[Mode] Atavistic Flame

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Okay let's get this ball rolling. In your own words tell me what Atavistic Flame is, how it works, strengths, weaknesses, etc.
Okay, so let's see.

To my knowledge, AF was revealed in the NW to be a power innate to humanity - this is different from Chakra, which came about from the consumption of the Chakra Fruit; this is something humanity has always been able to do, but was lost to time. Given, from what I understand, a lot of the higher tier NPC seem to be outright immune to chakra damage, the AF techniques were made because narratively they're what allow humans to fight back, and mechanically, they're a counter to Anutu, forming a "V" with Y/Y, Anutu, and AF (since, to my knowledge, AF isn't weak to chakra).

Its strong to "Divinity" which I believe is Anutu and its subsets, is "strong" against Fuinjutsu (not in the S/W aspect, but because it can't be absorbed), but has no traditional weakness from a S/W perspective. Its a rather physical attack, so it'll have weakness to things like S/T as usual, but that goes for anything.

How it works: mechanically, its a "cast from HP" ability that creates a flame that explodes when it makes contact with its target - reading some of the techniques, you usually regain the HP you have to spend to cast the techniques, but this regeneration happens over time.

Finally, its our first method of spiritual healing. This is again to help it counter an Anutu field, but also helps with some of the prevailing Yin based abilities.

Or, rather, this is my understanding of those things.
 

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Very nice. For additional reading you can find more context and information in my own training thread. If you have time, and want more insights from Drackos himself, you can read them: here.

If you have any questions, ask them and I'll reply best as I can in the next reply, but for now, lets get you started with the two most basic Atavistic Flame techniques. Break them down, and let me know any questions you may have.

(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.

(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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Very nice. For additional reading you can find more context and information in my own training thread. If you have time, and want more insights from Drackos himself, you can read them: here.

If you have any questions, ask them and I'll reply best as I can in the next reply, but for now, lets get you started with the two most basic Atavistic Flame techniques. Break them down, and let me know any questions you may have.

(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.​
(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.​
I took a read through the thread for a bit, and its definitely got a lot of good information. I'll refer back to it as we go, for sure.


Only one question: Since AF is cast from HP, but you regen the HP over time, can AF cause you to "KO"? Do you simply go down for a turn, and then regenerate, or is the act of hitting 0 itself what causes the fight to be over?


For Human Principle, this appears to be your basic "Doton technique" kinda thing - very open and general to allow for a variety of usage cases. Could throw a fireball or shoot a flame arrow. Looks like its mostly projectile based, so no - for example - making a flame sword with this.

Turn Cast: -10 HP (Net: -10)
Turn 1: +5 HP (Net -5)
Turn 2: +5HP (Net: -0)

Notably, the HP cost does not appear to scale with Rank. This, IMO, means the A rank is actually a super solid technique, and given how AF interacts with Anutu in the other thread, the C and B rank ones too, for those cases.

For Glowing Fists, its a straight-forward Taijutsu boost. It says "chakraless", so I'm assuming even pure physical Tai CJ that have a chakra cost (think something like Iaido which has a chakra cost but is otherwise purely physical) wouldn't benefit. The rank and duration is good; its has no usage limit, and has no recoil damage!
 

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Yes, when your Health hits zero, regardless of any pending healing you may have set up from prior Atavistic Flame techniques, you're rendered unconscious, or dead depending on the type of fight. It's what offsets the amazing value you get for Atavistic Flame, as it's a Mode that you don't have to be in to use the majority of it's techniques. The Mode itself grants you access to a massive source for your Atavistic techniques which is dependent on how much Health you have missing, so the lower it is, the more of a benefit you receive, however, it also increases the likelihood that you hit zero the lower you go. Very high risk high reward skill.

As for Glowing Fists, yeah, that's an issue all of the canon Taijutsu and Kenjutsu techniques have. Holdovers from the old days when Chakra was simply a means of deducting from your insanely plentiful total, now it's a metric for absorption and sealing and a bunch of other stuff, and most if not all canon physical techniques of that nature get kind of screwed because they have Chakra costs when they don't need to. They can't benefit from this nice, universal boost, or even be combined with Atavistic Flame techniques in general because of that addition to their template.

Next we have two more that are similar in nature again, this time focusing on the spiritual, healing aspect as opposed to the damaging physical one.

(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.

(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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Yes, when your Health hits zero, regardless of any pending healing you may have set up from prior Atavistic Flame techniques, you're rendered unconscious, or dead depending on the type of fight. It's what offsets the amazing value you get for Atavistic Flame, as it's a Mode that you don't have to be in to use the majority of it's techniques. The Mode itself grants you access to a massive source for your Atavistic techniques which is dependent on how much Health you have missing, so the lower it is, the more of a benefit you receive, however, it also increases the likelihood that you hit zero the lower you go. Very high risk high reward skill.

