u/M-A-I-D

Image 1 — Duct Shields
Image 2 — Duct Shields
Image 3 — Duct Shields

Duct Shields

The user conjures shields or barriers from their aura that are beige in color and possess a disturbingly realistic skin like texture, complete with subtle pores and hair follicles. The constructs are roughly one and a half meters in height and width, though their size can be adjusted upon creation. If they are ever broken and later reformed, they permanently retain realistic scars and stretch marks that make their damage history visually obvious to anyone who sees them.

Upon conjuration, fleshy cables shoot out from the sides of the shield and anchor themselves into the surrounding environment, such as walls, floors, ceilings, or large objects. The user can also actively direct these cables to anchor into a specific target, like an opponent's limb or weapon. These cables serve as a force redistribution network, meaning that when the shield or the cables themselves are struck, the force is transferred directly into whatever the cables are anchored to. The shield itself is more durable than any single cable because it can distribute force across multiple anchor points simultaneously. If an anchor point suffers too much damage and becomes unstable, the cables will loosen and the shield's defensive capacity will decrease significantly.

If a blow is powerful enough to overwhelm the shield's ability to transfer force through its cables, the barrier will not simply shatter. Instead, it bends and unthreads, unraveling into a mass of blood red, slimy wires that writhe and contort as they attempt to pull themselves back together. During this unraveling process, the skin like surface ripples grotesquely, making the regeneration visually disturbing. This repair process takes a few seconds.

Regardless of whether the shield sustains any actual damage, every impact triggers a horrifying auditory response. The construct emits a wet, guttural scream that sounds like a wounded animal mixed with the sound of tearing flesh. This scream is loud enough to be disorienting in close quarters and serves as a psychological layer of defense, designed to startle, disgust, or demoralize opponents into hesitating or flinching during combat. This feature can be toggled off or on through direct touch by the user.

u/M-A-I-D — 1 day ago

Earth's Fauna

Earth's Fauna is a ability that operates through Emission, Manipulation, and Enhancement, with the user's staff serving as the necessary medium for all techniques.

The user's first ability is Subterranean Hearing. They plant their staff into the ground, press their ear against it, and emit aura into the earth. This allows them to hear movements from miles away with remarkable clarity while distinguishing between individual sources. The technique also enables perception of activity within the ground itself, which is essential for locating worms to command.

Once worms are detected, the user can call them to the surface or command them to remain underground as preferred. The user never controls worms individually, they direct them in groups that may be split to achieve different tasks simultaneously. A protective aura cloak similar to Ten or Ken envelops the commanded worms, allowing them to survive environmental hazards they would not normally endure. This aura also enables the worms to grab solid matter and drill through earth with unnatural ease. The user applies Enhancement to boost the worms' physical capabilities, increasing their speed, strength, durability, and drilling power. The worms' own aura pools serve as batteries to help sustain the ability and reduce the user's aura expenditure over time.

As worms travel further from the user, they carry pieces of the user's aura, which extends the range of Subterranean Hearing proportionally. The user can command worms to soften or collapse ground and structural foundations, creating sinkholes, destabilizing buildings, or altering battlefield topography. Worm castings, which are their excrement, can be commanded to alter soil chemistry. The user directs worms to produce specific compounds that mimic human pheromones for luring, predator scents for deterrence, or chemical markers for tracking and territorial control.

Worms naturally produce gases such as methane, carbon dioxide, ammonia, and hydrogen sulfide as digestive byproducts. The user's aura accelerates this production and commands worms to concentrate these gases in designated areas to create toxic or explosive traps. Finally, the user can command worms to cluster together and move in unison as a mass. The worms do not physically transform or merge, but this swarm aggregation allows for coordinated attacks or large scale environmental alteration.

u/M-A-I-D — 3 days ago

Gait Cycle

Gait Cycle is a Nen ability that combines Manipulation, Emission, and Conjuration to forcibly control how an opponent moves. The user conjures a small, plushie-like Nen Beast that floats just above their shoulders. This beast has a juggler design and perpetually juggles three colorful balls while following the user around. The beast possesses a limited autonomous intelligence, meaning it can continue functioning on its own once conjured, allowing the user to focus their attention elsewhere.

The three balls represent three distinct movement modes: walk, trot, and gallop. When the beast throws a ball and it strikes a target, that target is forced into the corresponding movement pattern regardless of their will. Even if the target guards with their Nen, the ball explodes into tiny specks upon impact, and these specks are telekinetically guided by Manipulation to physically touch the target's body. This makes conventional Nen defense useless against the effect because the specks simply navigate around the guard or wait for an opening. These can't be blown away either, due to being guided by manipulative aura.

