Expert Sleuth (Reinforcement, Specialization?)
This works like Gyo on the eyes, except you concentrate it on your nose to enhance your sense of smell and pick out the faintest of scents. Used in conjunction with Amplify Odor.
Amplify Odor (Reinforcement, Emission, Specialization?)
Well, the name of the Hatsu should be explanatory. The Hatsu simply amplifies the odor of things. It could be used offensively, like for example, amplifying the odor of pepper, or garlic, or any malodorous object. The user may also use anything that counters or neutralizes the scent of the offensive-smelling thing to protect himself from the latter's effects.
The user can also choose to activate the scent amplification when he's kinda far from the nen-imbued thing, far enough for him to not take the full brunt of the offensive smell. This is, of course, in junction with Emission.
Interesting ability, with lots of good practical uses for a Hunter. It's always cool to think about some non-battle abilities. I don't think any specialization would be required (unless you count reinforcing the non-solid odor - but there is no indication that's not possible)
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Cursed Seal of Humility (Materialization, Specialization)
To activate the ability, the user materializes a paper seal. The paper seal will be indestructible and unremovable if the user was attacked by the target.
The user will then explain to the target that the seal can be removed if the target is able to hold the user's body while saying "I'm sorry, please forgive me".
The user then continually chants a mantra which shrinks the target's physical attributes (size, agility, etc.) and Nen amount. The user must never stop chanting until the target's Nen amount has shrunk to 1.
Once the target's nen amount has shrunk to 1, the user can now freely hurt the target.
Obviously, the larger the target's Nen size, the longer time it will take to shrink the user. Also, the rate of nen shrinkage is directly proportional on the target's Nen size.
The user can never hurt the target while chanting, but the user can move around to avoid the target. If the user hurts the opponent while chanting, the seal fizzles and cannot be used on the target for a day.
Good restrictions and a good ability to avoid fisticuffs with reinforcement users. Reminds me of the Rando from Yu Yu Hakusho. If the user is knocked unconscious does the seal disappear? What about death? If the user reduces the target's nen to 1, but decides not to kill him, how does the target return to normal? If the target catches the user, can the user just start the process all over again with the next attack?
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Graverobber's Coffin (Materialization, Specialization)
The user materializes a coffin.
The user can then place any deceased person, or any body part, or even just a morsel of the deceased person, in the coffin.
The coffin will then decipher what Nen-ability that person might have had when it was still alive, and will then impart the deceased person's ability onto the user. The ability imparted to the user will have the same level of mastery the original user (the deceased) had.
If the deceased person was not able to use Nen during its lifetime, the coffin will then decipher the most probable Nen-ability the user might have developed if ever that person was able to use Nen. The level of mastery of the Hatsu will then be based on the level of the user's mastery of the Graverobber's Coffin skill.
If the deceased's nen ability was somehow sealed when it was alive, the aforementioned one's ability cannot be imparted to the user.
The user can store up to as many parts as the coffin can hold.
If by any chance the part stored in the coffin is taken out from the coffin, that part will disintegrate and can never be used by the user again, even if the user attempts to place another part from the same person.
The coffin must be materialized so that the user is able to use the abilities imparted to him by the coffin.
The coffin can be destroyed. If it is, the user loses all of the abilities imparted to him by the body parts inside the coffin, and can never be gotten again.
Don't see much wrong with this, but I feel you would need a bit more than a "morsel" for it to work. A few flakes of skin and you could have a coffin with almost infinite abilities (especially if you don't need the deceased to be a nen user) - just go to the nearest graveyard, scrape a little DNA and drop it in the coffin. Like the necromancer feel to the ability though.
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Twisted Peacemaker's Night Incense (Manipulation, Materialization, Specialization?)
The user materializes an incense burner. Everyone who smells the incense loses all aggressive impulse, and become happy and peace-loving. Those who are affected will praise Jah often. Also, everybody that comes into contact with the smoke the incense burner generates loses all aggressive impulse. The affected persons will not forget their reasons for being aggressive (if they were aggressive before smelling/coming in contact with the smoke), though.
The user can materialize up to 3 incense burners which can be placed up to 10 meters from him. If the incense burners are placed anywhere beyond 10 meters from him, the burners will last up to 10 minutes.
The user himself is not protected from the smoke therefore he can not attack anybody while the burners are active.
The ability can only be used at night.
Pretty unique ability, restriction is pretty severe for what you want it to do.
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Fallen Angel's Misericorde (Materialization, Specialization)
The user materializes a knife.
