<?xml version="1.0" encoding="US-ASCII" ?>
<character unique_id="g1rq8yfn:-1j0d90jwo8i5d" version="1">
	<created_date>Nov 8, 2009</created_date>
	<modified_date>Nov 18, 2009 9:09 AM</modified_date>
	<profile>
		<player_name>NPC</player_name>
		<campaign>Islands of War</campaign>
		<name>Issvarti</name>
		<age>80</age>
		<birthday>July 20</birthday>
		<eyes>Blue</eyes>
		<hair>Brown, Wavy, Medium</hair>
		<skin>Tan</skin>
		<handedness>Left</handedness>
		<height units="in">51</height>
		<weight units="lb">75.0</weight>
		<SM>0</SM>
		<gender>Male</gender>
		<race>Dwarf</race>
		<tech_level>4</tech_level>
	</profile>
	<HP>0</HP>
	<FP>0</FP>
	<total_points>500</total_points>
	<ST>18</ST>
	<DX>15</DX>
	<IQ>13</IQ>
	<HT>13</HT>
	<will>0</will>
	<perception>0</perception>
	<speed>0</speed>
	<move>0</move>
	<include_punch>true</include_punch>
	<include_kick>true</include_kick>
	<include_kick_with_boots>true</include_kick_with_boots>
	<advantage_list>
		<advantage_container version="2" open="no">
			<name>Advantages</name>
			<advantage version="2">
				<name>Ally (Sons)</name>
				<type>Social</type>
				<base_points>1</base_points>
				<modifier version="1" enabled="no">
					<name>Point total</name>
					<cost type="points">1</cost>
					<affects>total</affects>
					<reference>B37</reference>
					<notes>25% of your starting points</notes>
				</modifier>
				<modifier version="1">
					<name>Point total</name>
					<cost type="points">2</cost>
					<affects>total</affects>
					<reference>B37</reference>
					<notes>50% of your starting points</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Point total</name>
					<cost type="points">3</cost>
					<affects>total</affects>
					<reference>B37</reference>
					<notes>75% of your starting points</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Point total</name>
					<cost type="points">5</cost>
					<affects>total</affects>
					<reference>B37</reference>
					<notes>100% of your starting points</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Point total</name>
					<cost type="points">10</cost>
					<affects>total</affects>
					<reference>B37</reference>
					<notes>150% of your starting points</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Appears almost all the time</name>
					<cost type="multiplier">3</cost>
					<reference>B36</reference>
					<notes>15-</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Appears quite often</name>
					<cost type="multiplier">2</cost>
					<reference>B36</reference>
					<notes>12-</notes>
				</modifier>
				<modifier version="1">
					<name>Appears fairly often</name>
					<cost type="multiplier">1</cost>
					<reference>B36</reference>
					<notes>9-</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Appears quite rarely</name>
					<cost type="multiplier">0.5</cost>
					<reference>B36</reference>
					<notes>6-</notes>
				</modifier>
				<modifier version="1">
					<name>Group of 6-10</name>
					<cost type="multiplier">6</cost>
					<reference>B37</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Group of 11-20</name>
					<cost type="multiplier">8</cost>
					<reference>B37</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Group of 21-50</name>
					<cost type="multiplier">10</cost>
					<reference>B37</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Group of 51-100</name>
					<cost type="multiplier">12</cost>
					<reference>B37</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Group of 101-1000</name>
					<cost type="multiplier">18</cost>
					<reference>B37</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Group of 1001-10000</name>
					<cost type="multiplier">24</cost>
					<reference>B37</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Group of 10001-100000</name>
					<cost type="multiplier">30</cost>
					<reference>B37</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Group of 100001-1000000</name>
					<cost type="multiplier">36</cost>
					<reference>B37</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Minion</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
					<reference>B38</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Minion</name>
					<cost type="percentage">0</cost>
					<affects>total</affects>
					<reference>B38</reference>
					<notes>IQ 0 or Slave Mentality</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Special Abilities</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
					<reference>B38</reference>
					<notes>@Abilities@</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Summonable</name>
					<cost type="percentage">100</cost>
					<affects>total</affects>
					<reference>B38</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Sympathy</name>
					<cost type="percentage">-25</cost>
					<affects>total</affects>
					<reference>B38</reference>
					<notes>Death of one party reduces the other to 0 HP</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Sympathy</name>
					<cost type="percentage">-5</cost>
					<affects>total</affects>
					<reference>B38</reference>
					<notes>Death of one party reduces the other to 0 HP and wounds affect ally but not you</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Sympathy</name>
					<cost type="percentage">-50</cost>
					<affects>total</affects>
					<reference>B38</reference>
					<notes>Death of one party kills the other</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Sympathy</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>B38</reference>
					<notes>Death of one party kills the other and wounds affect ally but not you</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Unwilling</name>
					<cost type="percentage">-50</cost>
					<affects>total</affects>
					<reference>B38</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Favor</name>
					<cost type="multiplier">0.2</cost>
					<reference>B55</reference>
				</modifier>
				<reference>B36</reference>
				<notes>He has eight sons</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Combat Reflexes</name>
				<type>Mental</type>
				<base_points>15</base_points>
				<reference>B43</reference>
				<notes>Never freeze; +6 on all IQ rolls to wake up or to recover from surprise or mental stun; Your side gets +1 to initiative rolls (+2 if you're the leader)</notes>
				<categories>
					<category>Advantage</category>
				</categories>
				<skill_bonus>
					<name compare="starts with">fast-draw</name>
					<specialization compare="is anything"></specialization>
					<amount>1</amount>
				</skill_bonus>
				<attribute_bonus>
					<attribute>dodge</attribute>
					<amount>1</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>parry</attribute>
					<amount>1</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>block</attribute>
