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Akero, Walker |
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Vital
Statistics UGoI-ESF Blotter
Name: Walker Akero
Age: Appears 24
Eyes: Cobalt Blue
Hair: (as boy) Black (as girl) Red
Gender: Male (girl-curse)
Height: 6'5"
Weight: 275 lbs
Birthday: April 9th
Birthplace: Mars
Occupation: Private Detective
Affiliation: UGoI-ESF-NP
Rank: Platoon Leader
Screen Name: BladeESF
Past Screen Names: ID4Agent, Anime300
First Appearance (AOL): 1995
First Appearance (UGoI): 1997
Love Interest: None
Loved by: Freebird, Raven, Jettiki, Sarah
Residence: Akero Residence
Relatives: Rahan (brother), Joesph (adopted brother), Illyana (adopted sister), Beth (adopted mother), Renki' (adopted father), Artanis (father), Khali (daughter), Melurite (nephew)
Rivals/Opponents: Joesph, Piccollo, Renki'
Known Activities: Training Joesph in swordsmanship, teaching life lessons
Warrants: None
Battle Tactics: Swordsmanship, secret energy power (see Walker's comments)
Blood Type: Unknown
Weapon of Choice: Akero Family Sword, S&W Model 500 .50 Cal Magnum Revolver
Vehicle of Choice: Tiger Special (Tank)
Played By: Walker |
Profile: In the early 90s, Walker had already come a long way in the world. He was a seemingly-ageless demon fresh off of a long and checkered career, albeit one raised by Elven principles and knight-like chivalry. From his long career as being everything from being a military man to an agent protecting the universe, Walker eventually came to the Anime Café and the Anime Gaming community like so many in this guild. There, random happenstance caused Walker to meet a man claiming the title Sand Goku, and through it got assistance from several people, including one Rahan Akero. As a result, this man--Walker--tracked Rahan down, and the two began an excellent friendship. A friendship of destiny.
Over the course of their earlier lives, Walker and Rahan lived in Nerima, Japan, going through many misadventures dealing directly with martial artists, cat-girl androids, and eventually space aliens. This propelled their adventures into space, a place both were fairly knowledgeable of to begin with, and their investigations took them to the planet Mars. Through the process, they'd come to learn that not only are they from the past and not supposed to be here, but they're also of the very culture that existed on Mars well before it became rust and ruins (see: E.Y.E.S of Mars, Total Recall, etc). They furthermore found that the both of them were actually related, and brothers.
Since then, Walker donned the name Walker Akero, and he'd met a lady named Shai. Through their relationship together, Walker brought those he knew from his previous misadventures with Son Goku, among others (such as Rahan, Lance, Tux) and Shai brought those she knew (such as Piccollo, Mike, Reba) all together to meet one another, and this resulted in a group of family-like friends dedicated to each other. They made their own home in islands apart from AG, and Rahan himself deemed them the Usual Gang of Idiots, a name brought to them because of their wild martial arts comedy personalities.
In 1998, Walker lost his Demon through selfless acts, but too soon to seek the Demon's redemption. Feeling he needed to earn his forgiveness from the powers that be, in addition to feeling he'd need the power to keep Shai safe, he went to the only person he felt he could, the one going by Piccolo or Ma Jr. Through interactions with him, he learned not only was Piccolo Daimaou the reigning Demon King once again, but that he'd been the creator of the Grendel Demon that Walker lost. They teamed up for their first real time, going to Hell with Shai's assitance to reclaim the Grendel, and even witnessing the fusion of Piccolo Jr. and Piccolo Daimaou into one person, thereby making him far more powerful.
Since then, Walker remained a constant presence in the lives of the UGoI, acting often as the guild's face during interactions with people outside of the group. Becoming one of the few members of the old UGoI that were truly fighters, Walker was called upon to assist Lance with Rahan and Piccollo when Lance discovered the rising of a corrupt guild presence. This guild believed to be the Orochi. The four of them fought against the most unbeatable odds, and through it earned the attention of the head of ESF, Vent. Approaching the both of them, a very strong friendship formed between the two, as well as with Rahan, that would create their three-man team (think KoF). Later down, an ex-member of the ESF known only as Trunks began a guild to fight UGoI and ESF, called the DSW. War broke out on multiple fronts.
