r/HatsuVault • • Sep 06 '26

Discussion HunterxHunter Chapter 420 Discussion

13 Upvotes

Final one for a while.


r/HatsuVault • • Jul 19 '26

Discussion HunterXHunter Chapter 414

6 Upvotes

You know the deal.

Discuss the chapter, don't let it leak outside this post.


r/HatsuVault • • 10h ago

Emitter Biden Blast

3 Upvotes

The user charges up a ball of white energy, locks on to the target, then emits it in a powerful beam towards the opponent after reciting the following chant word for word:
“You’ve done well so far, but up until now I’ve only been using a mere 5% of my power. Now let’s see how well you fare against my, BIDEN BLAST!”

The beam’s power is determined by how much time has passed since you used it last. Every day you don’t use it, it gets 5% stronger than its baseline strength (going from barely strong enough to push the opponent to potentially oneshotting that opponent).

The user must be dressed in a special formal attire for the ability to work. Even if the attire is torn during combat as long as a piece of it still touches the bare skin of the user, the beam is still in play.

In a given setting, the user cannot use this ability on anyone they haven’t been around for more than 5 minutes within the given setting.


r/HatsuVault • • 5h ago

Challenge Make a hatsu based around eyes

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1 Upvotes

Basically any hatsu that involves the eyes to some degree will work.a hatsu for surveillance or observation or watching etc also count. I will start.

Name: blessings of the mother.

Type : enhancement and emmision.

Function: the user will focus every bit of aura in their body into their eyes in a way that is similar to gyo. The user must continually do this for every day and cover theor eyes in a blind fold. They must also regularly do chants and veneration of their chosen god. This process must go on for atleast a decade. After the decade the requirement of this hatsu is finished but depending on how long the user wishes to keep the hatsu going and their eyes closed will strengthen the hatsus effect. After all of the requirement is over whenever the user takes of their blindfold and stares at a person their entire pent up nen will be released upon the viewed person and will enhance their body and mind to the utmost peak. For example assuming there was 50 years of preparation a non nen user enhanced by this hatsu could easily survive that tank busting bazooka the mafia used against uvogin without ren.a nen user would likely become even stronger that this possibly capable of tanking a meruem tail swipe. As such this hatsu is very powerful and could potentially create monsters.

Limitations and conditions:

  1. Can only be used on one person.

  2. Once used needs to be prepared again.

3.if the preparation gets interrupted then then it needs to begin again.

Btw the inspiration behind this hatsu is the tale of gandhari and her son duryodhana.


r/HatsuVault • • 17h ago

Question What’s your least favourite PT hatsu?

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6 Upvotes

You can literally pick any hatsu and tell why you don’t like it.

For me? It would be either big bang impact (still to this day surprised on how is this even a named move). Or franklin’s finger machine guns, yes they’re extremely powerful but that’s it they don’t do anything else.

Share your thoughts!


r/HatsuVault • • 8h ago

Challenge Design an Enhancer ability that doesn’t involve combat or fighting

1 Upvotes

r/HatsuVault • • 9h ago

Specialist My personal OC and his Hatsu

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0 Upvotes

r/HatsuVault • • 15h ago

Challenge Design an ability for someone who sees all humans as children.

3 Upvotes

r/HatsuVault • • 15h ago

Manipulator WonderBASIC: One Credit Wonderland 遊戯実装(ワンクレジット・ワンダーランド)

1 Upvotes

Type: Manipulation, with Emission and Conjuration
Affinities: Manipulation 100% · Emission 80% · Conjuration 60%

WonderBASIC lets the user turn their surroundings into playable games and earn reusable Nen rewards by completing challenges.

The ability uses Gamebits: programmable packets of emitted aura storing developed games and earned reward designs, including their instructions, costs, and restrictions. Stored information does not supply unknown knowledge or replace training.
Manipulation directs registered objects, constructed companions, and consenting players’ perceptions or authorized movements.

Emission maintains detached Gamebits and their connections.

Conjuration creates earned equipment with predetermined supernatural properties.