					<amount>1</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>fright_check</attribute>
					<amount>2</amount>
				</attribute_bonus>
			</advantage>
			<advantage_container version="2" open="no">
				<name>Fight-Stopper</name>
				<modifier version="1">
					<name>Magical</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
				</modifier>
				<modifier version="1">
					<name>Breakable (DR15, HP 30, SM -2)</name>
					<cost type="percentage">-30</cost>
					<affects>total</affects>
				</modifier>
				<modifier version="1">
					<name>Can be Stolen (Requires Stealth or Trickery)</name>
					<cost type="percentage">-20</cost>
					<affects>total</affects>
				</modifier>
				<modifier version="1">
					<name>Unique</name>
					<cost type="percentage">-25</cost>
					<affects>total</affects>
				</modifier>
				<advantage version="2">
					<name>Innate Attack (Fatigue)</name>
					<type>Physical, Exotic</type>
					<levels>1</levels>
					<points_per_level>10</points_per_level>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">100</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 sec</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">50</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>10 sec</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">40</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 min</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 hr</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">10</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 day</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">50</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 sec; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">25</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>10 sec; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 min; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">10</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 hr; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">5</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 day; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Contagious</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>Mildly</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Contagious</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>Highly</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Explosion</name>
						<cost type="percentage">50</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Fragmentation</name>
						<cost type="percentage">15</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Fragmentation</name>
						<cost type="percentage">15</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B104</reference>
						<notes>Hot</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Surge</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>2</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>3</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">150</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>5</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">200</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>10</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Side Effect</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B109</reference>
						<notes>@Effect@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Symptoms</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B109</reference>
						<notes>@Effect@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
						<reference>B110</reference>
						<notes>0.5</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B110</reference>
						<notes>0.2</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">-70</cost>
						<affects>total</affects>
						<reference>B110</reference>
						<notes>0.1</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>No Wounding</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B111</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Dehydration</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Drowning</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Freezing</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Missed Sleep</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Starvation</name>
						<cost type="percentage">40</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Suffocation</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Incendiary</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1">
						<name>Follow-Up</name>
						<cost type="percentage">75</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Symptoms (Terrible Pain, 1/2 FP)</name>
						<cost type="percentage">120</cost>
						<affects>total</affects>
					</modifier>
					<reference>B61</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage_container version="2" open="no" type="alternative_abilities">
					<name>Strikes</name>
					<modifier version="1">
						<name>Melee Attack, Reach 1, ST-Based</name>
						<cost type="percentage">75</cost>
						<affects>total</affects>
					</modifier>
					<advantage version="2">
						<name>Innate Attack (Crush) 2 HP</name>
						<type>Physical, Exotic</type>
						<base_points>3</base_points>
						<modifier version="1" enabled="no">
							<name>Explosion</name>
							<cost type="percentage">50</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Fragmentation</name>
							<cost type="percentage">15</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Fragmentation</name>
							<cost type="percentage">15</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B104</reference>
							<notes>Hot</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Surge</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>2</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>3</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">150</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>5</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">200</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>10</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Side Effect</name>
							<cost type="percentage">0</cost>
							<affects>total</affects>
							<reference>B109</reference>
							<notes>@Effect@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Symptoms</name>
							<cost type="percentage">0</cost>
							<affects>total</affects>
							<reference>B109</reference>
							<notes>@Effect@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">-30</cost>
							<affects>total</affects>
							<reference>B110</reference>
							<notes>0.5</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B110</reference>
							<notes>0.2</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">-70</cost>