In 1999, Walker and Shai broke up, and the result on Walker was devastating. Constantly there as a support, Rahan and Vent helped Walker through the several months of hard times, and when the UGoI crumbled under half the members leaving, Walker turned to his friends. Piccollo, however, sided with Shai and never forgave Walker's harsh words to her, and Vent also got a break up with Jenn, and was therefore leaving allowing ESF to crumble as well. Walker was about through with his existence, as neither the love of his life nor the passion of fellowship remained... Or so he thought. From the rubble came the rising phoenix in Bean Kenzaki, a resident friend and husband to Kinji.
Although he had been against joining either ESF or UGoI, he formed a brilliant plan that he take over ESF, Walker resume control of UGoI, and the two merge their guilds into one to help the losses and become whole once more. Rahan, Mike, and Tux were eager to see this happen, and were the first to jump on board this project, to see to its reconstruction by merging it with the ESF. The ESF became the equivelant of UGoI's "S.W.A.T." team, with the same principle behind their function as S.W.A.T. was to the normal police. While he'd lost many friends, and indeed burned down the mansion Mike gave to him and Shai as a way of doing away the final piece of their relationship, he figured he could make more by seeking a new home for the new UGoI-ESF. In this, he felt the answer lied in the land of Rhy'Din.
By this time, Walker and Rahan head to Rhy'Din--a place Rahan was already quite familiar with, but Walker was not. Walker immediately began to make several contacts, including those of Kitty Shadow, the Gate Keeper, and a girl named Aine Sabin. Walker and Aine began a very endearing relationship, the first signs to the possibility of getting over Shai. All found her strong and accepted her, but it was unfortunately not to last, as Aine was one day reported murdered by her father, Conner Sabin. Much later it would be learned that he was behind the crime in a fit of jealousy, and indeed he was long gone from their scope of vengeance. Worse yet, the DSW's attacks grew as they formed a sister guild called the SOE, and Walker's allies in the ZRF were persuaded by Trunks to join his team instead.
Through despair, Walker continued on his way. He enrolled into several guiilds, trying to find good allies for UGoI and friends that could help their band find a home in this Rhy'Din world... But each guild was abandoned for the next, due to their not fitting with UGoI criteria. Walker found himself into a guild called the Night Parade, which was seemingly like any other, until he spotted a letter from the captain of the guard, Briok. Reading it's refusal for surrender, and giving a call to back up a man called Renki' Sar Kane in his final hour against a man of great evil called Alos. Through this, Walker and Rahan met Renki', who became like an adopted father to them, and likewise his son became as their brother. Night Parade, itself, fell under the blanket of the UGoI, and UGoI became Night Parade's forum..followed by others.
Renki's kingdom of DeDaMon became UGoI's new home. Renki' and Walker went through several misadventures, and he even convinced Walker to take one Keka Momo Kami as a girlfriend. In Janurary 2000, a horrible event shook Walker Akero awake. 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. Walker managed to become C.E.O. of Joesph's new P.S.I. Tech organization in Seattle, Washington (where Joesph was the owner and the only one he reported to.) 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. Walker broke it off with Sarah at last, as their relationship seemed failing, but fell in love by now with one Abby Kiiro. There was a brief feud between the UGoI and Piccollo Daimaou, 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.
Knowing by now, full and well, that the Kanes had betrayed them for the path of evil, if not before following Garcross, certainly now, Walker returned to Rhy'Din after this time and began to leave on various missions off and on to track them down. He saw Joe in brief, but could not get him in time to kill him. Otherwise, he lived his life as UGoI-ESF trailed off more and more. In 2003, Walker returned from his searching for the Kanes once more to find that his then-girlfriend Abby Kiiro had lost complete interest in him. Having become less and less active himself, Rahan knew his brother would be grieved, and set out to find the lost Kanes himself. The last of the UGoI finally faded away with he and Hannah's absense, Walker resumed his heading Akero Investigations, with only the occasional help of Freebird and the company of King, and two attempted relationships (Trinity in 2004, Donavon in 2007).
