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Gaia's world martial artist tournament that pits the best fighters against one another for the title of Gaia's Best! 

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PostPosted: Mon Jun 07, 2010 12:39 pm




Name: Tawara Shinji (Shinji Tawara, in Western order)

Nicknames: "The Exorcist," or "Exorcist Tawara"

Age: 21

Race: Human

Gender: Male

Height: 6' 4"

Weight: 202 lbs

Reach: 82"

Build: Somewhat lean, but hardy and well-muscled

Likes: Napping, Smoking, Being Lazy

Dislikes: Fighting and other similar, troublesome things

Fighting Style(s): An amalgam of orthodox and unorthodox Eastern and Western styles, mixed into a unique hybrid fighting art.

PostPosted: Mon Jun 07, 2010 1:15 pm


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Deitric Jocasta


Alias: The Human Dynamo
Age: 23
Height: 6'3"
Weight: 227 lbs
Hometown: Arkhell; surrogate hometown
Fighting Style:
Hobbies: Fighting, hunting, traveling
Biography: ??? - Deitric disappeared after the ending
of the previous GTB and has abruptly returned publicly
to the tournament scene in the past few days. Rumors
abound that he had died and been returned to life by an
unknown beneficiary.

The Thunder Tyrant


The Crossed Fox

PostPosted: Mon Jun 07, 2010 4:37 pm


User Image
Username: The Crossed Fox

Name: Yasuo Katsuhiro

Mode of Combat: Ninjutsu, Taijutsu, Genjutsu, Offensive/Defensive Role.

Birthday: February 11th

Height: 5'9"

Weight: 172lbs

Measurements: N/A

Birthplace: Iwagakure (Village Hidden in the Stone), Land of Earth

Hobby: Training, studying and socializing

Personal Treasure: His custom blade the "Red Dragon", and his Iwagakure Headband

Favorite Food: Beef Ramen and Unagi

Dislikes: Unsportsman-like conduct, rude attitudes and cocky beings

Forte in Sports: Soccer, Track and Accuracy testing

Other things worth mentioning: Yasuo has a tendency to monolouge his words at times.

------------------

Extra Info, Equipment, Ability and Knick-Knack details

Extra Info

Elements
Earth, Water (Affinity)


___________________________________________

Equipment

1 Sharpened Kunai
5 Shuriken
1 Medium-sized gourd of Water (18.7 liters)
1 Red Dragon, 27" Inverted Blade Uchigatana (Custom)

1 Large Provisions Pack (Stone Gray)
2 Jounin's vest (Forest Green and Stone Gray)
2 Ninja Gi sets (Forest Green and Stone Gray)
1 Iwagakure Headband
20x Food pills (Partial chakra recovery) + bag (1 allowed per match, X to heal out of match)
1 Armored Sandals
2 Cloth Facemasks (Forest Green and Stone Gray)
1 Leather Bracer Set
2 Under Wear sets (Pants, Socks/Wraps)
1 Field Medical Kit (Out Of Battle use only)
PostPosted: Mon Jun 07, 2010 4:58 pm


Character Name: Drejak, Earth Shaman of the Ashura Wolf Clan
Age: 22 human years
Birthday: January 15, 1988

Physical Details

Height: Six feet four inches
Weight: Two-hundred forty-eight pounds
Blood Type: B+
Race: Red Wolf Anthropomorph

Appearance: Drejak's body is that of a humanoid wolf, covered from canine ears to the tips of his toes in garnet-red fur. His eyes are a piercng blue, and there are tribal-esque dark green markings permenantly dyed throughout his fur all over his body.

Equipment: Drejak wears no armor, and actually fights wearing nothing but a loincloth, which he has managed to secure to his thighs in such a way that it allows flexibility and movement, but keeps him covered.

History:

Drejak is a member of the Ashura Wolf Clan shaman lineage. His element to commune with is one of the most important to his people; earth. From the time he was four years old, he was trained to become a hunter. Upon his twelfth year, the color of his fur changed drastically, and it was revealed that he was the successor to the earth-shaman elder.

Drejak was given ceremony, and began his preparations and teachings in the way of the earth. He was trained by his Clan, in both earth communion and weapon-based combat and hunting skills, until he was seventeen. He was then sent out into the world to learn what he could of the ways of the earth on his own. He has been traveling nomadicly for the last five years, surveying the earth and learning from it. When he feels he has learned all that he can, he will return to his Clan. Drejak's experiences have left a bit of a violent impression on him, and thus he has created ways to manipulate the earth to enhance his combat capabilities so he may better defend himself.

Fighting has taken on a certain role of interest in Drejak's life, and only recently he happend to come across a stadium of sorts, where he heard rumors spoken of a great tournament to be held. Drejak, of course, has now enlisted himself as an entrant.

Evil Little Flayer


Rhoslyn Vernal

PostPosted: Mon Jun 07, 2010 6:06 pm


If Vin can post a profile, so can I.

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Name: Rhoslyn Vernal
Alias: Ross
Age: Somewhere between 500 and 700
Height: 5'9"
Weight: 210 lbs
Judging Style: Draconian
Hobbies: Surfing, sex, smoking weed, ULTRAVIOLENCE
Professions: Owner of the Black Sand Bar, Archduke of House Vernal, Prince of the Unseelie Court, Wizard, Father, Fighter, Judge
Bio: After the events of Heaven or Hell, Rhoslyn decided to take a break from competing in order to spend more time with his family. When the opportunity to judge the GTBIV came up, he took it, making idle plans to invite the top fighters of both mainstream events to a private brawl of his own.
PostPosted: Mon Jun 07, 2010 6:23 pm


(May vary from the GTB official profile due to me forgetting what's on it.)
Tybalt Steele

Alias: The Prince of Cats
Age: 12-ish? Maybe?
Gender: Male
Species: Werecat
Height: Either roughly a foot long, or 5-something
Weight: Either about 14 pounds, or about 112
Profession: Mouser
Hobbies: Eating, napping, sex
Abilities: Brawling and shape-changing(from cat to human).

Bio: Tybalt Steele is a haughty, arrogant ally cat who just happens to have the ability to change into a human. Upon realizing that the GTB prize money could buy him a lifetime supply of fish, he immediately entered the tournament.

Tybalt Steele


the eater of dreams

8,850 Points
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  • Party Animal 100
PostPosted: Thu Jun 10, 2010 8:58 am



Viviana Merquise

User Image

Age
507

Height
5'2"

Weight
128 lbs

Eye Color
Blue

Hair Color
Silver

Race
Lamia/French

Occupation
Alcoholic/Commander of the Venom Signet

Birthplace
Poitou-Charente, France

Other Titles
Commander Merquise, Lady Viviana.

Appearance Description (Human Form)
Petite and lithe, with an unruly mass of silver curls and large eyes sapphire in hue, framed by thick silvery lashes. She’s generally dressed in Napoleonic Naval Officer garb. Vivi sports a faded scar on her right cheek and, of course, the patented haughty expression one comes to expect from a citizen of France.

Likes
Olives, philosophy, alcohol, gambling, mixing cocktails, dressing like a man.

Dislikes

Wasting alcohol, people calling her a lady, dressing like a woman.

