[Mode] Atavistic Flames with Lili

Lili-Chwan

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The way I see Atavistic Flames is the harnessing of Humanity's essence into a spiritual energy. It serves as the antipode of divinity in the sense that Divity wills all into existence, yet Humans, who have been willed into existence themselves, acquired a Will of their own. Not exactly in the sense of the Student surpassing their Master, but rather more akin to the likes of Divinity creating a spark that raged into an uncontrollable wildfire.

While Divinity created Humanity, Humanity's Essence remains something uncontrollable that was born out of our own Will and ambition. Atavistic Flames are the fire that burns within our soul. The Monks have noticed this insurgence of Humanity's Will and found a way to harness it into a power that could combat the gods, as it is inherently a rebelious power that directly escapes their control.

Atavistic Flame is a way to burn up our own Soul/Spirit and use it to produce Physical Damage onto others, chakralessly trading our spirit ( In the form of Spiritual Damage/Health ), which is then regenerated over time, which I see very much like the Plasticity of our own Brain, the Soul heals itself overtime after being harnessed through the Atavistic Flame's abilities. Likewise, the consuption of our own spirit is also a powerful tool to heal others spiritually, as how soul burns with power to burn away the spiritual weakening/sickness that other humans might be experiencing.

Which makes it very balanced, theme wise, as we burn our spirit and conviction, to physically damage those that can't handle it, but spiritually heal those we infuse with.
 
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Ańbu Juniør

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Even though the Atavistic Flame is intimately connected with the spirit and spiritual energy, I wouldn't say it is in and of itself spiritual energy. Think of it more like the manifestation of willpower drawn from your spirit. I'm saying this because it's important to ensure you understand that it's not Yin Release.

You explained everything very well, but the only thing missing is how the Atavistic Flame interacts with other fields, especially Anutu and its components.
 

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Even though the Atavistic Flame is intimately connected with the spirit and spiritual energy, I wouldn't say it is in and of itself spiritual energy. Think of it more like the manifestation of willpower drawn from your spirit. I'm saying this because it's important to ensure you understand that it's not Yin Release.

You explained everything very well, but the only thing missing is how the Atavistic Flame interacts with other fields, especially Anutu and its components.
I understand!

Okay so, main characteristics are:
- Devoid of Chakra - Which makes it Immune to chakra based Sealing/Absorption or Replicated/Copied
- Pierces the effects of Divinity/Anutu - Affects based on the potential chakra tier normally associated with the rank ( 10, 20.. etc )
- Strength of 20 chakra points over Anutu ( Initiate ) and 40 chakra points ( Master and Grandmaster )
- Deals explosive physical damage ( Neutral Strength vs Elements/Chakra double strong and quadruple strong Anutu ( Initiate vs Master/Grand )
- Heals spiritual damage on humans ( +20 Health points boost when dealing with Utu Related ailments )
 

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Good Good. If you don't have any other questions, we'll move on to the first technique. Human Principle is a basic skill that allows you to draw upon your spirit to produce the Atavistic Flame in your hands. You can shoot it as a projectile in the shape of a fireball or other shapes you need it to take with the exception of complex shapes such as weapons, which are reserved for Master and above. It inflicts physical damage to anything it strikes. It's a multi-ranked technique, with C-Rank dealing 30 damage, B-Rank dealing 40, and A-Rank dealing 60. It also outlines the basics of how spiritual regeneration works.

(Kaen Kakkusei Iden: Ningen no Genri) – Atavistic Flame: Human Principle
Type: Offensive, Defensive, Supplementary
Rank: C – A
Range: Short – Mid
Chakra: N/A
Damage: 30 – 60
Description: The Human Principle is the basic offensive technique of Atavistic Flame. It possesses intrinsic Anti-Divinity, a property that allows it to damage Divine beings in the same way that the God-Slaying Tools can. This technique is activated by focusing Atavistic Flame and drawing upon the user’s spirit, focusing it in their hands to form yellow fire in either or both of their palms. The technique can be launched as fire balls and other projectiles, shaped to the user’s will, and inflict combustible physical damage to anything they strike. Activating the technique requires the user expend 10 spiritual Health Points. The user regenerates 5 spiritual Health Points in the following two turns.
 

