B
Bradok
Guest
"It is said that somewhere, hidden in a ruin or stashed away in some treasure horde, lies The Blue Moon. Legends of this jewel's beauty are so great it is lusted after by king and collector alike, but even more so are the tales of it's miraculous power. It is said that whom ever may find The Blue Moon will be granted a single wish, with infinite power. That one alluring tale, whether truth or lie, has led hundreds upon hundreds of fortune seekers into the vastness of the world in hopes of finding The Blue Moon for themselves."
It is the dawn of a new age in Moebius, an age of ever increasing danger and adventure. In a world where acts of depravity and heroism can each net equal amounts of wealth and fame, the Hunters stand above all others. Now though, with tale of the miraculous Blue Moon once again surfacing all eyes turn to the horizon and the hunt for this one of a kind treasure begins. As rookies and veterans, Hunters and hopefuls, all begin their journey a new crop of brave souls prepare to take the Hunter Exam for the first time. Only time will tell if they will be the ones whom claim The Blue Moon for themselves.
STORY ARCS
Story Arcs will be added and updated as the Role-Play progresses.
HUNTERS ASSOCIATION
The Hunters Association is a global organization responsible for the testing and licensing of "Hunters," a person that has proven themselves through rigorous examination to be an elite member of humanity. With the passing of the examination, a Hunter is rewarded with a license to go almost anywhere in the world or do almost anything. Typically, Hunters devote themselves to tracking down priceless items, mystical places, and the unseen wonders of the world.
Along with issuing Hunter's Licenses, a type of card given exclusively to Hunters after they pass the Hunter Exam. It proves the status of the owner and has multiple benefits. It also grants the ability to kill without facing any legal consequences. A hunter license also grants access to guarded information as well as being an easy way to get a job just by showing it. The Association also monitors and enforces the Hunter's Commandments which are as follows.
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.
For more information about the Hunters Associations and it's responsibilities, as well as a list of different types of Hunters, visit THE HUNTERPEDIA PAGE ON THE HUNTERS ASSOCIATION.
Along with issuing Hunter's Licenses, a type of card given exclusively to Hunters after they pass the Hunter Exam. It proves the status of the owner and has multiple benefits. It also grants the ability to kill without facing any legal consequences. A hunter license also grants access to guarded information as well as being an easy way to get a job just by showing it. The Association also monitors and enforces the Hunter's Commandments which are as follows.
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.
For more information about the Hunters Associations and it's responsibilities, as well as a list of different types of Hunters, visit THE HUNTERPEDIA PAGE ON THE HUNTERS ASSOCIATION.
In the universe of HunterxHunter the equivalent of magic is Nen. Every notable fortune seeker, mercenary, criminal, or fighter in general, uses Nen in some way. To become a licensed Hunter you must display some form of Nen, even if only at the most basic level, for if you are not able to hone Nen there is no way you would be able to survive the rigors of being a Hunter. Below I will explain Nen in some detail, but for more information please visit THE NEN PAGE ON HUNTERPEDIA.
Types Of Nen
As you can see from the above diagram Nen comes in six different forms, each with different strengths and weakness. The abilities people are able to learn and master usually align with the type of Nen their life energy, or Aura, falls under. Nen is highly reflective on one's personality as well, usually to a comical level, making more experienced practitioners able to distinguish Nen type just from observation. It is also very important to note that Nen is highly connected to one's emotions, both positive and negative. Emotional instability can often alter Nen, sometimes making it lose it's power or even enhancing it at times.
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 techniques.
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. Below are listed the six forms of Nen aura.
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.
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 techniques created by emitters are primarily long range.
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 Nen).
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 specialization is unique and can have many facets, most specialists posses only one truly powerful technique.
Vows & Limitations
Most Nen users tend to develop high level abilities at some point in their life, and continue to train them for many years afterwards. One way that many increase the power and potency of their abilities is by setting Vows and Limitations upon themselves and theirs abilities.
Vows are any set condition a Nen users puts in place to strengthen their Nen. They can range from something trivial such as not using an ability on a certain day, to only using it in defense of allies. The more strict the vow, the greater the power it grants an ability.
Limitations are the consequences of breaking a vow. The same as with a vow, the more harsh to limitation the greater the power it grants. They can range from anything from a headache if a vow is broken, to death.
Types Of Nen
As you can see from the above diagram Nen comes in six different forms, each with different strengths and weakness. The abilities people are able to learn and master usually align with the type of Nen their life energy, or Aura, falls under. Nen is highly reflective on one's personality as well, usually to a comical level, making more experienced practitioners able to distinguish Nen type just from observation. It is also very important to note that Nen is highly connected to one's emotions, both positive and negative. Emotional instability can often alter Nen, sometimes making it lose it's power or even enhancing it at times.
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 techniques.
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. Below are listed the six forms of Nen aura.
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.
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 techniques created by emitters are primarily long range.
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 Nen).
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 specialization is unique and can have many facets, most specialists posses only one truly powerful technique.
Vows & Limitations
Most Nen users tend to develop high level abilities at some point in their life, and continue to train them for many years afterwards. One way that many increase the power and potency of their abilities is by setting Vows and Limitations upon themselves and theirs abilities.
Vows are any set condition a Nen users puts in place to strengthen their Nen. They can range from something trivial such as not using an ability on a certain day, to only using it in defense of allies. The more strict the vow, the greater the power it grants an ability.
Limitations are the consequences of breaking a vow. The same as with a vow, the more harsh to limitation the greater the power it grants. They can range from anything from a headache if a vow is broken, to death.