The walk mode forces the target into a slow, casual walking pace. They cannot run, dash, or use any advanced footwork while this effect is active. The trot mode forces the target into a moderate bouncing jog that is too fast for precise movements but too slow for a full sprint, ruining their balance and making sharp turns or complex techniques nearly impossible. The gallop mode forces the target into a frantic, all-out sprint. They move forward at maximum speed but lose all control over their trajectory, unable to stop or turn effectively. Each status effect lasts until the Nen Beast is desummoned, destroyed, or until a new ball is applied to overwrite the previous mode.

The beast must simultaneously juggle its balls, follow the user, and aim its throws, and it has a copy of the user's own peak multitasking and aiming skills. To help the beast aim better, the user must either slow down their own movement or get closer to the target to reduce the margin for error. The user cannot conjure new balls until all three existing balls have been applied to targets or otherwise used up, and conjuring a new set does not remove any status effects already in place.

u/M-A-I-D — 4 days ago

High-Tension - Superballs

High-Tension is a Transmutation Nen Ability with secondary Emission applications that transforms the user's aura into a hyper-elastic substance defined by extreme bounciness and springiness. The main function of this ability is energy absorption and management. When the user is struck by any physical force, their aura absorbs the kinetic energy and stores it within the aura itself. The user can actively shift where this energy is stored, moving it between different limbs or regions of their aura to distribute strain or concentrate power for an upcoming attack. Their aura also naturally slows down impacts, providing a significant defensive buffer that makes them highly durable against blunt force trauma. Even forces that exceed the user's aura output are dampened upon contact, giving them a chance to survive blows that would otherwise be fatal.

The user exercises precise control over how stored energy is released, managing three key parameters: direction, timing, and magnitude. They can channel the force into a specific body part, weapon, or emit it as a projectile. The release can be immediate for a rapid counterattack or delayed for a strategic surprise later. They can unleash all stored energy at once for a devastating blast or release it in smaller bursts to fuel sustained actions like high speed movement. As a safety measure, the user can also intentionally dump stored energy as heat and sound, preventing minor buildups from becoming a distraction. If the user does not actively choose to store an incoming impact, their aura will automatically reject the force and bounce it back toward its source. By adding their own aura to this rejection, they can make a returned attack significantly stronger than the original.

The reservoir of stored energy has a finite capacity. If the user absorbs a force that exceeds this limit, their aura will snap and release all accumulated energy in a violent, omnidirectional explosion. This blast can damage the user as severely as their opponent and leaves them defenseless afterward for a few moments. Containing force also requires active concentration. If the user loses focus, the energy will naturally release itself.

They use a technique called Spring Step to enhance their mobility. By coating the soles of their feet with bouncy aura and releasing small bursts of stored energy with each stride, they can move at significantly increased speeds without expending more physical stamina. This allows for rapid acceleration, immense leaps, and sharp changes in direction. They can also apply their aura to objects and the environment using Shu, turning these items into effective shock absorbers for blocking attacks or catching falling debris. Or they can make traps containing stored kinetic energy.

The user has a specialized secondary ability called Superballs. This technique involves creating dozens of tiny, marble sized spheres of aura and launching them into the environment through Emission. These balls ricochet wildly off walls, floors, and ceilings, and with every bounce they absorb kinetic energy, building up their velocity and destructive potential. Over time, they can escalate from stinging marbles to bullet-level and eventually to bomb-like explosives that detonate from building up too much energy. The user maintains an instinctive awareness of where these Superballs are located since they are made of their own aura, but they have no direct control over their trajectory beyond acting as a surface for them to bounce off of.

u/M-A-I-D — 4 days ago

Osteotomes - Rip and Tear

The Osteotomes is a conjured chainsaw with a white and red color scheme and a bone like, devilish aesthetic. It operates using multiple fuels: endolymph and perilymph, the specialized inner ear fluids that transmit sound and control balance, synovial fluid, the thick fluid within joint cavities that reduces friction, and the user's own aura. The chainsaw can be used as a conventional weapon fueled solely by aura, but its true power lies in its special ability, which requires the sacrifice of the user's bodily fluids to activate.

The special ability triggers on a direct hit, instantly conjuring chains from the chainsaw that erupt in all directions to envelop and attack the target. This omni directional assault rips and tears the target apart, typically resulting in severe crippling, mangling, or death unless the target can flex a full body defense like Ken. The strength of this ability scales directly with the amount of bodily fluid the user sacrifices, with minimal sacrifices producing only a weak restraint that allows for a conventional follow up attack, while extreme sacrifices can cause complete destruction.