PostPosted: Thu Jun 10, 2010 9:09 am


User Image
Vansin
Medium Outsider (Evil, Lawful)
Hit Dice: 26d8+286 (403 hp)
Initiative: +7
Speed: 40 ft.
AC: 41 (+3 Dex, +5 deflection, +15 insight, +20 natural, touch 22, flat-footed 39
Attacks: +3 Vampiric Canesword (longsword) +44/+39/+34/+29 melee and claw +35 melee and bite +35 melee
Damage: +3 Vampiric Canesword (longsword) 1d8+25/ 19-20 plus 1d6 vampiric plus 1 vile, claw 1d6+7 plus poison, bite 1d6+7 plus poison
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Fear aura, poison, spell-like abilities, spells
Special qualities: Baatezu traits, DR 30/+4, fiendish alacrity, outsider traits, regeneration 7, SR 30, summon baatezu
Saves: Fort +26, Ref +18, Will +27
Abilities: Str 38, Dex 16, Con 30, Int 32, Wiz 27, Cha 30
Skills: Alchemy +21, Balance +23, Bluff +41, Concentration +40, Diplomacy +49, Forgery +21, Gather Information +22, Hide +36, Intimidate +45, Jump +22, Knowledge (arcana) +40, Knowledge (history) +21, Knowledge (the planes) +40, Listen +42, Move Silently +40, Search +40, Sense Motive +42, Spellcraft +40, Tumble +23
Feats: Craft Wonderous Item, Dark Speech, Empower Spell, Vile Martial Strike (Canesword), Malaign Spell Focus, Power Attack, Scribe Scroll, Spell Focus (Enchantment), Spell Penetration, Violate Spell


Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 23
Treasure: Triple standard
Alignment: Lawful Evil
Advancement: -


Vansin came to the material plane to gather capital and begin the roots of a ring of criminals that would eventually extend all the way into the underworld. His initial attempts to do this were foiled, mostly by a group of interfering mortals who slew a great deal of his minions in an attempt to cripple his organization and draw the fiend out himself. They were successful, and were all killed in the ensuing battle.

Since then, has sought to rebuild the Signet from the ground up. The mission remains the same, despite changes in member base. His current method of operation is to place spies in the spheres of the mighty and have them disable any attempts for power from the inside. With this advantage, he hopes to cripple rivals enough to absorb them into the Signet with minimal effort.

Otherwise, Vansin has been pursuing artifacts to amass power for himself. One in particular was of vital importance to him, and it rested in a dark depth called Edgehelm. It was Vansin's greatest desire to reclaim the artifact, which had taken a human form and controlled the demi-plane of Edgehelm. For some time, however, Vansin himself seemed hesitant to venture into the realm and recapture it for himself.

There has also been confusion of late as to who exactly Vansin is. The artifact in Edgehelm was rumored to be the real Vansin, rather than the surface devil, and wore a signet ring identical to Vansin's own. The signet itself seemed divided between them.

For a time, Vansin was content to let it wallow.

Eventually, however, he was forced to act on its existence. His trip to Edgehelm, however, took longer than planned, almost half of a year longer. In the time of his absence, the Signet was maintained solely by the mastery and will of Vansin's second in command, Viviana Merquise. And with the help of Merquise, the Lord of the Venom Signet was able to finally find and destroy the creation and absorb its power into himself. How this power will manifest is as of yet unknown, but it will surely be drastic and immense.

. . .

The Venom Signet is the clandestine organization which is managed, almost wholly, by the Fiend himself. In short, Vansin is the Venom Signet, in part due to its freelance nature. Criminals are given jobs by him, during which times they represent the organization. Once their specific mission is over they are let loose to pursue their own individual lives and are not expected to retain any sense of loyalty to the group as a whole. While there are members who serve in an official full-time capacity, they number in the few, and swear complete loyalty to the fiend.

This managing technique, along with Vansin's impressive habit of eluding those who seek to halt his efforts, allows the Fiend an amount of freedom in Gaia Commerce that is unprecedented in most criminal groups.

Members of the Signet can be identified by black rings they carry on them with the letters V and S overlaid upon each other. These rings are rumored to imbue the wearer with special powers derived from the devil himself.