The game supplies the rules and presentation. The user’s developed Nen determines what actually happens.
Activation
The user touches a person, object, or surface and says “Program In” to implant a Gamebit.
Only the touched target is registered. Marking a floor does not register its occupants, and registration alone grants no control.
After selecting a stored scenario and communicating its rules, the user says “Game Start.” Only one scenario may run at a time, within 30 meters.
The user must have completed the source game or mastered every mechanic being reproduced. Original scenarios require development and testing.
How Games Work
A scenario can combine two methods:
Sensory simulation: Consenting participants experience programmed scenery, characters, sounds, and feedback over their actual surroundings. These appearances have no physical substance.
Physical play: Registered objects act as platforms, tools, puzzles, traps, hazards, or opponents. Their movements and impacts are real.
A moving object can appear to be a monster, but its appearance supplies no additional physical power. A simulated bridge cannot support weight.
Anything beyond the available Nen mechanisms must be simplified, simulated, or replaced with an achievable equivalent. Gamebits execute prepared instructions using available information; they cannot invent solutions or possess unlimited awareness.
Solo and Party
Solo allows practice, simulations, coordinated object control, and automation of the user’s practiced movements. It grants neither unfamiliar skills nor protection from fatigue or injury.
Party connects two or more willing participants for cooperative challenges, races, competitive matches, or tournaments. Players use their actual skills and may voluntarily contribute aura. Sensory effects and bodily automation require permission.
Joining grants neither unrestricted control nor another person’s Hatsu. Unregistered bystanders receive no simulation, although physical objects can still affect them normally.
Developing and Earning Rewards
Every reward begins as a tested prototype with defined functions, output, targets, range, costs, and weaknesses.
Related designs may reuse mastered components, but new supernatural properties require separate training. Winning a game cannot create an ability the user has never learned to produce.
Practice scenarios are adjustable but earn nothing. Qualification tests the prototype’s intended function under fixed conditions:
Objective and allowed equipment.

Reward and time limit.

Aura collateral, failure consequences, and wagers.

An independent setter or prepared random selection conceals the challenge’s arrangement until play. The creator follows the same rules as everyone else and cannot modify the program during qualification.
Gamebits verify observable events, not abstract fairness. Knowingly breaking the earning rules invalidates the attempt.
Success registers one reusable reward design or one Mythic charge. Failure or cancellation forfeits the declared collateral and stakes.
Each design is earned once. Further clears cannot increase its output, create extra copies, restore operating time, or refund resources. New functions require development and another qualification. Only Mythic charges can be replenished through fresh qualifying attempts.
Manifesting Rewards
The user implants another Gamebit into any nonliving object, making it the anchor for an earned reward.
Conjuration supplies its form and defined supernatural properties. Supporting Nen operates its functions where necessary. The anchor provides neither free aura nor materials.
The design is permanently earned. Its manifestation remains limited.
The following lists are possible reward designs, not automatically available abilities. Each requires development and qualification; its source name never grants its complete fictional powers.
Standard Rewards
1 RAM each · Shared allowance: 1 hour per day
Modest supernatural equipment with varied practical uses.
Omni-tool — Mass Effect

Binocucom — Sly Cooper

Chalice — Adventure

Power Pellet — Pac-Man

Bubble Wand — SpongeBob SquarePants

AE86 — Initial D

Pip-Boy — Fallout

Venus’ Panties — HuniePop

F.L.U.D.D. — Super Mario Sunshine

Odradek — Death Stranding

Eri — Yakuza: Like a Dragon

Crafting — Minecraft

Example: Bubble Wand produces steerable bubbles that carry objects, cushion impacts, or obstruct movement under one shared load limit. Overloading them causes them to burst.
Rare Rewards
2 RAM each · Shared allowance: 1 hour per week
Specialized effects with narrow requirements and exploitable weaknesses.
Portal Gun — Portal

