lost histories. Oz was fascinated and spent many nights in study and practice for years to master basic control of the unique styles of Nen control and eventually found his roots in the techniques. His father eventually recovered enough to maintain the moderate business his son has set up in his absence. Oz surprised his father by showing him his talent with Nen and expressing his desire to become a hunter and improve the world that he had seen so much of as a child. His father accepted the responsibility realizing his son’s desire, and Ozymandias was able to leave to pursue his dream with his father safe.

 

Abilities: Oz has a unique mastery of the 4 Nen techniques given his learned from the ancient methodology but since he never had a proper master, his level of understanding past of that point is sloppy. Oz’s combat style from his training focuses on high-accuracy high-impact martial arts that emphasis on analyzing opponents with great strength and short period of high-speed. Oz also has training with curved short blades of the ruined cultures that his father taught him long ago.

 

[spoiler=Miscellaneous]

http://youtu.be/qK-wqiXNHhE

[/spoiler]

[/spoiler]

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[spoiler=Malnova Nyx]

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[Profile Image Here]
"People sometimes question how I can do what I do, without feeling the slightest remorse. The answer? I enjoy it."

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Personal Information

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Username: The Star of Endless Night
Name: Malnova Nyx
Age: 15
Gender: Female
Race: Devil

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[spoiler=Appearance]62975e99cf12798fe672b9d690283743.jpg
Stands at roughly 158 cm (~5.18 ft) and weighs in at around 48 kg (~105.8 lbs). The pictured outfit is her usual garb that she almost never deviates from. The wings shown aren't functional as actual wings, much like her little sister's. She can be seen carrying around a light-colored umbrella occasionally.
[/spoiler]

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[spoiler=Personality]Depending on which side of Malnova that one sees, one might develop very different images of her, but the truth is that they're both equally genuine. The side most people would probably view more favorably is the love and care that Malnova exhibits towards her sister. Malnova is fiercely protective of Iom, sometimes going a bit too far, which leads to teasing and jokes. Anyone with half a brain wouldn't say those jokes in front of Malnova though, because she wouldn't hesitate to do morally horrendous things if it was for the sake of Iom. She's spilled blood multiple times, and she has absolutely no qualms about doing it again. Malnova's love for Iom is genuine and the one greatest defining factor of why Malnova acts the way she does. When she's not showing her darker sides, Mal can be quite heart-warming occasionally.

The other aspect of Malnova though is the one that most people see. The appearance of one who's immovably calm, but even the slightest bit of sense would warn you that's not true at all. The depths of the depravity that Malnova is capable of would disgust most people, but she doesn't mind, and to the contrary, quite enjoys it if she has the chance. The snow-white hands of her have been coated by more blood than most people could possibly imagine, but that doesn't even make her chillingly blank face falter in the slightest. Iom is more wild, and to some extent, a bit more childish in the type of mischief she causes. Malnova is near entirely the opposite; patient, cunning, disturbingly cruel, and apathetic to those who aren't her little sister.

"People sometimes question how I can do what I do, without feeling the slightest remorse. The answer? I enjoy it."[/spoiler]

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Motivation: Malnova is always by her little sister's side, and in such a huge event like this, she would most certainly not leave Iom alone. That's not to say she certainly doesn't enjoy some more… dark pleasures from being able to wield her skills.

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[spoiler=Biography][/spoiler]

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[spoiler=Abilities]Due to being a Devil, Malnova's aura nodes are naturally opened at birth. She cannot use her two Hatsu techniques at the start of the RP. Malnova is adept in the other basics and advanced techniques of Nen however, at the start of the RP.

- Nightmarish Miasma - By letting her aura "taste" her depravity and viciousness, Malnova can essentially taint the Nen and then project it via Conjuration as a thick mist-like substance. As the negativity increases, the color of the fog darkens together. The fact this is Conjuration means it can be physically seen, so the decreasing levels of light act as a way to disorient and trap victims. As a result of the dark emotions inside of the Nen, anyone who comes into contact will feel the immediate effect of impending doom unless they are protected. As duration of contact increases, the severity of the effects rises. If a living thing (mostly humans) remain in contact with this vapor for more than exactly four minutes without shielding themselves, the fear and other unwelcome emotions produced by this power will manifest as "corrupted" Nen - like the Nen used to create the miasma in the first place. The Nen produced by this effect automatically goes back around to cycle into this ability as a whole, continually expanding the size and density of this mist until Malnova chooses to dispel it. Although this isn't taking a target's Nen like what Iom does, the intense fear usually caused (in combination with the fact that the created Nen continually fuels this ability) has another effect of weakening the willpower and strength of those who remain in this fog - which can lead to weaker [acronym="NPCs unless a PC agrees"]targets[/acronym] giving up and falling into a stupor, which will continue to assist in the "fuel-gathering". It has no effect on Iom, and to the contrary, if she devours it, it will raise her strength and sharpness of her senses slightly, although it will fill her faster. Nightmarish Miasma can be dispelled via incineration, although it will create a toxic smoke. Otherwise, decently strong Nen techniques can destroy it, although the main issue is that if the entirety is not destroyed, it will start regenerating. If the entirety is destroyed, a Limitation prevents her from reusing this ability within six hours of the destruction.