							<affects>total</affects>
							<reference>B110</reference>
							<notes>0.1</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>No Blunt Trauma</name>
							<cost type="percentage">-20</cost>
							<affects>total</affects>
							<reference>B111</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>No Knockback</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>B111</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>No Wounding</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B111</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Double Knockback</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Incendiary</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<reference>B61</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Innate Attack (Cut) 2 HP</name>
						<type>Physical, Exotic</type>
						<base_points>5</base_points>
						<modifier version="1" enabled="no">
							<name>Double Blunt Trauma</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B104</reference>
							<notes>BT as for Crushing</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Explosion</name>
							<cost type="percentage">50</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Fragmentation</name>
							<cost type="percentage">15</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Fragmentation</name>
							<cost type="percentage">15</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B104</reference>
							<notes>Hot</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Surge</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>2</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>3</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">150</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>5</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">200</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>10</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Side Effect</name>
							<cost type="percentage">0</cost>
							<affects>total</affects>
							<reference>B109</reference>
							<notes>@Effect@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Symptoms</name>
							<cost type="percentage">0</cost>
							<affects>total</affects>
							<reference>B109</reference>
							<notes>@Effect@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">-30</cost>
							<affects>total</affects>
							<reference>B110</reference>
							<notes>0.5</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B110</reference>
							<notes>0.2</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">-70</cost>
							<affects>total</affects>
							<reference>B110</reference>
							<notes>0.1</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>No Blunt Trauma</name>
							<cost type="percentage">-20</cost>
							<affects>total</affects>
							<reference>B111</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>No Knockback</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>B111</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>No Wounding</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B111</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Incendiary</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<reference>B61</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
				</advantage_container>
			</advantage_container>
			<advantage version="2">
				<name>High Pain Threshold</name>
				<type>Physical</type>
				<base_points>10</base_points>
				<reference>B59</reference>
				<notes>Never suffer shock penalties when injured; +3 on all HT rolls to avoid knockdown and stunning; +3 to resist torture</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Talent (Artificer)</name>
				<type>Mental</type>
				<levels>1</levels>
				<points_per_level>10</points_per_level>
				<reference>B90</reference>
				<categories>
					<category>Advantage</category>
				</categories>
				<skill_bonus>
					<name compare="starts with">armoury</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">carpentry</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">electrician</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">electronics repair</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">engineer</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">machinist</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">masonry</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">mechanic</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">smith</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Wealth, Filthy Rich</name>
				<type>Social</type>
				<base_points>50</base_points>
				<reference>B25</reference>
				<notes>Starting wealth is 100 times the average</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Weapon Master</name>
				<type>Mental</type>
				<base_points>20</base_points>
				<reference>B99</reference>
				<notes>One weapon: Axe/Mace</notes>
				<categories>
					<category>Advantage</category>
				</categories>
				<weapon_bonus>
					<name compare="is">axe/mace</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">1</level>
					<amount>1</amount>
				</weapon_bonus>
				<weapon_bonus>
					<name compare="is">axe/mace</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">2</level>
					<amount>1</amount>
				</weapon_bonus>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Disadvantages</name>
			<advantage version="2">
				<name>Bad Temper</name>
				<type>Mental</type>
				<base_points>-10</base_points>
				<cr>12</cr>
				<reference>B124</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Bloodlust</name>
				<type>Mental</type>
				<base_points>-10</base_points>
				<cr>12</cr>
				<reference>B125</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Code of Honor (Soldier's)</name>
				<type>Mental</type>
				<base_points>-10</base_points>
				<reference>B127</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Intolerance (Modrons)</name>
				<type>Mental</type>
				<modifier version="1" enabled="no">
					<name>Scope: Common</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
					<reference>B140</reference>
				</modifier>
				<modifier version="1">
					<name>Scope: Occassional</name>
					<cost type="points">-2</cost>
					<affects>total</affects>
					<reference>B140</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Scope: Rare</name>
					<cost type="points">-1</cost>
					<affects>total</affects>
					<reference>B140</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Scope: Anyone unlike you</name>
					<cost type="points">-10</cost>
					<affects>total</affects>
					<reference>B140</reference>
				</modifier>
				<reference>B140</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Sadism</name>
				<type>Mental</type>
				<base_points>-15</base_points>
