Doug Houser

==Summary==
Doug Houser is the main protagonist of Dark Deception.
After departing from the mortal realm to seek redemption for his corrupt past, Doug comes across a woman named Bierce in a pocket dimension. Bierce offers to change his fate (likely referring to punishment) in exchange for obtaining pieces of a powerful ring called the Riddle of Heaven, to which he obliges. Bierce tasks Doug with entering a series of Nightmares, each one resembling a painful element from his past, in order to free the spirits within them and obtain each piece. Along the way, Doug crosses paths with the demon Malak, the owner of each ring piece and an old rival of Bierce. As Doug overcomes each Nightmare, Malak grows progressively agitated, claiming that Bierce is deceiving him and threatening to make him suffer.
Summary, part of the Intelligence section, and the Notable Attacks and Techniques courtesy of the Dark Deception Wiki.
==Powers and Stats==
Tier: | 
Key: Chapters 1-2 | Chapters 3-4
Name: Doug Houser, Love (By BierceDark Deception Chapter 1), Mortal (By Malak,Monkey BusinessElementary EvilDeadly DecadenceStranger SewersCrazy CarnevilTorment TherapyMascot MayhemBearly Buried Lucky, and Mama Bear), Friend (By Agatha), New Student (By Agatha), Bierce's Pet (By Malak), Little Puppet (By Malak), Meat Sack (By Malak), Looker (By Reaper Nurses), New Patient (By Reaper Nurses), Stupid Man (By The Matron), Buddy (By Lucky and Joy Kill), Squishy (By Penny and Joy Kill), Little Freak (By Hangry), Sweet Prince (By Lucky), New Companion (By Mama Bear), Guest (By Mama Bear), An Abomination (By Mama Bear), Dougie (By His Mother), Sweetheart (By His Mother), Brat (By His Mother)
Origin: Dark Deception
Gender: Male
Age: Likely in his 30s or 40s
Classification: Human
Powers and Abilities:
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|-|Physical Abilities=None Notable | Superhuman Physical Characteristics
|-|Powers=Speed Boost (Via Speed Boost, Doug Houser increases his speed by multiple times to the point of being capable of outrunning almost any enemy in Dark Deception), Teleportation (Via TeleportationDark Deception Chapter 2), Extrasensory Perception (Via Telepathy, which grants the ability to see enemies through wallsDark Deception Chapter 3), Fear Manipulation/Paralysis Inducement/Energy Manipulation (Via primal Fear, which sends out a wave of energy that paralyzes and stuns enemies with fear), Telekinesis (Via Telekinesis, which gathers soul shards for Doug Houser in a large radiusDark Deception Chapter 4) Invisibility (Via Vanish, can go invisible)
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Attack Potency: Athlete level (Doug Houser is a physically active man and as such is at least of this level. Can easily break multiple wooden planks with only one hand) | Small Building level (With the usage of a Mallet, Doug harmed the four Goliath Clowns and multiple Clown Gremlins. Can one-shot Reaper Nurses through the usage of their syringes, the Primal Fear power, and with a punch)
Speed: Athletic Human (Doug is the only individual taken by Bierce to have caused Malak trouble, meaning he is required to be a faster runner than they were), higher (Speed boost increases Doug's speed by multiple times) up to possibly Superhuman with Speed Boost (Possibly is comparable to his future speed boost, which makes him faster than Reaper Nurses who are capable of outrunning ambulances) | Athletic Human (Likely faster than before), Superhuman with Speed Boost (Speed Boost makes him faster than Reaper Nurses who are capable of outrunning ambulances)
Lifting Strength: Athletic Human | Athletic Human
Striking Strength: Athlete level | Small Building level
Durability: Athlete level | Small Building level (Can tank some attacks from Dread Duckies, and can tank Dread Ducky shells being launched at him. Can take some hits from Clown Gremlins before being knocked out. took a hit from Lucky and Penny before being knocked out by Hangry, albeit they were explicitly trying not to kill him. Can tank the force of his own attacks)
Stamina: Superhuman (Doug appears to go through each and every Nightmare in a single, constantly running, being attacked, and even heavily injured all without tiring)
Range: Standard Melee Range physically, Tens of Meters with abilities
Standard Equipment: A tablet that displays nearby Soul Shards and the cooldowns of Doug's abilities.