Combat
Vansin prefers to use his spells and spell-like abilities rather than engage in melee. He often summons small groups of Venom Signet devotees to distract enemies while he augments his soldiers and blasts opponents from behind. If confronted with any really threat, Vansin spares no time teleporting somewhere safe.
Fear Aura (Su): As a free action, Vansin can create an aura of fear in a 20-foot radius. It is otherwise identical with the fear spell (caster level 16th; Will DC 31). If the save is successful, that creature cannot be affected by Vansin's fear aura for 24 hours. Other baatezu are immune to the aura.
Fiendish Alacrity (Su): By constantly storing his power, Vansin has developed the ability to release it in a burst of impossible speed and power. Vansin can, for a turn, make two turn's worth of actions. Once he uses this ability, his fiendish energy fluctuates wildly, and he must wait 1d4 rounds before he can use his Fiendish Alacrity again.
Poison (Ex): Vansin delivers his poison (Fort save DC 34) with each successful claw or bite attack. The initial damage is 1d6 points of Constitution damage, the second damage is death.
Spell-Like Abilities: At will-animate dead, blasphemy, charm monster, create greater undead, desecrate, detect good, detect magic, devils ego, fireball, fiendish quickening, geas/quest greater dispelling, hell fire, hellfire storm, magic circle against good, locate creature, locate object, major image, restoration, resurrection, scrying, suggestion, teleport without error, true seeing, unholy aura, unholy blight, unhallow, wall of fire, wall of ice: 1/ day-meteor swarm, mindrape, symbol (any), wish. Caster level 20th; save DC 20 + spell level
Spells: Vansin casts as a 15th-level wizard specialized in the Enchantment school. His laboratories in his citadel in Kear and his Airship have spellbooks with every arcane spell in them, so he can prepare whatever he likes, except those form his prohibited school (Illusion).
Spells Prepared (5/8/7/7/7/7/5/4/3; save DC 19 + spell level, or 21 + spell level for Enchantment spells and evil spells, or a 23 + spell level for evil Enchantment spells):
0--arcane mark, mage hand (2), no light, slash tongue; 1st--charm person, mage armor (2), magic missile (2), shield (2), sleep; 2nd--bull's strength, cat's grace, endurance, Masochism, Sadism, web (2); 3rd--violated darkbolt (2), haste (2), empowered magic missile (2), slow; 4th--arcane eye, damning darkness, detect scrying, empowered violated magic missile, empowered Melf's acid arrow, Otiluke's resilient sphere, charm monster; 5th-- cone of cold, forbidden speech, violated fire shield, violated ice storm, empowered lightning bolt, sending, wall of force; 6th--violated cone of cold, chain lightning, disintegrate, eyebite, empowered violated lightning bolt; 7th--empowered cone of cold, forcecage, gutwrench, whirlwind of teeth; 8th--violated delayed blast fireball, horrid wilting, prismatic wall.
Baatezu Traits: Vansin can communicate telepathically with any creature withing 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Vansin is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.
Outsider Traits: Vansin cannot be raised or resurrected.
Regeneration (Ex): Vansin takes normal damage from holy and blessed weapons of at least +3 enhancement.
Summon baatezu (Sp): Twice per day Vansin can automatically summon 3 lemures, osyluths, or barbezu, or 2 erinyes, cornugons, or gelugons.
Possessions: Vansin wields a +3 vampiric longsword and, occasionally a Rod of Lordly Might. He has on him the Ring of the Venom Signet, an artifact of great power: He also wears a Ring of Mind Shielding and a Ring of Spell Storing (Stores: absorb mind, absorb strength, consume likeness and evil weather)

Rod Of Lordly Might:
This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. (Pushing any of the rod’s buttons is equivalent to drawing a weapon.) It weighs 10 pounds.

The following spell-like functions of the rod can each be used once per day.

-Hold person upon touch, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power and then succeed on a melee touch attack to activate the power. If the attack fails, the effect is lost.
-Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action.
-Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half) and cure the wielder of a like amount of damage. The wielder must choose to use this power before attacking, as with hold person.

The following weapon functions of the rod have no limit on the number of times they can be employed.

-In its normal form, the rod can be used as a +2 light mace.
-When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword’s hilt. The weapon lengthens to an overall length of 4 feet.
-When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth at the ball, and the whole lengthens to 4 feet.
-When button 3 is pushed, the rod becomes a +3 shortspear or +3 longspear. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice), for an overall length of from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance.

The following other functions of the rod also have no limit on the number of times they can be employed.

-Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars three inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5.
-The ladder function can be used to force open doors. The wielder plants the rod’s base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12.
-When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his approximate depth beneath the surface or height above it.


