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Zaro Moves And Stamina
View on GitHubZaro Moves and Stamina
Zaro's power is living spark light. Warm, bright yellow, and alive.
Important rule: Zaro has limits. If he pushes too hard, he crashes. We call this Glow Burn.Power States (Color = Life Meter)
| State | Color | Description |
|---|---|---|
| Normal | Bright Yellow | Stable, playful, capable. Dome is strong. |
| Tired | Dark Yellow | Strained. Can still act, but weaker. |
| Near empty | Gray-Yellow | Almost out. Dome flickers. May shake or collapse. |
| Overdrive | White-hot Yellow | Rare surge. Electric sparks fly off him. |
Core Moves
Move 1 — Spark Shield
A warm yellow barrier around himself or a small space. Used for defense and rescue.
Cost: Holding it drains him.Move 2 — Spark Push
A burst wave that pushes danger away. Not a killing move — it creates space.
Cost: Big pushes drain stamina fast.Move 3 — Spark Dome (Boundary)
A protective boundary around his home base. Looks like a large dome field.
Cost: If Zaro is weak or sad, the dome weakens too.Glow Burn (Stamina Crash)
Glow Burn happens after too much output.
How it looks:- Yellow fades toward dark yellow, then gray-yellow
- Movements slow
- Eyes lose star shine
- Breath becomes heavy
NOT OVER = Heart Restart Moment
When Zaro is at his lowest — gray-yellow, dome nearly fails, world begins to dim — he writes: NOT OVER.
This acts like a defibrillator shock. He snaps back to full strength, then surges into Overdrive.
Important: This is not random rage. It is a mental choice. His brain ignites the spark.Future Growth Direction
Later, Zaro will learn:
- Controlled Overdrive
- Avoiding Glow Burn
- Igniting his spark on purpose
Breathing helps calm him. But the spark comes from the mind.