06-15-2017, 12:26 PM
(This post was last modified: 07-10-2018, 01:48 PM by Albert Wesker.)
Stats
ATK: 3
While still a fair drop from his former strength, Wesker still manages to push the limits of normal humanity.
DEF: 3
No longer bulletproof and indestructible, Wesker's sturdiness and ability to withstand injury is still nothing short of a marvel compared to a normal man.
SPD: 3
No longer faster than the eye can see, Albert Wesker remains capable of moving faster and more swiftly than any normal man could hope to.
TEC: 5
Wesker is a skilled and highly tactical fighter, when he doesn't let his arrogance and pride get the best of him. And even when he does, he remains a competent and highly capable man, able to place strikes and shots well with perfect intent to maim or injure, to make the most of playing with his opponents.
Proficiencies
Physical Strength
Wesker is a skilled combatant, employing unarmed combat along with knifework and improvised weapons at need. He makes use of martial arts and less traditional combat techniques, utilizing whatever is effective to create a customized style befitting his skills and heightened abilities.
Ranged Proficiency
Along with his high melee skills, Wesker is a crack shot with all manner of firearms, and skilled at using throwing knives and hurling explosives and other such items a great distance with considerable accuracy.
Powers
Master Acrobat
Wesker is a skilled martial artist, as noted, but also a highly agile, skilled acrobat, incorporating all manner of flips, cartwheels and rolls into his style. Running up and springing off walls, curling into rolls and twists in midair, handstands and handsprings, and all manner of such unorthodox but effective combat maneuvers.
Fighting Style
Wesker's fighting style is simple and effective. Constantly moving, even if only at a slow walk, and scanning his surroundings to keep eyes on his opponent(s) and not let them surprise him. A barrage of taunts and quips designed to aggravate his enemies and make them sloppy, or draw out responses and make them give themselves away. When he actually gets into fighting and direct combat, he capitalizes on his acrobatics and reflexes, delivering swift, single strikes while dodging retaliation. Goading out his opponents to strike and then counter them with brutal force. He is prone to dodging attacks over simply taking them, but isn't above simply taking an attack and laughing it off, to unnerve his opponents. Above all else, he enjoys making a show of his abilities and skills when in a fight.
Moves
Weapons
Weapons
Samurai Edge (300) (Requires: Ranged Proficiency)
[spoiler][float=right]
[/float] A custom-made, and later personally customized model of the Beretta 92F 9mm handgun. It is a reliable, solid weapon, highly accurate out to a range of 25 yards and still reasonably effective out to twice that distance. It fires in a double-action, semi-auto manner, and can theoretically fire as fast as one can pull the trigger, though Wesker typically holds back to about one shot every second to ensure accuracy. It can be fired one-handed or with both hands to further steady it, and the relatively low recoil means it can be fired and aimed effectively even while moving at a fairly swift walk or slow jog. It has a magazine capacity of 15 rounds, and can be reloaded in just under two seconds provided a spare magazine is on hand. Typically, Wesker keeps two extra magazines on hand just in case of emergency. In the event of running out and still needing more in the heat of a fight, he can summon additional magazines with twelve seconds of focus. [/spoiler]
Xehanort's Keyblade (300) (Requires: Physical Strength)
[spoiler][float=right]
[/float]A weapon Wesker forged and summoned based on memories and information gained upon his murder and subsequent extraction of Xehanort. A weapon whose form resembles an ornate skeleton key, featuring a black and white color scheme. The weapon is roughly three feet in length from the base of the grip to the end of the blade. It has no cutting edge, instead relying on magic to inflict damage, but is wielded much like a sword might, using the back of the key, the side away from the teeth, as the primary striking edge. It can be wielded neatly and easily in either hand, or in both hands, and is a moderately powerful weapon but has no special qualities about it. Wesker does not carry it on his person, but when needed it can be summoned to his hand in just one second, materializing in his grasp in a swirl of darkness and white sparks. Should it ever be separated from his grip for more than a few seconds, it dissipates in a similar display as its summoning.[/spoiler]Supernatural Abilities
Shadows (300) (Requires: Ranged, Homing)
[spoiler][float=right]
Blizzard (300) (Requires: Ranged)
[spoiler]Wesker holds up an empty hand, forming a jagged ball of ice ten inches in diameter, taking just one second to do so. When prepared, he throws it with considerable force and speed, comparable to a professional fastball (around 100 mph, for clarity). It has an effective range of up to 100 feet; anything it strikes in that range causes it to burst into a small cloud of icy powder and snow, inflicting moderate damage at its point of impact and leaving the area coated in frost; beyond the initial impact and damage it does nothing but leave the area somewhat cold for a few seconds. The simple nature of the spell leaves it relatively easy to maintain and use, with a fairly low stamina drain.[/spoiler]
Super Moves
N/A
Power Ups/Transformations
N/A
Items
N/A


