AmazingAggron

Spark RP sheet

Sep 6th, 2016
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  1. CHARACTER OVERVIEW
  2. ~~~~~~~~~~~~~~~~~~
  3. Burst Sheet
  4.  
  5. Name: Spark Aptitude
  6. Age: 26
  7. Eye color: Blue
  8.  
  9. STATISTICS: base stats
  10. Level: 250
  11. Physical Strength: 10 Physical Strength:
  12. Magical Strength: 3 Magical Strength:
  13. Physical Defense: 8 Physical Defense:
  14. Magical Defense: 4 Magical Defense:
  15. Mana Power: 5000 Mana Power:
  16. Wisdom: 4 Wisdom:
  17. Stamina: 7 Stamina
  18. Movement Speed: 5 Movement Speed:
  19. Stealth:4 Stealth:
  20.  
  21. Strengths: Water, flying, air, short range fighting
  22. Weaknesses: ground, long range combat
  23.  
  24. Hobbies/Professions/Likes: Leader of team Instinct, Meme lord, dabbing.
  25. Dislikes: nuts (allergic)
  26.  
  27. Personality: Spark is really laid back and jokes around alot, but if the time calls for it he will be serious.
  28.  
  29. Close Friends:
  30.  
  31. Possible Relationships:
  32.  
  33. Physical Appearance: http://prntscr.com/ce9nhh
  34.  
  35.  
  36. BURST MAGIC: Instinct Electric
  37.  
  38. PASSIVE: An effect that's always there. These usually have a positive effect with a negative effect.
  39.  
  40. Passive- Thundering Rage
  41. E(Effect): The user has a constant supply of power, as long as they have their necklace.
  42. With this then can still charge electricity into their body parts without mana
  43.  
  44.  
  45. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  46.  
  47. Basic Spell One- Set Charge
  48. E(Effect): The user leave a mark of electricity on the floor where they are standing, if this mark is stepped on by anyone else, it will explode.
  49. D(Damage): low
  50. C(Cost): 50
  51. R(Recoil/Drawback): The user can only set three at a time.
  52.  
  53. Basic Spell Two- Thunder line
  54. E(Effect): The user shoots out a line of electricity at a target, if contact is made, the user and the target will switch places
  55. D(Damage): low
  56. C(Cost): 100
  57. R(Recoil/Drawback): this cant be used twice in a row.
  58.  
  59. Basic Spell Three- Thunder Punch
  60. E(Effect): The user charges their fists with electricity and punches the foe
  61. D(Damage): mid
  62. C(Cost): 100
  63. R(Recoil/Drawback): low recoil
  64.  
  65. Basic Spell Four- Volt Surge
  66. E(Effect): the user shoots out a wave of electricity which is unavoidable and lowers speed by 50%
  67. D(Damage): mid
  68. C(Cost): 200
  69. R(Recoil/Drawback): it only lowers the speed the first time and is more avoidable when used repetitively
  70.  
  71. Basic Spell Five (Only w/o weapon)- Volt Kick
  72. E(Effect): the user shoots electricity out of their feet whilst in mid air emitting a powerful attack
  73. D(Damage): High
  74. C(Cost): 250
  75. R(Recoil/Drawback): The attack can miss
  76.  
  77. Basic Burst Spell- Instinct Rush
  78. E(Effect): The user grabs the foe and throws them into the air, locked by electricity. The user then appears above them and punches them into the ground.
  79. D(Damage): mid
  80. C(Cost): 150
  81. R(Recoil/Drawback): If the foe uses electric magic, this move will fail
  82.  
  83. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  84.  
  85. Secret Art One- Thunder Charge
  86. E(Effect): The user charges electricity into their body, glowing blue and they then dash to the target to unleash a combo of punches and kicks.
  87. At the end of the combo they will jump and charge electricity into their feet and axe kick the foe
  88. D(Damage): Mid
  89. C(Cost): 150
  90. R(Recoil/Drawback):
  91.  
  92. Secret Art Two- Stun grab
  93. E(Effect): The user grabs the foe by the face and charges electricity into them, then the user slams the foe into the ground.
  94. D(Damage): mid
  95. C(Cost): 200
  96. R(Recoil/Drawback): the user can still be attacked while charging the opponent
  97.  