				<cr>15</cr>
				<reference>B152</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Sense of Duty</name>
				<type>Mental</type>
				<base_points>-5</base_points>
				<reference>B153</reference>
				<notes>Friends &amp; Companions</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no" type="race">
			<name>Dwarf, Mountain</name>
			<advantage_container version="2" open="no">
				<name>Advantages</name>
				<advantage version="2">
					<name>Extended Lifespan</name>
					<type>Physical, Exotic</type>
					<levels>1</levels>
					<points_per_level>2</points_per_level>
					<reference>B53</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Increased Health</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>10</points_per_level>
					<reference>B14</reference>
					<categories>
						<category>Advantage</category>
					</categories>
					<attribute_bonus>
						<attribute>ht</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Infravision</name>
					<type>Physical, Exotic</type>
					<base_points>10</base_points>
					<modifier version="1" enabled="no">
						<name>No normal vision</name>
						<cost type="points">-10</cost>
						<affects>total</affects>
						<reference>B60</reference>
					</modifier>
					<reference>B60</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Magic Resistance</name>
					<type>Physical</type>
					<levels>5</levels>
					<points_per_level>2</points_per_level>
					<modifier version="1" enabled="no">
						<name>Improved</name>
						<cost type="percentage">150</cost>
						<affects>total</affects>
						<reference>B67</reference>
					</modifier>
					<modifier version="1">
						<name>Gives penalty to activate magic items</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B67</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Resistant</name>
					<type>Physical</type>
					<modifier version="1" enabled="no">
						<name>@Very Common: Metabolic Hazards, etc.@</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B80</reference>
					</modifier>
					<modifier version="1">
						<name>Poison</name>
						<cost type="points">15</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Occasional: Disease, Ingested Poison, etc.@</name>
						<cost type="points">10</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Rare: Acceleration, Altitude Sickness, Bends, Seasickness, Space Sickness, Nanomachines, etc.@</name>
						<cost type="points">5</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Immunity</name>
						<cost type="multiplier">1</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1">
						<name>+8 to all HT rolls to resist</name>
						<cost type="multiplier">0.5</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>+3 to all HT rolls to resist</name>
						<cost type="multiplier">0.33</cost>
						<reference>B81</reference>
					</modifier>
					<reference>B81</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Talent (Artificer)</name>
					<type>Mental</type>
					<levels>1</levels>
					<points_per_level>10</points_per_level>
					<reference>B90</reference>
					<categories>
						<category>Advantage</category>
					</categories>
					<skill_bonus>
						<name compare="starts with">armoury</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">carpentry</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">electrician</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="starts with">electronics repair</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="starts with">engineer</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">machinist</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">masonry</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="starts with">mechanic</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="starts with">smith</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
				</advantage>
				<advantage version="2">
					<name>Talent (Fighting Giants)</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>5</points_per_level>
					<notes>Gives a bonus to any roll related to fighting giants</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Disadvantages</name>
				<advantage version="2">
					<name>Greed</name>
					<type>Mental</type>
					<base_points>-15</base_points>
					<cr>12</cr>
					<reference>B137</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Miserliness</name>
					<type>Mental</type>
					<base_points>-10</base_points>
					<cr>12</cr>
					<reference>B144</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Features</name>
				<advantage version="2">
					<name>Decreased Size Modifier</name>
					<type>Physical</type>
					<levels>1</levels>
					<categories>
						<category>Feature</category>
					</categories>
					<attribute_bonus>
						<attribute>sm</attribute>
						<amount per_level="yes">-1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Females have beards</name>
					<type>Physical</type>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Quirks</name>
				<advantage version="2">
					<name>Intolerance (Orcs and Goblins)</name>
					<type>Physical</type>
					<base_points>-1</base_points>
				</advantage>
				<advantage version="2">
					<name>Takes pride in beard</name>
					<type>Physical</type>
					<base_points>-1</base_points>
				</advantage>
				<advantage version="2">
					<name>Uncongenial</name>
					<type>Mental</type>
					<base_points>-1</base_points>
					<reference>B164</reference>
					<categories>
						<category>Quirk</category>
					</categories>
				</advantage>
			</advantage_container>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Languages</name>
			<advantage version="2">
				<name>Language: Common</name>
				<type>Mental</type>
				<modifier version="1" enabled="no">
					<name>Native</name>
					<cost type="points">-6</cost>
					<affects>total</affects>
					<reference>B23</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Spoken</name>
					<cost type="points">0</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>None</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Spoken</name>
					<cost type="points">1</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Broken</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Spoken</name>
					<cost type="points">2</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Accented</notes>
				</modifier>
				<modifier version="1">
					<name>Spoken</name>
					<cost type="points">3</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Native</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Written</name>
					<cost type="points">0</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>None</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Written</name>
