[Mode] Atavistic Flame

Drackos

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(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.

Awesome. Next up is Inner Fire. A bit of a throwback to the Yin-Yang Chakra Creation technique in its functionality.
 

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(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.

Awesome. Next up is Inner Fire. A bit of a throwback to the Yin-Yang Chakra Creation technique in its functionality.
Only question about this really is when you say meditating is there a specific stance to do so or are we free to pick our own provided its stationary.
 

Ańbu Juniør

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cannot activate other Chakra taxing techniques for its duration
You meditate at the cost of a move, and after sustaining this for a full turn you begin healing your spirit/spiritual health points over time. After the turn of meditating elapses you begin healing at a rate of 20 per turn. The downside is that you have to remain completely still and can't activate other chakra taxing techniques for its duration. I also like that this can dispel impairments caused by Anutu techniques. When you say 'auxiliary requirements' that also have to be met, what are you referring to?
 

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You meditate at the cost of a move, and after sustaining this for a full turn you begin healing your spirit/spiritual health points over time. After the turn of meditating elapses you begin healing at a rate of 20 per turn. The downside is that you have to remain completely still and can't activate other chakra taxing techniques for its duration. I also like that this can dispel impairments caused by Anutu techniques. When you say 'auxiliary requirements' that also have to be met, what are you referring to?
Chakra and rank stipulations. Say an Anutu technique applies a debuff that you have to use a surge with equal Chakra to dispel. You'd need an Atavistic technique with at least 20 (or 40 chakra) less than the Anutu technique used. So this might not be able to do that.
 

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Chakra and rank stipulations. Say an Anutu technique applies a debuff that you have to use a surge with equal Chakra to dispel. You'd need an Atavistic technique with at least 20 (or 40 chakra) less than the Anutu technique used. So this might not be able to do that.
Understood. no further questions regarding this technique
 

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Like with Sage Mode users entering their Mode the traditional way, you take a meditative stance and remain still. After 1 turn/ post, you begin healing at a fixed rate for as long as you remain still. You can't use Chakra-based techniques while it's active, and you cannot move either, making you an easy target if you attempt this within combat. The auxillary stuff is odd, but I understand it. I'll read the Anutu list to get a better idea of how that breaks down. No questions.
 

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Next technique is Glowing Fists but I’m on phone. Someone copy paste it for me then have at it.

(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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Next technique is Glowing Fists but I’m on phone. Someone copy paste it for me then have at it.

(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.
This one is pretty simple, the user simply casts the magical spell fist, then their fist glows for increased punch harm. One thing I noticed is that this doesn't seem to have a health cost? Is that a oversight or does it just not cost health to do this because of another reason?
 

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You coat your hands with Atavistic Flame and it inflicts burns on contact, increasing the damage done by your Taijutsu. Very simple and easy to understand. I have the same question regarding the lack of cost or healing with this one. Is there a particular reason why it doesn't have one, for example because the technique doesn't achieve anything more than a simple buff? And is that something that can be done and explored in Customs?
 

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This one is pretty simple, the user simply casts the magical spell fist, then their fist glows for increased punch harm. One thing I noticed is that this doesn't seem to have a health cost? Is that a oversight or does it just not cost health to do this because of another reason?
You coat your hands with Atavistic Flame and it inflicts burns on contact, increasing the damage done by your Taijutsu. Very simple and easy to understand. I have the same question regarding the lack of cost or healing with this one. Is there a particular reason why it doesn't have one, for example because the technique doesn't achieve anything more than a simple buff? And is that something that can be done and explored in Customs?
For this one I balanced it with the reality that Taijutsu brings the user in close so you're at more risk. Thus for this because of its strength I didn't put a health cost. I would say for customs no, you should almost always have a health cost associated with it.
 

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Next technique is Glowing Fists but I’m on phone. Someone copy paste it for me then have at it.

(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.
Damn, I'm the last one? Shocking! That sleep really got to me.

Anyway, 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.