This ability is not limited to living beings and can be applied to objects as well, allowing the user to destroy or weaken structures and materials with minimal effort. The cumulative physical toll of sacrificing bodily fluids carries a significant risk over extended use.

u/M-A-I-D — 5 days ago

Fans

The Nen ability known as "Fans" relies on Manipulation, Emission, and Conjuration. The user can transform their willing followers into handheld, vintage metal fans through physical touch after receiving explicit consent. The user is strictly limited to maintaining only two fans at any given time. Once transformed, the followers enter a state of complete stasis. They perceive nothing, have no autonomy, and retain no memories of the event. They place their entire existence and trust entirely in the user's hands.

These fans serve a dual purpose as both deadly weapons and aura batteries. The fans themselves are incredibly sharp, durable, and dangerous in melee combat, functioning as effective bladed weapons or defensive shields. Their primary supernatural ability is the generation of extreme winds. The user employs their Manipulation and Emission to empower, shape, and guide these winds with great precision. The user can create simple gusts, focused wind blades, localized tornadoes, or wide area wind barriers and etc, depending on the situation.

The strength and effectiveness of these wind techniques are heavily influenced by the follower's natural Nen affinity. If the follower is a Conjurer or has an adjacent affinity, the resulting fan transformation becomes stronger and more refined. The fan becomes more durable, sharper, and features fancier, more detailed decorative designs. If the follower is a Manipulator or adjacent, the precision and control over the generated winds improves significantly, allowing for highly accurate and complex maneuvers. If the follower is an Emitter or near that category, the task of maintaining demanding techniques like tornados and wind barriers becomes much easier and stronger.

The user can also apply their followers' Nen affinities to other applications outside of the fans themselves through extracting their aura. The emotional connection between the user and their chosen followers directly affects the transformation quality. A stronger bond results in a more refined fan with more intricate and ornate metalwork. The followers will automatically detransform if their respective total aura reserves drop below fifty percent. The user also has the ability to turn them back at any point of their own volition.

Upon detransformation, the followers fall into a natural sleeping state. The duration of this sleep is not fixed and depends entirely on the individual follower and how much of their aura was exhausted during the transformation. It is not a forced state of recovery, but rather a natural sleep that allows them to rest. The followers can die if their fan form is completely broken, destroyed or scattered. However, they do not keep any physical damage from attacks or impacts when they detransform.

u/M-A-I-D — 6 days ago

Butterfly Clips

Butterfly Clips is a Conjuration and Manipulation Nen ability. The user must possess physical butterfly hair clips to activate the ability. The Nen beast is conjured around the clip, which serves as its core. If the physical clip is destroyed, the Nen beast immediately dissipates. This reliance on a physical medium also significantly reduces the aura cost of conjuration by efficiently focusing the aura.

The conjured butterflies appear as glowing, ethereal versions of the original clips, but their small size and delicate appearance are deceiving. Each butterfly possesses immense physical strength and can easily lift objects weighing up to 1.5 tons, roughly equivalent to an average car. While carrying an object, the butterfly instinctively coats it in a thin layer of aura. This coating serves to reinforce the object's structure and spreading the butterfly's force, preventing it from tearing apart due to the force being concentrated on the small points where the butterfly grips. It also stabilizes the object aerodynamically, reducing wind resistance during high‑speed flight.

The butterflies are incredibly fast, with their top speed determined by the amount of aura the user invests at the moment of conjuration. At minimum investment, they fly at 110 miles per hour. At maximum investment, they can reach 157 miles per hour. Carrying an object as heavy as a car only reduces their speed by a single mile per hour, showcasing their extraordinary power‑to‑size ratio.

The user can track each butterfly's location at all times and knows exactly what item each one is carrying. They cannot see or hear through the butterfly's senses. The butterflies possess a rudimentary artificial intelligence that allows them to understand and execute complex mental commands regarding destinations, routes, and targets.

(Repost)

u/M-A-I-D — 7 days ago

The 6 Songs

"The 6 Songs" is a Conjuration and Manipulation ability that requires the user to remove all clothing and gear from their upper body, leaving their torso completely bare. Once this condition is met and maintained, the user conjures two hairless heads that protrude from their chest and stomach. These heads are semi-autonomous doppelgangers of the user with closed eyes and flat, sticker-like ears placed beside them on the torso. The ears grant the user enhanced and selective hearing, allowing them to isolate specific sounds from great distances or filter out background noise entirely.

The two heads can each perform a different technique simultaneously, or both can perform the same technique to amplify its power and precision. The user can also speak through these heads. The heads are obvious targets for opponents. If an enemy attacks and destroys one or both heads, any active techniques will backfire, stop, or become disrupted. The user can reform the heads after they are destroyed, but they remain without their primary abilities for several moments until the reformation is complete. If the techniques are not properly aimed, they may interfere with each other, which requires the user to maintain careful focus and spatial awareness at all times.

The arsenal of techniques available to the user is based on real-world physics and experiments and covers a wide range of offensive, defensive, and deceptive applications.

