At last, I've made my test room. Special thanks to Piston for inspiring me to do so! If anyone has any questions, comments, or critiques for my characters, feel free to share your thoughts!
This room is NPCs-Only, so current gladiators do not count (sorry Vamprina).
Being NPCs, these characters lack demos.
Dr. Amos Wilde Crowe
Dr. Crowe is tall and slender, and usua
lly wears a simple black robe. He also owns a hooded cape made of shiny black feathers that dangles down to his heels. The cape’s silver clasp is designed to look like a crow’s head. Rumor is that he’s Caucasian, but not much else is known about his facial features. This is because he never takes off that dratted leather plague doctor mask of his. If an observer stood close enough, they would see (through the mask’s eyeholes) that Crowe’s eyes are an intense ash grey. Sticking out of the sides of his hood is his coal-black hair, which reaches just a little past his shoulders.
Somehow, his mask has become part of his face. The beak will tear around the area a normal bird’s beak would open up, enabling Dr. Crowe to eat while wearing the mask. Though the mask is leather, it functions just as a normal beak does. Crowe often eats by pecking at his food. Alternatively, he would hold the food in his hands or with one of his feet while eating it.
Crowe’s hands are often covered with snow-white, fingerless gloves. If he removes them, his hands are quite human and have a healthy flesh color. His robe is so long that its hem drags on the ground, effectively hiding his crow-talon feet.
Due to past experimentation, Crowe has completely lost his ability to speak. The only sounds he can make are the harsh croaks and caws of his favored bird.
Dr. Crowe is usually very shy of people
, mostly because he fears he’d scare them off with his voice or outlook. That said, he has absolutely zero fear of animals, and is especially interested in animal-human hybrid beasts.
If a combat situation arises, Crowe will try his hardest to flee the fight scene. However, if cornered, he will turn on the offender and fight with fierce determination. In this state, he won’t give up until his opponent retreats or is rendered unable to fight back.
[/spoiler]
Blood Cure: Dr. Crowe has the power to alter his blood to combat virtually any disease in the universe. However, he mainly uses painkilling serums, mysterious regeneration-inducing liquids, and chemicals that make blood crust very quickly. The efficiency of the blood treatment depends on the color the blood is in the Doctor’s syringes. There are five colors: red (high risk of death), orange (moderate risk of death), yellow (slight risk of death), green (no negative effect), and black (unknown). With that in mind, all three aforementioned blood types are green. It’s the complex viral cures that get closer to the yellow-orange-red zone. No one’s ever seen what Dr. Crowe uses the black cure for, so at this time, its purpose remains a mystery.
Blood Toxin: Dr. Crowe has the power to alter his blood to the properties of virtually any toxin in the universe. However, he usually just settles to venoms that cause dizziness, brief (but extreme) pain, brief blindness, or temporary paralysis.
Bird Form: Dr. Crowe can turn himself into a crow.
Physical Attributes: Dr. Crowe can turn his arms into wings and fly. He also has extremely keen senses and night vision.
Darecrow: Dr. Crowe can transform into an andromorph with crow-like features. The form turns his head into that of a crow, covers his entire body with feathers, and gives him a crow tail. This form does not replace his arms with wings, but puts the wings on his back instead. Additionally, his grey eyes will turn emerald green and appear reptilian in nature.
Unlike his usual form, the Darecrow grants Dr. Crowe the ability to speak like a normal human being. His personality is slightly altered though; he may seem a little on the crazy side.
The Darecrow can grant dares…but be very careful. No dare comes without a cost. Also, the Darecrow is not a necromancer. He can’t bring things back from the dead.
Blood Cure – three doses maximum, otherwise Crowe would (inexplicably) faint. Receivers of the doses will experience brief, but excruciating pain for a few seconds after treatment. No other ill effects have been recorded.
Blood Toxin – same as Blood Cure, except four doses are the max instead of three. Receivers of the doses will experience the default consequences of the chemicals (e.g. paralysis causes paralysis, dizziness causes dizziness etc.)
Bird Form – he’s just a normal crow. It takes very little to kill it and its attacks are very weak.
Physical Attributes – injure his wings and he can’t fly. Any injuries dealt to his arms in combat will carry over to his wings, so if you break his left arm, his left wing would be broken as well.
Other – Generally, he’s human under all those feathers. Standard human weaknesses will apply (broken bones, burns, bruises, bleeding out etc.).