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Good Good. If you don't have any other questions, we'll move on to the first technique. Human Principle is a basic skill that allows you to draw upon your spirit to produce the Atavistic Flame in your hands. You can shoot it as a projectile in the shape of a fireball or other shapes you need it to take with the exception of complex shapes such as weapons, which are reserved for Master and above. It inflicts physical damage to anything it strikes. It's a multi-ranked technique, with C-Rank dealing 30 damage, B-Rank dealing 40, and A-Rank dealing 60. It also outlines the basics of how spiritual regeneration works.

(Kaen Kakkusei Iden: Ningen no Genri) – Atavistic Flame: Human Principle
Type: Offensive, Defensive, Supplementary
Rank: C – A
Range: Short – Mid
Chakra: N/A
Damage: 30 – 60
Description: The Human Principle is the basic offensive technique of Atavistic Flame. It possesses intrinsic Anti-Divinity, a property that allows it to damage Divine beings in the same way that the God-Slaying Tools can. This technique is activated by focusing Atavistic Flame and drawing upon the user’s spirit, focusing it in their hands to form yellow fire in either or both of their palms. The technique can be launched as fire balls and other projectiles, shaped to the user’s will, and inflict combustible physical damage to anything they strike. Activating the technique requires the user expend 10 spiritual Health Points. The user regenerates 5 spiritual Health Points in the following two turns.
My only question here is if this technique can interact with humans in a damage dealing manner or if it will heal them instead?
 

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My only question here is if this technique can interact with humans in a damage dealing manner or if it will heal them instead?
This is purely for dealing damage to your target. Techniques that heal others will say it in the description. For this technique, you fire the Atavistic Flame in the form of a projectile as an attack. You sped 10 SHP to 'fuel' the technique, and regain it over the course of two turns.
 

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This is purely for dealing damage to your target. Techniques that heal others will say it in the description. For this technique, you fire the Atavistic Flame in the form of a projectile as an attack. You sped 10 SHP to 'fuel' the technique, and regain it over the course of two turns.
Bet, no questions
 
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Alright. The next technique is Inner Fire. By meditating at the cost of a move and sustaining it for a full turn, you begin healing your Spirit/SHP overtime at a rate of 20 per turn. Unfortunately, you have to remain completely still and can't activate other chakra taxing techniques for its duration. This makes you an easy target and means that it's best used in team battles where others can defend you or even outside of battle. This technique can dispel impairments caused by Anutu techniques, and you're free to choose whatever stance or pose you want for meditation.

Auxiliary requirements in this case refer to debuffs placed on you through Anutu techniques and that of its components, but make sure you keep the effective chakra value and the Atavistic Flame's strength in clashes to mind. This is because Anutu techs have increased chakra value already, and you'll need the appropriate chakra for any surge to remove the debuff placed on you.

(Kaen Kakkusei Iden: Naibu Hi) – Atavistic Flame: Inner Fire
Type: Supplementary
Rank: C
Range: N/A
Chakra: N/A
Damage: N/A (+20 spiritual healing per turn)
Description: Inner Fire is the most basic representation of mankind’s collective will to survive, a property intrinsic to all human souls. This technique is activated by meditating at the cost of a move. After sustaining it for a full turn the user will begin a process of healing their own spirit over time, each turn thereafter healing themselves for 20 spiritual Health Points. The user must remain completely still during this time and cannot activate other Chakra taxing techniques for its duration. Inner Fire is able to dispel impairments caused by Anutu and its sub-Divinities as long as it meets other auxiliary requirements.
 

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So this tecnique, given its strength of C rank ( 15 chakra ) and healing described as +20 health

It can be used at initiate level against Anutu techniques that cost a maximum of 35 chakra (none?) Or at master and above level against techniques that cost 55 ( few or none? ) to heal auxiliary effects and +40 health points of spiritual damage.