The first technique, called Ghosts, allows a head to produce sound waves that mimic speech, footsteps, weapons, or other physical events, creating realistic auditory illusions to confuse and misdirect.

Audio Spotlight uses ultrasonic waves to create a laser-like beam of sound that can only be heard by someone directly in front of it, allowing for covert communication or a piercing weapon.

Acoustic Levitation employs intense sound waves to exert radiation pressure, suspending targets in mid-air and trapping opponents or stopping projectiles.

The Time Perception technique exploits the human brain's internal clock by emitting rhythmic background sounds. Fast rhythms make enemies overestimate the passage of time, causing them to react too early, while slow rhythms make them underestimate time, causing them to react too slowly. This manipulation of timing can completely ruin an opponent's combat rhythm.

The LRAD Arrays technique projects tightly focused sound beams over long distances, transmitting clear voice commands or painful deterrent tones across miles.

Acoustic Asphyxiation is a defensive technique that releases high amplitude, low frequency infrasound to create an invisible physical barrier. The sound violently pushes air molecules back and forth, creating a localized vacuum or high pressure wall that physically drives oxygen away from the opponent's face, preventing them from inhaling and forcing them to back away. This gives the user space to set up their next move, this technique is also not immediately lethal.

The user is also capable of basic and obvious applications of sound, such as powerful screams, but these techniques are far more refined and controlled than a simple outburst.

u/M-A-I-D — 10 days ago

Time Capsule: Hair Strands

Time Capsule is a Nen ability that combines Specialization and Conjuration. The ability works because your hair retains a permanent chemical record of every single substance that ever enters your bloodstream. This includes medications, recreational drugs, toxins, minerals, and even trace elements from food or environmental exposure. The recording process happens automatically and passively, requiring no conscious effort from the user. As the hair grows, the chemical fingerprints of these substances become embedded in the keratin structure, creating a chronological timeline of the user's biological history. Newer substances are stored near the root, while older ones are found toward the tips. The user can mentally focus on a specific substance they wish to retrieve, and their Nen instinctively guides their hand to the exact hair or group of hairs that contain that chemical record. The relevant hairs will feel subtly different to the user, allowing for quick selection even in stressful situations.

To actually use the stored substances, the user must physically pluck out the hair containing the desired chemical record. Once plucked, the user channels their Nen into the hair, activating the Conjuration aspect of the ability. The hair dissolves into aura and serves as a blueprint to conjure the recorded substance into existence in its pure form. The length of the plucked hair determines the quantity of the substance that is produced. A single one inch hair will conjure a single standard dose, such as one pill, a single use injection, etc. A twelve inch hair will conjure a massive and potentially lethal overdose, or a large volume of liquid equaling roughly one liter. This scaling makes longer hairs incredibly valuable but also risky to use, as the user cannot conjure a partial dose from a long hair without wasting the excess.

With further development, an advanced technique could even allow the user to analyze someone else's hair to read the chemicals in their system.

u/M-A-I-D — 11 days ago

Sizzle: Water and Oil

Sizzle: Water and Oil is a Nen ability that combines Transmutation and Emission. The user gives their aura the properties of water and oil, which can be used separately or together for a variety of effects.

When using only the oil property, the user creates aura that is slick, viscous, and capable of holding heat. This allows them to cook food without a fire and without the unhealthy side effects of regular cooking oil. They can also coat surfaces to make them slippery, making it difficult for opponents to keep their balance, or make themselves difficult to grab by coating their figure in aura. A unique application of the oil state is water walking. Because oil and water do not mix, the user can project a thin layer of heated oil onto the surface of a lake or ocean. This creates a temporary platform that lets them run or skip across large bodies of water without sinking.

When using only the water property, the user gains control over how light interacts with their aura. They can bend and reflect light to create illusions, afterimages, or even make themselves appear invisible. They can also shape their water aura into a lens that focuses ambient heat and light into a concentrated beam. This beam acts like a heat ray, capable of cutting through materials or causing precise burns at a distance.

The user transmutes their aura to contain both water and oil at the same time and then applies intense heat to the mixture. This creates a violent, crackling effect similar to water droplets hitting a hot pan. The aura becomes unpredictable, popping and splattering in random directions. The user typically emits this volatile aura away from their body as a projectile before heating it up. When the projectile strikes a target, it explodes with a wide spray of superheated oil droplets and pressurized steam. The attack is difficult to block because the splatter goes around guards and shields, and it is difficult to dodge because the spray covers an erratic and wide area. The damage combines concussive force from the steam expansion with severe flash burns from the hot oil.

u/M-A-I-D — 12 days ago

Odaxelagnia - Turn On

Turn On is a Nen ability that belongs to a user with primary Manipulation affinity, supported by Emission and Enhancement. The user activates the ability by lightly biting the bare skin of a consenting ally or by biting their own skin to use it on themselves. The target must verbally agree to receive the ability before the bite occurs, and this condition is absolute. The more intimate and harder the bite, the stronger the resulting effects become. The effects last until the target naturally loses the state of arousal that the ability induces.