					<cost type="points">1</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Broken</notes>
				</modifier>
				<modifier version="1">
					<name>Written</name>
					<cost type="points">2</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Accented</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Written</name>
					<cost type="points">3</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Native</notes>
				</modifier>
				<reference>B24</reference>
				<categories>
					<category>Advantage</category>
					<category>Language</category>
				</categories>
				<prereq_list all="yes">
					<advantage_prereq has="no">
						<name compare="is">Language Talent</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
				</prereq_list>
			</advantage>
			<advantage version="2">
				<name>Language: Dwarvish</name>
				<type>Mental</type>
				<modifier version="1">
					<name>Native</name>
					<cost type="points">-6</cost>
					<affects>total</affects>
					<reference>B23</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Spoken</name>
					<cost type="points">0</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>None</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Spoken</name>
					<cost type="points">1</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Broken</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Spoken</name>
					<cost type="points">2</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Accented</notes>
				</modifier>
				<modifier version="1">
					<name>Spoken</name>
					<cost type="points">3</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Native</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Written</name>
					<cost type="points">0</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>None</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Written</name>
					<cost type="points">1</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Broken</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Written</name>
					<cost type="points">2</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Accented</notes>
				</modifier>
				<modifier version="1">
					<name>Written</name>
					<cost type="points">3</cost>
					<affects>total</affects>
					<reference>B24</reference>
					<notes>Native</notes>
				</modifier>
				<reference>B24</reference>
				<categories>
					<category>Advantage</category>
					<category>Language</category>
				</categories>
				<prereq_list all="yes">
					<advantage_prereq has="no">
						<name compare="is">Language Talent</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
				</prereq_list>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Perks</name>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Quirks</name>
			<advantage version="2">
				<name>Likes Pixiies</name>
				<type>Mental</type>
				<levels>0</levels>
				<base_points>-1</base_points>
				<reference>B164</reference>
				<categories>
					<category>Quirk</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Speaks Tersely</name>
				<type>Physical</type>
				<base_points>-1</base_points>
				<notes>If grunting is enough, he'll grunt instead of speaking</notes>
			</advantage>
		</advantage_container>
	</advantage_list>
	<skill_list>
		<skill_container version="2" open="no">
			<name>Combat</name>
			<skill version="2">
				<name>Axe/Mace</name>
				<difficulty>DX/A</difficulty>
				<points>12</points>
				<reference>B208</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<default>
					<type>DX</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Two-Handed Axe/Mace</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Flail</name>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Brawling</name>
				<difficulty>DX/E</difficulty>
				<points>8</points>
				<reference>B182</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<weapon_bonus>
					<name compare="is">Brawling</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">2</level>
					<amount per_level="yes">1</amount>
				</weapon_bonus>
			</skill>
			<technique version="2" limit="-2">
				<name>Close Combat</name>
				<difficulty>H</difficulty>
				<points>3</points>
				<reference>MA69</reference>
				<default>
					<type>Skill</type>
					<name>Axe/Mace</name>
					<modifier>-4</modifier>
				</default>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
					<category>Technique</category>
				</categories>
				<prereq_list all="yes">
					<skill_prereq has="yes">
						<name compare="is">Axe/Mace</name>
						<specialization compare="is anything"></specialization>
					</skill_prereq>
				</prereq_list>
			</technique>
			<technique version="2" limit="5">
				<name>Disarming</name>
				<difficulty>H</difficulty>
				<points>0</points>
				<reference>B230, MA70</reference>
				<default>
					<type>Skill</type>
					<name>Axe/Mace</name>
					<modifier>0</modifier>
				</default>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
					<category>Technique</category>
				</categories>
				<prereq_list all="yes">
					<skill_prereq has="yes">
						<name compare="is">Axe/Mace</name>
						<specialization compare="is anything"></specialization>
					</skill_prereq>
				</prereq_list>
			</technique>
			<technique version="2" limit="0">
				<name>Elbow Strike</name>
				<difficulty>A</difficulty>
				<points>2</points>
				<reference>B230, MA71</reference>
				<default>
					<type>Skill</type>
					<name>Brawling</name>
					<modifier>-2</modifier>
				</default>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
					<category>Technique</category>
				</categories>
				<prereq_list all="yes">
					<skill_prereq has="yes">
						<name compare="is">Brawling</name>
						<specialization compare="is anything"></specialization>
					</skill_prereq>
				</prereq_list>
			</technique>
			<technique version="2">
				<name>Grand Disarm</name>
				<difficulty>A</difficulty>
				<points>11</points>
				<reference>MA84</reference>
				<default>
					<type>Skill</type>
					<name>Axe/Mace</name>
					<modifier>-11</modifier>
				</default>
				<categories>
					<category>Cinematic Techniques</category>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
			</technique>
			<technique version="2" limit="0">
				<name>Hook</name>
				<difficulty>H</difficulty>
				<points>6</points>
				<reference>MA74</reference>
				<default>
					<type>Skill</type>
					<name>Axe/Mace</name>
					<modifier>-5</modifier>
				</default>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
					<category>Technique</category>
				</categories>
			</technique>
			<technique version="2" limit="0">
				<name>Kicking</name>
				<difficulty>H</difficulty>
				<points>3</points>
				<reference>B231, MA75</reference>
				<default>
					<type>Skill</type>
					<name>Brawling</name>
