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Akero/Kane, Joesph |
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Vital
Statistics UGoI-ESF Blotter
Name: Joesph Ash'neel Dar Kane~Akero
Age: Technically, 17
Eyes: Violet
Hair: Violet
Gender: Male
Height: 5'11"
Weight: Unknown
Birthday: Unknown
Birthplace: Rhy'Din
Occupation: Thief, Demon
Affiliation: DeDaMon
Rank: Prince
Screen Name: JoesphDarKane
Past Screen Names: JoeAshneel, JoesphAshneel, JoeDarKane, Joesphashneeik, joesphashneelk, joeashneelesf, renkijoesphetc
First Appearance (AOL): 2000
First Appearance (UGoI): 2000
Love Interest: Kat
Loved by: Kat, Issuria, and many others
Residence: Heaven or Hell
Relatives: Illyana (sister), Walker (adopted brother), Rahan (adopted brother), Mekhal (brother), Renki' (father), Beth (mother), Melurite (son), Jalice (daughter), Mercy (adopted mother), Kyleia (adopted sister)
Rivals/Opponents: Mike, Renki', Zelgato, Walker, Chief, Hannah, Abby, Kinji, Rahan, Kyla, King, Ryan Moonstar, among others
Known Activities: Stealing ancient artifacts, destroying opposition
Warrants:Arrest warrant for thievery and destruction of property, planets
Battle Tactics: Teleportation, energy sword and blasts, telekinesis, flight
Blood Type: Unknown
Weapon of Choice: Akero Family Sword
Vehicle of Choice: Modified YT-1300 freighter
Played By: Tommy |
Profile: In 1999, Walker met and joined forced with Renki' Sar Kane, getting adopted into his family and bringing his guild (the Night Parade) under UGoI's wing. Likewise, Renki's son Joesph became like Walker's brother. In Janurary 2000, a horrible event shook the UGoI world. Renki' Sar Kane fought Sire Lachdanan in a match to the death, and lost. This shook the UGoI fundamentally, and sorrow reigned, with Ariakas Stonewall taking charge of the Night Parade. Enough absence from Walker's depression caused the gap between Walker and Keka's relationship to grow only deeper, and she eventually leaves him. Later, however, Walker met a mysterious new member named Joesph, who Walker guessed by the strange spelling (the e before the s is a DeDaMonian trait) and the general features, it was Renki's son... But that seemed impossible, as Joesph was only supposed to be 9, and here he was 16.
It was learned that this Joesph was from the future, and wanted to desperately his father again. Despite being warned away from time magic, Joesph used it to go and meet the man just once, and failed the process not only missing Renki' by a week, but also with no way back home. He'd inherited Sar Kane's Azrael, and in the future had been taken as a Padawan/Apprentice to Walker, learning his martial arts and ki abilities, although also having learned from various other UGoI members as well, just like the Jedi Old Republic handled things. Joesph, again, was like a brother to Walker and Rahan, and the three formed a new team, replacing Vent who had long-since been absent. Through their equal footing in power level, they also began to train with each other.
Joesph and Walker came up with the idea to merge Night Parade and UGoI-ESF together, just as UGoI and ESF had merged together, to both remember their lost father. Night Parade became the name for UGoI's Tank Battalion, and In the process, Joesph became a part of the Clan Akero, and Rahan and Walker became a part of the Clan Kane, with the goal of eventually merging the two clans together as they would their respective guilds. This caused Walker, Rahan, and Joesph to create what is known as the Akero Investigations, a private detective agency bent on helping the helpless against the most notorious of supernatural entities. However, during this, a terrible thing occured and Walker grew gravely sick by a supernatural disease unknown to them.
In mid-2000, Walker was under the very real danger of losing his soul to the Demon's control. Their re-merging by Piccollo Daimaou's hand had left the Demon unchecked, and it was now coming to fruition. What began was a terrible series of events, with Walker turned into what many would agree to be the greatest evil they'd ever known. Going on a rampage of slaughter and cruelty, Walker attacked friends all over. Many confrontations ended with many injured or killed, and the very real threat that even the cold water (turning Walker into a human girl) wouldn't do any good soon enough, for the Demon would just take control by possessing Walker mentally. Joesph disappeared to go search out a way to get his father resurrected, and while this was succesful, it changed the course of history forever.
