I REALLY suck at art, so just how the character works. Story: (coming soon)
Victor Vance Attacks/moves: (read his gimmick first) Light: Inertia Intercept Blocks any attack. If you block a light attack, 0 Inertia is gained, but there is 0 cooldown. If you block a medium attack, you gain 1 Inertia and 3 seconds of cool down. Block a heavy attack and 2 Inertia is gained with 6 seconds of cool down. Cool down is dependent on the type of attack he blocks. (i.e, light, medium, heavy) Medium: TBD Heavy: Railgun Reaping Blasts a slow-moving energy-based projectile in the direction Victor is facing. Deals high damage. Dissipates after 5 seconds, or if it hits a surface. 4 second cool down. GIMMICK: Inertia Inertia multiplies one stat, and which stat is multiplied is dictated by the form Victor is in. Formula: Set [stat] to ((stat) * (Inertia / 2)) This means that said stat will be multiplied by half the Inertia value. You start the fight with 1 Inertia, halving the stat. Inertia drops by 2 or 3 if a PLAYER damages you, but if your Inertia drops then you get a 3 second Inertia-drop immunity, to stop other players from hitting you constantly. You CAN drop to 0 Inertia, but ONLY if your Inertia is at 1. Your Inertia cannot drop past 0. Here's an example: Your Inertia is at 3, you get hit and 3 Inertia is taken. 3 - 3 is 0, but because of the safety net, you have 1 Inertia. You get hit again, now because your Inertia is 1, it finally drops to 0. You get hit again, but Inertia cannot drop past 0, so it stays firmly at 0. You can only gain Inertia from the Light attack. FORMS: Offensive Form: Inertia multiplies how much damage he deals. Defensive form: Inertia multiplies how much defense he has. Haste form: Inertia multiplies his speed. Critical form: Three hits is enough to kill him, but his damage, defense, and speed are all multiplied by Inertia.