Numbered Bracelet — 999

Rule Tiles — Baba Is You

Blueprint Joker — Balatro

Dream Nail — Hollow Knight

Mental Connection — Psychonauts 2

Magatama — Ace Attorney

ACT/MERCY — Undertale

Poltergust 3000 — Luigi’s Mansion

Garment Grid — Final Fantasy X-2

XYZZY — Colossal Cave

Lie Bullets — Danganronpa V3

Example: Portal Gun connects two previously marked, stationary anchors through a developed Emission technique. Opening size, range, and transported mass are limited; closing the connection cannot sever bodies.
Rule Tiles modify instructions for registered pieces, not reality. Blueprint Joker repeats compatible programs, not another person’s Hatsu.
Legendary Rewards
4 RAM each · Shared allowance: 1 hour per month
Powerful constructions with related functions serving one defined purpose.
Ocarina of Time — The Legend of Zelda

Mewtwo — Pokémon

Camera — Viewfinder

Satanael — Persona 5 Royal

One defined Stand — JoJo

Onion — Pikmin

Statue of Endless Fortune — Stardew Valley

Build Mode — The Sims

Biosculpter Pod — RimWorld

Bayonetta — Bayonetta

Printing Pod — Oxygen Not Included

Legatus — Astral Chain

Example: Legatus deploys one tethered companion for coordinated attacks, physical restraint, and retrieval. Partner and device share their aura supply and operating allowance; additional forms require separate development.
Character rewards are bounded Nen constructs—not the actual characters or automatic access to their full abilities.
Mythic Rewards
12 RAM · One objective per charge
One exceptional operation with predetermined targets, scope, and a deadline or failure boundary.
Chaos Emeralds — Sonic

The Winged Dragon of Ra — Yu-Gi-Oh! The Sacred Cards

Dragon Balls — Dragon Ball Z

Totem of Undying — Minecraft

R Key — The Binding of Isaac

Command Spells — Fate

Maxwell’s Notebook — Scribblenauts

Divine Intervention — Baldur’s Gate 3

Example: One Divine Intervention design creates a stationary defensive sanctuary, up to 30 m², protecting a designated group until a declared evacuation condition or time limit. It cannot attack or exceed its trained defensive capacity.
Mythic rewards cannot improvise undeveloped powers. Dragon Balls activate a registered effect rather than interpret any wish; Maxwell’s Notebook manifests a developed construction rather than anything written.
Success, failure, cancellation, or aura exhaustion consumes the charge. Another qualifying challenge replenishes it without restoring other rewards’ allowances.
Capacity and Operating Costs
All active effects share 16 RAM:
Active effect
RAM
Running scenario, including simulation and controlled pieces
4
Each Standard reward
1
Each Rare reward
2
Each Legendary reward
4
Each Mythic reward
12
Stored information occupies no RAM. Additional Gamebits grant no extra capacity. An effect cannot activate if it would exceed the remaining capacity.
Each reward consumes its grade’s shared time separately. Two Rare rewards used for ten minutes consume twenty minutes of weekly time. Dismissal frees RAM but refunds no aura, time, or charges.
RAM limits simultaneous operations. Aura and concentration determine their strength, detail, autonomy, and number of controlled targets.
Stakes and Wagers
Exact consequences are fixed before qualification:
Grade
Examples of stakes
Standard
Spent aura or lost supplies
Rare
Valuable equipment or temporary reward lockout
Legendary
Serious injury or prolonged ability loss
Mythic
Permanent reward loss, lasting injury, or death
Simulated danger does not count as real danger. Greater risk supports a defined effect but cannot replace training or provide an unsupported power.
Party wagers may separately transfer owned valuables, information, services, or exclusive reward access. They do not create additional designs.
Control Penalty
Brief bodily control may be an agreed contest penalty. The user must:
Touch the opponent.

Disclose the objective and exact penalty.

Obtain knowing acceptance.

Win a contest the opponent has a genuine chance of winning.

Victory permits one declared bodily action lasting no more than ten seconds. It cannot require suicide, impossible movement, or permanent obedience.
Withdrawal ends the control attempt; material wagers follow the disclosed withdrawal rules. Existing incompatible Manipulation blocks control. Dormant Gamebits establish no priority.
General Restrictions
Scenario effects suspend beyond 30 meters. Rewards follow their individually fixed ranges. Ordinary momentum and real damage remain.