If the knife has been used to stab a person born under any of the 6 Hatsu types, and if the user stabs himself with the knife afterwards, the user will then gain protection from that person's Hatsu type for 6 hours.
For example, if the user stabs an Emission user and then stabs himself, the user will be protected from all Emission-type attacks.
The knife works like the water test, which determines what type of Nen the person has, so the user doesn't need to stab a full-fledged Nen-user. Stabbing a non-Nen user with the knife will of course "baptize" it.
The knife can and will hurt any of the targets involved.
If the user wishes to protect himself from all Nen attacks for 6 days, the user must kill 6 of his friends, each born under the 6 different types of Hatsu, with the knife.
To be immune from a hatsu seems vague to me. For example everyone uses reinforcement when they fight (Ken), if you stab a Reinforcement user would you be immune to all basic punches and kicks? How would your ability react to Knov's Hide and Seek, would you be unable to fall into the mansion? I feel like complete immunity, even for such a short time, would need some severe limitations.
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Willshifter's Engravings (Manipulation)
The user engraves a sentence on anything a target can wear.
The target will always follow what was engraved on the object.
Example:
User engraves "Do not steal" on a ring.
Target wears engraved ring.
Target will never steal.
Extremely vague commands will not work.
The target can never remove the article by him/herself, but it can be removed by another person.
The target can never ask another person to remove the article for him/her.
If the target wears another article that has a different engraved command on it, that new command will override the command on the previous article worn.
Real cool manipulation ability. When you say engrave, I am assuming you mean like rings, watches, necklaces and such (not shirts and everyday clothes). Not too much to comment on other than great idea.
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Morbid Angel's Gauntlet, Salubrious Demon's Glove (Materialization, Specialization)
The user materializes a gauntlet on his right hand.
Once the user hits a target for the first time, a glove materializes on the the target's left hand.
The target struck by the gauntlet receives the nen imbued with the strike, thereby increasing the target's nen reserves. However, all illnesses of the target worsen, with the rate of worsening directly proportional to the nen imbued in the user's strike.
The target can never use Nen to improve their health when equipped with the glove. The target's condition can't also be improved with actual medical science.
When the target is able to hit the user with their gloved right hand, all nen that is given by the user is returned, but all illnesses will be cured to a degree depending on the amount of nen returned. So if the target is able to return a huge amount of nen to the user, there's a possibility that all of their sicknesses will be cured.
If all sicknesses of the target is cured this way, the glove is removed from the target.
Since the ability is more disadvantageous to the user, it is usually reserved as a desperation ability.
A usual technique by the user, though, is to imbue a huge amount of nen in one strike and when it connects, flee from battle so that the sicknesses will take their toll on the opponent. The user will then hope to refill his aura reserves to track down the target and hopefully worsen its condition. This is the case since the glove hasn't been removed yet, and therefore the user knows the general location of the target.
It seems like the effect should have a range limit. Knuckle's Potclean only worked up to 100 meters and he was an emission user. Also, would the target be able to find the user (kind of like a reverse en)? Interesting ability, but if a person is not sick, what would happen to them?
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Truth Pill (Materialization, Manipulation, Specialization)
The user materializes a pill which will dissolve in water easily.
Once ingested, the victim will always tell the user the truth.
The effects last up to 2 days.
Simple, effective, good job.
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Paleomancer's Heart (Specialization, Materialization, Manipulation)
With a materialized bone pendant, the user can detect fossils and bones in the immediate vicinity of the user (around 5 meters). Also, the user can view a detailed log of the fossils and bones he discovered with the pendant.
Now the user can materialize a complete fossil of an animal once the user has recorded it into the pendant, and make a moving bone golem out of it. The user can also combine materialized bones of animals he discovered to create a chimerical bone golem. The size of the bone golem is limited by the actual number of bones in the animal he used as reference. The user can also materialize a bone structure out of the various bones he recorded in the pendant. The user can only have one materialized bone creation up and moving at any time.
The sturdiness of the materialized bone creations depends on the variety of fossil/bone finds the user has discovered.
The materialized bone creations can never stray very far from the user. Even if the user has made something like a Ultrasaurus bone golem, the creation can only move up to 5 meters from the user. The bone golem will be unsummoned once its whole body moves out of that range, so it won't be unsummoned if some part of the creation is out of range though.
Cool ability, lots of room for growth in size and number of bones you can use. The bones could easily be reinforced (though not too effectively being a materialization user and all, but enough to make a difference). Would you be able to ride your creations to avoid that range limitation?
Lots of creative, fun abilities and good analysises of previous Hatsus. Just curious, which would you choose for yourself?