Renki' Sar Kane returned to life, and got the Azrael returned to him from his son. By fate, Vent also returned to the scene, and Mike also jumped into the fight, and this began as a three-vs-one handicap battle. Through various tactics, the three of them finally managed to get Walker secured, and Renki' inserted a mind shield that would lock the Grendel forever in place from genuinely taking over unless it leaked out in the most extreme circumstances. And never permanently. With Walker restored to normal, and Renki' restored to life, the UGoI rebuilt itself, taking over from Ariakas who had held down the fort in Renk' and Walker's absense. With Renki' becoming the chief of the forum, deffering to him for his greater knowledge, the only downside to this great reuinion was finding out that Vent and Shai were now a couple.
Soon after, Walker met Sarah and they got together at Joesph's advising. Learning of a legendary evil known as Gameron Garcross, they set to space to track him down, with a crew consisting of Walker, Joesph, Renki', Ariakas, and Azraelle, and even met Rahan briefly on the way. Through several misadventures, Walker found Garcross and while the others were distracted, challenged the enemy to one-on-one combat..only to die for the second time in his career. Brought back to life, they decided they needed to train, and so Renki', Walker, and Joesph went to Seattle, Washington, along with calling the assistance of Eimin Gutaika in Rahan's place. Meeting many more allies here, they charged a military base and all died yet again. They would find themselves alive only by Azraelle's help.
Upon return, life continued as normal until early 2001. Joesph met his future wife, Kat, falling deeply in love, and constructed a huge corporation called P.S.I. Tech in Seattle, Washington. This is also where the offices of the Akero Investigations would officially be. Through several more misadventures in Rhy'Din, Joesph eventually fused with his younger self to increase their potential, and they learned that Gameron Garcross was a future Renki' Sar Kane (alive because Ren was brought back to life) that had been sent back into the past when Ren was but a babe with amnesia. He was much older and seemed different, lacking the Azrael. Renki' tried to return Garcross his memories of his own self by transfering to him the Azrael, but it inadvertantly created a rift in time that sent the younger Sar Kane back in time. With amnesia. Thereby that Renki' would become Garcross, and the current Garcross remembered he was Renki'.
All seemed well until early 2001. There was a brief feud between the UGoI and Piccollo Daimaou, and Joesph was more than excited to be facing the legendary Demon King, but this was brought to an end by Renki' and Piccollo meeting one on one. He had little time to celebrate, however, as Walker began to experience a resurgence of old enemies thought long gone, enemies such as Jasson and Rhine. This caused Walker to round up his old team from those days, and attempt to face them off, sending distress signals to Renki', Joesph, and Rahan to come help. Joe and Ren arrived, along with Ren's new fiancé Mercy and her daughter Kyleia, and all confronted Jasson together. Jasson attempted to unlock an uncontrollable darkness with the goal to return Walker's Grendel Demon alter ego to the full, and this was stopped by Renki's mind shield installed earlier.
However, since this power was used in the same proximity, Jasson inadvertantly unlocked Renki's alter ego Garcross once again, and Jasson was finally destroyed and put to rest. However, now the gang had a new problem. A massive joining of UGoI and allies occured here, with every person calling their available contacts, all to face the powerful Garcross and his empire he took control of from Jasson. Walker, Joesph, Melurite, Chief, Mercy, Kyleia, Elranda, Eimin, Jacob, Joshua, and others all took to battle with Garcross, but he had become too great. Joesph's capture rendered him incapable of assisting much, but Walker found him and mentally fused with him, fusing their spirit and power as Goku and Piccolo had done once before. This fusion became known as Woe, and it's power was finally comparable to Garcross', enough to take him down.
After their defeat, everyone but Melurite, Chief, Renki', Joesph, and Walker left to go train in the harsh world of Seattle as they had a year previously. While they did, they picked up a few new friends and a distress call. Going to answer it, they found themselves on the Starchild homeworld--where Walker and Joesph's mom was from. There, they met a man trying to stop oncoming attackers, and our heroes learn then that the attacker was a young girl claiming the name Sarah Garcross. She claimed that Garcross intended this all along, knowing his defeat, and managed to create her before then. With her was a black box that absorbed anyone using external energy into it, and Renki', Joesph, and Melurite were all taken by it, and in hand to hand, Walker nor Chief could take her on.