Once the bite is administered, the user's Nen triggers a heightened state of physical and mental arousal in the target, increasing and inducing the natural effects of sexual activity. The user's Enhancement aura amplifies the target's natural endorphin production, which acts as a powerful painkiller and allows the target to ignore serious injuries during combat. The target'a awareness is heightened and senses become sharper and their reflexes quicken. The immune system is supercharged to fight off germs and diseases more effectively, while the increased heart rate and blood flow improve cardiovascular health and deliver oxygen to muscles more efficiently, delaying fatigue and sustaining stamina.

The user can choose to make the target climax at any point during this heightened state. This climax is a literal full body orgasmic experience that triggers one of two powerful recovery effects based on the target's natural biological response. If the target becomes energized, their body rapidly flushes out lactic acid and repairs micro tears in their muscles, effectively resetting their physical fatigue and allowing them to continue fighting at peak capacity. If the target becomes drowsy, they immediately enter a supercharged state of deep REM sleep where wounds heal quickly, Nen reserves are replenished faster, and mental exhaustion is cleared in a fraction of the normal time.

The ability has a passive bonding effect that strengthens with repeated use on the same ally. The more the user activates Turn On on a particular person, the longer that person's arousal lasts because their body and mind become more accustomed to the state and respond more readily to the user's aura. This also makes the effects of the base buffs and the climax ability more potent over time.

u/M-A-I-D — 12 days ago

Hatsu Week: Enhancement - Nervous Breakdown

Ability Name: Nervous Breakdown

Nen Type(s): Enhancement (Primary), Emission (Secondary)

Level: 4/5

Summary: Injects aura into targets on hit to hyper-sensitize their nerves and amplify pain.

Effects: Upon landing physical damage, the user emits aura into the wound. This aura enhances the target's pain receptors and tactile sensitivity, making even light touch or wind feel unbearably uncomfortable. The target becomes painfully aware of their own body, with internal sensations like breathing and heartbeat causing distress. Each subsequent hit amplifies previous pain, making the target feel new damage plus old damage at intensified levels. The effect lasts 5 to 10 minutes per clean hit and refreshes with each new strike.

u/M-A-I-D — 13 days ago

Society - The Hawthorne Effect

Society is a Nen ability that combines Manipulation, Emission, and Conjuration. To activate the ability, the user must undergo a painful physical transformation where their eyes split open vertically, revealing a second pair of eyes beneath. These new eyes are conjured and appear as surreal, constantly shifting pools of deep blue. Upon the initial split, the user experiences intense pain and is rendered completely blind for a few seconds while their vision recalibrates. Once the new eyes are fully functional, the user can close their original eyelids over them without deactivating the ability, and reopening them does not trigger the pain again.

Society grants the user extraordinary visual capabilities. They allow the user to track any target within their line of sight with absolute precision, regardless of how fast or erratically the target moves. Through mental adjustment, the user can also zoom in on a target by up to ten times, enabling extreme long range observation.

While the eyes can perceive movement perfectly, the user's brain still processes information at a normal human speed. This creates a lag where the user can see an incoming attack but physically cannot react in time, unless they have enhanced their brain processing through other means.

The primary function of Society is delivered through an invisible projectile of aura that the user emits from their eyes using Emission and hides it with In. This projectile is fired at high speed and carries a Manipulation effect that activates upon striking the target. The target's brain is forcibly made to sense and imagine the distinct personal presences of people they know intimately, such as family members, close friends, mentors, or rivals. These figures are perceived as standing just outside the target's peripheral vision, silently watching and judging every action they take. This is not a visual illusion or hallucination. It is a direct neural manipulation that forces the brain to generate these phantom presences and the accompanying feelings of judgment and exposure.

The effect compels the target to subconsciously adjust their behavior to gain approval from these imagined figures. Even if the target is aware that they are being manipulated and understands the nature of the ability, their brain remains forced to produce the illusion. The target cannot simply will the feeling away through logic or willpower. Repeated or prolonged exposure to this manipulation leads to severe psychological damage over time. Victims develop anxiety, paranoia, a constant sense of being exposed, and eventually suffer complete mental breakdowns under the unrelenting pressure of judgment.

u/M-A-I-D — 14 days ago

"Naked Snakes" - Phone Chargers

"Naked Snakes" is a Nen ability that uses both Conjuration and Manipulation. The user can create a biological extension that looks like a phone charger. This charger usually appears on the user's hands, but it can be manifested anywhere on their body. The user can control these chargers like snakes, making them move and stretch. Extending the length of a charger costs only a small amount of aura since it is just adding more material.