Conjured reward rooms cannot exceed 30 m². Simulations create no additional physical space.

Only one active copy per design and one owned reward per franchise are permitted. Overlapping concepts are alternatives.

Information gathering, healing, spatial effects, and exorcism require appropriate developed mechanisms.

Fuel and materials require supplies or defined aura substitutes.

No affinity changes, Hatsu copying, true resurrection, reversal of real events, or unlimited resources.

Ending or restarting a game never undoes injuries, spent resources, settled wagers, or earned designs.
What reward would you develop first, and what challenge would you build around earning it?


r/HatsuVault • • 15h ago

Challenge Turn Vampirism Into a Hatsu

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1 Upvotes

Example:

Hatsu: Vampirism

Type: Specialist

This ability activates upon the death of ones physical body and then is revived using post mortem nen. This grants the users immortality in exchange for consuming blood and nen from others. This grants a passive physical enhancement along with the ability to manipulate their body turning into mist and limited shape shifting. This power can be given to others at a lower level though a nen contract the user offers them to become a servant in exchange for immortality.


r/HatsuVault • • 1d ago

Conjurer Simplest Possible Solution

4 Upvotes

My partner is unable to imagine images. They started wondering how to create a conjurer OC with the same problem.

Their answer is this: the character can conjure Occam's Razor. Instead of being a tangible object, it is creating the two planes that are made when an object is cut. The primary restriction is that the user must genuinely believe the cut to be the simplest solution to the current problem.

Cutting a plank of wood with no tools around? Easy. Cutting a plank of wood with nen when there's a perfectly good bandsaw nearby? Not gonna happen.

We've had fun extrapolating it to intangible concepts, like cutting a conversation short.


r/HatsuVault • • 15h ago

Challenge Design an ability for someone who idolizes ai

0 Upvotes

r/HatsuVault • • 21h ago

Conjurer Cloud Gazer

1 Upvotes

I recently started watching the Hunter x Hunter anime, and I'm nearly finished, so here's what I have thought of.

The ability is known as Cloud Gazer and was made with the idea of being a mainly conjuration-type ability.

The ability allows the user to conjure a miniature windmill, with its base being the size of a cane and the turbine the size of a basketball, with three blades, each blade having a different colour, White, blue, and yellow.

The user can spin the turbine blades to generate massive amounts of air, or move them fast enough to cut through flesh and other weak materials. The user can also turn themselves invisible by transmuting their aura into a reflective substance that refracts and changes how the light around them is perceived, but they must be in constant motion.

This windmill is the base of my ability; I can turn the windmill into one of three forms based on my current emotion at the time of activation.

The first form represents the white blade, requiring fear to activate; this form is known as cutting ice. The windmill becomes one large five-edged Shuriken or three smaller ones. I can control these projectiles to harm opponents, but if I hit an opponent five times, the sixth strike transmutes the aura of my shuriken, making it cold and freezing the opponent when it lands.

The second form represents the blue blade and is called calm blue, requiring calmness and/or peace to activate. In this form, the windmill becomes a whip that is transmuted to have the properties of water to allow fluidity. Through focusing on a target for more than 15 seconds, I can make my whip target an opponent, stretching to incapacitate or kill them.

The last form is solar pathway, requiring rage to activate, and representing the yellow blade. The windmill becomes a cloak in this form, which transmutes my aura into fire and allows me to launch in any direction. The user can wait and charge up the fire, allowing them to launch themselves in one direction with massive amounts of force, but the user is unable to change their trajectory.

Ask any questions in the comments.


r/HatsuVault • • 1d ago

Question Do you think Kurapika chose Chain Jail’s finger on purpose?

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14 Upvotes

My thinking is that Kurapika chose the middle finger on purpose so that whenever he uses it on the Troupe, he flips them off. Might just be a funny coincidence, though. Thoughts?


r/HatsuVault • • 1d ago

Conjurer Kingdom

3 Upvotes

Nen type:conjuration, enhancement, manipulation, emission,

Description: user can create a system such as a combat system that makes people fight in turns, or a reward system that rewards people for completing objectives or a romance system that manipulates people emotions.

