Basic Nen Rules (HxH Supplement)
AURA[edit]
Aura is to the soul as air is to our lungs. It is the very basis of our world and is expelled from all living things in their day to day life. Only those who learn to master Aura and in turn NEN can truly call themselves Hunters.
Aura Calc = (100 x wisdom mod x level) All numbers and calculations are assumed you round up
Ten. You learn to now contain the aura that once went unchecked before and have finally started to practice the most fundamental of the 4 principles Ten by maintaining your aura around your body as a sort of membrane. As a reaction or bonus action for 200 Aura to maintain for 1 minute until you reach a suitable level of mastery at which point as long as you have aura you are in a constant state of Ten (unless a feature states otherwise, Ex. Zetsu, Ganken Rock, En) It gives you a bonus to your AC equal to your proficiency bonus and a damage reduction of (Current Aura/500)* your Proficiency Bonus.
Zetsu. You have learned one the major basics of Nen. A suppression technique that hides your aura by blocking its flow entirely. This makes it hard, if not impossible, for others to sense your presence as an action you shut your aura nodes and they remain this way until you use an action to halt it. You may Hide as a bonus action by making a Stealth check with a bonus to the roll equal to your Wisdom modifier. So long as you maintain Concentration every minute, you can completely suppress your presence to most forms of Aura detection. While using Zetsu, you are unable to use any other Aura techniques as a result of shutting off your channels, so while Zetsu is active you are unable to receive the benefits of Ten, Ren, or Hatsu. Additionally, whenever you take damage from a Nen-based ability, you take an additional amount of damage equal to half the original attack's damage dice.
Ren. Ren is the natural process of reinforcing your physical strength and durability to produce advanced techniques or specialized skills. However, this costs a larger amount of Aura in return for even greater output. Unlike Ten, which focuses on defensive output, Ren is focused on offensive reinforcement. To use Ren, you must spend (200 aura + 1/10th your aura)/your Wisdom modifier as a bonus action.
As you progress through the Hunter class, you can begin to reduce this cost factor. While Ren is active you can gain one of the following benefits: As part of making an Unarmed Strike, you can spend your cost of Ren to increase the tier by an amount equal to half your Proficiency Bonus + half your Wisdom modifier. As part of casting a Hatsu technique, you can spend your cost of Ren to increase the damage of the Hatsu technique by half of its original dice. (Ex. a technique that deals 10d10 die of damage would be improved by 5d10 damage based on the nature of your Aura.) You can force your Aura outwards and make it into a tangible force that others can feel and are affected by, increasing your killing intent and capability. As an action, you can force a number of creatures equal to your proficiency within 60 feet of you to make a Wisdom saving throw. On a failure, a target becomes frightened under the power of your bloodlust and cannot approach you voluntarily. On a success, they are unaffected for 24 hours. Targets can repeat this saving throw at the end of each of their turns, ending the effects early on a success.
Hatsu. This is the most complicated and in depth aspect of Nen and as such will be given its own section. It is the natural ability to project one's Aura and command it to perform a specific function. Each Nen user is inherently different, and each Hatsu application reflects that, manifesting as unique and oftentimes unimaginable paranormal abilities. Once a user attains a certain level of skill with Hatsu, they are able to manifest one of these supernatural powers, more commonly called Nen Abilities.