White Masquerade
QuirkyAngel's Red Oni
Mechanics
Welcome to the mechanics of Hunter x Hunter. This portion of the guide covers the stats used in the roleplay. In Hunter x Hunter, there are five areas your character can grow and excel. From Aura to Ability, these areas represent a person's aptitude in the Hunter x Hunter world. Below you will find a summary for each stat, how they work, and what they do.
Hit Points (HP)
The Hit Points are a player's durability and toughness. When training to increase your Hit Points, your character is better able to survive and keep on going, especially in prolonged matches. Hit Points are geared towards those who want to take a beating...and live to tell the tale.
When training to improve Hit Points, you will have two options to choose from: HP or HP recovery (Enhancers Only). While HP is the total amount of health a character has, HP recovery (Enhancers Only) is how much missing health a character gets back when they heal themselves or another person.
- Regular people start with 2 in HP
- Hunters start off with 4 in HP
Only Enhancers can use HP Recovery. Don't forget that!
Aura (AUR)
Aura is the life energy produced by all living bodies, vital for survival, and directly linked to a person's stamina. When training to increase your aura, your character is better able to handle skills that require the shaping and projection of aura into the real world. Aura is geared towards those who want to make use of their nen type's abilities...over and over and over again.
When training to improve aura, you will only have one option to choose from: Aura (AUR). While AUR is the total amount of aura a person has, they should use it wisely, as there is no known way to naturally recover aura besides rest.
Ability (ABY)
Ability is a person's capacity to adapt and adjust to the situation at hand. When training to increase your ability, your character has more chances to succeed -- even if they may stumble a bit. Ability is geared towards those who realize winning is just a numbers game; attack the target from a variety of ways and you're bound to get a hit.
When training to improve Ability, it affects how many dice your character owns. Each point added will increase the dice you own by 1.
- Regular people start with 1 in ABY
- Hunters start off with 1 in ABY
Potential (POT)
Potential is the measure of a person's aptitude. When training to increase your potential, your character tries to push the limits - push the limits of what they're able to do. Potential is geared toward those who aim for the top...and reach far beyond what others believe could be done.
When training to improve potential, it affects the number of sides on your dice. Each point added will increase the number of sides on your dice by 1.
- Regular people start with 2 in POT
- Hunters start off with 5 in POT
Experience (EXP)
Experience is the measure of a person's exposure to different things in life. As a person naturally gains experience from everything they do, it is not a stat that needs to be trained. In essence, experience is what drives a person to grow stronger in all sorts of ways; whether it be by their potential and ability or by adding more skills to their repertoire. For every post a person makes in the roleplay, they will gain 1 experience point. Using experience as "currency", a person can spend their experience points to train themselves from a list of different stats and techniques.
While all regular people and hunters start out with 0, each post made will increase EXP by 1. While hunters can only buy techniques from nen types they've learned, they'll also be able to train in common techniques like "En" and "Zetsu". Under the "Nen Types" section of the guide, you can see what the Hunter x Hunter skills and forms available for purchase are.
A Conjurer's conjured item also receives exp with each post!
FAQ
(Frequently Asked Questions)
(Frequently Asked Questions)
How Is Damage Calculated?
The difference between rolls is taken from the HP of the loser. 2 vs 10? The loser takes 8 damage.
HP Recovery?
HP is short for Hit Points. It serves as the "Life/Health" for your character. As an Enhancer-only stat, HP Recovery is the amount of HP that will be restored when the enhancer heals themselves or others. HP Recovery does NOT heal your HP automatically.
How Does Dice & Combat Work?
This was made to use a slimmed-down version of dice so there's not much to worry about or remember. When fighting or during challenges, you will use dice rolls to decide how it goes. The dice roller can be found after you edit a post. There will be a "Throw Dice" button that allows you to pick the # of dice to roll and # of faces on each die. The result will appear in your post afterward.
- In summary, a character's Ability = the number of dice they can roll. If they have 2 ability, they can roll 2 dice. A character's Potential = the number of sides on the dice. If a character has 2 Ability and 7 Potential, they roll 2 dice with 7 sides. Simple.
- Okay. Let's say you have 3 ability and roll 3 dice. Do you add them all up? No! Only the highest number you roll will count as your attack. So if you roll 3, 7, and 2, your attack will have the power of 7!
- Cool. What if I roll a 7 and my enemy rolls a 9? What happens then? It means you lost the round and lost 2 HP. Why 2 HP? Because 9 - 7 = 2. The loser of an attack always loses the difference in HP.
- Got it? Now let's get to rounds. Either opponent can attack first in a round. But if they do, they attack second in the next round. Simple. It's just a game of back-and-forth. I will of course be helping everyone through battles in the RP so don't be scared! Feel free to ask if you have any questions.
Last edited: