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  1. Hunter x Hunter V0.01, Jumpchain Compliant. Created by Millbee.
  2.  
  3. Treasures... Enclaves... Monsters... Well, not all that much, actually.
  4. Welcome to the world of Hunter x Hunter, in which shit goes downhill fast.
  5.  
  6.  
  7. -=Origins=-
  8. Drop In: You wake up in an alleyway in the middle of Yorknew City with no memories, friends or gear but your own. (Free)
  9. =
  10. Mafioso: You're a trained member of the mafia, working under a don in Yorknew City. (50cp)
  11. =
  12. Hunter: You have a hunter's license and ties to the hunter association starting out. (200cp)
  13. =
  14. Chimera Ant: You've taken the place of one of eight chimera ants, with all their abilities, but only your own strength.
  15. Roll 1d8 to determine who's body you get. This starts you at the beginning of the chimera ant arc.
  16. Becoming a chimera ant locks you out of the unique nen ability table, as you acquire that ant's abilities.
  17. Furthermore, as a chimera ant, your nen will be forcibly unlocked shortly after your birth. (700cp)
  18. 1. Cheetu
  19. 2. Peggy
  20. 3. Pell
  21. 4. Welfin
  22. 5. Rammot
  23. 6. Meleoron
  24. 7. Pike
  25. 8. Neferpitou
  26.  
  27.  
  28. -=Time Period=-
  29. Roll 1d8 to determine starting time and location, or pay 25cp to choose.
  30.  
  31. Whale Island: You start when gon is just about to leave home to take his hunter exam.
  32. Yorknew City: You start around the time when Gon and Killua arrive at Yorknew City.
  33. Heaven's Arena: You start just before Gon and Killua arrive at heaven's arena.
  34. Pre-Hunter: You start three years before Gon leaves whale island.
  35. Post-Ant: You start just after after the chimera ant situation is resolved.
  36. East Gorteau: You start a month before the chimera ants rise to power.
  37. Meteor City: You start in the world's garbage dump, six months after gon leaves whale island.
  38. Dark Continent: You start on the coast of the dark continent just as the Beyond sets sail. God help you.
  39.  
  40.  
  41. -=Aura Table=-
  42. Nen is like a form of magic powered by Ki. It can do seemingly anything, even grant wishes, or turn plain water sweeter than honey.
  43. However, people are usually limited to one or two major abilities in their lives.
  44. Every person also has a natural inclination toward one type of nen.
  45. Determined at birth, one cannot choose their natural inclination.
  46.  
  47. Roll 1d6 to determine your natural inclination.
  48. Skills from inclinations that are further from your own are more difficult to use and require more aura.
  49. So for example, an enhancer attempting to conjure a sword would find it difficult.
  50.  
  51. Enhancer: Uses nen to "enhance" other objects, such as making a paper playing card strong enough to slice steel.
  52. =
  53. Transmuter: Gives nen various properties, such as hisoka's bungee gum which has the elastic property of rubber and stickiness of gum.
  54. =
  55. Conjurer: Can create objects out of nen, such as a very sharp sword. Unbreakable things and the like are impossible.
  56. =
  57. Manipulator: Controls objects or living things in various ways. Forcing a chair to break on a certain condition, for example.
  58. =
  59. Emitter: Shoots out or projects aura. Best used in combination with transmutation for various effects.
  60. =
  61. Specialist: Free pick of the above.
  62.  
  63.  
  64. -=Nen Techniques=-
  65. Note: you gain aura nodes just by taking the jump, as do your companions. It is possible to gain nen on your own through rigorous-
  66. training, though you will not be able to gain enough power to fight with it until after the jump.
  67. It is also possible to take nen training but not advanced forms, and then train to use them within months.
  68.  
