Here are some sketches of Quickman (DWN-012)
(Again, sorry if it looks a bit rough, I’ll later re-draw this on my digital drawing pad along with color it for more clarity of details.)
My interpretation of these re-designs will mainly try to be realistic and practical with some added changes to the characters; so lets get into more detail with Quickman and the specific features he has, along with a character bio.
Since Quickman was the last of Dr. Wily’s first eight robot masters made and was unfortunately sent away mere minutes after being first booted up- He has the least amount of experience in combat and his fighting style can be best described as make-shift; Despite this he is still considered a highly dangerous adversary because he simply might be too fast to hit and overwhelm his opponent with rapid attacks. The curvature of Qucikman’s armor was specifically designed to reduce the drag of air particles as well as the extreme pressurized forces of suddenly accelerating faster then light speed. The metal frame and armor plates are made of a special carbon-fiber interlaced chemically with aluminum-steel alloys to allow him to move around faster and easier with a sophisticated lighter set of armor. Quickman’s body frame was made to be light and efficient at running and leaping horizontally with extra compressed hydraulics built into both of his legs and extra flexible knee joints; as a result of over specialization, he is poorly coordinated when it comes to jumping upwards, so he has a set of four semi-flexible compressed jets on the back portion of his armor to help him reach higher heights when he jumps.His infamous speed boost abilities come from a experimental engine that incorporates a compressed tube full of dark-matter, the reaction of the engine sending electrical impulses through the tube causes a temporary time warp around his close vicinity that allows him to move at any given direction while his surroundings remain practically frozen in time; over time, he learns how to better control these special abilities and can maneuver though complex areas while having his speed boost activated. Due to the dark matter engine generating unpredictable levels of energy outputs, the jets on his back portion of his armor also act as accelerated/boosted exhaust vents to quickly maintain a stable temperature, as well as a signature ‘v’ shaped intake vents at the front of his armor. The exhaust from his engine is so radioactive, unstable and potent that a chemical reaction occurs when it hits open air, jets of condensed bright blue plasma rush out- and he later learns how to reverse the intake vent and use it as a effective weapon for close combat. Quickman’s helmet resembles that of a modified cycling helmet due to it having to be shaped aerodynamically for less potentially hazardous air particle drag, and prominently features his signature golden boomerang crest; he has a optional face plate (with decorative stripes vaguely resembling the facial pattern on a cheetah) that covers his lower face from view, but typically he chooses not to wear this because he claims that its uncomfortable. Quickman’s personality can best be described as nervous, shy and milquetoast due to a unhealthy combination of Dr. Wily, seeing the potential danger he might be if he was left unchecked, programmed him with more obedient and submissive traits; and then having to have dealt with relentless ridicule from his siblings and creator after his unsuccessful fight with Megaman. Eventually, Quickman gets past these traits and slowly changes into a competitive and arrogant stand-offish robot; but still retains his sensitive side somewhat to people he knows.
Each of Quickman’s forearms include a mini condensed engine that exhibit similar traits to the main one in his chest except with a few added features; The engine vibrates a smaller tube of condensed dark matter and a unstable reaction occurs around his forearm, time warps and a make-shift force field emanates from his arms. There are also exhaust vents that shoot out jets of blue plasma around the pieces of tech on his forearms. A mini teleportation device similar to Crashman’s is also embedded into his tech- allowing him to teleport boomerangs (Small and or Large) into his grasp ready for throwing at his unsuspecting opponents. His elbow features a sharp diamond shaped piece of metal used for elbowing opponents weak points. Quickman, when he first used his throwing boomerangs, has absolutely terrible at aiming, so he temperately improvised and used them as combative knives/short swards. He has a alternate pair of gloves that feature bladed knuckles, but he usually does not wear this under normal circumstances because he personally thinks it looks too aggressive.
Quickman’s boots are made highly specialized to handle the repeated high velocity forces of his speed boost assisted running. The overall shape of the lower portion resembles running shoes; It was carefully designed to allow more flexibility and movement so that he does not trip on rough uneven terrain while using his speed boost. The heel of the boot is hollow and features a stiff metal plate that absorbs the repeated pressure from each step he takes during his speed boost. The inner portion also features a wide jet that acts as a exhaust vent and helps boost him upwards for jumping; typically he does not turn these on while running at high speeds because it poses a real risk of him quickly loosing his footing on the ground and subsequently crashing into whatever he was trying to jump over.
I’m sorry for being so absent from here for so long, life got in the way with moving, setting up a new computer, and I recently started another semester at college with full time classes, ugh. I posted this because I managed to get these sketches done before it got too hectic here...Next I might try to refine those Elecman design sketches I have and post that (Which might take quite a while) I hope you enjoy :)