Between this time, Walker assisted Freebird where he could, crushed many enemies, dealt with Abby's new werewolf boy-toy Laocorn Maxwell (and their subsequent marriage and her pregnancy with his child), and 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. 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.
By late 2007, Raven and Kyla began to inquire on UGoI's downfall and Rahan's location, and likewise King came out of his hermit lifestyle to finally walk the world again, joining the UGoI-ESF in memory of it. Likewise, Walker met a man at random named Bo, who ended up being an incredible advantage to the Akero Investigations team like King had been, and he joined the UGoI-ESF as well, and both variously attempted to stop the evil depredations of various villainry, including the returning villain Rhine from Walker's past. Although Rhine would have been easy to deal with should she done real combat, she was a hit-and-run expert and had many followers. She'd irritate Walker throughout 2007, and Donavon's paranoia would eventually cause her to join Rhine's side, causing Walker to end their relationship.
In 2008, Rahan resurfaced once more during a time when Walker had finally given up hope for the UGoI to return--quite literally, as he came out of the ground from a portal that lead to a Hell dimension. Having found a new set of friends in the few he'd run across, Rahan met them and his wife all over again. During explanations of where he'd been, their reunion was cut off by Walker's long-time standing enemy Rhine, and this caused the UGoI to form once more into a team and take her and her twisted depredations, destroying her and her ilk once and for all. This tremendous reunion not only sparked the return of many more old school who heard the good news, but projected the rebirth of the UGoI. By this time, Walker had joined with a guild called the FotHB, and currently works to make it a guild under the UGoI-ESF.
Personality: Hoo boy, call a psychologist. Walker is positively insane, though not as much as, say, Renki’ (his father) or poor Donavon herself. Just like his looks, charming and roguish. Stubborn, vengeful, devoted to Honor. Prone to depression. Early on, acts cynical and callous to cover his insecurity over his missing time and contradictory feelings. When not pressured from outside is gentle and loving. Walker is the commander of the Night Parade. He's a tough-as-nails type who seems to have a lifetime subscription to How To Kill magazine. Walker Akero used to believe in a lot of things. God, justice, deceny, human goodness. Not anymore. He's a cold man now, doing what he needs to survive - or at least, that's what he pretends. He has surrounded himself with people who express and live the very things he wants to deny existence too, and he is religious in his devotion to their safety and well-being. Walker comes across as The Brooding Loner Full of Secrets and Tragedy because that's exactly what he is. He can be down-to-earth, even friendly, with people he's gotten to know, but normally stands apart from others - partially because he's afraid of triggering the Demon, but mainly because he still isn't used to dealing with Humans on a normal level. Influenced by Rahan, Joesph and Vent, Walker eventually comes to accept himself as a champion of good, not only because he sees it as a duty to help redeem himself, but because, after a century of wallowing in guilt and self-pity, he finally has a purpose to his life.
Walker is probably one of the characters who suffers the most in the UGoI. He rivals with Joesph, but also has a grudging respect for him as well, despite all of Joesph’s decisions about his turn to the Dark Side, among other things. Walker seems to have a better understanding of love than Joesph, but it is a love which is unrequited and at the same time highly idealistic (he has been known to fantasize about situations in which he finds True Love). He also has a high sense of honor, though he is forever looking for a way to get Joesph out of the picture - he holds to the code of martial arts while at the same time still being a fairly good person. Willing to defend who he cares about, he is quick to anger against anyone who threatens the weak. If depressed, Walker has a tendency to curl up with a bottle of wine as his answer to the world's problems. Getting sober again can be quite a task. Although their deaths are behind him, Walker is dominated by the grief of losing his love and young daughter. He is often moody and prefers his solitude. Walker could be said to be one of the "tragic heroes" of the story, always suffering, but able to keep plugging away in the midst of angst. His situation in the storyline makes him susceptible to bouts of depression and indecision on what he should do.