					<modifier>-2</modifier>
				</default>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
					<category>Technique</category>
				</categories>
			</technique>
			<technique version="2" limit="3">
				<name>Neck Snap</name>
				<difficulty>H</difficulty>
				<points>3</points>
				<reference>B232, MA77</reference>
				<default>
					<type>ST</type>
					<modifier>-4</modifier>
				</default>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
					<category>Technique</category>
				</categories>
			</technique>
			<skill version="2">
				<name>Shield</name>
				<specialization>Shield</specialization>
				<difficulty>DX/E</difficulty>
				<points>1</points>
				<reference>B220</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<default>
					<type>DX</type>
					<modifier>-4</modifier>
				</default>
			</skill>
			<technique version="2" limit="0">
				<name>Snap Weapon</name>
				<difficulty>A</difficulty>
				<points>2</points>
				<reference>MA87</reference>
				<default>
					<type>ST</type>
					<modifier>-4</modifier>
				</default>
				<categories>
					<category>Cinematic Techniques</category>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
			</technique>
			<skill version="2">
				<name>Throwing</name>
				<difficulty>DX/A</difficulty>
				<points>1</points>
				<reference>B226</reference>
				<categories>
					<category>Athletic</category>
					<category>Combat/Weapon</category>
					<category>Ranged Combat</category>
				</categories>
				<default>
					<type>DX</type>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Dropping</name>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Thrown Weapon</name>
				<specialization>Axe/Mace</specialization>
				<difficulty>DX/E</difficulty>
				<points>1</points>
				<reference>B226</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Ranged Combat</category>
				</categories>
				<default>
					<type>DX</type>
					<modifier>-4</modifier>
				</default>
			</skill>
			<technique version="2" limit="0">
				<name>Whirlwind Attack</name>
				<difficulty>A</difficulty>
				<points>5</points>
				<reference>B232, MA87</reference>
				<default>
					<type>Skill</type>
					<name>Axe/Mace</name>
					<modifier>-5</modifier>
				</default>
				<categories>
					<category>Cinematic Techniques</category>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
			</technique>
		</skill_container>
		<skill_container version="2" open="no">
			<name>Craft</name>
			<skill version="2">
				<name>Carpentry</name>
				<difficulty>IQ/E</difficulty>
				<points>8</points>
				<reference>B183</reference>
				<categories>
					<category>Craft</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Engineer</name>
				<specialization>Mining</specialization>
				<tech_level>4</tech_level>
				<difficulty>IQ/H</difficulty>
				<points>4</points>
				<reference>B190</reference>
				<categories>
					<category>Design/Invention</category>
					<category>Engineer</category>
				</categories>
				<prereq_list all="yes">
					<when_tl compare="at_least">5</when_tl>
					<skill_prereq has="yes">
						<name compare="is">mathematics</name>
						<specialization compare="is">applied</specialization>
					</skill_prereq>
				</prereq_list>
				<default>
					<type>Skill</type>
					<name>Explosives</name>
					<specialization>Demolition</specialization>
					<modifier>-6</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Geology</name>
					<modifier>-6</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Masonry</name>
				<difficulty>IQ/E</difficulty>
				<points>8</points>
				<reference>B207</reference>
				<categories>
					<category>Craft</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Smith</name>
				<specialization>Iron</specialization>
				<tech_level>4</tech_level>
				<difficulty>IQ/A</difficulty>
				<points>4</points>
				<reference>B221</reference>
				<categories>
					<category>Craft</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Smith</name>
					<modifier>-4</modifier>
				</default>
			</skill>
		</skill_container>
		<skill_container version="2" open="no">
			<name>Misc</name>
			<skill version="2">
				<name>Accounting</name>
				<difficulty>IQ/H</difficulty>
				<points>1</points>
				<reference>B174</reference>
				<categories>
					<category>Business</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-6</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Finance</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Mathematics</name>
					<specialization>Statistics</specialization>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Merchant</name>
					<modifier>-5</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Body Language</name>
				<difficulty>Per/A</difficulty>
				<points>1</points>
				<reference>B181</reference>
				<categories>
					<category>Police</category>
					<category>Social</category>
					<category>Spy</category>
				</categories>
				<default>
					<type>Skill</type>
					<name>Detect Lies</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Psychology</name>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Carousing</name>
				<difficulty>HT/E</difficulty>
				<points>1</points>
				<reference>B183</reference>
				<categories>
					<category>Criminal/Street</category>
					<category>Social</category>
				</categories>
				<default>
					<type>HT</type>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Cooking</name>
				<specialization>Beverage Making</specialization>
				<difficulty>IQ/E</difficulty>
				<points>1</points>
				<reference>B185</reference>
				<categories>
					<category>Everyman</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Housekeeping</name>
					<modifier>-5</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Finance</name>
				<difficulty>IQ/H</difficulty>
				<points>1</points>
				<reference>B195</reference>
				<categories>
					<category>Business</category>
				</categories>
				<default>
					<type>Skill</type>
					<name>Accounting</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Economics</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Merchant</name>
					<modifier>-6</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>First Aid</name>
				<tech_level>4</tech_level>
				<difficulty>IQ/E</difficulty>
				<points>1</points>
				<reference>B195</reference>
				<categories>
					<category>Everyman</category>
					<category>Medical</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Esoteric Medicine</name>
					<modifier>0</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Physician</name>
					<modifier>0</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Veterinary</name>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Knot-Tying</name>