Intelligence: Gifted (Was a Criminal Defense Attorney of unknown effectiveness, is capable of identifying each monster's characteristics and devise counter-tactics for them in amidst of danger, for example: listening for Murder Monkeys' footsteps to determine their proximity and avoid being cut off by their potential routes, using Agatha's superb hearing against her by luring her to a shard-deprived area before moving to a new area, using Teleportation to get past the Gold Watchers surrounding and blocking his paths, using Telepathy to know when the Dread Duckies are blending in the environment, luring in a large group of Clown Gremlins to use Primal Fear against them, stunning and using the Reaper Nurses to defeat the Matron, identifying and nullifying each Joy Joy Gang member's abilities, and using the Trigger Teddies to his advantage to defeat Mama Bear. Doug has also shown to be able to use his abilities for combative purposes, such as when he used them to maneuver around Clown Gremlins to deal with the Goliath Clowns, or when he used Teleportation to avoid an attack and Primal Fear to create a shockwave to attack)
Standard Tactics: Doug generally prefers to observe his opponents before acting, getting the information he requires before striking at an opportune time. Usually preferring to use a weapon of some sort, Doug fights with hit-and-run tactics, utilizing his abilities to avoid attacks and get close or in some cases to launch an attack himself
Weaknesses: Doug Houser is remorseful for his actions in life, making using them against him painful. All of his abilities have cooldowns to be worked around.
Notable Attacks/Techniques:
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|-|Chapter 2=
*Speed Boost: Unlocked before starting "Elementary Evil". This ability lasts 9.75 seconds before going on cooldown for 6.5 seconds
**This ability increases the player's speed drastically, helping them to outrun enemies and can burst through red barriers. As of Chapter 3, the Speed Boost allows Doug to outrun almost every enemy within Dark Deception.
*Teleportation: Unlocked before starting "Deadly Decadence", the last level of Chapter 2. This ability teleports Doug Houser about 15 meters before going on cooldown for 5 seconds
**This ability allows Doug Houser to teleport forward about 15 meters through enemies and traps, especially when being cornered in its respective level. When teleporting, any soul shards that he may have teleported through are picked up.
|-|Chapter 3=
*Telepathy: Unlocked before starting "Stranger Sewers". This ability lasts for 9 seconds before going on cooldown for 6.5 seconds
**This power reveals the positions of all enemies in the zone by put them in a red blurred holograms. Holograms can be seen through solid objects, and works on all enemies, including Malak. In the context of Stranger Sewers, this power distinguishes the real Dread Duckies from the fake ones.
*Primal Fear: Unlocked before starting "Crazy Carnevil". This ability has a radius of approximately 35 meters on a 23 second cooldown
**The ability serves as a portable Stun Orb with far less range, stunning all enemies in a small radius with fear. As suggested by a death tip, this power can be utilized against large groups of enemies. Using Primal Fear on the Trigger Teddies will instead cause them to explode, destroying their bodies permanently.
|-|Chapter 4=
*Telekinesis: Unlocked before starting "Torment Therapy". This ability has a radius of 30 meters on an 8 second cooldown
**This power emerges a blue radius that will bring all the shards in the said radius to Doug Houser. It's very effective against walls, rooms with high amount of soul shards or any shards that's far from Doug. This ability does not attract special shards such as the Red Shards and Stun Orbs.
*Vanish: Unlocked before starting "Mascot Mayhem". This power has a duration of 15 seconds before going on cooldown for 15 seconds
**This power makes Doug Houser invisible from the sight of the enemies and security cameras in Mascot Mayhem. It's very useful when he needs to pass through a waves of enemies.
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==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Dark Deception
Category:Humans
Category:Neutral Characters
Category:Teleportation Users
Category:Telekinesis Users
Category:Statistics Amplification Users
Category:Fear Users
Category:Male Characters
Category:Paralysis Users
Category:Energy Users
Category:Invisibility Users
Category:Extrasensory Perception Users
Category:Protagonists
Category:Primary Protagonists
Category:Playable Characters
Category:Adults
Category:Energy Projection Users
Category:Game Characters
Category:Video Game Characters