The system
Every file has the same shape, so three very different Hunters can be read side by side. This page explains what each part means.
The grade scale
Every stat uses the same six grades.
- CLicensed pro Hunter
- BElite. A weak point only by Apex standards
- AMaster
- SWorld class
- S+One of a handful alive
- The best in the world at this, full stop
What keeps it even
- All three Hunters are Apex class. The files do not rank them.
- Each has exactly one and no two share the same one.
- Each has exactly one soft spot, graded B.
- The other nineteen stats use the same spread for everyone: seven S+, eight S and four A.
- Each has two core abilities, one trump card and six techniques.
- Every ability has a price. The stronger it is, the harsher the condition.
- Every section is the same length in every file, whatever the player wrote.
Body
- Power
- Raw striking and lifting force, before aura.
- Speed
- Movement and reaction time.
- Toughness
- How much punishment the body takes.
- Stamina
- How long they can keep fighting.
- Technique
- Trained skill: martial arts, weapons, precision.
- Mind
- Tactics, analysis, reading an opponent.
Aura
- Reserve
- Total aura in the tank.
- Output
- How much they can release in one moment.
- Control
- Precision in shaping and moving aura.
- Presence
- The pressure others feel when they stop hiding it.
Nen fundamentals
Four principles, then seven advanced techniques built from them. Each Hunter also has one signature fundamental: a basic skill used in a way nobody else can.
- TenHolds aura around the body. Basic defense.
- ZetsuShuts aura off completely. Stealth, zero defense.
- RenPushes out far more aura than normal. The base of offense.
- HatsuReleases aura as a personal ability.
- GyoAura in the eyes, to see hidden Nen.
- InHides your own aura constructs from sight.
- EnExtends aura into a sensing field.
- ShuWraps aura around an object so it becomes part of you.
- KoAll aura into one body part. Maximum hit, everything else exposed.
- KenRen held evenly over the whole body. The fighting guard.
- RyuShifting aura between attack and defense in real time.
Nen types
Every user is born into one of six types. It sets what their aura does best.
Enhancer
Strengthens what already exists: body, objects, healing.
Simple, determined, honest.
Transmuter
Gives aura the properties of something else: electricity, rubber, silence.
Whimsical, unpredictable.
Conjurer
Makes aura into real objects, often with built-in rules.
High-strung, careful, serious.
Specialist
Anything that fits no other type. The rarest and strangest.
Independent, charismatic.
Manipulator
Controls living things or objects.
Logical, own-paced, protective.
Emitter
Separates aura from the body and keeps it strong at range.
Impatient, hot-blooded, direct.
Affinity
A user works at full strength in their own type and loses efficiency with each step around the chart.
- Own type
- 100%
- Next door
- 80%
- Two steps away
- 60%
- Opposite
- 40%
Specialization is 0% for anyone who is not a Specialist.
Hatsu
A Hatsu is a personal ability. Each file lists three, written the same way.
- Name 【Reading】
- A plain name paired with a stranger one.
- Types
- Which Nen categories it draws on.
- What it does
- The effect, as the person facing it would see it.
- Conditions
- The vows and limits that power it.
- The price
- What it costs, or what happens if a condition breaks.
The trump card is the ability that could end any fight in the world. Its condition is severe enough that using it is a real decision.
Open the files