Sounds useless... can the 40 health points work to begin healing the damage of higher damage and chakra techniques? Like it cant defeat the auxiliary effects of anutu techniques unless it has a higher or the same tier, but it cant start chipping away at damage dealt, like i was dealt 80 spirityal damage so i can meditate for two turns back at full health.
 

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Due to the low rank of this technique and the increased chakra cost Anutu techniques, Inner Fire might be too weak to free you from its auxiliary effects. I don't think any of the Anutu techniques possess chakra below 50, so using this against those techniques isn't really wise unless you're at the Master level. At that level, you'd indeed be able to return to full health after two turns if damaged by an Utu technique due to the effective 20 increased healing, but only when healing spiritual damage received from that field.

Moving on to Glowing Fists. This technique is taijutsu-focused and simply allows one to envelop their hands with the Atavistic Flame for melee strikes, empowering the damage they can do for the following four turns due to being searing hot to the touch.

(Kaen Kakkusei Iden: Kagayaku Ken) – Atavistic Flame: Glowing Fists
Type: Offensive, Supplementary
Rank: B
Range: Self
Chakra: N/A
Damage: N/A (+20 damage to chakra-less fist-based Taijutsu)
Description: Glowing Fists is a Taijutsu centered Atavistic Flame technique developed to supplement the user’s Taijutsu with their fists. The user will accumulate Atavistic Flame around each of their hands causing them to glow with a dim orange aura that emits small embers. They become searing to the touch to anyone who interacts with them, causing the user’s Taijutsu strikes with their fists to do an increased 20 damage. Once activated it lasts for four turns.
 

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Due to the low rank of this technique and the increased chakra cost Anutu techniques, Inner Fire might be too weak to free you from its auxiliary effects. I don't think any of the Anutu techniques possess chakra below 50, so using this against those techniques isn't really wise unless you're at the Master level. At that level, you'd indeed be able to return to full health after two turns if damaged by an Utu technique due to the effective 20 increased healing, but only when healing spiritual damage received from that field.

Moving on to Glowing Fists. This technique is taijutsu-focused and simply allows one to envelop their hands with the Atavistic Flame for melee strikes, empowering the damage they can do for the following four turns due to being searing hot to the touch.

(Kaen Kakkusei Iden: Kagayaku Ken) – Atavistic Flame: Glowing Fists
Type: Offensive, Supplementary
Rank: B
Range: Self
Chakra: N/A
Damage: N/A (+20 damage to chakra-less fist-based Taijutsu)
Description: Glowing Fists is a Taijutsu centered Atavistic Flame technique developed to supplement the user’s Taijutsu with their fists. The user will accumulate Atavistic Flame around each of their hands causing them to glow with a dim orange aura that emits small embers. They become searing to the touch to anyone who interacts with them, causing the user’s Taijutsu strikes with their fists to do an increased 20 damage. Once activated it lasts for four turns.
Okok

THe only question I have about this one is why is it restricted to chakraless taijutsu?
Though now that I ask this, it begs the question, does this also mean that I can't use chakra taijutsu? Or does it just not get the boost if I do?
 

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Okok

THe only question I have about this one is why is it restricted to chakraless taijutsu?
Though now that I ask this, it begs the question, does this also mean that I can't use chakra taijutsu? Or does it just not get the boost if I do?
Typically, Chakra-based techniques cannot be combined with the Atavistic Flame as it is itself devoid of Chakra, which is why its is restricted to chakraless taijutsu. One of the few exceptions is this technique being able to be combined with the boost granted by CES, but those pairings are few and far between. In your case, you wouldn't be able to use chakra costing fist-based taijutsu while this is active due to the presence of the Atavistic Flame in your hands

The next technique is basic spiritual healing that can work on human allies through direct contact. It heals as fast as medical ninjutsu. One thing to be wary of with the Atavistic Flame is keeping track of your spiritual healing. Healing from techniques doesn't stack and only the highest applies. If you use a technique that heals you for 10 HP per turn for three turns and one that heals you for 5 HP per turn for four turns. You'd get 10HP for the first three turns and then in the fourth you'd get 5. So always be mindful of the durations.