- Taboo - The Specialist category signature ability of Malnova that only she can use. This ability only affects Hatsu. When the conditions are met, if Malnova declares "Your ability is Taboo," then it "undoes" the Hatsu targeted, returning it to its base form of plain Nen. As long as the ability is Taboo, trying to use the Hatsu again will immediately trigger the same effect. A maximum of 3 Hatsu techniques can be declared as Taboo. If Malnova wants to declare another ability as Taboo, she must lift the Taboo from at least one of the abilities she has declared as such. The ability itself to cancel and revert the Hatsu relies upon understanding the way the opponent uses their Hatsu combined with her own knowledge of Nen, as well as other limitations.
To be able to declare the words that will make a Hatsu technique Taboo, she must first observe the technique and at least one key aspect of how it is used. Second, she must come into physical contact with a part of the target or a possession of the target on the target's body. To be able to accomplish this, Malnova first creates the miasma as a cover. As the miasma eats away at the willpower and strength of anyone in contact with it, whether it be direct or via possessions, it slows their mind and body down. This provides the opening for when Malnova can slink in and make a quick contact before escaping quickly in the thick cover. At that point, Iom would be prepared to protect her getaway if needed, since it is crucial to keeping the Taboo maintained.
If the person who had a Hatsu technique declared as Taboo recognizes it has happened, there is a way to undo it, although obviously Malnova wouldn't reveal it to them. Like the way that she casted it in the first place, the person must first recognize that their Hatsu is declared as Taboo. Simply recognizing that it cannot be used will not have any effect. Second, they must come into physical contact with her, or a possession of hers on her body. Third, after they make the physical contact, at some point, they must say the words, "the Taboo has been lifted." At that point, the Taboo will be lifted and they will be able to use their Hatsu again like normal, although it may take a little bit of time for it to fully return to normal (due to it having been forcefully shut off).
If Malnova ends up dying, the Taboo will become permanent, forever sealing the Hatsu technique from the reach of its original user, unless a talented Exorcist rids the Taboo. If a less than high-quality Exorcism occurs, the Hatsu may return, but it may be permanently damaged.

- Fighting skills - Malnova is a talented and agile fighter. If Taboo and Iom aren't enough to keep an enemy busy, she can use fight unarmed decently well, evading and dodging before lashing back with a counterattack.

- Knowledge of Nen - To be able to use Taboo, Malnova has spent years learning up on Nen and the various ways it can be applied (the techniques). She is very experienced in how the body relates to Nen, and how affecting certain parts of that relation affect other parts.[/spoiler]

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[spoiler=Miscellaneous]• Her name comes from an Esperanto word meaning "old" or "ancient".
Theme Song/Battle Theme Song: Requiem[/spoiler][/spoiler]

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[spoiler=Toyo's Apps]

[spoiler=Incurable Cough of Death]

Username: Parfait Star

"HelLO? Can you not see that I am READING a book here? Do you not SEE that I'm busy? Do you want me to SLAM those useless eyes of yours into this pen? HUH? You- You smell like the inside of my mother's purse. I used to really like her, you know." 

Name: Morrigan Lusk
Age: 18
Gender: M
Race: Human
[spoiler=Appearance]

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*minus the hat*

6'2", 63 kg

 

Morrigan is a tall and skinny young man with a sickly pale complexion, courtesy of his disease. He has barely any body fat at all, let alone muscle. His illness did quite a number on him physically, including, but not limited to: Forcing him to wear a respirator at all times to stay healthy, pale white skin, red irises, eye bags and graying hair. To make matters worse, any scars will heal much more slowly for him, and as such he constantly wears clothing that fully covers his body at all times to not show his somewhat hideous scars, to the point of wearing gloves all the time.  Additionally, his voice is noted to be very, very gravelly. His respirator doesn't help that fact, either.