My question about this is in regards to CES and how it empowers all strikes by utilizing chakra control. With CES active even my chakraless taijutsu automatically gain chakra, so how would it work with this? Granted AF can't be paired with chakra, will the CES boost simply not take effect while this ability is active and you strike with your hands? or will you just not be able to use this with CES active at all?
 

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This is an example of a technique that could be paired with something like CES. These kinds of parings will be few and far between but they do exist.

(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.

Next up is the basic spiritual healing technique that can work on allies.
 

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This is an example of a technique that could be paired with something like CES. These kinds of parings will be few and far between but they do exist.

(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.

Next up is the basic spiritual healing technique that can work on allies.
Pretty simple technique, requires physical contact much like mystical palm or touch of the sun and heals spiritual damage exclusively while hurting the user temporarily. How quick would you say this is relatively? Would it work like touch of the sun where healing isn't achieved until the end of the turn and contact must be maintained, or is it faster like medjutsu healing the moment contact is made?
 

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This is an example of a technique that could be paired with something like CES. These kinds of parings will be few and far between but they do exist.

(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.

Next up is the basic spiritual healing technique that can work on allies.
Good to know. Because of that Glowing Fists will be incredibly helpful to me in the future.

Kindling allows you to wrap your hands in Atavistic Flame that heals spiritual damage through physical contact at a rate of 50. It costs the user 20 spiritual health points to activate, but they regenerate it slowly over the course of four turns.

I’m addition to rexii’s question, I’d like to know if the spiritual regeneration stacks per AF techniques used. For example, if I use one technique that cost 20 SHP (Spritual Health Points) and regenerates 5 over four turns, and then another tech that drains another 20 and regenerates 5, would the total SHP I regenerate increase to 10 per turn?
 

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You ignite your hands in Atavistic Flames, and provide spiritual healing on contact. Very simple and easy to understand, but aside from what is already asked, if you were to use this over 2 turns to heal up to 100 Spiritual Damage to a target, would you take the 20 recoil from it just the once, or would it apply for every turn you keep this active totaling 40 recoil? I ask because it states the target would recover 50 per turn, but only specifies the one instance of damage upon performing the technique.
 
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Pretty simple technique, requires physical contact much like mystical palm or touch of the sun and heals spiritual damage exclusively while hurting the user temporarily. How quick would you say this is relatively? Would it work like touch of the sun where healing isn't achieved until the end of the turn and contact must be maintained, or is it faster like medjutsu healing the moment contact is made?
Good to know. Because of that Glowing Fists will be incredibly helpful to me in the future.

Kindling allows you to wrap your hands in Atavistic Flame that heals spiritual damage through physical contact at a rate of 50. It costs the user 20 spiritual health points to activate, but they regenerate it slowly over the course of four turns.

I’m addition to rexii’s question, I’d like to know if the spiritual regeneration stacks per AF techniques used. For example, if I use one technique that cost 20 SHP (Spritual Health Points) and regenerates 5 over four turns, and then another tech that drains another 20 and regenerates 5, would the total SHP I regenerate increase to 10 per turn?
You ignite your hands in Atavistic Flames, and provide spiritual healing on contact. Very simple and easy to understand, but aside from what is already asked, if you were to use this over 2 turns to heal up to 100 Spiritual Damage to a target, would you take the 20 recoil from it just the once, or would it apply for every turn you keep this active totaling 40 recoil? I ask because it states the target would recover 50 per turn, but only specifies the one instance of damage upon performing the technique.
As fast as Medjutsu.

No, they don't. Highest always. That's one of the things you have to be wary of with AF. Though lets say 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 and then in the fourth you'd get 5. So always watch the durations.

In this case it's just a single hit of 20 damage. There are other techniques where you'll be taking damage per turn for it being sustained and they are specified.

(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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As fast as Medjutsu.

No, they don't. Highest always. That's one of the things you have to be wary of with AF. Though lets say 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 and then in the fourth you'd get 5. So always watch the durations.

In this case it's just a single hit of 20 damage. There are other techniques where you'll be taking damage per turn for it being sustained and they are specified.

(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.
So this 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 the next two 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.
 
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