The charger can plug into regular electrical outlets. It adjusts its shape to fit different types of outlets based on what the user observes. When plugged into an outlet, the charger converts electricity into aura and restores the user's energy. The user must be careful not to consume electricity at a high rate if the outlet belongs to them. Charging a human takes much more energy than charging a phone, so doing this can cause blackouts or high electrical bills.

The charger can also be plugged into living beings by stabbing them with the prongs. When used on another person, it drains their aura and transfers it directly to the user. The user can set the drain rate to be low (which would be a Level 1 charger) to avoid harming allies or high to weaken enemies quickly. The user can only take aura through these chargers. They cannot give aura to others. If the user is already full, the absorbed aura is used to make the chargers stronger or to add to their immediate aura output.

The chargers have a level system marked clearly at the base in dark print. A Level 1 charger fills the user's aura reserves from empty to full in four hours. A Level 2 charger does it in two hours. A Level 3 charger does it in one hour. The visible level allows perceptive individuals to gather details about the user's ability. Draining aura from living targets is significantly faster than using electricity because the chargers absorb aura directly instead of going through a conversion process. The time it takes to drain a target is not comparable to using electricity.

The user can use multiple chargers on the same target or plug them into multiple outlets to speed up the siphoning or recovery process. For an unwilling target, the difficulty of unplugging the charger scales with how much aura the user initially used to conjure it. A charger made with more aura is much harder to remove. The user can also detach the charger at will while it is still plugged into a target. When detached, the charger continues to siphon aura, pushing it out into the air, effectively wasting the target's aura into the environment.

The chargers can also be used as a medium for other abilities, allowing the user to channel their other powers through the cable.

Absorbing too much electricity will slowly raise the user's body temperature and make the chargers too hot to touch. If a charger is forcibly severed, the user feels pain similar to losing a finger. The user also does not feel anything through the chargers beyond the pain of being severed, meaning they cannot use them to sense their surroundings or the target's condition.

u/M-A-I-D — 14 days ago

Entomophagy

Entomophagy is a Conjuration and Manipulation Nen ability. To add a new insect species to their conjuration arsenal, the user must swallow an entire specimen, dead or alive, and retain it inside their body for at least fifteen seconds. This allows the user to bypass the standard Conjuration requirement for deep familiarity, allowing for instant conjuration of new creatures and at a higher baseline aura output than normally possible.

The conjured insects are Nen beasts equipped with a unique digestive system that can extract useful nutrients, minerals, and compounds from anything they consume. When the user creates a specific insect or a group of them in one go, they set an intention that determines what counts as useful and what gets discarded as excess. The insects then eat through organic tissue, minerals, or even low grade Nen constructs and filter out the valuable components, storing them internally while excreting or vomiting the rest. The user instinctively knows exactly what each active insect contains through focus.

Retrieving the extracted materials can be done in two ways. The user can command an insect to vomit or excrete its stored contents directly onto a target or surface, which is useful for setting traps, coating weapons, or depositing materials in a specific location. Alternatively, the user can eat the insect whole to absorb the extracted nutrients directly into their own system while simultaneously reclaiming the aura used to create that insect, making the ability nearly cost free when the user is willing to consume their own creations. Other people can also eat the conjured insects to gain a burst of the user's aura, effectively allowing the user to share their Nen reserves with allies.

The insects are safe to eat in themselves, but the user and anyone else who consumes them must endure the physical texture of a bug in their mouth, and the taste reflects whatever the insect last ate. If the insect has consumed something dangerous like a potent neurotoxin or radioactive material, the person eating the insect suffers the full effects of that substance.

Insects can also evolve. Instead of relying on the user's aura to upgrade the insects, the insect uses the caloric density and mineral value of what they have consumed to fuel their metamorphosis. Only ten individual insects can be designated as evolution candidates at any given time. These evolved forms are larger and become specialized based on what is used to evolve.

If a conjured insect is destroyed or killed before it can be harvested, it simply reverts to aura and dissipates. Everything it consumed drops to the ground at that moment.

u/M-A-I-D — 14 days ago

Soccer Ball

This Nen ability is called Soccer Ball and utilizes Emission, Manipulation, and Transmutation. The user transmutes their aura into the shape and physical properties of a standard soccer ball, then emits it to fight at range. The primary restriction is that the user cannot control the ball with their hands or arms at all. The user must use their feet, knees, chest, head, or shoulders to dribble, redirect, and shoot the ball, just like in an actual soccer game. If the user intentionally touches or guides the ball with their hands or forearms, the ball immediately disappears and any active manipulation effects are lost. The ball has an autonomous sensory property that registers contact with the user's body parts without requiring the user's conscious awareness.