[/spoiler]
[spoiler=Personality]

When someone is faced with certain death, they respond in very different ways. In Morrigan's case, he became a nihilist who rebels against his fate simply for the sheer hell of it. He has no future, no hopes, no dreams and no ambition to push him through the motions. He clings to the false hope that if he fights it enough one day fate will leave him alone, but he knows in the back of his head that his death is inevitable. However, he is determined on one thing: Making his mark on the world. He refuses to be remembered as "That guy who had an incurable disease", no. He wants to be far more than that. Which is why he continues to keep up his overachiving and perfectionist self before his life-changing disease.

 

Another thing worth noting is the mental side effects of his disease. His sickness doesn't just eat away at his body, it also tore his brain apart. As a result, his personality became somewhat bipolar. One second he's a calm and composed rebellious spirit with nihilist tendencies, but the next he can be a psychopath with hair-trigger temper, or even a death seeker overriden by despair. Usually the calm rebel is his most prominent personality, but his psychopath self shows up just as often. He has very little control over his sanity, and he seems to be slipping further and further away from mental stability with each passing day.

 

His psychotic self has very short temper and is generally very aggresive, most notably towards women, which means he tends to shy away from the company of friends out of fear that he may lose control and start attacking them. Despite the temper, he doesn't go off on tantrums, though he does tend to shout out words and break out into a child-like laugh in the middle of sentences. A trait shared by all of his personalities is his lack of moral restraint. When he has a reason to hurt you, he will hurt you. And he won't stop until someone interferes.

[/spoiler]
[spoiler=Motivation]

His motivation for becoming a Hunter is simple - Rememembrance. He feels that by being a Hunter, his name would have made a mark in history. Subconsciously though, he knows that being a Hunter is a dangerous job and the chances of him dying before his disease kills him is much greater, and that must've been a factor.

[/spoiler]
[spoiler=Biography]

Morrigan Lusk's childhood is relatively unknown. His psychopathic rantings has him mentioning that his father either abused him or abandoned him, or that his mother drowned herself in front of him. Other times he'll say it the other way around. Other times it'll be something entirely different. Basically, even he himself isn't quite sure of his past anymore. Truth be told, he's the child of a largely unremarkable family in Aiza. His father was a real estate agent and his mother was stay-at-home mother. Contrary to his ramblings, his parents loved him a lot and he had a relatively stable and normal childhood.

 

That is, until he was struck by a sudden unexplainable disease. The illness quickly ate away his mental health and physical health, and despite his doctors best efforts, it couldn't be cured. Prognosis was grim. They told him he'll die by his 23rd birthday unless some miracle occured. From this point on, Morrigan's history became somewhat muddied. He left his house somewhere between present day and after returning from the hospital, and he must've spent some time with a Nen Master training how to control the aura nodes that was forcibly unlocked as a result of his disease. Luckily, he does have a ton of potential (though not enough to be considered a prodigy) and soon enough he mastered the four basics of Nen and headed off to the Hunter Exam to make his mark, hopefully before his body and mind gives out.

[/spoiler]

[spoiler=Abilities]

As of the start of the RP, he is capable of using the four basics of Nen and has an aura that shifts from calm, though somewhat hollow to purely fear-inducing in his psychotic state.

 

Multiple Hatsu Abilities - Courtesy of his highly unstable mental state. Morrigan in his relatively normal state of mind is a Manipulator while his psychotic, angry self is a Specialist. His death-seeker persona is a Specialist as well, and has no unique ability of its own.

[spoiler=Manipulator ability]

Morrigan's Manipulator ability comes in two parts- Access and Change. Both of these abilities mess with the target's memories, and thus ties in directly to his desire to be remember. Access, like the name implies, allows Morrigan to pry into the memories of his target, visualized in his mind as a 3D space with numerous rooms and images representing the person's memories. Access is, for the most part, a non-combat ability. It has a difficult set-up and has a process that leaves him wide open. It requires Morrigan to stand perfectly still while placing his palm on his target's forehead, who also has to remain motionless. Thus, it is best used against an unconscious foe in a non-fighting environment. A useful interrogation tool, and Morrigan will likely use it on all his allies just to remain on the safe side.