(Kaen Kakkusei Iden: Maki) – Atavistic Flame: Kindling
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kindling is an Atavistic technique that wraps either of the user’s hands in flame to heal themselves or another human target from sources of spiritual damage. The technique, while wrapping their hand in flame, inflicts no physical damage to those it touches and is instead quite warm and soothing to the touch. Kindling restores 50 spiritual Health Points per turn of direct contact with their target, either themselves or another human. To use this technique the user will expend 20 spiritual Health Points themselves to activate it but regenerate 5 per turn in the following four turns.
 

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Typically, Chakra-based techniques cannot be combined with the Atavistic Flame as it is itself devoid of Chakra, which is why its is restricted to chakraless taijutsu. One of the few exceptions is this technique being able to be combined with the boost granted by CES, but those pairings are few and far between. In your case, you wouldn't be able to use chakra costing fist-based taijutsu while this is active due to the presence of the Atavistic Flame in your hands
Does this include handseals? Or other chakra techniques? Does this technique restricts me to only chakraless techs throughout it's duration? Or is it more like an activation thing, where it stays dormant throughout the turns until I choose to perform a chakraless taijutsu tech which gets ignited with the effects of this technique?

The next technique is basic spiritual healing that can work on human allies through direct contact. It heals as fast as medical ninjutsu. One thing to be wary of with the Atavistic Flame is keeping track of your spiritual healing. Healing from techniques doesn't stack and only the highest applies. If you use a technique that heals you for 10 HP per turn for three turns and one that heals you for 5 HP per turn for four turns. You'd get 10HP for the first three turns and then in the fourth you'd get 5. So always be mindful of the durations.

(Kaen Kakkusei Iden: Maki) – Atavistic Flame: Kindling
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kindling is an Atavistic technique that wraps either of the user’s hands in flame to heal themselves or another human target from sources of spiritual damage. The technique, while wrapping their hand in flame, inflicts no physical damage to those it touches and is instead quite warm and soothing to the touch. Kindling restores 50 spiritual Health Points per turn of direct contact with their target, either themselves or another human. To use this technique the user will expend 20 spiritual Health Points themselves to activate it but regenerate 5 per turn in the following four turns.
1. In terms of healing, it heals 50 spiritual health points, or 70 if the damage was dealt by Anutu techniques.
It can neutralize the auxiliary effects of Anutu techniques that cost 40 chakra, or 60 at master level.

2. In terms of drawback health, cost of usage and passive regen, that's where what you mentioned applies, right? If I use a technique ( A ) that costs 20 health to use but regens 5 every turn and then another technique ( B ) that costs 10 health and regens 1 every turn then at turn one I'd lose 30 health, then in turn 2 I'd get back 5 ( from A ; B is lower so it doesn't apply ).
Which means that, for the first 4 turns, I don't get healed for my B technique usage, which in turns mean that my Health will not get back to Full because of the omission of some regen?

3. If a technique is meant to heal, like this one, where I spend 20 health to heal 50, does this neutralize the cost of the move?
Like, I have 100 health. I spend 20 health ( 80 / 100 ) to use it on myself ( 100 / 100 ) and I get a free 5 health regen for the next 4 turns?
 

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Does this include handseals? Or other chakra techniques? Does this technique restricts me to only chakraless techs throughout it's duration? Or is it more like an activation thing, where it stays dormant throughout the turns until I choose to perform a chakraless taijutsu tech which gets ignited with the effects of this technique?
Given that you can't combine chakra alongside Atavistic Flame techniques, you'd be unable to use chakra costing techniques that require the use of your hands. Making handseals and using other chakra techniques that don't violate the restriction I mentioned just now should be fine though.

1. In terms of healing, it heals 50 spiritual health points, or 70 if the damage was dealt by Anutu techniques.
It can neutralize the auxiliary effects of Anutu techniques that cost 40 chakra, or 60 at master level.

