Salini Alan
Almost everything's good here. I like the character design and background a lot. As to Strongest Advanced Nen Technique: you can only have one. "closely followed by X" seems like a sneaky attempt to get around this.
The only change I to ask you make (and I'm nit-picking here) is that he doesn't come from West Gorteau. This is just because all of the Mitene Union was affected by the Chimera Ant incident, and at the time this RPG is set (it's set an unspecified time after the events of the HxH storyline), we're not sure of the state of the country.
Hatsu
Name: Umbral Veil
Type(s): Emission/Transformation (with a bit of Manipulation)
Details: He could convert parts of his aura into shadow, or take control off shadows in range (tied to En). This way, by influence of his nen, even the faintest shadow could turn into a deep one (by reducing the degree of illumination in the area), and they could be moved and shaped as well (though they remain attached to their sources, in case of controlled ones) . This power is more expensive if the source of light is too bright (like a projector; it's impossible to control or create shadows under direct sunlight though), and cheaper in the contrary (poorly illuminated areas; candle light). Also, he could see clearly in shadows under his control (or the ones he make; vision in black-and-white only). But the real deal of the technique is that he can use a portion of shadow (controlled or not) that his body could occupy to travel to another one in range (this one tied to his Emission hatsu), as long as the conditions on the other "side" allows him to occupy said space (a little like novu and his portals; also, he calls this shadow jaunt). After activating the technique, Alan knows which shadows in range qualify for transport (by knowing their general direction and deep/height). This power is more expensive, so he could use only sometimes before exausting himself.
Hmm, interesting ability. Breaking it down, I think it goes something like this (correct me where I'm wrong):
1) Conversion of aura to take on the properties of shadow (Transmutation)
2) Taking control of shadows; reducing the level of illumination in the area to increase depth of shadow (Manipulation & Emission)
3) Being able to see clearly in the dark in black and white (Enhancement of one's eye sight I guess.)
4) Teleportation to the position of other shadows, provided there is enough space to do so (Emission)
3) is fine, provided there's at least a tiny amount of light; if there is absolutely no light, then even super-enhanced sight wouldn't be able to operate. If you can do it without any light whatsoever then it becomes a Specialisation ability (and I'm guess you'd rather your character be nearer to Emission. :P)
4) is also fine; you've correctly identified that teleporting would require a large expenditure of nen. I think any whole-body teleportation ability would be very tiring since it requires one to "emit" one's whole body. That's my interpretation anyway. Anyone else got any thoughts? I think Knov's ability is something of an exception because he transports around via a Conjured nen space.
A few questions about 4) just to clarify: can you teleport to places you can't see? Does the shadow have to be a certain depth for you to be able to teleport to it? How far away can you teleport; is it only to things within the range of you En?
1) and 2) are a bit more complicated. This is because "shadows" aren't a substance; they are just an absence of light. This being the case, it would be impossible, strictly speaking, for a nen user to Manipulate shadows. What they'd actually be doing is Manipulating
light, in your case shifting light out of the way to reduce the amount present, thus deepening the shadow. Here's how I think this would affect your technique:
1) would still be possible, in my opinion: you Transmute your nen to have the qualities of "absence of light". Either way though, I don't really understand the purpose of this technique: what does transmuting your aura into shadow achieve?
2) There's no reason why the Manipulation of light shouldn't be possible in theory. However, (if wikipedia is to be believed :P) light is electromagnetic radiation. I think Manipulating radiation would either be a very tricky thing to do, or require a large expenditure of nen, or both. (Either that or pretty harsh conditions). Afterall, it permeates all around us and it is impossible to separate with the naked eye one bit of radiation from another - how do you home in on the particular bit of light you wish to Manipulate?
Secondly, what is the purpose of deepening the shadows? Is it to provide Salini with more places to teleport to, or to make it harder for his enemies to see? Or both? Or something else?
Here's my personal advice for this technique: forget the Manipulation part of the technique; it would take up more nen than it's worth. Or else have some technique which after fulfilling certain conditions, say, temporarily removes the majority of light from a room, leaving only Salini enough to see.
Similarly, I don't think the Transmutation part adds much. As for the Teleporting ability, I think its fine for its range to be quite large provided you have some way of knowing which shadow you're teleporting to. Maybe make it so that you can teleport to shadows you can see, with your maximum distance increasing as you gain more mastery over the ability? That way you can teleport large distances provided you get the right line of sight. I'd also recommend, though it's your call, to make Salini an Emitter in order to increase the technique's range and reduce the amount of nen required to use it. Though I guess you want him to focus on close-range fighting?
Sorry if it sounds like I'm trying to Nerf Salini's ability. I actually think it only requires a bit of modification/clarification, but I ended up writing a lot anyway. :/
EDIT: Ooh, how about Salini can
either teleport to a shadow within range of his En, as you decribe (regardless of whether he can see it or not), or to one out of his En range but that he can see. That way he can either teleport over larger distances providing he can see his target, but he can still, say, teleport past pesky doors and walls (more useful for stealth and infiltration).