Ring of the Venom Signet:
This ring, inspired by but surpassing the master and slave rings created by lesser devils, is attuned to Vansin, and can only be removed by him while he is alive. The ring allows Vansin to invade the thoughts of those who wear the keyed Lesser Rings of the Venom Signet, as well as cause them pain, impart spell-like abilities into them and communicate telepathically over and distance (While still on the same plane). The Lesser Ring's union with the Ring of the Venom Signet confers the bonuses of an arcane mark spell for the purposes of scrying and teleporting. If Vansin is ever unconcious, the Ring of the Venom Signet automatically initiates the following:
-It attempts to summon to Vansin's side any and all nearby creatures wearing a Lesser Ring of the Venom Signet.
-All Lesser Rings of the Venom Signet impart a mental warning to their wearers that Vansin is in danger, so long as they are on the same plane of existence.
-It emits a chain lightning spell at anyone not wearing a Lesser Ring of the Venom Signet who approaches within ten feet of Vansin. This power is made obvious before anyone approaches by means of small arcs of lightning which swirl around Vansin's figure.

The Vansin


Nightsnow

PostPosted: Thu Jun 10, 2010 9:16 am


Username: Nightsnow
Character Name: Snow
Age: 21
Birthday: n/a

Physical Details

Height: 182cm
Weight: 190lbs
Blood Type: ?
Race: Human/Incubus Hybrid
Appearance:

User Image


Equipment:

Main weapon: Two twin Katanas, one katana slung on each side of his hips for easy unsheathing with both hands.
Support weapon: Halberd, slung on his back and rarely used, unless confronting a foe that required him to use it, or some other reason that requires him to use it.

Equipments:

Two defensive bracers worn on both sides of his arms. Also - two medium-sized steel drinking flasks, each filled with pure, cold water which is holstered inside the interior of his cloak pocket - one flask occupying one pocket.

His belt is found equipped with multiple small glass vials containing water.

The longcoat itself is a special cloth given as a gift from James Eredas, made with fire-resistant materials and decorated in black, with gold trim. The longcoat provides limited protection against flame-based attacks, but is a valuable asset to have nonetheless. The swordsman has recently upgraded the interior of the longcoat to support some form of armor - small, hexagonal pieces of metal plates placed in a honeycomb style throughout the torso and chest section of the longcoat. He has also woven some leather armor separately into the longcoat, making it more durable and resistant to slashes and cuts.

Notice: All of the swordsman's weapons and both bracers have been mixed with a specialized material that reacts to the swordsman's personal magic. This gives the swordsman the ability to augment and enhance his weapons and equipment through the use of his magic, or use the weapon as conduits to manipulate his magic with more ease.

Skills

Combat Abilities: The swordsman is a spellsword specialist, able to enhance almost anything - his weapons - or augmenting himself - with magic to deliver a mixed style that can go either weapon combat or magic combat, or even both. His style consists of combining several martial arts such as Tai-Chi, Judo, along with some weapon style like Kendo, Iaido, and limited florentine style (when he dual wields) together to create a unique way of fighting.

Magic Abilities: The swordsman is able to conjure up water and ice out of thin air, and is able to wield water in any form (gas, liquid, solid) with relative ease. The swordsman often charges up his abilities in the form of "orbs", floating energy that depicts how strong his attacks can be depending on the amount of orbs available for use. Each orb takes one post to charge. While the swordsman does not need to charge up orbs for simple abilities or attributes, for troublesome foes there is sometimes the need to go all out, just in case.

Note: Depending on the amount of water available near the fight, the swordsman can use the surrounding environment to bolster his abilities more easily.

Non Combat Skills: Natural Manipulation of Water and Ice, Cooking, Basic medical skills through use of manipulation of water and ice.