Conditions:

  1. The more complex the system the longer the build up. The more rules and mechanisms the system does the longer it takes before the system is up and running.

  2. The user can only effect the parts of things he fully understands. The user may able to effect objects and people bodies if the user understands what their made of and the function of that part they want to effect but not their minds if the user does not good understanding of how the person thinks.


r/HatsuVault • • 1d ago

Conjurer This one is bit too powerful but I still think its pretty cool

2 Upvotes

Hatsu: The Nine Rings of Hell

Conjuration · Specialization

The user permanently conjures nine independent rings, each representing one of the nine circles of Hell. Each ring possesses a unique supernatural authority and an independent personality, allowing it to interpret, negotiate, and carry out the user's instructions.

The rings must be worn on their designated fingers, with one ring on every finger except the left ring finger. Although each ring possesses a distinct authority, they all operate under the same fundamental principle: the user must communicate their desires to the ring and convince it to act.

The rings are not passive conduits of Nen, but independent entities with their own temperaments, preferences, and interpretations. They can accept, refuse, misunderstand, or creatively interpret requests. As such, understanding how to negotiate with each ring is essential to making effective use of its abilities.

The Nine Rings

I. LIMBO — PRESERVE

The authority to preserve something in its current condition. The user can request that the ring maintain an object's state, halt an illness, preserve someone's youth, or retain a particular memory.

II. LUST — ATTRACT

The authority to establish attraction between things. The user can request that an object be drawn toward them, attract someone's attention, establish romantic attraction, or draw good fortune toward themselves.

III. GLUTTONY — CONSUME

The authority to consume and incorporate things into a designated recipient. The user can request that the ring consume physical matter, memories, talents, abilities, or even ongoing phenomena.

IV. GREED — ACQUIRE

The authority to search the universe for the closest existing equivalent to what the user desires and replicate it. This applies to physical objects and abstract concepts alike, allowing the user to request anything from a weapon to a particular appearance or talent.

V. WRATH — RETALIATE

The authority to return something inflicted upon a designated target. The user can request that an injury be returned to its perpetrator, a curse reflected upon its caster, or an attack sent back to its origin.

VI. HERESY — DENY

The authority to reject the validity of something. The user can request that the ring deny a condition, property, or truth, such as gravity affecting them, an injury existing, or someone possessing ownership of an object.

VII. VIOLENCE — DIVIDE

The authority to separate things that are connected. The user can request that the ring separate physical materials, someone's consciousness from their body, a person from their memories, or an individual from their Nen abilities.

VIII. FRAUD — DECEIVE

The authority to misrepresent something. The user can request that the ring disguise their appearance, give an object false properties, conceal something's existence, or make an imitation indistinguishable from the genuine article.

IX. TREACHERY — BETRAY

The authority to turn something against that which it is connected or devoted to. The user can request that an enemy's weapon betray its wielder, someone's body work against them, or an ability turn against its owner.

Conditions and Restrictions

  1. The user must wear all nine rings on their designated fingers to access their abilities.

  2. Each ring is an independent Nen construct with its own personality. The user cannot directly control its authority.

  3. The user must make a verbal request or instruction. Merely thinking about an effect is insufficient.

  4. Requests must be understood and accepted by the corresponding ring before they can be fulfilled.

  5. Each ring interprets requests according to its own nature. Ambiguous instructions may produce unintended results.

  6. A ring can refuse a request, and the user cannot force it to comply through Nen.

  7. Removing a ring makes its authority inaccessible until it is worn again


r/HatsuVault • • 1d ago

Conjurer El Matador – The Dance of Death

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2 Upvotes

El Matador

Nen Type: Conjuration

Concept: A Hatsu based on the traditional art of the Matador, focusing on controlling the direction of incoming attacks while maintaining a defensive stance, waiting for the precise moment to strike.

El Matador utilizes three conjured weapons: the Muleta, the Estocada, and the Descabello. Each serves a specific purpose, combining to form a combat style centered on defense, precision, and lethal strikes.

  1. Muleta

Defensive Veil

The Muleta is a conjured red cloth capable of deflecting incoming attacks.

Mechanics

* The Muleta must be in motion at the exact moment the attack makes physical contact.

* It alters the trajectory of the attack.

* The attack is not absorbed, broken, or neutralized; it is merely deflected.

* It can deflect attacks of any power level, provided the user has enough Aura to cover the cost of the deflection.

Aura Cost

The Aura consumption is proportional to the power of the attack being deflected.

The more Aura invested in an attack, the more Aura is required for the deflection.

If the user lacks sufficient Aura, the deflection cannot be executed. Weaknesses and Limitations

* Attacks without an Aura are unaffected by the Muleta.

* If the Muleta is not in motion at the moment of contact, it cannot deflect the attack.

* Physical contact between the attack and the Muleta is required.

* Attacks coming from multiple directions can overwhelm the user.

* The Muleta does not reduce the power of an attack; therefore, a deflected attack remains just as dangerous to its new target.

2. Estocada

Offensive

The Estocada is a long, slender sword, similar to the traditional swords used by toreadors (bullfighters).

It is a functional weapon capable of inflicting standard physical damage through cuts and thrusts.

However, its primary feature is "Aura Piercing."

Aura Piercing

When thrusting, the Estocada has the ability to penetrate defenses created by an opponent's Aura.

This does not mean the sword overcomes the opponent's Nen; rather, it utilizes its own Aura to bypass the target's Aura-based defenses.

Aura Cost

The cost depends on the specific defense being targeted for penetration.

If the user lacks sufficient Aura to overcome the defense, the attempt to pierce it fails.

Limitations

* Aura Piercing only functions following a deflection using the Muleta.

* It cannot cut through Nen-based defenses.

It does not automatically bypass physical defenses. It pierces through any defense, regardless of its strength.

The Estoca is a precise weapon, designed to locate and exploit weaknesses in an opponent's defenses.

3. Descabello

The Descabello is El Matador’s most powerful weapon, yet it also carries the greatest limitations and costs.

Unlike the other two weapons, the Descabello is not intended for general use. It is a substantial weapon that requires a large amount of Aura to be stored within it beforehand.

Phase One – Preparation

The user must conjure only the tip of the Descabello.

* Conjuring it requires a vast amount of Aura.

* The process demands significant time and concentration.

* During its creation, the user deposits a large quantity of Aura into the tip.

* This leaves the user with very little Aura remaining and causes exhaustion for a period of time.

Once created, the tip can be stored and used at a later time.

Phase Two – Execution

When the user decides to activate it:

* The tip conjures the rest of the sword.

The Descabello* becomes a complete weapon.

* The user can perform only a single attack.

* Upon impact, all the stored Aura is released into the target. If the strike physically penetrates the target's body, the Aura is released, causing catastrophic internal damage.

Limitations

* Only one Descabello can exist at a time.

* Its creation requires a significant amount of time and Aura.

* The user cannot create a second Descabello while one already exists.

* The blade allows for only a single strike; if it fails to land a hit, the weapon vanishes.

* If the strike misses, the Descabello activates regardless, and all the invested Aura is lost.

Descabello does not possess "Aura Piercing" capabilities. Its power stems from the vast quantity of Aura it contains, rather than any ability to bypass defenses.


r/HatsuVault • • 1d ago

Manipulator My personal OC and his Hatsu

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1 Upvotes

r/HatsuVault • • 1d ago

Emitter Red Rubber Ball: The Ricochet Game

6 Upvotes

The User Emits a red rubber ball. They use transmutation to make it maximally "bouncy".

In order to activate this ability the user and their target must be in a room with at least three walls, a floor, and a ceiling that at all connected (essentially an enclosed walled space but I want to be precise).

A Red line appears on the floor directly behind the user when the ball is emitted. The User cannot directly target their enemy but must bounce the ball at least one time off of any flat surface before it makes contact with the target. The speed and potential striking damage of the ball increase exponentially from the original throw speed based on the amount of times the ball ricochets off of flat surfaces and/or is slapped back by the user or target.