				<difficulty>DX/E</difficulty>
				<points>1</points>
				<reference>B203</reference>
				<categories>
					<category>Everyman</category>
				</categories>
				<default>
					<type>DX</type>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Climbing</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Seamanship</name>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Merchant</name>
				<difficulty>IQ/A</difficulty>
				<points>1</points>
				<reference>B209</reference>
				<categories>
					<category>Business</category>
					<category>Social</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Finance</name>
					<modifier>-6</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Market Analysis</name>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Swimming</name>
				<encumbrance_penalty_multiplier>2</encumbrance_penalty_multiplier>
				<difficulty>HT/E</difficulty>
				<points>1</points>
				<reference>B224</reference>
				<categories>
					<category>Athletic</category>
					<category>Outdoor/Exploration</category>
				</categories>
				<default>
					<type>HT</type>
					<modifier>-4</modifier>
				</default>
			</skill>
		</skill_container>
		<skill_container version="2" open="no">
			<name>Outdoor</name>
			<skill version="2">
				<name>Navigation</name>
				<specialization>Land</specialization>
				<tech_level>4</tech_level>
				<difficulty>IQ/A</difficulty>
				<points>1</points>
				<reference>B211</reference>
				<categories>
					<category>Outdoor/Exploration</category>
					<category>Technical</category>
					<category>Vehicle</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Cartography</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Mathematics</name>
					<specialization>Surveying</specialization>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Navigation</name>
					<specialization>Air</specialization>
					<modifier>-2</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Navigation</name>
					<specialization>Sea</specialization>
					<modifier>-2</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Navigation</name>
				<specialization>Sea</specialization>
				<tech_level>4</tech_level>
				<difficulty>IQ/A</difficulty>
				<points>1</points>
				<reference>B211</reference>
				<categories>
					<category>Outdoor/Exploration</category>
					<category>Technical</category>
					<category>Vehicle</category>
				</categories>
				<default>
					<type>Skill</type>
					<name>Astronomy</name>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Seamanship</name>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Navigation</name>
					<specialization>Air</specialization>
					<modifier>-2</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Navigation</name>
					<specialization>Land</specialization>
					<modifier>-2</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Survival</name>
				<specialization>Arctic</specialization>
				<difficulty>Per/A</difficulty>
				<points>1</points>
				<reference>B223</reference>
				<categories>
					<category>Outdoor/Exploration</category>
				</categories>
				<default>
					<type>Per</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Naturalist</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Desert</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Island/Beach</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Jungle</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Mountain</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Plains</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Swamplands</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Woodlands</specialization>
					<modifier>-3</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Survival</name>
				<specialization>Mountain</specialization>
				<difficulty>Per/A</difficulty>
				<points>1</points>
				<reference>B223</reference>
				<categories>
					<category>Outdoor/Exploration</category>
				</categories>
				<default>
					<type>Per</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Naturalist</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Arctic</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Desert</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Island/Beach</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Jungle</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Plains</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Swampland</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Woodlands</specialization>
					<modifier>-3</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Survival</name>
				<specialization>Open Ocean</specialization>
				<difficulty>Per/A</difficulty>
				<points>1</points>
				<reference>B223</reference>
				<categories>
					<category>Outdoor/Exploration</category>
				</categories>
				<default>
					<type>Per</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Naturalist</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Bank</specialization>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Deep Ocean Vent</specialization>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Fresh-Water Lake</specialization>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Reef</specialization>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>River/Stream</specialization>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Salt-Water Sea</specialization>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Tropical Lagoon</specialization>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Survival</name>
				<specialization>Woodlands</specialization>
				<difficulty>Per/A</difficulty>
				<points>1</points>
				<reference>B223</reference>
				<categories>
					<category>Outdoor/Exploration</category>
				</categories>
				<default>
					<type>Per</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Naturalist</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Arctic</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Desert</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Island/Beach</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Jungle</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Mountain</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Plains</specialization>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Survival</name>
					<specialization>Swampland</specialization>
					<modifier>-3</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Tracking</name>
				<difficulty>Per/A</difficulty>
				<points>1</points>
				<reference>B226</reference>
				<categories>
					<category>Outdoor/Exploration</category>
				</categories>
				<default>
					<type>Per</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Naturalist</name>
					<modifier>-5</modifier>
				</default>
