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CHARACTER OVERVIEW
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Burst Sheet
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Name: Spark Aptitude
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Age: 26
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Eye color: Blue
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STATISTICS: base stats
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Level: 250
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Physical Strength: 10                                                                 Physical Strength:   
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Magical Strength: 3                               	                              Magical Strength:
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Physical Defense: 8                          				              Physical Defense:
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Magical Defense: 4                          		                              Magical Defense:
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Mana Power: 5000                            	                                      Mana Power:
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Wisdom: 4                          				                      Wisdom:
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Stamina: 7                                    				              Stamina
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Movement Speed: 5                                 			              Movement Speed:
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Stealth:4                  							      Stealth:
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Strengths: Water, flying, air, short range fighting
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Weaknesses: ground, long range combat
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Hobbies/Professions/Likes: Leader of team Instinct, Meme lord, dabbing.
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Dislikes: nuts (allergic)
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Personality: Spark is really laid back and jokes around alot, but if the time calls for it he will be serious.
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Close Friends:
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Possible Relationships:
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Physical Appearance: http://prntscr.com/ce9nhh
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BURST MAGIC: Instinct Electric
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PASSIVE: An effect that's always there. These usually have a positive effect with a negative effect.
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Passive- Thundering Rage
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E(Effect): The user has a constant suply of power, as long as they have their necklace. 
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E(Effect): The user has a constant supply of power, as long as they have their necklace. 
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           With this then can still charge electricity into their body parts without mana
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BASIC SPELLS: Five if you do not wield weapons, four if you do.
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Basic Spell One- Set Charge
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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.
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D(Damage): low
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C(Cost): 50
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R(Recoil/Drawback): The user can only set three at a time.
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Basic Spell Two- Thunder line
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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
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D(Damage): low
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C(Cost): 100
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R(Recoil/Drawback): this cant be used twice in a row.
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Basic Spell Three- Thunder Punch
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E(Effect): The user charges their fists with electricity and punches the foe
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D(Damage): mid
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C(Cost): 100
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R(Recoil/Drawback): low recoil
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Basic Spell Four- 
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Basic Spell Four- Volt Surge
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E(Effect): the user shoots out a wave of electricity which is unavoidable and lowers speed by 50%
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D(Damage): mid
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C(Cost): 200
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R(Recoil/Drawback): it only lowers the speed the first time and is more avoidable when used repetitively
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Basic Spell Five (Only w/o weapon)- 
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Basic Spell Five (Only w/o weapon)- Volt Kick
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E(Effect): the user shoots electricity out of their feet whilst in mid air emitting a powerful attack
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D(Damage): High
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C(Cost): 250
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R(Recoil/Drawback): The attack can miss
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Basic Burst Spell- Instinct Rush
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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.
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D(Damage): mid
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C(Cost): 150
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R(Recoil/Drawback): If the foe uses electric magic, this move will fail
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SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
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Secret Art One- Thunder Charge
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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.
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           At the end of the combo they will jump and charge electricity into their feet and axe kick the foe
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D(Damage): Mid
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C(Cost): 150
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R(Recoil/Drawback): 
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Secret Art Two- Stun grab
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E(Effect): The user grabs the foe by the face and charges electricity into them, then the user slams the foe into the ground.
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D(Damage): mid
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C(Cost): 200
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R(Recoil/Drawback): the user can still be attacked while charaging the opponent
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R(Recoil/Drawback): the user can still be attacked while charging the opponent
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Secret Art Three- “[name here]”
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Secret Art Three- “Electromagnetic Shot”
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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
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D(Damage):
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C(Cost):
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R(Recoil/Drawback):
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Secret Art Four (Only w/o weapon)- “[name here]”
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Secret Art Four (Only w/o weapon)- “Instinctive Strike”
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E(Effect): the user attacks so quickly this attack almost always goes first
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D(Damage): Mid
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C(Cost): 250
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R(Recoil/Drawback): cant be used twice in a row
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Secret Burst Art:
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E(Effect):
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D(Damage):
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C(Cost):
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R(Recoil):
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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.
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Forbidden Art One- Lighting Guillotine
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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
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D(Damage): high
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C(Cost): 250
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R(Recoil/Drawback): the user is left open for attacks from outside the range of the area.
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Forbidden Art Two- “[name here]”
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E(Effect):
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D(Damage):
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C(Cost):
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R(Recoil/Drawback):
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Forbidden Art Three- “[name here]”
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E(Effect):
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D(Damage):
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C(Cost):
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R(Recoil/Drawback):
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Forbidden Art Four- “[name here]”
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E(Effect):
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D(Damage):
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C(Cost):
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R(Recoil/Drawback):
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Forbidden Burst Art-
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E(Effect):
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D(Damage):
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C(Cost):
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R(Recoil/Drawback):
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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.
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Ultimate Move- Instinct's Might
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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.
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D(Damage): KO-KILL (if used early enough)
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C(Cost): all remaining mana
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R(Recoil/Drawback): the user's passive will not be useable after this attack. the user off left with 25% of their stats
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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.
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Takeover- “[name here]”
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E(Effect):
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D(Damage):
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C(Cost):
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R(Recoil/Drawback):
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Burst Takeover-
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E(Effect):
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D(Damage):
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C(Cost):
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R(Recoil/Drawback):
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Overdrive - “[name here]”
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E:
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R:
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Overdriven Art - Gigavolt Havoc
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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 
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  foe, the Zapdos will explode on contact.
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D: Extreme
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R: If the user dosnt charge this attack properly, they will faint after this is used.
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C: 1000
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Burst Overdrive-
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E(Effect):
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D(Damage):
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C(Cost):
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R(Recoil/Drawback):
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Weapon:
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E:
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Power-ups:
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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.
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Upgrades:
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E:
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Power-Ups:
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Equiptment: They can be related to your character or just what they pick up over time.
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Equiptment:
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E:
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Power-Ups:
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Extra Spells(Optional)
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