  98. Secret Art Three- “Electromagnetic Shot”
  99. E(Effect): the user emits an electromagnetic frequency that draws all magnetic objects towards the target damaging them regardless of whether they are immune to electricity or not
  100. D(Damage):
  101. C(Cost):
  102. R(Recoil/Drawback):
  103.  
  104. Secret Art Four (Only w/o weapon)- “Instinctive Strike”
  105. E(Effect): the user attacks so quickly this attack almost always goes first
  106. D(Damage): Mid
  107. C(Cost): 250
  108. R(Recoil/Drawback): cant be used twice in a row
  109.  
  110. Secret Burst Art:
  111. E(Effect):
  112. D(Damage):
  113. C(Cost):
  114. R(Recoil):
  115.  
  116. FORBIDDEN ARTS: Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana. You start off with four, and lose one per weapon you use.
  117.  
  118. Forbidden Art One- Lighting Guillotine
  119. E(Effect): The user punches the floor with a charged fist, summoning five pillars of lighting to rain aroudn the user, hitting all in 5 meter radius
  120. D(Damage): high
  121. C(Cost): 250
  122. R(Recoil/Drawback): the user is left open for attacks from outside the range of the area.
  123.  
  124. Forbidden Art Two- “[name here]”
  125. E(Effect):
  126. D(Damage):
  127. C(Cost):
  128. R(Recoil/Drawback):
  129.  
  130. Forbidden Art Three- “[name here]”
  131. E(Effect):
  132. D(Damage):
  133. C(Cost):
  134. R(Recoil/Drawback):
  135.  
  136. Forbidden Art Four- “[name here]”
  137. E(Effect):
  138. D(Damage):
  139. C(Cost):
  140. R(Recoil/Drawback):
  141.  
  142. Forbidden Burst Art-
  143. E(Effect):
  144. D(Damage):
  145. C(Cost):
  146. R(Recoil/Drawback):
  147.  
  148. ULTIMATE MOVE: The “finishing” spell of a battle. When used, you use all of your power and damage and force it into one attack. If this spell hits, it is an instant KO on the target. If it misses, however, you are left with no mana power and 25% of your original stats.
  149.  
  150. Ultimate Move- Instinct's Might
  151. E(Effect): The user charges all of their avalable energy into a punch, then hits the foe. The energy in the user's hand will expand, trapping the foe in a orb of pure electricity, then the orb will explode.
  152. D(Damage): KO-KILL (if used early enough)
  153. C(Cost): all remaining mana
  154. R(Recoil/Drawback): the user's passive will not be useable after this attack. the user off left with 25% of their stats
  155.  
  156. TAKEOVER: A special form only accessible after you have met certain conditions. These cost little to no mana and usually transform you into a powerful entity, such as a dragon, giant, naga, etc.
  157.  
  158. Takeover- “[name here]”
  159. E(Effect):
  160. D(Damage):
  161. C(Cost):
  162. R(Recoil/Drawback):
  163.  
  164. Burst Takeover-
  165. E(Effect):
  166. D(Damage):
  167. C(Cost):
  168. R(Recoil/Drawback):
  169.  
  170. Overdrive - “[name here]”
  171. E:
  172. R:
  173.  
  174. Overdriven Art - Gigavolt Havoc
  175. E: The user charges electricity into their body and releases all of the built up energy in the form of a Zapdos. the eletric Zapdos will land on top of the
  176. foe, the Zapdos will explode on contact.
  177. D: Extreme
  178. R: If the user dosnt charge this attack properly, they will faint after this is used.
  179. C: 1000
  180.  
  181. Burst Overdrive-
  182. E(Effect):
  183. D(Damage):
  184. C(Cost):
  185. R(Recoil/Drawback):
  186.  
  187. Weapon:
  188. E:
  189. Power-ups:
  190.  
  191. UPGRADES: They are made by TGN and you can have up to three that boost you in battle, you can have as many as you want that dont boost you.
  192.  
  193. Upgrades:
  194. E:
  195. Power-Ups:
  196.  
  197. Equiptment: They can be related to your character or just what they pick up over time.
  198.  
  199. Equiptment:
  200. E:
  201. Power-Ups:
  202.  
  203. Extra Spells(Optional)
  204. ~~~~~~~~~~~~~~~~~~~~~~
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