2. In terms of drawback health, cost of usage and passive regen, that's where what you mentioned applies, right? If I use a technique ( A ) that costs 20 health to use but regens 5 every turn and then another technique ( B ) that costs 10 health and regens 1 every turn then at turn one I'd lose 30 health, then in turn 2 I'd get back 5 ( from A ; B is lower so it doesn't apply ).
Which means that, for the first 4 turns, I don't get healed for my B technique usage, which in turns mean that my Health will not get back to Full because of the omission of some regen?

3. If a technique is meant to heal, like this one, where I spend 20 health to heal 50, does this neutralize the cost of the move?
Like, I have 100 health. I spend 20 health ( 80 / 100 ) to use it on myself ( 100 / 100 ) and I get a free 5 health regen for the next 4 turns?
You are correct in regards to the highest healing value always being applied. For the example you provided in (3), yea you'd regen 5 SHP over the next four turns but only if your health drops from its maximum. Kindling seems to be written to use more on allies than on oneself, but using it on yourself will give you a large amount of HP back in a single instance and continue to regenerate your HP over time until the regen duration expires.

Moving on. Dying Embers is a neat supplementary technique that strengthens the regeneration of your spiritual health points. It doubles the healing done over time by Atavistic Flame techniques. This means that if you use a technique that heals 10 SHP over two turns, through the use of this technique it'll instead heal 20 over those turns. The restriction of not being able to regenerate after using this for the next three turns is a bit steep, but it's understandable given the boon it grants.

(Kaen Kakkusei Iden: Shinikakete Iru Nokoribi) – Atavistic Flame: Dying Embers
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: Dying Embers is a technique that strengthens the regenerative effect after using an Atavistic technique. The technique is intended to hasten the pace at which a user recovers from using an Atavistic technique that consumes their spiritual health. Upon activation this technique effectively doubles the healing done overtime by Atavistic techniques; any excess health gained back is lost. This technique lasts for the user’s next three Atavistic techniques. After usage the user will be unable to regenerate from using Atavistic Flame techniques for three turns as well as be unable to use this technique again for that duration. It is activated the cost of a move but does not occupy a slot in the timeframe.
Note: Dying Embers cannot be used with Will to Survive's passive healing.
 

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Given that you can't combine chakra alongside Atavistic Flame techniques, you'd be unable to use chakra costing techniques that require the use of your hands. Making handseals and using other chakra techniques that don't violate the restriction I mentioned just now should be fine though.



You are correct in regards to the highest healing value always being applied. For the example you provided in (3), yea you'd regen 5 SHP over the next four turns but only if your health drops from its maximum. Kindling seems to be written to use more on allies than on oneself, but using it on yourself will give you a large amount of HP back in a single instance and continue to regenerate your HP over time until the regen duration expires.

Moving on. Dying Embers is a neat supplementary technique that strengthens the regeneration of your spiritual health points. It doubles the healing done over time by Atavistic Flame techniques. This means that if you use a technique that heals 10 SHP over two turns, through the use of this technique it'll instead heal 20 over those turns. The restriction of not being able to regenerate after using this for the next three turns is a bit steep, but it's understandable given the boon it grants.

(Kaen Kakkusei Iden: Shinikakete Iru Nokoribi) – Atavistic Flame: Dying Embers
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: Dying Embers is a technique that strengthens the regenerative effect after using an Atavistic technique. The technique is intended to hasten the pace at which a user recovers from using an Atavistic technique that consumes their spiritual health. Upon activation this technique effectively doubles the healing done overtime by Atavistic techniques; any excess health gained back is lost. This technique lasts for the user’s next three Atavistic techniques. After usage the user will be unable to regenerate from using Atavistic Flame techniques for three turns as well as be unable to use this technique again for that duration. It is activated the cost of a move but does not occupy a slot in the timeframe.
Note: Dying Embers cannot be used with Will to Survive's passive healing.
It mentions Will to Survive's passive healing, but does include other technique's passive healings? For example, if I have a technique that costs 100 health points and regens 5 each turn for 10 turns, does Dying embers potentially lasts 10 turns?
If I, for example, use 2 other techniques within that time, could I go through the cooldown period of Dying Embers with solely the passive regen from the three atavistic techniques I used it with? This could be a cool way to use Dying Embers with little drawbacks, since getting back 10 health per turn is pretty cool nonetheless
 