History: Preferring to forget a past that is riddled with things he'd rather foget about, the swordsman's primary proffession is through escorting personnel and goods from one point to the next. Often such people or goods he escorts are through dangerous areas, in which his skills are needed to ensure the safe delivery of said things. Having traveled to all areas of Gaia and picking up skills whenever he can because of his proffession, the swordsman often goes to tournaments and areas full of unrest and trife to get some extra money through fights or contracts in order to support his wandering travels...and his conditions in living.
Perhaps this is a reason why often the swordsman is rather poor in keeping his weapons and equipments maintained...much less having a decent food or place to stay during his travels.
PostPosted: Sat Jun 26, 2010 3:57 pm


Username: Krausse Kreugar
Character Name: Krausse Kreugar
Age: A couple thousand years old, but you tend to forget exact things like days and weeks when you live that long.
Birthday: June 21, 1985. Or at least that's what he says.

Physical Details:

Height: 6'0"
Weight: 350lb
Blood Type: Extremely toxic to any living being.
Race: Genetically engineered human-mutant.
Appearance: Krausse stands at a fairly good six feet tall, with broad shoulders and the strong, cut build of a swim team captain. He has a perfectly structured face, with strong cheekbones and well-set deep purple eyes, framed by a narrow, close-trimmed reddish-orange ginger beard and medium-cut, wavy auburn-colored hair. He is most oft seen in handmade Italian designer dress slacks with perfect-fitting dress shoes that don't slip off or hinder during combat with a matching purple and white pinstripe dress vest, silver tie, and fine black button up shirt. In the beginning of the battle, he also wears a tailored suit jacket.

Equipment:
- Katana: In a most cliche fashion, Krausse's most obvious weapon is a standard-size katana, rather average katana. He rarely puts it in his belt loop, preferring to carry around the sheath and sword in his right hand. When unsheathed, the blade has an unnatural blue hue that gleams subtly, the tungsten-steel combination colored such from being folded so many thousands of times that no human sword smith can match the quality. The blade is incredibly fine, so much so that it has been known to cut through steel blocks like hot butter without the blade taking a serious toll, but that's due to the tungsten and S7 steel of the blade being such a powerful combination.
- Cane: Kept in a loop inside of his suit jacket is a metal rod about four inches long that, when a side button is depressed, extends into a very heavy two and a half foot long hollowed out tungsten cane with liquid mercury filling up one-fifth of the hollow.
- Daggers: Inside of each side of Krausse's suit jacket are loops holding two six inch long steel daggers. Very sharp, very strong, very fine craftsmanship, but nothing as special as his katana or cane.

Skills

Combat Abilities:
- Martial Arts skills: Krausse is versed in various forms of hand-to-hand combat and is a master of most of them. In his thousand plus years of life, he's actually learned pretty much every martial art and mastered it, but his memory of the actual moves of them fluctuates and is mostly instinctual.
- Weapon skills: Krausse is just as well-versed in the various sword styles of Japanese samurai and even manages to incorporate various fencing techniques and European sword styles into his use of the katana just to confuse his enemies. He's just as good with the cane and daggers, too, using various street styles and such.
- Can lift up to 600lb easily
- Can hit 30mph at a dead sprint
- Because of cybernetic brain, has an upgraded nervous system from a human that allows him to think and react as fast as a human possibly could before a body of meat and bone just can never keep from breaking down from such strain. To handle the increased strain of the lightning fast (metaphorical, not literal) reaction times and knee-jerk movements, as well as the increased physical strength, Krausse's muscular system is more durable, and his skeletal structure is, too. Because of the increased durability of these physical systems, Krausse also weighs nearly 400lb, despite his build and size.
- Beyond that and being unable to stay dead for too long*, Krausse is a normal human.
(* = can't ressurect during battle or anything)
Non Combat Skills:
- Charisma: Krausse is one of those few individuals born with a silver tongue and thus he is an extremely likable and charismatic individual... when he wants to be.

History:
A long time ago in a solar system far, far away, the Kahr Hegemony had a government that decided to make a super soldier program. Krausse was created. Krausse was the perfect super soldier. He was too perfect. He eventually realized that he was created in a tank and that his whole life was a lie, broke down, broke free, and killed a bunch of people, and began wandering around the galaxies for the past few thousand years.

Krausse Kreugar

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GTB IV [Concluded]

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