When the ball successfully strikes an enemy, the user implants a small amount of their aura into the target's body. This implanted aura carries a manipulation effect that only triggers under a specific psychological condition. The trigger occurs when both the user and the target, whether consciously or subconsciously, acknowledge that the target failed to protect themselves from the ball, failed to dodge it, or failed to land a counterattack on the user. The target's own recognition of their failure is just as important as the user's recognition. When this mutual acknowledgment happens, the manipulation effect activates and causes the target's ankles and knees to fold involuntarily. This sudden buckling of the lower joints creates an anklebreaker effect that destroys the target's balance and makes it nearly impossible for them to maintain a stable stance.

The user can only manifest and control one ball at a time, so they cannot overwhelm an opponent with multiple projectiles simultaneously. However, the manipulation effect can be applied to multiple different targets over the course of a fight. Each target carries their own implanted aura, and the anklebreaker triggers individually for each person only when the mutual acknowledgment condition is met for that specific enemy.

u/M-A-I-D — 15 days ago

Hatsu Week: Transmutation - Kazan's Papilionoidea

Ability Name: Kazan's Papilionoidea

Nen Type(s): Transmutation, Conjuration, Enhancement

Level: 5/5

Summary: The user turns their aura into massive heat and magma filled wings that scale in power and size as their aura output grows beyond their normal limits.

Effects:

Upon activation, the user's aura output is forcibly lowered by thirty percent. Over the next forty seconds, their output slowly recovers to normal and then continues to grow beyond their natural limit. After one minute from reaching regular output they can reach up to two times their maximum Ren output.

The wings are transmuted from the user's aura and possess the properties of extreme heat and razor sharpness. The wings are asymmetrical, fairy-like and feature jagged edges. Their size scales directly with the users current aura output. At lower outputs, the wings provide boosts in speed and dashes, as well as the ability to float for a few seconds after jumping. The user cannot fly properly until they reach ninety percent of their original output. At maximum output, the wings span several meters and allow for sustained flight.

The user conjures real magma and lava within the interior of the wings. This magma is produced at a low rate automatically, but can be increased through active concentration. The magma adds physical weight and thermal mass to the wings, which increases their striking power and heat but also slows the user down if too much is stored. The user must balance their storage level to avoid severely affecting their speed and acceleration.

The user can release the magma by fluttering their wings to launch projectiles or by simply dropping it from the skies as bombardment.

The user flies at a travel speed of Mach one point two when at maximum aura output. Their combat dashes/bursts are extremely fast and unmatched by most, especially when they push off of surfaces to add their own strength. The wings cut through air with minimal resistance allowing the user to reach top speed in roughly two seconds from a dead stop. However they cannot turn on a dime without pushing off of a surface.

The user's ultimate ability is to drop a meteor. They must fly to high altitude and circle in the sky while producing immense amounts of aura, magma and lava to suspend and form a massive projectile. The creation time depends on what the user wants but typically takes around twenty seconds for a boulder sized meteor.

The user has additional techniques. They can flap their wings powerfully to generate strong winds or heated air to create thermal updrafts. They can pierce defenses by rapidly spinning and closing their wings around themselves while ramming at maximum speed applying magma and lava to the wing tips. They can glide by passively generating hot air and use this for a special technique where they eject magma to go beyond their speed limit for a devastating ramming attack. They can rapidly flap their wings to create heat hazes that distort the air around them making them appear to disappear as they dash away.

More:

The user must coat their body with aura at all times to protect themselves from the heat generated by their wings. This constant protection consumes a portion of their aura pool.

The user plugs their ears with aura to protect themselves from the deafening noise of their wings. This effectively gives up their sense of hearing while the ability is active.

The user applies enhancement primarily to their brain and eyes to keep up with their own speed. This combined with the heat protection leaves a smaller aura pool for defensive aura or enhancement on the rest of the body.

The user is forced to rely on their speed and wings as shields. Their back is their strongest defensive point due to the wings covering it. Their body remains the main weak point.

u/M-A-I-D — 15 days ago

Hatsu Week - Emission: Wanted Posters

Ability Name: Wanted Posters

Nen Type(s): Emission and Manipulation

Level: 4/5

Summary: The user creates physical posters that offer rewards to anyone who completes the described task.