  69. Trained Nen: Through slow and tedious training with a master, unblocking all your nodes takes just one year. (400cp)
  70. =
  71. Forced Nen: A nen master has blasted open all of your aura nodes at once. (600cp)
  72. =
  73. Bloodlust: You can use nen to give off a murderous vibe that any living thing with half a brain would be terrified of. (200cp)
  74. =
  75. In (隱 Conceal): An advanced form of Zetsu, allowing yourself to nearly erase your presence completely. Also makes aura invisible. (150cp)
  76. =
  77. Gyo (凝 Focus): By focusing a large portion of you aura onto a single area, such as the eyes, you can vastly increase it's defence. (150cp)
  78. =
  79. En (圓 Circle): By extending aura a great distance from your body, you can detect other aura users within that area. (150cp)
  80. =
  81. Ryu (流 Flow): Allows you to freely control the flow of aura to various body parts, giving some more strength or defence than others. (150cp)
  82.  
  83.  
  84. -=Unique Abilities=-
  85. Unique nen powers cost 800cp if chosen, or 600cp if rolled.
  86.  
  87. Beast Tamer: Using nen, you can command any mundane animal (even non-standard ones, like fox-bears) to do anything within their
  88. physical capability. As long as they can manage, they'll try with 100% of their strength. Greater beasts like dragons might resist
  89. your influence if you're weak of mind or nen. You must touch the animal to control it, but with training it can be done at a distance.
  90. =
  91. Hypnotic Needles: By implanting a needle into someone's brain, you can control them with your nen. Those under the influence of
  92. your needle will be strongly inclined to follow orders, and those with weak wills or no nen will be no more than zombie slaves.
  93. =
  94. Nen-Jutsu: You can now create a clone of yourself by using large amounts of nen. The clone will only have your physical strength
  95. and nen abilities, not powers from outside this jump. They will act on their own without direct command. Discount shadow clone.
  96. =
  97. Aura Arm: You can create arms out of nen which can physically grasp objects, potentially paralyzing those captured in them.
  98. Those with physical strength or nen greater than your own nen will be able to break free, but otherwise cannot even breathe.
  99. =
  100. Fun Cloth: You can create a sheet of fabric large enough to cover a car. Anything covered with it will be shrunk down.
  101. Shrunken items will weigh almost nothing, and the bag your cloth turns into will be small enough to fit in your pocket.
  102. =
  103.  
  104. -=Abilities=-
  105. The Satotz Stride: You can break into a run that seems to defy physics, almost like a moonwalk, but... different. It seems inhuman. (50cp)
  106. =
  107. Pinhead: You've learned a technique that makes use of pins to change one's facial structure. You can look like anyone with this. (200cp)
  108. =
  109. Bloodhound: Your sense of smell is increased that you could track someone by their unique smell over short distances. (150cp)
  110. =
  111. Rythem Echo: By moving with a certain rythem, you can create after-images of yourself to confuse your enemy. (100cp)
  112. =
  113. Schwing!: You can give off a vibe that feels super, super creepy. It makes those around you very uncomfortable. (200cp)
  114. =
  115. Kurta Rage: You can choose to force yourself into a fit of blind rage, during which your eyes will glow red.
  116. Your eyes will also glow red when extremely mad for any reason. They actually give off light like this. (100cp)
  117. =
  118. Shounen Strength: Somehow, your strength is greater than it should be. With this, you could probably lift an extra 500lbs. (100cp)
  119. =
  120. Eye Tracking: Your eyes automatically track fast-moving objects more quickly than you can consciously manage. (50cp)
  121. =
  122. This kid's dangerous!: No matter how fluffy and cute your physical form may be, people will take you seriously. (100cp)
  123. =
  124. Nen Gamer: By using nen on a pc or console, you can physically enter a video game and play it with your own body. (200cp)
  125. =
  126. Anata Baba!: No matter how old you get, you won't look it. Your strength and stamina still degrade, but you look 20 years old. (100cp)
  127.  
  128.  
  129. -=Items=-
  130. Medical Supplies: You gain a magically replenishing suitcase full of basic medical supplies like gauze and antibacterial spray.