As for Glowing Fists, yeah, that's an issue all of the canon Taijutsu and Kenjutsu techniques have. Holdovers from the old days when Chakra was simply a means of deducting from your insanely plentiful total, now it's a metric for absorption and sealing and a bunch of other stuff, and most if not all canon physical techniques of that nature get kind of screwed because they have Chakra costs when they don't need to. They can't benefit from this nice, universal boost, or even be combined with Atavistic Flame techniques in general because of that addition to their template.

Next we have two more that are similar in nature again, this time focusing on the spiritual, healing aspect as opposed to the damaging physical one.

(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.​
(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.​
Thanks for clearing that up!



Alright, so for Inner Fire, we can see that it takes both moveslot to activate, and it appears to need a full-turn of attainment before it takes affect. You have to remain stationary, and can't use chakra either. Definitely not something I'd see used in combat, unless you're the type that has clones, a creation, or a summon that could defend you.

That said, its a spiritual heal, an Anutu cleanse, and doesn't have any recoil cost.

Kindling is a similar technique, but a bit stronger as a higher rank technique. It also takes an uninterupted full turn to work, but heals a massive 50 spiritual HP versus 20, and can be sustained. It does have an activation cost of 20 HP, regaining it over 4 turns, but if you just use it on yourself, but I believe it would be something like

Turn 0: -20 +50 = 30 Net
Turn 1: +5 +50 = 85 Net

etc.

Meaning that out of combat, its literally never a bad idea to use to heal yourself (unless you're so low that the recoil would KO you).
 

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Yup, nicely done. Nothing to add, as this is all really easy to grasp once you understand the fundamentals of the field.

Next we have a pair of more supplemental techniques. Very nice, especially the second one.

(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.

(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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Yup, nicely done. Nothing to add, as this is all really easy to grasp once you understand the fundamentals of the field.

Next we have a pair of more supplemental techniques. Very nice, especially the second one.

(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.​
(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.​
Dying Embers is pretty straight forward. Your next three AF techniques regen at double the value per turn, but then you cant regenerate after those techniques are used (though their corresponding regen is fine). Since the duration is tied to three AF usages, its best to space them out in this case, to get the most of it, rather than try to use a heavy AF assault, like three AF moves in the following turn. Its "passive" in the timeframe since, but still takes a move.

Around the Fire appears to be a MASSIVE buff. 30 HP to the user for +4 Base Speed, 30 HP/Turn Regen, and 20 Damage Resistance to all allies within medium range, excluding the user.

Every turn you sustain it costs you another 10 HP, and that 10 doesn't seem to regenerate like the original 30 does. This is honestly really cool.
 

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Yup. Now we move on to the most important part of the field; the Mode itself. This is more representative of the ability as a whole, and can be best summed up as the antithesis of Sage Mode. Break it down for me, and ask any questions you may have.

(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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Yup. Now we move on to the most important part of the field; the Mode itself. This is more representative of the ability as a whole, and can be best summed up as the antithesis of Sage Mode. Break it down for me, and ask any questions you may have.

(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.​
Okay, so lets take a look at this:

The "mana" pool for this increases as you're missing more health, according to the value = - (Current Health - Max Health) * 4.5.

There is no turn limit to the mode, rather, lasting until the mana is expended.

You gain a Universal Damage Resistance of 20.

You gain a "general" tracking increase of x2, but it works by sensing life-force, which can be an important distinction when looking at counter-tracking methodologies.

Atavistic Flame techniques gain an additional 20 damage (though, notably, this doesn't appear to increase effectiveness against Anutu techniques since that is based off of effective "chakra", not damage).

And then, a Universal Regen that heals for 30 HP/Turn.

And, uniquely (and awesomely) - immunity to Fatigue effects.



Alright, so a couple questions:

I'm assuming the 30 HP/Turn doesn't diminish your "mana" pool, as that's determined upon activating the mode?

Atavistic effective Chakra value is reduced from the total mode's resources while in use.
I'm also not quite sure what this means. Does this mean if I use an Atavistic Flame technique against an Anutu technique, whatever the "determined" chakra is for the interaction comes from my "mana"? Or that the health cost of an Atavistic Flame technique comes from my "mana" now, rather than my Health, while in the mode?

The -10 to chakra per turn: is that from your chakra, your "mana", or your health?
 

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Yup, it's a very potent mode, and there's two more powerful variations to it, so it only gets better.

For your first question, correct, the Atavistic pool is calculated at the moment of activation, after that point increases and decreases in health don't factor into the Mode.

For your third question, Atavistic has nothing to do with Chakra, so not coming out of there, and Atavistic only removes health as the activation cost for it's techniques, which it usually refunds. With that all taken into account, the 10 cost comes from the "mana" pool.