			</skill>
		</skill_container>
	</skill_list>
	<equipment_list>
		<equipment_container version="2" open="no" state="equipped">
			<description>Armor</description>
			<legality_class>4</legality_class>
			<value>0</value>
			<weight units="lb">0.0</weight>
			<equipment version="2" state="equipped">
				<quantity>1</quantity>
				<description>Spiked Dwarven Great Helm</description>
				<tech_level>3</tech_level>
				<legality_class>3</legality_class>
				<value>2040</value>
				<weight units="lb">16.0</weight>
				<reference>B284</reference>
				<notes>+3 DR, +5 CF, 1.6xWT</notes>
				<categories>
					<category>Headgear</category>
				</categories>
				<dr_bonus>
					<location>neck</location>
					<amount>10</amount>
				</dr_bonus>
				<dr_bonus>
					<location>face</location>
					<amount>10</amount>
				</dr_bonus>
				<dr_bonus>
					<location>skull</location>
					<amount>10</amount>
				</dr_bonus>
			</equipment>
			<equipment version="2" state="equipped">
				<quantity>1</quantity>
				<description>Spiked Dwarven Heavy Plate Arms</description>
				<tech_level>3</tech_level>
				<legality_class>3</legality_class>
				<value>9000</value>
				<weight units="lb">32.0</weight>
				<reference>B283</reference>
				<notes>+3 DR, +5 CF, 1.6xWT</notes>
				<categories>
					<category>Limb Armor</category>
				</categories>
				<dr_bonus>
					<location>arms</location>
					<amount>10</amount>
				</dr_bonus>
			</equipment>
			<equipment version="2" state="equipped">
				<quantity>1</quantity>
				<description>Spiked Dwarven Heavy Plate Legs</description>
				<tech_level>3</tech_level>
				<legality_class>3</legality_class>
				<value>9600</value>
				<weight units="lb">40.0</weight>
				<reference>B283</reference>
				<notes>+3 DR, +5 CF, 1.6xWT</notes>
				<categories>
					<category>Limb Armor</category>
				</categories>
				<dr_bonus>
					<location>legs</location>
					<amount>10</amount>
				</dr_bonus>
			</equipment>
			<equipment version="2" state="equipped">
				<quantity>1</quantity>
				<description>Spiked Dwarven Heavy Steel Corselet</description>
				<tech_level>3</tech_level>
				<legality_class>3</legality_class>
				<value>13800</value>
				<weight units="lb">72.0</weight>
				<reference>B283</reference>
				<notes>+3 DR, +5 CF, 1.6xWT</notes>
				<categories>
					<category>Body Armor</category>
				</categories>
				<dr_bonus>
					<location>torso</location>
					<amount>10</amount>
				</dr_bonus>
				<dr_bonus>
					<location>groin</location>
					<amount>10</amount>
				</dr_bonus>
			</equipment>
			<equipment version="2" state="equipped">
				<quantity>1</quantity>
				<description>Spiked Heavy Gauntlets</description>
				<tech_level>3</tech_level>
				<legality_class>3</legality_class>
				<value>750</value>
				<weight units="lb">2.5</weight>
				<reference>B284</reference>
				<notes>+2 CF</notes>
				<categories>
					<category>Gloves</category>
				</categories>
				<dr_bonus>
					<location>hands</location>
					<amount>5</amount>
				</dr_bonus>
			</equipment>
			<equipment version="2" state="equipped">
				<quantity>1</quantity>
				<description>Spiked Sollerets</description>
				<tech_level>3</tech_level>
				<legality_class>3</legality_class>
				<value>450</value>
				<weight units="lb">7.0</weight>
				<reference>B284</reference>
				<notes>+2 CF</notes>
				<categories>
					<category>Footwear</category>
				</categories>
				<dr_bonus>
					<location>feet</location>
					<amount>4</amount>
				</dr_bonus>
			</equipment>
		</equipment_container>
		<equipment_container version="2" open="no" state="equipped">
			<description>Weapons</description>
			<legality_class>4</legality_class>
			<value>0</value>
			<weight units="lb">0.0</weight>
			<equipment version="2" state="equipped">
				<quantity>1</quantity>
				<description>Fight-Stopper (Dwarven Axe)</description>
				<tech_level>0</tech_level>
				<legality_class>4</legality_class>
				<value>250</value>
				<weight units="lb">4.0</weight>
				<reference>B271</reference>
				<melee_weapon>
					<damage>sw+4 cut + 1d fat</damage>
					<strength>11</strength>
					<usage>Swung</usage>
					<reach>1</reach>
					<parry>0</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Axe/Mace</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Flail</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Axe/Mace</name>
						<modifier>-3</modifier>
					</default>
				</melee_weapon>
				<melee_weapon>
					<damage>sw+4 cr + 1d fat</damage>
					<strength>11</strength>
					<usage>Swung (Flat)</usage>
					<reach>1</reach>
					<parry>0</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Axe/Mace</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Flail</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Axe/Mace</name>
						<modifier>-3</modifier>
					</default>
				</melee_weapon>
				<notes>Symptms of Fatigue damage (1/2 FP): Terrible Pain</notes>
				<categories>
					<category>Melee Weapon</category>
				</categories>
			</equipment>
			<equipment version="2" state="equipped">
				<quantity>1</quantity>
				<description>Medium Shield with Spike</description>
				<tech_level>1</tech_level>
				<legality_class>4</legality_class>
				<value>80</value>
				<weight units="lb">20.0</weight>
				<reference>B287</reference>
				<melee_weapon>
					<damage>thr+1 cr</damage>
					<strength>0</strength>
					<reach>1</reach>
					<parry>No</parry>
					<block>+0</block>
					<default>
						<type>DX</type>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shield</name>
						<specialization>Buckler</specialization>
						<modifier>-2</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shield</name>
						<specialization>Force Shield</specialization>
						<modifier>-2</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shield</name>
						<specialization>Shield</specialization>
						<modifier>0</modifier>
					</default>
				</melee_weapon>
				<categories>
					<category>Shield</category>
				</categories>
				<attribute_bonus>
					<attribute>dodge</attribute>
					<amount>2</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>parry</attribute>
					<amount>2</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>block</attribute>
					<amount>2</amount>
				</attribute_bonus>
			</equipment>
		</equipment_container>
	</equipment_list>
	<print_settings printer="Microsoft XPS Document Writer" units="in">
		<orientation>Portrait</orientation>
		<width>8.5</width>
		<height>11</height>
		<top_margin>0.5</top_margin>
		<left_margin>0.5</left_margin>
		<bottom_margin>0.5</bottom_margin>
		<right_margin>0.5</right_margin>
		<ink_chromaticity>Monochrome</ink_chromaticity>
		<sides>Single</sides>
		<quality>Normal</quality>
	</print_settings>
</character>