Doctor Amos Wilde Crowe was once a well
-reputed doctor at the Doctor’s Central hospital. His origins were a mystery, as he was rumored to have been orphaned on the streets. Crowe’s most distinguishing feature was his costume, which consisted of a black trench coat, a pair of resilient military-grade combat boots, and a hooded cloak made entirely of crow’s feathers. On an even stranger note, over the years, the Doctor’s costume has somehow grown along with him.
The Doctor’s Central hospital was created and funded entirely by Dr. Crowe himself, but when Stickpage City accepted a new clinic (known to many as the ‘Healing Hands Clinic’), the Doctor’s small business soon ceased to exist.
Running low on income and completely out of a job, Crowe took to the streets in hopes that he’d make it as a street medic. However, after running into a free-spirited gang of psychos, his whole life changed forever. After treating the wounds of one of their members, the psychos were very grateful and started to treat him like family. Eventually, Crowe bent to their cause and swiftly forgot his selfless goal of helping people. Within a few short years, he and his newfound comrades became the scourge of the entire City.
The leader of the psychos was a heavily scarred street fighter named Brutus. Brutus instantly took a liking to Crowe’s quirky nature, and eventually grew to respect the man’s newfound trickery. In time, Crowe became known as the Darecrow, and was famed for his skill in evading law enforcement…as well as taking ridiculous risks (which would
always pay off).
Of course, all “good” things must come to an end. One day, the psychos decided to give up their usual robbery and start on murder. Disgusted with the new development, the Darecrow secretly communicated with shadow agents from the World Regulation Force (WRF). A mere five days later, the agents discovered Brutus’s hideout, and the authorities arrested almost the entire gang. They were missing three members, Brutus, Jailbreak (Brutus’s second-in-command), and the Darecrow himself.
It didn’t take long for Brutus to find out about Crowe’s treachery. Infuriated, he handed the Doctor over to an accomplice of his. The accomplice only had instructions to torture Crowe, but he got majorly carried away and took to heavy experimentation instead.
Within a few short weeks, the Doctor was nigh unrecognizable. His arms had been replaced by the frayed wings of a crow, and his feet were no longer human, but talon-like and cruel-looking. Every one of his fingertips could reveal or retract a syringe-like tube, each filled with his own blood. His eyes had faded from their original blue into a hard dark grey, and his blonde hair had shifted to a coal-black shade. Even his voice had changed. He could no longer speak, and was capable of making only the harsh caws and croaks of the animal his last name favored.
When Brutus found out what happened, he couldn’t care less. He and Jailbreak beat the mutated Crowe and left him half-dead in the streets.
Alone, the Doctor tried to find a new beginning in other jobs, but everyone took fright and shut their doors in his face. Distraught, Crowe returned to the streets and lived in poverty for the next several years. At length, the Doctor lay dying in a roadside ditch, surrounded by crows. Ever since his experimentation, the birds held an unusual interest in him, and would accompany him wherever he went.
Their presence helped Crowe pull his fading memories back together, bringing him back to when he used to work at his hospital. He’d brought so much joy to people…who said he was to give up now? His ugly history began to unravel, and Crowe was disgusted with what he saw. No…it wasn’t going to end like this.
With almost superhuman effort, Crowe drew himself up and began the painful journey back to his old workplace. Once there, he got his claws into all the chemicals he could find, including some he’d been experimenting with. Days later, the Doctor was teetering on the brink of his sanity, but he’d finally somewhat reversed the effects of his crow mutation. Now, his arms only converted to wings when he wanted them to. However, his feet, eyes, and hair refused to respond to his chemical tinkering.
Finished with his self-experimentation, Crowe realized he’d reawakened his past desires as the Darecrow. Seized by a powerful urge, he ran all sorts of chemical tests on his blood, figuring out quite quickly that he had (somehow) altered its composition in such a way that he could now cure every disease imaginable. Unfortunately, he could
also create virtually any type of toxin he desired. As soon as he’d come to this conclusion, he proceeded to test his knowledge by using the deadliest viruses in his collection…on himself. Despite Crowe’s recklessness, every test was successful. It was almost as if the Doctor could sense the viral compositions, as well as figure out their chemical counters…
instinctively. Not only that, but he could alter his blood’s composition to whatever chemical he required, without suffering any ill effects. However, when injecting the cure, no matter what, it was always extremely painful. This effect didn’t last long, but it was so unimaginably strong that Crowe himself had to rest for a couple of hours between doses.