As a person, Walker is mostly cool and reserved. He always projects a cocky, uncaring attitude, but it is mostly show. Underneath, he is more than a bit shy. He was never really a nice guy, what with his foster father Renki’ selling him out for raw power and all, and having to kill him later on made it even worse. Add to this that he witnessed his close friends the Guardians be eaten alive by monsters during the showdown with Jasson’s Empire and was forced to watch as Shai left him for someone else because he wasn’t around enough (often because he was out righting wrongs), and you've got a seriously disturbed personality. Some think that he started to go nuts after the war, but it is not true - Walker was prone to extreme violence way before that. Walker has a tendency to take any slight, real or imagined, very personally and will not rest until it's avenged. Of course, with his sense of direction, the avenging part usually takes awhile. As mentioned before, Walker is Joesph's rival in all things. Anything Joesph does (or says he can do) Walker will try and do one better. Walker is not a cruel man, or an evil man, but he is also not a paragon of virtue. He can be cowardly and weak-willed, and he values his own safety above moral codes - he's willing to kill an unarmed man if he thinks it's in his interest. But he generally does the right thing, and he can't stand to see power abused and the weak mistreated. He thinks his sympathy and mercy is his own downfall, not realizing it is his saving grace.
Aside from having no sense of direction, Walker is also more than a little bit gullible. Walker was totally in love with Abby, now Laocorn's fiancé, which makes him just about even with every other male character in Rhy’Din. Walker falls pretty hard for Abby (although it takes him some time to realize this) and would do his best to defend and protect her if the situation calls for it. Usually Walker is trying to figure out how to prove to Abby that Laocorn is really a worthless bum, so that she will renounce him forever and declare her love for someone superior. So far, he's had no luck. On the other hand, he has managed to gain serious sympathy points with her by losing to Abby numerous times. This has not endeared Walker to Laocorn, who has tried several times to expose Walker's trick, with predictable results. Walker's personality is pretty simple, he enjoys a good time, his friends, and sometimes fighting for the sheer hell of it. Walker lives for combat. This is not to say he is a brutal and mindless fighter, but more that he wishes to find perfection and possible enlightenment though testing himself by fighting. To him, it is only the fight itself that matters, Walker does not care or need awards, belts, prizes, or ceremonies. Walker is also very overconfident. He’ll start duels with other opponents using less power in order to prolong the fight and later states that he is capable of handling 10 armed men at once. Without his liege, he is dedicated to his personal honor, and will always fight fair. He only uses his sword technique skills against multiple opponents or a single stronger foe. This traditional upbringing in the modern world has also left him somewhat uncomfortable around, and even scared of machines, particularly advanced vehicles such as steam trains, airships and the typical cell phone.
Walker is also pretty stubborn, making some first impressions, lasting ones, but he's shown that he's more than willing to give someone a second chance. However, there is one thing Walker does not do, forgive and forget. Walker has a serious mad-on towards the Kane clan for several events in his past, to him, there are some things that cannot be forgiven. The hunt for Renki’ Sar Kane (and his whole family line) is the most important thing in Walker's life (or was, it has been 7 years). If he discovers any Kane’s location, he will drop everything and seek his revenge. Walker chooses his friends carefully, and you'll always know where you stand in his eyes. Simply put, Walker is a nice guy. He doesn't really want to kill, although he isn't adverse to the idea. In truth, he wants to be great scholar (which is also what Beth wanted Walker to be). He tries to avoid fighting -- unless it is really needed, but also does his best to uphold the common good, such as fighting crime in Rhy’Din City. Interestingly enough, despite all his book learning, Walker is a bit clueless about how the world works at times. All things considered, Walker is a pretty down-to-earth kind of guy. He likes to watch TV, drink beer, eat spicy foods, and smoke the occasional cigarette. He also likes his job, as it lets him investigate the strange and unusual, and serves as an outlet for his curiosity about the world around him. He seems to genuinely like looking into the world of the supernatural.