Fleeing the scene, Walker felt a tremendous disturbance in the Force... As if this was all meticulously planned. As if, indeed with his defeat, Garcross had not returned to Renki' at all, and the disappearance Visitng the Jurai homeworld for advice on the box, they eventually left to find the others in Seattle...only to find that Walker's suspicions that only the Kanes had been taken by Sarah Garcross weren't unfounded. Indeed, the team had their own misadventures, and were kidnapped by a secret holy order... And of that holy order, only those directly associated with the Kanes (Mercy, and her daughter from previous marriage, and daughter's love Joshua) had been missing and seperated from the others. From there, Walker went on for another six months battling more of Jasson's remnants, including a clone of Renki' himself.
Between this time, Walker eventually came across Mercy Kane and her family line once again. Mercy fled back to Rhy'Din to find Walker with her daughters from her previous marriage, plus the one daughter she had by Renki' Sar Kane, Illyana. She explained that they also had a son, Mekhal, and that Renki's tremendous evil as Gameron Garcross trained Mekhal that only the strong survive. This backfired, and Mekhal killed his father, killed Joesph and his wife and children, killed many other Kanes, including Joesph. Walker had hoped against hope that they'd return to good and come home, remembering Joesph had explained the future timeline as peaceful, but...as this was the year Joesph would have been 16 (2006), it was obvious the timeline was forever changed with Renki's return to life by Joesph's hand to stop Walker's Grendel. Had he nod come back in time, Renki' (or Garcross) would have never happened.
It is unknown if Joesph died a man of honor or a man of evil, there are mixed reports of whether he redeemed himself.
Personality: Joesph has a lot of pride in his martial arts ability, to the point of overconfidence at times. He does, though have some room to justify this. Though he isn't quite that intelligent in other matters, Joesph is incredibly adept at learning from his mistakes in a fight and fixing them the next time around. He possesses a great blend of the Chinese and Japanese styles of martial arts that is almost impossible to beat. Joesph is quick to prove himself, and will not back down from any type of fight, even if he is in danger of losing. One thing that Joesph is definitely NOT good at, however is matters of the heart. He fumbles along with trying to express his feelings for Kat, but can't seem to get the words out. It comes out usually as an insult or a derogatory comment. Of course, Kat isn't the best conveyer of feelings herself, and Joesph's brash attitude and biting insults do not help this situation. At times, though, Joesph has shown that he too can be a nice guy, and despite first impressions that he's a little egotistical, he is nevertheless trying his best to deal with the situation he's been put in.
Like many UGoI characters, Joesph is portrayed as a character with over exaggerated features and emotions. But unlike most characters, he was very calm and collect hence the very slim and deductive eyes. Joesph starts out very different than his later personification. Having been brought up by his mother and Walker Akero (since his father was dead), he is quiet, restrained, and very much concerned with saving his future. Although very powerful, he is no fool, and often tries to err on the side of caution. On the other hand, he is committed to preventing his future from coming about and will often make rash decisions in an attempt to realize that goal. Joesph also doesn't talk much and tends to keep to himself. He also tries to be reasonable, a tactic doomed to failure when dealing with people like Walker or Rahan. Naturally, Joesph is a bit protective of his mother, regardless of which timeline he is in. He is also rather protective of his friends and family and might be made to do something rash if they are harmed.
This effectively changes after enough exposure to the UGoI. Joesph becomes a macho wiseass, who has a weakness for anything with "martial arts" in the name. Standard stubborness, which actually tends to work in his favor, as he actually can wear down his opposition with "not giving up." Needs a lot of work in expressing softer emotions. Willing to exploit any advantage he's given. Joesph is an overbearing, arrogant show-off. He's a prince, and he lets everyone around him know it. He talks down to people and tries to boss them around. He also loves attention, and will try to show off and prove his worth whenever possible. He has ignored some of the fundamental stealth aspects of his ninja training, instead focusing on the flashier swordplay and ninja magic. Likewise, he ignores his responsibilities to his people, believing they only restrict his freedom. Joesph is an energetic and active young man. He always seems to be smiling, and has a roguish charm about him. He is friendly and helpful, and goes out of his way to help people in need. His main weakness is for pretty girls -- sometimes he can't resist making a pass on them, regardless of the situation.
