GIR 6.0

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GIR 6.0

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Post by QueenSelphie »

<<> Player Info <>>
IRC Nick:
Real Name (Optional):
Time Zone (GMT Modifier):
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<<> Character Information <>>

-= Basics =-

Name: GIR
Race: Robot
Height: 3'0
Weight: 80 lbs
Appearance: Gir is a small grey metalic robot with large light blue eyes and a small antenna coming out the top of his head. His shoulder are round and also blue and a light blue chest plate. These light blue parts turn red when Gir is in alert mode. Gir also wears a green dog costume with black feet and hands and a large zipper on the front.

Image

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Image


Eye Color: Light Blue
Hair Color: None/Green in his dog suit.
Notable Features:


-= Personality =-

Favorite Food: Tacos
Likes: Food, scary monkey show, and exploding.
Dislikes: Zim and possibly clowns.
Favorite Color: not sure
Fears: not sure.

-= Background =-

History: GIR was created by The Almighty Tallest when Zim requests a SIR (Standard issue Information Retrieval Unit) from them. The tallest not wanting Zim to have a fully functional SIR assembled GIR out of parts from a garbage can and put what ever they had in their pockets into his head, including a marble, paper clip and some change, instead of a brain. Upon activation (much to the surprise of the Almighty Tallest) the robot stated his name as GIR. When Zim asked it what the G stood for, the little robot exclaimed, "I don't know." then proceeded to hit itself in the head. The Tallest convinced Zim that GIR's erratic behavior was due to him being 'advanced'.

Upon arriving on Earth GIR was given the disguise of an Earth dog albeit green. Despite GIR not acting like a dog at all he seems to have little problem integrating with human culture. He tends to be influenced by human culture more so than Zim and unlike Zim readily embraces it and even admits to actually loving Earth. It still seems to be in debate whether GIR actually likes Zim or not. GIR tends to not listen to Zim's orders either becoming distracted, ignoring him completely and getting in the way of Zim's plan when Zim treats him badly. GIR mostly follows Zim because that's what he is programmed to do.
Notable Accomplishments:
Training (If any):

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<<> Statistics <>>
1332 points to distribute

Health: 221
Health Roll: +22 (+1 Bonus for every 10 Health)
HP: 13260/13260 hp (Health * 60)

Dexterity: 220
Flat Foot Dodge: +49 (+2 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +54 (+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +37 (Exotics) +37 (Demolition) (+1 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4)

Strength: 220
Inventory Slots/Comfortable Carry: (+3 Bonus for every 10 Strength)
Base Damage: (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: (+3 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 140
Defense (Damage Absorb): (+1 Bonus for every 10 Endurance *40)
Survival Roll: (+1 Bonus for every 10 Endurance)

Intelligence: 271
Magic Points: 1355/1355 MP (Intelligence * 5)
Skill Points: 1084 SkP (Intelligence * 4)

Magic Affinity: 10
Spell Points: SpP (Magic Affinity * 4)
Magic Attack Roll: (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit: 70
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 100
Mental/Magic Defense Roll: / (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: (+1 Bonus for every 10 Willpower * 40)

Luck: 100
Luck Roll: +10 (+1 Bonus for every 10 Luck)
Luck Points: 2 (+1 for every 50 Luck)
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<<> Skills <>>
1084/49 Skill Points (Current/Maximum)

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Athletic Skills
Move Slowly - 10 (65)
Roll - 10 (65)
Reaction - 10 (65)


Honed Perception Skills
Spot - 10 (65)
Listen - 5 (25)

Minor Skills
<skill> <level> <points>
Gather Information - 15 (130)
Hide - 15 (130)
Search - 5 (25)

Dancing - 10 (65)

Survival Skills
Navigation - 5 (25)

Combat Skills
<skill> <level> <points>
Exotic - Laser - 15 (130)
Demolition - Rockets - 15 (130)
Martial Arts - 5 (25)


Magic Skills
<skill> <level> <points>

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>
Vehicle Operation

Spacecraft - 5 (25)

Crafting Skills
Cooking - 10 (65)

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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP



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<<> Traits and Feats <>>


-= Race Traits =-

Race:
-=Artificial Life=-
Not all life is living. Whether magical or mechanical, Artificial life is built to mimic their living counterparts. Exactly how much they duplicate us may vary, but stone and metal have great advantage over flesh and blood. Their solid construction allows them to endure more and hit harder than other beings, and their non biological nature renders them immune to biological status effects positive and negative. Unfortunately, without a soul, most magic will forever elude them, and breaking down is far more common for damaged machines than death is for a human.

*Free Feat:
Feature - Inferred Vision

*Free Feat:
Feature - Night Vision

Traits:
Status Effect Immunity: Mental/Biological Status Effects - Immune to status effects inflicted by toxins, poisons, and other biological means, or by directly tampering with the brain of the target. Ether and Technomancy is assumed to dodge this as the norm.

Negative Traits:
Destroyable: As machines have no soul, resurrecting a machine is impossible. Furthermore, a machine who reaches their hp in the negatives must spend a fate point to survive, must be reconstructed over time, and takes longer than a human recovery in a medical bay.
Unable to Heal: Magic and items designed to heal have no effect on a machine (Ether is an exception to this rule). They must rely on specialty repair mechanisms.
Weakness to Lightning: Electrical attacks wreck havoc on machines, dealing double their normal damage to a mechanical being, though some machines can eventually ground themselves against this.
No Magic: Aside from Ether (which requires special criteria), machines are incapable of casting magic, as it requires a spiritual connection which does not exist in a machine.