As for the second question, let's say you have an effective "Mana" Pool of 450, and you perform a B-Rank application of Human Principle. You still pay the 10 spiritual recoil which is taken from and returned into your Health pool, but you now would also remove the Chakra equivalent of a B-Rank Jutsu from your Atavistic pool. So it'd be 450 -20 = 430. The additional "effective Chakra" when interacting with Anutu wouldn't factor into this equation, as it's something that comes from interacting with those fields specifically, and not related to the actual technique(s) you're using or effort you're expending. So if as an Initiate you used the same technique to clash against a Suen technique, it would still only deduct or expend 20 from your Atavistic pool, and the additional 20 for interacting with a Divine field you get for free basically.

If you have no other questions, you are officially done for now. Congrats.
 
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Yup, it's a very potent mode, and there's two more powerful variations to it, so it only gets better.

For your first question, correct, the Atavistic pool is calculated at the moment of activation, after that point increases and decreases in health don't factor into the Mode.

For your third question, Atavistic has nothing to do with Chakra, so not coming out of there, and Atavistic only removes health as the activation cost for it's techniques, which it usually refunds. With that all taken into account, the 10 cost comes from the "mana" pool.

As for the second question, let's say you have an effective "Mana" Pool of 450, and you perform a B-Rank application of Human Principle. You still pay the 10 spiritual recoil which is taken from and returned into your Health pool, but you now would also remove the Chakra equivalent of a B-Rank Jutsu from your Atavistic pool. So it'd be 450 -20 = 430. The additional "effective Chakra" when interacting with Anutu wouldn't factor into this equation, as it's something that comes from interacting with those fields specifically, and not related to the actual technique(s) you're using or effort you're expending. So if as an Initiate you used the same technique to clash against a Suen technique, it would still only deduct or expend 20 from your Atavistic pool, and the additional 20 for interacting with a Divine field you get for free basically.

If you have no other questions, you are officially done for now. Congrats.
One more general question, as I was a bit confused. Say I had a move in a turn that looked like this:


(Kaen Kakkusei Iden: Ningen no Genri) – Atavistic Flame: Human Principle
Type: Offensive, Defensive, Supplementary
Rank: C – A (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.

(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.

(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.

You can see that I inflict the following spiritual damage to myself, in order: -10, -20, -30. The techniques all have varying regeneration rates, too.

How much health do I regen each turn? Do they stack each turn until they're all up, etc?
 

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They don't stack, like many other fields and stats, only the highest boost in a given instance is applied. Let me break it down.

So the first expends 10 health points, and recovers 5 for 2 turns.

The second expends 20 health, and recovers 5 for 4 turns, but can also be used to heal themselves for 50 per turn if they target themselves.

The last expends 30 health, and recovers 15 for the next two turns.

In total, you would have expended 60 health, and if you don't use Kindling to recover your own health, you would only recover the health from the highest recovery effect from a technique. So for the first two turns, it would be the 15 from Around the Fire, then for the next two turns after that the only one remaining would be the 5 recovered from Kindling, as the recovery from Human Principal would have expired at the end of Around the Fire. That would result in a total recovery of 40 health.
 
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They don't stack, like many other fields and stats, only the highest boost in a given instance is applied. Let me break it down.

So the first expends 10 health points, and recovers 5 for 2 turns.

The second expends 20 health, and recovers 5 for 4 turns, but can also be used to heal themselves for 50 per turn if they target themselves.

The last expends 30 health, and recovers 15 for the next two turns.

In total, you would have expended 60 health, and if you don't use Kindling to recover your own health, you would only recover the health from the highest recovery effect from a technique. So for the first two turns, it would be the 15 from Around the Fire, then for the next two turns after that the only one remaining would be the 5 recovered from Kindling, as the recovery from Human Principal would have expired at the end of Around the Fire. That would result in a total recovery of 40 health.
So, now that I've purchased it, I'm ready to move on to Master Atavistic Flame!
 

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Okay, start by detailing the main differences between Initiate and Master Atavistic Flame. You can skip the basics of the field as we covered that at the start of this training, and just focus on the specific differences.
 
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Okay, start by detailing the main differences between Initiate and Master Atavistic Flame. You can skip the basics of the field as we covered that at the start of this training, and just focus on the specific differences.
Okay, so the things that stick out to me are:

  • Master Atavistic Flame techniques can proceed to a higher rank than Initiate Atavistic Flame techniques.
  • There is a greater degree of complexity allowed in Master techniques, such as complex shape manipulation.
  • Master techniques are the foundation for which Grandmaster rank further improves upon - notably Initiate techniques to do seem to confer this effect.
  • And access to the next "tier" of Will to Survive.
 

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Yup, that's about it. That and the additional 20 effective Chakra against Anutu techniques for a total of 40 for Master and Grandmaster. Lets get started with the first Master technique, which is essentially an upgraded Human Principal technique.