Joe's a cheerful one, very bright, lovable, always concerned about other's (meaning his pilot partners) state of mind, and always has this big smile on his face. He talks a lot, and that gets him to trouble, especially with Gameron Garcross. Joe was very outgoing, fun, flirtish, but he's got an alter-ego: "The Demon of Elure". He keeps everything unpleasant inside, especially about his past. Even with that, he always carries a cheerful note. Joe likes to live the good life, which includes expensive clothing, fine food, and fast cars. He is married to the very beautiful Kat, and lives a very fast life. On the other hand, Joe is no fool, and trains constantly, honing and improving his skills. Fighting for him is a way to test and perfect his skills, and he will not let anything interfere with his preparations and training. But finally, his Darkside escapes. Ruthless, callous, cold-blooded, ambitious (wants to rule the universe) and arrogant as hell, this is a man to stay away from. He is the one your parents warned you about, girls. As he is totally obsessed with his scientific work, you shouldn't expect him to notice you unless you can't help him with his research.
Walker's Comments (Spoilers, misc. details)
Strengths: Joe is a master martial artist. He is the champion in numerous tournaments and he spends a lot of time looking for fights to make him stronger. His style is very good and he can read his opponents well. He also happens to be very rich. Joesph's single greatest advantage is his adaptability in combat. It seems that Joesph is an adaptive martial artist; that is, he learns from his mistakes very well. Unlike more specialized fighters, he can change his fighting style to overcome any challenge. He has shown himself on several occasions to be able to copy the fighting styles of others, who have trained in them for most of their lives, and beat them using their own techniques, or adapted ones. I do not think I have seen Joesph get defeated twice in a row. He always finds a way to get around someone's defense or technique. Of course, Joesph possesses a very high skill level as well, and can learn things literally overnight. Possessing a blend of the Japanese style, and a little of the Chinese, Joesph is a very formidable foe. A quick thinker in battle, Joesph (at full strength) is more apt to beat you with battle savviness rather than raw power. If any one trait shows the most in the way he fights, it is his speed. He is certainly very strong, but his speed is by far his greatest physical trait, and he exploits this fact to its fullest when he fights. As a martial artist in the UGoI, he never backs down from a challenge, and is always very determined to win when he fights. His pride keeps dirving him on, even after suffering a defeat, and he will not rest until he is victorious. Whenever Kat is in danger, or he is fighting for her in some way, his determination is even stronger.
Weaknesses: Joe likes to go for showmanship. He will sometimes disadvantage himself to make the fight more flashy...more difficult. Sometimes he has a ego problem, simply assuming he is better than an opponent before the fight starts. If Joesph has one weakness, it's his ego. Joesph's a proud guy, and obviously thinks he can beat anyone. This has been taken advantage by many a new opponent. His pride also gets him into a lot of trouble. To prove himself, he has gotten into several situations where he has been in over his head. Almost all the time, however, he is able to use his martial arts skills to get himself out of it. Joesph is amazingly vain. If you injure his face, he will go nearly insane. He will become beserk, attacking in a blatant, rage-filled manner or he will flee in anguished horror. Joesph also is not the most resiliant of fighters. He can not take the damage as well others (but he is more about not being hit). He will often use his sword to defend (and there is only so much of that he can do before a sword just breaks off). His most prominent weakness, and one that Walker takes advantage of far more often than any other, is his cat form. Once he becomes a little cat, he loses his strength, his endurace, and the ability to use his weapons (although he does gain speed, once having gotten through the Kachuu Tenshin Amaguriken in cat form.) Joesph's obvious first weakness is that he can't get caught off guard in this form, which he uses to rest in. Aside from biting and bouncing around, Joesph is pretty weak as a little purple cat. Lastly, Joe has a self-image problem that stems from his rivalry with Walker. |