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It mentions Will to Survive's passive healing, but does include other technique's passive healings? For example, if I have a technique that costs 100 health points and regens 5 each turn for 10 turns, does Dying embers potentially lasts 10 turns?
If I, for example, use 2 other techniques within that time, could I go through the cooldown period of Dying Embers with solely the passive regen from the three atavistic techniques I used it with? This could be a cool way to use Dying Embers with little drawbacks, since getting back 10 health per turn is pretty cool nonetheless
Will to Survive is the three "Modes" of the Atavistic Flame for the Initiate, Master, and Grandmaster levels of this ability. I'll explain more later but at the initiate level it regenerates your missing health points at a rate of 30 per turn. This passive healing can't be used alongside Dying Embers' ability to double your spiritual healing.

I don't think there are any techniques that heal over ten turns, but if one exists you'll get double healing potency for the duration of the regeneration until you use three Atavistic Flame techniques. It's important here to remember that even with the double regeneration potency, only the highest will ever apply. In regards to the cooldown, it begins after the Dying Embers are used up, meaning after your use your three techniques. You can spread out your AF techniques over a couple of turns to play around with the duration of the healing received over time.

Around the Fire allows you to heal the spiritual health points of human targets designated as your allies up to mid-range away. In addition, it reduces all damage inflicted on them by 20 points, be it physical or spiritual in nature, and increases their base speed by 4. However, it needs to be sustained.

(Kaen Kakkusei Iden: Hi no Mawari) – Atavistic Flame: Around the Fire
Type: Defensive, Supplementary
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: Around the Fire is a supportive technique designed to give assistance to human allies. The user burns their own spirit to draw upon their Atavistic Flame, inflicting 30 spiritual damage upon themselves. In the following two turns the user will regenerate 15 spiritual Health Points. When activated this technique ignites an aura of pale-yellow flame around the user, radiating warmth outwards up to mid-range from the user’s position. All humans designated as the user’s allies will heal for 30 spiritual Health Points per turn, have all damage inflicted upon them reduced by 20 points, and have their base movement speed increased by 4 points.
Note: Can be activated three times per battle.
Note: The user does not benefit from this technique and must focus to sustain it for its duration.
Note: This technique can be sustained for three turns before deactivating. Each turn it is sustained after its activation inflicts an additional 10 spiritual points of damage upon the user.
 

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Will to Survive is the three "Modes" of the Atavistic Flame for the Initiate, Master, and Grandmaster levels of this ability. I'll explain more later but at the initiate level it regenerates your missing health points at a rate of 30 per turn. This passive healing can't be used alongside Dying Embers' ability to double your spiritual healing.

I don't think there are any techniques that heal over ten turns, but if one exists you'll get double healing potency for the duration of the regeneration until you use three Atavistic Flame techniques. It's important here to remember that even with the double regeneration potency, only the highest will ever apply. In regards to the cooldown, it begins after the Dying Embers are used up, meaning after your use your three techniques. You can spread out your AF techniques over a couple of turns to play around with the duration of the healing received over time.

Around the Fire allows you to heal the spiritual health points of human targets designated as your allies up to mid-range away. In addition, it reduces all damage inflicted on them by 20 points, be it physical or spiritual in nature, and increases their base speed by 4. However, it needs to be sustained.

(Kaen Kakkusei Iden: Hi no Mawari) – Atavistic Flame: Around the Fire
Type: Defensive, Supplementary
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: Around the Fire is a supportive technique designed to give assistance to human allies. The user burns their own spirit to draw upon their Atavistic Flame, inflicting 30 spiritual damage upon themselves. In the following two turns the user will regenerate 15 spiritual Health Points. When activated this technique ignites an aura of pale-yellow flame around the user, radiating warmth outwards up to mid-range from the user’s position. All humans designated as the user’s allies will heal for 30 spiritual Health Points per turn, have all damage inflicted upon them reduced by 20 points, and have their base movement speed increased by 4 points.
Note: Can be activated three times per battle.
Note: The user does not benefit from this technique and must focus to sustain it for its duration.
Note: This technique can be sustained for three turns before deactivating. Each turn it is sustained after its activation inflicts an additional 10 spiritual points of damage upon the user.
Does Dying Embers work on this technique to heal others with double eficiency? Or is Dying Embers only about our own health regen?
As for this technique, what does it mean when one needs to focus to sustain it? Is it that we can't use other techniques? If we're caught in a genjutsu, do we auto-release the technique? Can we focus through pain?
 