Effects: The user crafts or prints a poster with a visual or written description of what they want. They pour their aura into the poster. When someone else touches the poster, they gain an intuitive understanding of what the user truly wants, including details not written on the poster. They also become completely convinced the reward is real and will be given upon completion. If a person takes the poster with the genuine intention to complete the task, they carry it until they finish. Upon completion, the person must present the intact poster in front of the completed task. The reward teleports to the person. The poster teleports back to the user's nen space. If the task was to retrieve something for the user, that item teleports along with the poster into the nen space. The user is mentally notified when a poster is taken, destroyed, or a task is completed. The user can place deadlines on posters. If a poster is not completed by the deadline, it teleports back to the user or their nen space. The user can only have forty active posters at any time.

Conditions, Restrictions and In-depth:

The user must physically create each poster without conjuration. The user initially must physically place posters around their environment. After the first placement at a location, the user can teleport new different posters to that previous location as long as the space is open and uncovered. The user must place more posters physically for new locations.

The reward must actually exist and the user must be capable of providing it, though the reward does not have to be fair or valuable. If the user attempts to back out of giving the reward upon task completion, their nen forces them through self manipulation to commit to giving the reward. During this time the user becomes single mindedly focused on giving the reward and may appear soulless to others. The user cannot make tasks that would require giving the reward outside of the Wanted Poster system.

The user has a nen space that can only hold items or beings registered as rewards. To place something inside the nen space, the user must directly touch it, coat it completely in their aura, and have the genuine sole intent of using it as a future reward. No other intention like imprisonment or theft can be present. Living beings and items inside the nen space are frozen and do not process anything. The user cannot access rewards from the nen space casually. They can only retrieve stuff that were gained from a completed task. Once retrieved, the user can use it freely in the real world, but to place it back into the nen space they must register it as a reward following the same rules of touch, aura coating, and sole intent. The size of what the user can store in their nen space depends on whether their aura can coat the target completely. The nen space has no known size limit.

u/M-A-I-D — 16 days ago

Hatsu Week: Conjuration - Tazos

Ability Name: Tazos

Nen Type(s): Conjuration, Manipulation

Level: 3/5

Summary: Conjures random Jurassic World tazos from chip bags to steal aura or fuse into a chimera beast.

Effects: The user opens and eats from a chip bag they personally purchased. There is a 1/4 chance the ability activates to conjure one tazo inside the bag. When activation occurs, the user's aura spikes involuntarily for 10 seconds through Ren and consumes 1 to 10 percent of their total aura based on the tazo's power. The user can estimate the tazo's strength by feeling how much aura was drained but cannot know the exact design or stats until they pull it out. The tazo has an Aura Points stat and a dinosaur design. The user throws the tazo at a target and the tazo compares its Aura Points to the target's current aura output. If the tazo has higher points, it absorbs the target's output and flies back to the user, with higher points than before. If the target has higher output, they absorb the tazo and gain a temporary aura boost. The user can stack multiple tazos together to conjure a chimera Nen beast whose features are determined by the order of the tazos placed. The top tazo dictates the dominant feature. The chimera lasts until all its aura is depleted, at which point all tazos used in the fusion are permanently destroyed.

The user cannot intentionally conjure a tazo by themselves or they lose their entire collection. The user can only conjure tazos from bags they personally bought with their own money. The chimera transformation consumes the tazos permanently when it ends. The 10 second Ren spike is involuntary and cannot be suppressed.

u/M-A-I-D — 17 days ago

Hatsu Week: AFK Rewards

Ability Name: AFK Rewards

Nen Type(s): Manipulation (Primary), Conjuration, Enhancement

Level: 4/5

Summary: The user's sleeping spot becomes a parasitic Nen beast that drains their passive aura during sleep to surgically enhance their body each night.

Effects: The user imprints a sleeping spot by spending a full night there, conjuring a Nen beast that fuses with the spot as its core. While the user sleeps, the beast drains their passive aura output at the exact rate it regenerates, leaving them with the same aura pool they had when they fell asleep. The stored aura builds up over nights of rest. Once enough aura accumulates, the beast performs precise physical upgrades during sleep, adjusting posture, accelerating healing and tissue restructuring, fusing muscle fibers, increasing bone density, and strengthening connective tissue. The beast also applies enhancement to speed recovery and may conjure simple biological materials like bone paste or collagen scaffolds to assist healing when conjuration is more efficient than natural recovery. These nightly improvements compound over months, allowing the user to reach a significantly higher level of physical prowess as if becoming a new person. The user sets a waking time before sleeping, and the beast keeps them forcibly unconscious until that moment, waking them slowly and naturally. The beast conceals itself naturally to avoid detection.

The user cannot surpass their true natural genetic limit, only reach it faster. The beast cannot conjure complex body parts like entire organs or limbs due to 60 percent conjuration efficiency, only basic materials to promote natural healing. Attempting to fuel the beast with external aura is a waste and does nothing, it only absorbs aura through the initial way (in the user's sleep).

u/M-A-I-D — 17 days ago