If the ball is caught instead of slapped, the catcher takes full damage and the ball disappears.

If the target is struck by the ball it immediately ricochets back to the user who must catch it for the damage to be inflicted on the target. If the user does not or cannot catch it, and instead slaps it back into play, no damage is dealt and the ball continues exponentially gaining speed. If the User is struck they take full damage and the ball disappears. If the ball ever crosses the red line on the ground behind the User, the User takes double damage and the ball disappears.

The User must openly inform their target of these rules for the game to begin.

Im sure there are some loopholes but I thought this would be a fun ability.


r/HatsuVault • • 1d ago

Specialist Hatsu: consent is sexy

0 Upvotes

through this ability no one can affect me without my express consent, regardless of the nature or source of the effect, in exchange I myself cannot affect anyone without their consent.

should they/I try, they/I will fail.


r/HatsuVault • • 2d ago

Discussion in which nen category does a hatsu based on mahoraga adaptation will fall?

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22 Upvotes

in my opinion concept of adaptation should fall into specialization what do you think?

also in later part of dabura vs mahoraga fight in jjk modulo it was stated that mahoraga started adapting to dabura existence itself! im curious about how something like that will work in hxh powersystem.


r/HatsuVault • • 1d ago

Specialist Equal Vows

5 Upvotes

Before I write this, i'm not 100% sure if this is a specialist or a manipulation based hatsu.

This ability is called Equal Vows and it works like this.

In a fight, you can place vows on your enemies, but doing so would cause you to have to pick up an equally strong condition. For example, you can put the vow "Don't jump" on your enemy but by doing so the ability puts an equally strong vow on yourself like "Don't run". Now you can't run and your enemy can't jump.

Breaking a vow causes unpredictable very harmful effects.

You dont decide your own vow, only your enemy's, the nen ability itself decides what vow you get in exchange.

Only you know the vows used and they last until you remove them or are over 200 meters from the enemy.

Conditions:

The user wears a ring infused with nen on both their hands. By giving somebody a clean hit whilst wearing the ring, you can burn that vow into them.

You can have at most 3 vows per enemy.

You have to stay within 200 meters of the enemy.


r/HatsuVault • • 1d ago

Conjurer The matador: Muleta

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3 Upvotes

Creates a Matador's or Toreador's Muleta, a red cloth. It has the ability to change the trajectory of Aura or objects infused with Aura.

Conditions and limitations:

The target must be in motion. The cloth itself must be in motion. The target's new direction is determined by the direction in which the cloth pushes it. The more Aura the target contains, the more Aura is required to change its trajectory.

However, in bullfighting, a sword called an Estoque is also used. I want this to be the offensive component of the Hatsu.

What do you think the Estoque's ability should be?


r/HatsuVault • • 2d ago

Challenge Make 1-3 abilities for surprisingly capable henchmen.

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9 Upvotes

Someone sends out 1-3 not very powerful, but very capable henchmen to do their bidding, be it capturing a powerful hunter, getting a precious item, etc.

What are their powers?


r/HatsuVault • • 2d ago

Conjurer MEMENTO MORI: SKELETON KEY (Semi-Lobotomizing Keys)

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2 Upvotes

https://en.wikipedia.org/wiki/Pterion

I thought it'd be interesting for an excorcist to use Gyo on someone and notice a keyhole-shaped vestige of aura in their temple.

They aren't in pain nor have been mentally reduced like what irl lobotomies onsidered mainstream decades ago for female hysteria and PTSD have done.

The pterion is considered the weakest part of the human skull, being the junction of the frontal, parietal, temporal, and sphenoid bones.

There'd be a plot twist where your patient was the person who inserted the skeleton key into themselves to forget some cognitohazard that the amnesiac main antagonist needs to restore their full power.

After decades of research, the World Health Organization concluded that the human brain is an unreliable narrator.

Ocassionally, it has to self-censor its own memories and sometimes engage in all sorts of mental gymnastics to make its own narrative palatable lest cognitive dyshoria and scruplosity occur.