Unsure of what to make of his discoveries, he decided to clean up the clinic, focused on making it a habitable residence for himself. So far, he has succeeded, and has lived there ever since.
[/spoiler]
[/spoiler]
Hale
Nickname(s): “Mr. Stickylegs”, “Mr. Happyman”
Hale is a tall, thin man, with long bla
ck hair. His build suggests he’s in his early 20s, and he wears a bright red suit with a fine swirling gold pattern stitched all over it. His pants are purple and he often wears a black top hat with a red ribbon. The ribbon has a feather pinned to it. Finishing off the look is a pair of shiny, custom-made dress shoes, which are every bit as expensive as they seem. He has a pure white, round pin on his shirt. The pin has a red X on it.
He also wears a gold watch with a diamond face on his right wrist. His hands are usually covered by white gloves.
Given his appearance, one can almost believe Hale is human, if it wasn’t for his “mask”. He wears a piece of paper taped to his head. On the paper is a large, simplistic smiley face; yellow, with two black eyes and a black curving mouth. The tape stretches from one side of the paper all the way around his head, before meeting the other edge of the paper. Its top and bottom are not taped. The tape is thick and seems haphazardly placed, as if applied in a great hurry. The mask has no eyeholes, and completely obscures Hale’s face. He can still somehow see through it though.
No one so far has been able to find out exactly what the man’s face looks like.
Hale is a friendly, fun-loving individu
al, who loves nothing more than to entertain people. He will not harm innocent lives.
[/spoiler]
Sure Shot: Hale is really good at aiming and shooting moving targets.
Can’t Touch This: When using a melee weapon, Hale can deflect virtually any projectile that comes his way. He can also use this for evasive purposes; his dodging skill is legendary.
Terrain Master: Hale can walk on nearly any surface with ease and has an incredible sense of balance.
RANGED
UZI: Submachine gun. 50 rounds. Range of 200 meters.
Remington 870: Shotgun. Seven (buckshot) rounds. Range of 23 meters.
Smith and Wesson Model 10: Revolver. Six rounds. Range of 992 meters.
Colt M1911 (Main): Pistol. Seven rounds. 50 meters.
AK-47: Rifle. Thirty rounds. Range of 400 meters.
MP5: Submachine gun. 50 rounds. Range of 200 meters.
RPG-7: Rocket launcher. 2 rounds (usually). Range of 200 meters.
M24: Sniper rifle. Six rounds, bolt-action. Range of 800 meters (1500 if the conditions allow).
Unlimited Ammo
All Hale's weapons have unlimited ammo.
MELEE
Battle Scissors
Hale owns a massive pair of 5-foot ‘scissor blades’. They can link together to make a single large scissor, or both blades can be used as separate weapons. He either carries the full scissor in a sheath on his back, or has both separate blades hanging on his belt. The scissors are very light and extremely sharp, cutting through nearly any material like a hot knife through butter.
The blades are made of a queer material known as V-matter, a purplish-black substance with dynamic pinpoints of “starlight” embedded in it. The scissors almost seem to be made of liquid cosmos. If faced with a fight in a confined space, the scissors will shorten and extend as they are swung about, preventing contact with any obstacle (aside from those associated with enemies or the enemy itself). The scissors absorb most of the shock of any collision, causing Hale little to no staggering in combat. The scissors are self-aware.
Additionally, no one has discovered what the ‘V’ in “V-matter” stands for. The secret is likely to remain unknown indefinitely.
[spoiler=Weaknesses]
Sure Shot – believe it or not,
standing absolutely still will mess up Hale’s aim. He literally can’t hit a stationary target because he keeps anticipating which way it’s going to move. His mind makes pictures of all the target’s possible motion paths, causing him to get dizzy if he stares at the target for too long. If the target refuses to move, he’ll have to resort to melee.
Can Touch That – Hale will only be able to deflect a projectile/dodge an attack if it’s coming at him from the front (and if he can see it). He can only deflect one thing every few seconds; and that will be the closest projectile each time. If someone shoots a barrage of rockets at him, he’s toast. Only projectiles can be deflected, NOT laser beams, dragon breath, poison clouds etc.
Terrain Master – no traction on frigid surfaces; walking on extremely hot surfaces is an extremely bad idea as his shoes would melt. Also, his shoes are what allow all the sticking. If they are somehow removed, he’ll have nothing but his own human feet to get him out of trouble.
Ranged Weapons – The Colt will only fire as far as its listed range