The World
The world of Hunter × Hunter is composed of the ocean and the 6 continents. There are 250 countries in the world. In reality the "ocean" where these continents are is a great lake in the Dark Continent called Moebius.
Reference to the wiki for this topic will be useless since all of the locations we visit will be noncanon. As the Role-Play progresses a list of location and a short summary of them will be added for future reference.
OOC
As you can probably tell this is a Hunter X Hunter Alternate Universe Role-Play, and as such there will be no characters or events from the canon series present in this time line. As with all of my Role-Plays this OOC section will serve as a FAQ and a heads up for those wishing to join and those already participating. It will of course be updated over time when something pops up I think needs to be seen by all interested parties. Without further ado let's dive into it.
I've been asked once on this, and I can tell it's coming again so I figured I would say this first. Death is possible. While I don't like player killing in my Role-Plays, death makes for realism and that is important to me at any level. Very rarely will I ever use GM power to kill off a player, the only exceptions being if someone is continually absent from the Role-Play or that continue to place their character into situations they should not survive. A player can kill another player, but this is will heavily monitored by me so it doesn't happen too frequently.
Something else I've been asked that needs to be addressed is being related to characters from the canon. No, you cannot. This is a complete AU therefore the Zoldyck family does not exist at all, neither does any other family someone may want to be a part of. This may seem trivial, but I chose to say no to prevent clones of canon characters from popping up.
For those of you wanting to create a character, though you probably already know, until the Role-Play gets moving along I won't accept any character that is not a rookie entering the Hunter Exam. Later we can accept more powerful characters to challenge and liven up the world, but for now I want to keep it smaller and let the rookies grow a bit before I unleash a Phantom Troupe type group of death dealers on them.
General Rules:
1. Obey all current and future site-wide rules. Ignorance of the rules is not an excuse, and a writer being banned due to an abundance thereof will only hurt this Role-Play.
2. Respect your fellow writers at all times. If you feel you are crossing a line then stop yourself. We are all comrades and there is no need to demean one another.
3. Separate OOC feelings from IC actions. Your character should never act upon your OOC grudges or adoration for another writer. Those seen doing this will be booted without warning.
4. Collaborate with your Co-Writers. Keeping things a surprise is fine, but OOC is here for you to discuss the direction of the Role-Play. Use it as such and do not be afraid to state your thoughts.
5. GM word is law. GM's are here to help the Role-Play and it's writers, therefore our rulings reflect that fact. If you disagree with something we say just know it is for your own good.
Writing Rules:
1. All posts are required to be a minimum of one paragraph. More is preferable, however; straining to fluff up a Role-Play is worse than posting something short.
2. Writers are expected to post a minimum of once per day. Exceptions will be granted if forward notice is given, if not your post will be skipped and NPC'd by the GM's.
3. Keep it PG-13. If you must engage in more intimate acts to further character development you are expected to Fade-To-Black before it goes to far.
4. No Meta-Gaming, God-Modding, Scene-Stealing, or any of the other taboo niches out there. If you believe you are about to do, or already doing, something wrong ask the GM's.
5. Enjoy yourself! If at any time you feel concern for the Role-Play and are no longer having fun voice it. GM's are here to help and will do all within reason to rectify your woes.
Character Creation:
1. No Mary-Sue characters, please. They are easy to spot and only detract from a serious and well thought out Role-Play. There are other Role-Plays here that accommodate that sort of fantasy, we do not.
2. No overpowered characters. Characters with innate combat experience are fine, but there will never be a point in time where one man/woman can take on an entire horde and emerge unscathed. If yours can it's time to rethink it.
3. Be creative and original with your characters. People come from all walks of life. Poor or rich, brave or cowardice, there are endless possibilities so we should not see multiple of the same Archetypes.
4. Be flawed. No one is perfect, neither should any of our characters be. Have fears, have doubts and weaknesses, the greatest characters are those that posses an innate flaw and learn to overcome it.
5. Stay true to your character's personality. Characters should never randomly do a 360 and see things completely different without a world-shaking development process. Stay true to your character and let him/her develop naturally.
The Hunters
[Image Here, anime only of course]
Name: [Only names that seem plausible please.]
Age: [15 and up only.]
Gender: [Male and Female, no neuters.]
Alignment: [Lawful Good, Chaotic Evil, or anything in between.]
Nen Type: [See Nen Information on Overview Page.]
Equipment: [List and describe any special equipment your character may carry on his/her person]
Skill: [These are natural or trained talents, not Nen influenced ones.]
Abilities: [These are your Nen based abilities. Ryu, Gyo, and all of those do not need to be listed since for the sake of Role-Play everyone starts with them.]
Appearance: [A paragraph describing your character's physical appearance.]
Personality: [A paragraph describing your characters' personality.]
History: [A paragraph minimum describing your character's past, and why/if he/her is searching for the Blue Moon.
Name: [Only names that seem plausible please.]
Age: [15 and up only.]
Gender: [Male and Female, no neuters.]
Alignment: [Lawful Good, Chaotic Evil, or anything in between.]
Nen Type: [See Nen Information on Overview Page.]
Equipment: [List and describe any special equipment your character may carry on his/her person]
Skill: [These are natural or trained talents, not Nen influenced ones.]
Abilities: [These are your Nen based abilities. Ryu, Gyo, and all of those do not need to be listed since for the sake of Role-Play everyone starts with them.]
Appearance: [A paragraph describing your character's physical appearance.]
Personality: [A paragraph describing your characters' personality.]
History: [A paragraph minimum describing your character's past, and why/if he/her is searching for the Blue Moon.