Interestingly, although Walker deals with the supernatural on a day-to-day basis, he has no interest in who he is. Instead he tries to ignore his origins. One of his faults, the one that has gotten him in the most trouble of the years, is his temper. He shows a tendency to get angry in certain situations, leading to his doing fairly reckless (and stupid) things -- such as charging into a pitch black room or staying to fight something he can't stop easily. His temper also shows in how he reacts to his friends and allies getting injured. Such an event will often lead him to charge the guilty party with the intent of fully stomping it into the ground. Of course, in several cases, this leads to Walker biting off a touch more than he can chew... Although he fights the supernatural regularly, Walker doesn't go around killing monsters wantonly. In many cases he will ignore, or at least leave alone, a supernatural being, at least until the being's intentions are clear. He is, after all, a supernatural being himself. However, Walker has no patience for murderous and/or evil beings of supernatural origins, and a sure-fire way to tick him off is for a Ghost, Vampire, Werewolf, Witch, or what-have-you start killing innocent people -- especially children. Walker has a large soft spot for children and will surrender (or put himself at a disadvantage) rather than see one harmed (which got him shot between the eyes once). Start doing that and all bets are off.
Walker's Comments (Spoilers, misc. details)
Strengths: Walker may not have as much skill as Rahan, but he makes up for this in strength. He is stronger and has more stamina/endurance than Rahan, and this is demonstrated in the style of his techniques. Walker's most dangerous weapon is his own body. Even at the beginning, he was able to punch his way through concrete and trees without very much effort. He lifts and breaks large objects very easily, destroys concrete without even blinking, burrows through solid earth, and is more than a match for anyone or anything twice his size. A single punch is all it usually takes him to defeat the martial artists (and demons) that he encounters. Walker also possesses a wealth of projectile weapons (bandannas and umbrella) which can be easily manipulated to his advantage in a fight. He also has shown a propensity to taking damage, being able to take large amounts of it and still keep fighting. In addition to this, he has incredible endurance as a result of his Bakusai Tenketsu training. Though much of this comes from the side effect of training to do the Bakusai Tenketsu (see “techniques”), Walker still has a strong constitution when it comes to fighting. Right after the training with Joesph, he was kicked into a cliff, which subsequently collapsed on him and buried him under a pile of rock. He was able to stand up, feeling as though he had sustained nothing more than a "babies' kick." A couple of hits from a strong martial artist like Walker could probably end a match very quickly. His determination, usually summoned when fighting for True Love, has helped him on several occasions, most notably in the fight to save Abby, when he very nearly defeated the Janos despite the fact that he was surrounded by Ninja. Even if Walker had no special powers, he is a remarkable specimen as far as Humans go. Over six feet tall and built like a football player or wrestler. He's trained in several martial arts, and proficient in all of them. He's extremely wise, powerful, and intelligent, thus he can come up with an almost infinite number of Machiavellian schemes. The Grendel Demon grants him augmented strength, agility, speed, and ki, which enables him to take on Angels in one-on-one combat.
Weaknesses: Walker's obvious first weakness is that he can't get hit with cold water, or else he becomes a girl. In his cursed girl form, his speed is said to increase to even greater levels than it usually is, but his strength drops as well. Although he has trained his girl side, most of the time he isn't able to exploit the greater speed he has, and forgets that he isn't as strong. His cursed form is still human, however, so he can still fight, whereas others like Rahan or Hannah would be at a severe disadvantage. Walker also tends to rely on a newly-learned technique by itself to win sometimes. When he learns a new technique he tends to rely upon it to a fault, as he did when using the Bakusai Tenketsu and the perfect Shishi Houkoudan. He is also an emotional fighter, and this can either be a strength or a weakness for him, depending on the situation. His determination can sometimes be more of a disadvantage to him than an advantage. He has, on several occasions, shown that he can be easily blinded by his anger. In the first Sarah Garcross arc, his enraged mindset allowed Sarah to draw him in, despite the fact that Walker already knew how her technique worked. Emotional feelings during a fight can either increase Walker's strength or cause him to become sloppy and attack blindly (the latter is more the case than the former). Walker's horrible sense of direction may also cause him to lose his opponent. He also tends to have a "berserker" type of fighting style - not fighting very carefully and attacking more than defending. He is a fairly gullible person, and he can be tricked with simple distraction techniques. If he has a weakness, it’s his love for his daughter Khali, which could be exploited by various enemies. |