(Kaen Kakkusei Iden: Ōkan Hi) – Atavistic Flame: Crown Fire
Type: Offensive, Defensive, Supplementary
Rank: A – S
Range: Short – Long
Chakra: N/A
Damage: 60 – 80 (90 – 110)
Description: Crown Fire is an advanced application of the Human Principle available to Masters and Grandmasters. It possesses intrinsic Anti-Divinity, a property that allows it to damage Divine beings in the same way that the God-Slaying Tools can. The technique is activated by focusing Atavistic Flame and drawing upon the user’s spirit, focusing it throughout their body. Unlike Human Principle, which can only be used from the user’s hands, Crown Fire can be released anywhere from the user’s body and in significantly greater quantities. This fire can be shaped to the user’s will and inflicts combustible physical damage to anything it strikes. Activating the technique requires the user expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn for the following two turns. Grandmasters are able to use Crown Fire with an additional 30 damage to each rank, not counting as a boost. S-Rank applications can be used four times per battle, once every two turns.
 
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Yup, that's about it. That and the additional 20 effective Chakra against Anutu techniques for a total of 40 for Master and Grandmaster. Lets get started with the first Master technique, which is essentially an upgraded Human Principal technique.

(Kaen Kakkusei Iden: Ōkan Hi) – Atavistic Flame: Crown Fire
Type: Offensive, Defensive, Supplementary
Rank: A – S
Range: Short – Long
Chakra: N/A
Damage: 60 – 80 (90 – 110)
Description: Crown Fire is an advanced application of the Human Principle available to Masters and Grandmasters. It possesses intrinsic Anti-Divinity, a property that allows it to damage Divine beings in the same way that the God-Slaying Tools can. The technique is activated by focusing Atavistic Flame and drawing upon the user’s spirit, focusing it throughout their body. Unlike Human Principle, which can only be used from the user’s hands, Crown Fire can be released anywhere from the user’s body and in significantly greater quantities. This fire can be shaped to the user’s will and inflicts combustible physical damage to anything it strikes. Activating the technique requires the user expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn for the following two turns. Grandmasters are able to use Crown Fire with an additional 30 damage to each rank, not counting as a boost. S-Rank applications can be used four times per battle, once every two turns.
Ah, I actually forgot about the effective chakra! Good call.

Pretty straight forward. Seems like it comes from you body, so still no flaming swords here.

Though, in regards to that and what I mentioned earlier, about how much is the extent we can apply shape manipulation with this?

Also, weirdly enough, Human Principle is better to use at A rank than this is at A rank, if you're not a Grandmaster, I believe. Less HP cost; well, if you're only going to cast it from your hands, at least.
 

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It does come from your body but you can shape it to whatever form you want. If you want it to be a flaming sword, then one you shall have. I mean, Rexii was able to make one, so it shouldn't be too hard, he's usually pretty tame but smart with his stuff. As for the extent, it's advanced shaping like you find in any Element, so it's pretty much only bound by general logic for fields like that, and other general principals we uphold, like the S-Rank allowing for larger shapes than the A-Rank application.

As for the A-Rank comparison, true. They would be dealing the same damage with Human Principal at a lower cost, but it's because it doesn't involve any advanced shaping. You'd be limited to simple streams and projectiles if you use Human Principal, so I assume that's why it's more cost-effective.

Now we move on to two of the nicest Master-level techniques, as they play so well with one another, and provide such a simple and easy method of giving yourself an on-demand meta-level boost in several areas, including a form of sensory.

(Kaen Kakkusei Iden: Kodai Dōsatsu) – Atavistic Flame: Ancient Insight
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Ancient Insight is the inner focusing of the user’s Atavistic Flame to empower their awareness. The technique is activated at the cost of a move but not occupying a slot in the timeframe. Grandmasters are able to activate Ancient Insight passively. Once activated Ancient Insight channels similar awareness bonuses as granted during Will to Survive. The user gains tracking, reflexes, and perception increased by x3 while Ancient Insight is active, lasting until deactivated. Each turn Ancient Insight is active the user suffers from 5 spiritual Health Points lost, though the user will regenerate 5 every other turn.

(Kaen Kakkusei Iden: Jinsei no Suiryoku) – Atavistic Flame: Thrust of Life
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Thrust of Life is an Atavistic technique used to enhance the user’s speed, considered the opposite of Ancient Insight. The technique is activated the cost of a move, visually appearing as flames bursting from the user’s body to increase their movement speed by x3. A Grandmaster's speed is increased by 4x. The technique lasts for a maximum of four turns and consumes 5 spiritual Health Points per turn it is active. The user regenerates 5 every other turn while active. It can be stacked with Ancient Insight and is usable three times per battle.​
 
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