Ańbu Juniør

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Does Dying Embers work on this technique to heal others with double eficiency? Or is Dying Embers only about our own health regen?
As for this technique, what does it mean when one needs to focus to sustain it? Is it that we can't use other techniques? If we're caught in a genjutsu, do we auto-release the technique? Can we focus through pain?
"The technique is intended to hasten the pace at which a user recovers from using an Atavistic technique that consumes their spiritual health"

Going by this line, Dying Embers only works on your own health regeneration. For Inner Fire, sustaining it means you cannot use another technique while keeping it active or it will deactivate. Kind of like how some folks need to remain still to activate SM. I will say that you'd be able to continue the technique even while in pain but that might depend on the amount of damage you take. You'd also be able to sustain it while in a genjutsu but that is dependent on the genjutsu used.

Now onto the last technique I can teach you at the Initiate level. Hollow Flame is the first stage of the Will to Survive and is the only one available to Initiates. It's an empowered state of the spirit that strengthens the user and is best used when they're at their weakest in terms of health. When activated it takes the user's missing health points and multiplies it by a value of 4.5, with the resulting number becoming the reserve the user draws from to maintain the mode and use Atavistic Flame techniques. For example, Since I have a total of 200 HP, if I was missing 80 of that when activating this mode I would have a total of 360 resource to sustain this mode, losing -10 per turn in addition to the effective Chakra value of whatever AF technique I use.

While in use you gain +20 damage to your Atavistic Flame techniques and reduce all incoming damage by -20, which won't stack with other means of damage reduction since only the highest applies. You also gain enhanced tracking at a rate of x2, and one of the main benefits is that you regenerate 30 health points per turn AND won't suffer from the fatigue drawbacks from the health system while this mode is active.

(Ishi no Ikinobiru: Chūkū Hi) – Will to Survive: Hollow Flame
Type: Mode
Rank: A
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A (+20)
Description: Will to Survive is an empowered state of spirit and soul, strengthening the user on multiple combat dimensions. The potency of the mode is divided between three different levels depending on the user’s mastery over their Atavistic Flame. Entering this form is comparatively complicated to Sage Mode even though the modes are similar in functionality. Atavistic Flame is recognized as humanity’s collective will to persevere; because of this it is actually optimal to activate the Will to Survive when the user is at their weakest, rather than at their strongest as is with Sage Mode. Upon activation Hollow Flame will take the user’s missing Health Points from their maximum and multiply that value by 4.5. This value represents the user’s total reserves for use of Atavistic Flame techniques and the mode’s sustainment. The mode is deactivated once the user has expended these reserves. The user becomes resistant to all sources of damage, reducing them by 20 points. The user becomes able to passively sense sources of life around their position with enhanced tracking, reflexes, and perception by x2. Their usage of Atavistic Flame techniques is enhanced further, strengthening them by an additional 20 damage. The user’s body will glow with a faint yellow aura and embers dancing off their skin; their sclera will shift toward a dim yellow. While active the user regenerates their missing Health Points at a rate of 30 per turn, applying to both physical and spiritual damage.
Note: Atavistic techniques used in this mode still inflict recoil damage if they do by default. Atavistic effective Chakra value is reduced from the total mode's resources while in use.
Note: While active the user does not suffer from Health Fatigue, spiritual or physical, at all.
Note: Initiates can use Will to Survive twice per battle. Masters and Grandmasters can make use of the mode three times per battle, but can only use their advanced forms twice.
Note: The activation of Will to Survive is not restricted by Combat Fatigue.
 
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