  131. If lost, destroyed or stolen, it will return to your warehouse in three days. Used supplies replenish daily. (50cp)
  132. =
  133. Rifle: A high powered semiautomatic rifle chambered in .308 with 10 round magazines. Includes 15x scope and cleaning kit. (50cp)
  134. =
  135. Steel Deck: A deck of seemingly normal playing cards, which are in reality made of hard steel and sharpened like a razor. (50cp)
  136. =
  137. Titanium Fishing Rod: A mundane item with exceptionally high tensile strength. Comes with weighted bobber and steel line. (50cp)
  138. =
  139. Heavy Duty Skateboard: Made from a thick plate of steel coated in plastic with sandpaper grips. Difficult to break. (50cp)
  140. =
  141. Spider Eagle Eggs: You gain a replenishing supply of especially delicious eggs, enough to feed three people for breakfast every day. (50cp)
  142. =
  143. Scalpel Knife: A wooden and brass knife with a 3' fine steel blade as sharp as a scalpel. (50cp)
  144. =
  145. Heaven's Arena: You gain a door in your warehouse that leads to the fabled "heaven's arena". The arena is a tower with infinite floors
  146. which have increasingly tough enemies for every floor your defeat. You can use this to train, even as a god.
  147. Nothing can be taken into or removed from the tower, however. Not even the clothes on your back. (200cp)
  148. =
  149. Metal Tops: Do you like beyblade? Well, now you have ten hardened steel spinning tops. If lost, they will return in one hour. (50cp)
  150. =
  151. Dosh: Mandatory cash-in option. Gives you 20,000,000 jenny, enough of the local currency to live off of for more than ten years. (100cp)
  152. =
  153. Melody Flute: A finely crafted flute carved from ivory. Something about it causes those who hear it's music to relax significantly. (50cp)
  154. =
  155. The Un-Safe: A large bank safe with a massive, foot thick steel door. Items placed inside will somehow disappear. A decent garbage disposal?
  156. Only works on non-living, non-intelligent items. The item will reappear on the black market somewhere on the current planet. (100cp)
  157. =
  158.  
  159.  
  160. -=Companions=-
  161. Mike: Mike is hungry. Mike only obeys Master. Master feeds Mike. (400cp)
  162. =
  163. Zushi: A young but skilled martial artist capable of using nen. His potential isn't as high as some, but he's strong. (400cp)
  164. =
  165. Aunt Mito: A loving and caring stepmother who will take care of you, but dislikes your adventures and will not accompany you. (400cp)
  166. =
  167. Shidore/Reina: A... "cute" little chimera ant girl. She retained her memories, and became mute from the trauma of becoming an ant. (400cp)
  168. =
  169.  
  170.  
  171. -=Drawbacks=-
  172. You may take up to 670cp worth of drawbacks.
  173.  
  174. No Nen: You were born without aura nodes, somehow. Until the jump is over, you won't have any ability to use nen. (+200cp)
  175. You can just GOOOO AWAAAAY: God damn it, is that song still stuck in my head? For ten years, you can't stop thinking about it. (+150cp)
  176. She has a dick!: Even if you walk around naked, people will constantly fight over your gender, unable to tell the difference. (+100cp)
  177. Mera-who?: The king might not know who you are, but he knows he fucking hates you, and that you're dangerous to the ants. (+300cp)
  178. Joy-Station: For the rest of the jump, any games or consoles, even those you already had, become cheap chinese knockoffs. (+25cp)
  179. The Rose: You've been poisoned. Or irradiated. Possibly both. In any case, you will suffer severe, blood-puking illness. (+200cp)
  180. Gon-San: For whatever reason, gon thinks YOU killed kite. You'd better not let him see you, otherwise it won't be pretty. (+300cp)
  181. Spiders?: You have an unremovable tattoo on your back, marking you as a member of the phantom troupe. better hope nobody sees it. (+50cp)
  182. Two-hundred million? On candy? In just two years?: Sweets of all sorts in this world are for some reason, ridiculously expensive.
  183. For some reason though, nobody seems to want to buy any of YOUR candy. Expect to pay a small fortune for a chocolate bar. (+50cp)
  184.  
  185. -=Ending=-
  186. You have three options once the jump ends.
  187. 1. Return Home.
  188. 2. Stay Here.
  189. 3. Move on.
  190.  
  191. If you move on, you retain all powers, items and companions you've collected.
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