Oniichan
Un garçon aux cheveux blancs en épis, yeux bleus, chemise longues manches bleu foncé et blanc, accroupi sur un skateboard, pose dynamique

Un jeune homme aux cheveux lavande courts, lunettes, long manteau sombre, portant des livres sous le bras, pose intellectuelle confiante

Un garçon aux cheveux blonds au carré, yeux rouges, tabard bleu et orange sur manches blanches, chaînes tourbillonnant, posture de combat

Une combattante aux cheveux blonds en désordre, yeux bleus, veste marine sur tenue blanche, poings bandés, poing levé en posture de combat

Un garçon aux cheveux noirs-verts en épis, yeux verts, veste verte et short, portant une canne à pêche sur l'épaule avec un poisson pris

Une fille aux longs cheveux verts, yeux bruns, gilet vert et tenue avec sac à dos, debout sur un rebord rocheux, pose d'aventurière

Un magicien aux cheveux roses sauvages en épis, maquillage de visage, haut court violet et blanc avec symbole de lune, cartes à jouer flottant

Un assassin sombre aux cheveux noirs en désordre, yeux rouges, long manteau noir, dagues à la ceinture, bras croisés avec énergie sombre tourbillonnant
Most anime power systems ask "what can your character do?" Nen asks "who is your character?" and derives the power from the answer. That inversion is why this hunter x hunter oc maker — and any nen type generator workflow — lives or dies on the strength of the Hatsu design. A boring person makes a boring Hatsu. A psychologically rich person makes one that feels inevitable.
This workshop is structured as a decision tree. You'll answer questions about your character's personality, and the Nen system will tell you what they can do.
Togashi explicitly linked Nen types to personality. This isn't optional flavor — it's a load-bearing design rule. Start here.
Answer honestly about your OC:
Are they straightforward and determined, or do they scheme and deceive?
Do they act on impulse, or plan everything in advance?
Do they prefer controlling situations, or do they prefer operating alone?
This is a starting point, not a prison. But if your character is described as "calm, calculated, and patient" and you've assigned them Enhancer (the most headstrong, simple-minded type), something doesn't fit.
The Nen Hexagon and Affinity Percentages:
Enhancer
/ \
Emitter Transmuter
(80%) (80%)
| |
Manipulator Conjurer
(60%) (60%)
\ /
Specialist
Your OC's native type operates at 100%. Adjacent types on the hexagon work at 80%. Types two steps away work at 60%. The type directly opposite caps at 40%. Specialists follow their own rules.
What the percentages mean in practice:
| Your Type | Can Do Well (80%+) | Can Do Poorly (60%) | Essentially Can't (40%) |
|---|---|---|---|
| Enhancer | Emission, Transmutation | Manipulation, Conjuration | Specialization |
| Transmuter | Enhancement, Conjuration | Emission, Manipulation | Specialization |
| Emitter | Enhancement, Manipulation | Transmutation, Conjuration | Specialization |
| Conjurer | Transmutation, Manipulation | Enhancement, Emission | Specialization |
| Manipulator | Emission, Conjuration | Enhancement, Transmutation | Specialization |
This chart is your hard constraint. If your OC is a Conjurer, they physically cannot emit aura projectiles at meaningful power. Design around the limitation, not through it.

Now that you have a type, build the Hatsu. The core principle of Hatsu design in HxH is equivalent exchange through Vows and Limitations. The more you restrict an ability, the more powerful it becomes. This isn't metaphorical — it's a hard mechanic in the Nen system.
The Vow spectrum, from mild to extreme:
| Restriction Level | Example | Power Boost |
|---|---|---|
| Inconvenience | Must hold breath while using ability | Minor |
| Condition | Only works on Tuesdays / only on people shorter than user | Moderate |
| Sacrifice | Uses lifespan / permanently damages a body part per use | Major |
| Death pact | Breaks the vow = instant death | Maximum |
Kurapika's Chain Jail is the textbook example. He vowed to use it only against the Phantom Troupe. If he uses it on anyone else, he dies. In exchange, it's virtually inescapable — powerful enough to restrain a Nen master completely.
The design litmus test: Would your OC actually live by this restriction? A vow isn't a gameplay mechanic — it's a personal oath. Kurapika's vow works because his entire identity is built around hunting the Troupe. If the restriction doesn't connect to who the character is as a person, it feels arbitrary.
Different Nen types produce fundamentally different kinds of Hatsu. Here's what to aim for based on your OC's type:
Enhancer Hatsu Design The simplest category — and the hardest to make interesting. Enhancement makes things stronger, faster, tougher. The creativity comes from what you enhance and how.
Transmuter Hatsu Design Transmutation changes aura's properties to mimic something — electricity, rubber, poison, adhesive. The substance you choose is the creative heart.
Emitter Hatsu Design Emission projects aura away from the body. At its simplest, this means energy blasts. At its most creative, it means autonomous aura constructs that operate at range.
Conjurer Hatsu Design Conjuration creates real, physical objects from aura. The more specific and limited the object, the more powerful it can be. Conjured objects can have special abilities imbued through conditions.
Manipulator Hatsu Design Manipulation controls external things — people, objects, animals, even aura itself. It typically requires a medium (physical contact, an implanted object, etc.).

Nen is the combat system, but the Hunter License is the social system. Your OC's Hunter type shapes their daily life, their contacts, and their narrative hooks.
Quick-reference Hunter types:
Specialist is the rarest type and the easiest to misuse. In canon, every Specialist's ability is deeply tied to their unique life circumstances:
A Specialist OC needs that level of narrative integration. "My OC is a Specialist because their ability is unique" is circular reasoning. The ability is unique because the person is unique, and the specifics of their life made them this way.
HxH's visual style is deceptively simple — clean lines, realistic proportions, minimal visual noise during calm scenes, then explosive detail during Nen activation.
"A [Nen type] Hunter, [age and build], [profession-appropriate clothing — field gear for Beast Hunters, formal for Crime Hunters, casual for Temp], [Nen aura visible — describe color and behavior around the body], [Hatsu manifestation if active — conjured objects, transmuted aura property, projected emission], [setting — urban, wilderness, combat arena, exam site], Hunter x Hunter art style"
Can my OC be a Specialist? Yes, but earn it. If you can swap "Specialist" for "Conjurer who conjures something weird" and nothing changes, it's not actually a Specialist ability. True Specialist Hatsu breaks the rules of the other five categories in a way that can't be replicated.
How many Hatsu abilities should my OC have? One core Hatsu, potentially with multiple applications under one concept. Kurapika has five chains, but they're all part of one Conjuration system. Multiple unrelated Hatsu abilities suggest unfocused training.
Does my OC need to have passed the Hunter Exam? No. Plenty of powerful Nen users in HxH never took the exam. But the exam is excellent backstory scaffolding.
What if my OC's Nen type doesn't match their personality? Rethink either the personality or the type. In HxH, this mismatch would mean the character is either lying about who they are (which could be an interesting story) or hasn't truly discovered themselves yet. Don't ignore the personality correlation — use it.
Can my OC use Nen types outside their affinity at full power? No. This is the hardest rule in the system. A Manipulator using Enhancement operates at 60% efficiency at best. The hexagon is non-negotiable.
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