 

Access is also a perquisite for Change, which is Morrigan's ability to directly alter a person's memories. Change can only be done to people (or even animals!) that has been Accessed, but it does not require direct contact, or even Morrigan's presence in order to activate, as it can be done no matter where Morrigan is relative to the target. Of course, an ability like this has several limitations. The biggest one is that Morrigan can only Change an individual's memory once, and only once in their current lifetime. Additionally, he can only alter one detail of that person's memories. he can change the details of some events, make someone forget an event ever happened, or even create new memories, but only detail can be [i]directly[/i] altered. For example, he can erase a specific person from a target's memory, but that's it. That person will cease to exist in their minds, but memories of the time the target spent with that person will remain. Changing details that are closer and more cherished to the target, such as their name, their ideology, etc. requires more Nen, while changing newer, less important memories are easier.

[/spoiler]

[spoiler=Specialist Ability]

As the Hatsu of Morrigan's violent and chaotic personality, this Specialist ability is unique in that in focuses his Nen in the shape of a humanoid. much like Stands in JoJo This ability, nicknamed For Whom the Bell Tolls, creates a human-like figure made of pure Nen that fights alongside and protects Morrigan. This humanoid is clad in a black hood and cloak that covers its entire body, wearing a respirator similar to the one Morrigan himself wears. It has very striking bodily features, resembling a human skeleton with only a very thin layer of pale blue skin coating it. Its face is split into two very distinct sides, divided by a vertical stitch right down the middle. The left side is appears mostly human, and even bears some resemblance to Morrigan, with red eyes and all. The right side, while still somewhat human, is more chaotic. For one, its skin appears to be checkered, with its eye bulging out, displaying the words ""MONEYMONEYGIVEMONEY" circling the iris. 

 

FWBT moves to Morrigan's commands, though it displays a degree of autonomy. It places Morrigan's safety above all else, and would often break attacks if it feels his master's life is endangered, quickly rushing to his aid. Despite its appearance, FWBT is a fearsome combatant. It hits hard and moves fast, fighting on almost equal grounds as a moderately powerful Enhancer. Still, its attacks are unrefined and a trained enemy can find openings in its form. It has two special abilities that sets it apart from a normal enemy, however.

 

The first special ability is Bad Seed. FWBT continuously projects an invisible sphere around it with a diameter of around 15 meters or so. Any living being in this sphere becomes as frail and weak as Morrigan himself. Immediately they can feel their body being sluggish and their strength fading in the presence of FWBT. Any attack on a person affected by Bad Seed will hurt them more than normal, and any wounds inflicted will heal much, much slower. Even though the effects will fade after stepping out of Bad Seeds area of effect, the wounds will still heal very slowly. This weakening effect is to the point where a gunshot to the head can kill a Nen user when it normally would not. Morrigan is unaffected by this sphere, but he can't turn it on or off. It is always active whenever For Whom the Bell Tolls appears. 

 

The second ability is Hate Train. When active, Morrigan's and FWBT's arms are enveloped by dark purple aura-flames. When a Nen node comes into contact with these burning hands, it will forcibly open and will not close for a certain period of time, depending on how hard contact was. A full powered punch can result in the node not closing for a full day. A node forced open will continuously leak aura which cannot be manipulated at all, or even closed with Zetsu. Simply put, Morrigan can kill his foes via Aura depletion. The nodes can only be closed by another person, who also needs to be somewhat skilled with Nen usage. 

 

FWBT cannot attack or even materialize in the presence of non-Nen users. When a non-Nen user appears before Morrigan, FWBT will immediately return to its original form of Aura, cancelling out Bad Seed's and Hate Train's effects. (Re-closing the open Nen nodes) Any pain inflicted to it will also be felt by Morrigan, and it cannot be any further away than 20 meters from Morrigan's position, meaning long-ranged combat is its main weakness. 

[/spoiler]

Determinator - Oh, yeah. He doesn't give up when he finds something he likes to do. He has an abnormally high pain threshold for someone that is essentially crippled and refuses to give in no matter what. Case in point? He won a street brawl against a thug much larger than he is despite having no formal combat training, simply by enduring the beating and then bashing his head in with a chain the moment he showed the slightest bit of hesitation. Even when being beaten to a pulp, he'll still say "Is that all you got?" and continue to fight back until he blacks out.

[/spoiler]
[spoiler=Miscellaneous]

Theme song: https://www.youtube.com/watch?v=_6ZLSZ4_Rvs

-Morrigan's specialist ability are all named after Metallica songs. (For Whom the Bell Tolls, Bad Seed and Hate Train)

[/spoiler]

[/spoiler]

[/spoiler]

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