-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -
Flight
Associated Statistic: Dexterity
Description: The ability to travel without touching the ground, whether it's by jet boots, wings, telekinesis, or any other myriad ways to accomplish this feat.
Effect: The character has the ability to fly at twice its current running speed


*Feat 2 (100 XP) -
It's A Mystery
Associated Statistic: Luck
Description: This character is suspiciously resourceful, and after rummaging for a little bit always seems to have precisely the right little item at precisely the right time.
Effect: Some way, some how, the character manages to have the coin, the screwdriver, the chewing gum, whatever little everyday item -- worth 200 credits or less -- that someone needs to pull off a McGuyver or something similar. This can only be used once per item.

*Feat 3 (200 XP) -
Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

*Feat 4 (300 XP) -
Mimic
Associated Statistic: Intelligence
Description: The character has a borderline eidetic short-term memory and an extreme attention to detail, making them able to notice miniscule movements and the finest parts of performing an action or using a skill they would otherwise never have for a short period of time.
Effect: Attempt to mimic a skill the character has seen (up to a maximum of level 5) for 3 minutes. This feat breaks the "unlearned skill" barrier of +20, allowing a character to use full bonus aside from the mimicked skill cap of 5.

*Feat 5 (400 XP) -
Hammer Space - GIR (Modified)
Associated Statistic: Strength
Effect: GIR has the ability to keep and withdrawal many small manageable items inside of his seemingly empty cavernous head. He can keep and eject anything items such as food, a sea of rubber pigs, a bee hive etc

*Feat 6 (500 XP) -
Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 7 (600 XP) -
Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.

*Feat 8 (700 XP) -
Stealthy
Associated Statistic: Dexterity
Description: The character is a natural to taking to the shadows and hiding themselves from sight as well as moving inconspicuously.
Effect: +10 to Sneak Attack, Hide, and Move Slowly skills.

*Feat 9 (800 XP) -
Improved Lift I
Associated Statistic: Strength
Effect: Increases the Maximum Carry Weight a character can hold from +1 bonus to +2 per every 10 points in Strength. This multiplication of the bonus also applies to strength based rolls, but not to damage.
Example: The character has a Strength of 70. The character would normally gain a +7, but instead with this Feat gains +14 to Strength checks

*Feat 10 (900XP) -
Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

*Feat 11(1000XP) -
Armored
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This affects natural damage soak.

Feat 12(1200XP) -
Improved Lift II
Associated Statistic: Strength
Effect: Increases the Maximum Carry Weight a character can hold from +2 bonus to +3 per every 10 points in Strength. This multiplication of the bonus also applies to strength based rolls, but not to damage.
Example: The character has a Strength of 70. The character would normally gain a +7, but instead with this Feat gains +21 to Strength checks.

Feat 13(1400XP) -
Feat 14(1500XP) -
Feat 15(1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Weapons/Items <>>
SIR weapons system (Not sure how to stat all this out or what proficiency it would be under) GIR is equipped with the SIR's standard weapons defense system. Which includes twin missle launchers, and an assortment of lasers.
The lasers deal 1000 damage per hit, +5 to attack
Missiles are 5000 damage per hit, but -10 to hit because they are dumbfire

Image

GIR also has a jet propulsion system (Boosters in his feet)

and a guidence system chip (when he doesn't remove it for something else)

Bee Hive "Grenade"
This is not really a grenade but a hive of angry swarming bees. But it works along the lines of a low grade biological grenade. The hive is launched out of Gir's cavernous head and the bees swarm what ever happens to be in their path. If they aren't properly protected it can be bad news. DC 180 to avoid unprotected DC 100 protected
If hit roll 1d100 1-80 = Mild Poison 90-100 = Chronic Venom due to severe allergy reaction.

Gir's Robot Body: (Light Emerald Armor Stats)
Physical Soak Bonus: 1060
Magical Soak Bonus: 2700


-= Equipment Slots =-

Weapon:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1:

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>

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<<> Roll Log <>>

-= Basic =-

Init die: 1d220
HP:13260
MP:1355
Regen:
Physical Soak: 1620
Magical Soak: 3100
Luck Roll: 1d1000+10

Health: _____ (+1 Bonus for every 10 Health)

Flat Foot Dodge: +44 (Improved Dodge) +5 (Reaction skill / 2) = 1d100+49
Dodge: +44 (Improved Dodge) + 10 (Roll Skill) = 1d110+54
Block: _____ (+1 Bonus for every 10 Dexterity + Weapons Proficiency + block advanced skills + weapon bonus

Physical Attack:
Exotics:
+22 (Dex) +15 (Exotics) +5 = 1d90+42

Demolition:
+22 (Dex) +15 (Demolition) -10 = 1d80+27

Survival: __________ (+1 Bonus for every 10 Endurance)

Magic/Psionic Attack: _____ (+1 Bonus for every 10 Magic Affinity + Arcane Arts/Psionic Mastery Skill)

Magic/Psionic Defense Roll: ______ (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

Luck : ______ d1000+(1 point to 10 points in Luck)

-= Skills =-



-= Abilities =-



-= Feats =-

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<<> Special Notes <>>

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Image - Image
QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

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