<?xml version="1.0" encoding="US-ASCII" ?>
<character unique_id="frrdklm9:5a6onmje15pw" version="1">
	<created_date>Mar 1, 2009</created_date>
	<modified_date>Mar 1, 2009 4:07 PM</modified_date>
	<profile>
		<player_name>NPC</player_name>
		<campaign>Islands of War</campaign>
		<name>Snow King</name>
		<age>28</age>
		<birthday>N/A</birthday>
		<eyes>Coal</eyes>
		<hair>Ice/Snow</hair>
		<skin>Snow</skin>
		<handedness>Right</handedness>
		<height units="in">360</height>
		<weight units="lb">20200.0</weight>
		<SM>0</SM>
		<gender>N/A</gender>
		<race>Snowman</race>
		<tech_level>4</tech_level>
	</profile>
	<HP>0</HP>
	<FP>0</FP>
	<total_points>500</total_points>
	<ST>25</ST>
	<DX>14</DX>
	<IQ>13</IQ>
	<HT>14</HT>
	<will>0</will>
	<perception>0</perception>
	<speed>0</speed>
	<move>0</move>
	<include_punch>true</include_punch>
	<include_kick>false</include_kick>
	<include_kick_with_boots>false</include_kick_with_boots>
	<advantage_list>
		<advantage_container version="2" open="no">
			<name>Advantages</name>
			<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>Magical Abilities</name>
				<modifier version="1">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>PW27</reference>
					<notes>Magical</notes>
				</modifier>
				<reference>PW131</reference>
				<categories>
					<category>Advantage</category>
					<category>Power</category>
				</categories>
				<advantage version="2">
					<name>Ally (50 Demon Ninja Snowmen)</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">
						<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" enabled="no">
						<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" enabled="no">
						<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">
						<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">
						<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">
						<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>
					<modifier version="1">
						<name>Requires Snowman Bodies to Summon</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
					</modifier>
					<reference>B36</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage_container version="2" open="no" type="alternative_abilities">
					<name>Breath Attacks</name>
					<advantage version="2">
						<name>Binding</name>
						<type>Physical, Exotic</type>
						<levels>15</levels>
						<points_per_level>2</points_per_level>
						<modifier version="1">
							<name>Engulphing</name>
							<cost type="percentage">60</cost>
							<affects>total</affects>
							<reference>B40</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Only Damaged by @Burning/Cutting/Crushing@</name>
							<cost type="percentage">30</cost>
							<affects>total</affects>
							<reference>B40</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Only Damaged by @Burning/Cutting/Crushing@ or @Burning/Cutting/Crushing@</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B40</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Only Damaged by Burning, Cutting or Crushing</name>
							<cost type="percentage">10</cost>
							<affects>total</affects>
							<reference>B40</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Sticky</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B40</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Unbreakable</name>
							<cost type="percentage">40</cost>
							<affects>total</affects>
							<reference>B40</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>One Shot</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>B40</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Super-Binding</name>
							<cost type="percentage">400</cost>
							<affects>total</affects>
							<reference>Sup25</reference>
						</modifier>
						<modifier version="1">
							<name>Costs Fatigue</name>
							<cost type="percentage">-5</cost>
							<levels>2</levels>
							<affects>total</affects>
						</modifier>
						<reference>B40</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Innate Attack (Fatigue)</name>
						<type>Physical, Exotic</type>
						<levels>3</levels>
						<points_per_level>10</points_per_level>
						<ranged_weapon>
							<damage>3d fat</damage>
							<accuracy>3</accuracy>
							<range>100/10</range>
							<rate_of_fire>1</rate_of_fire>
							<recoil>1</recoil>
							<default>
								<type>Skill</type>
								<name>Innate Attack</name>
								<specialization>Breath</specialization>
								<modifier>0</modifier>
							</default>
							<default>
								<type>Skill</type>
								<name>Innate Attack</name>
								<modifier>-2</modifier>
							</default>
							<default>
								<type>DX</type>
								<modifier>-4</modifier>
							</default>
						</ranged_weapon>
						<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">
							<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>Cone 5</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Costs Fatigue</name>
							<cost type="percentage">-5</cost>
							<levels>1</levels>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Dissipation</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
						</modifier>
						<reference>B61</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
				</advantage_container>
				<advantage version="2">
					<name>Control (Snow)</name>
					<type>Physical</type>
					<levels>4</levels>
					<points_per_level>10</points_per_level>
					<modifier version="1" enabled="no">
						<name>Persistent</name>
						<cost type="percentage">40</cost>
						<affects>total</affects>
						<reference>P91</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Ranged</name>
						<cost type="percentage">40</cost>
						<affects>total</affects>
						<reference>P91</reference>
					</modifier>
					<modifier version="1">
						<name>Collective</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>P92</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Natural Phenomena</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>P92</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cosmetic</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>P92</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Super-Effort</name>
						<cost type="percentage">400</cost>
						<affects>total</affects>
						<reference>Sup26</reference>
					</modifier>
					<reference>P90</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Temperature Control</name>
					<type>Mental/Physical, Exotic</type>
					<levels>10</levels>
					<points_per_level>5</points_per_level>
					<modifier version="1">
						<name>Cold</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B92</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Heat</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B92</reference>
					</modifier>
					<modifier version="1">
						<name>Emanation</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Modifier</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Reduced Time</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Always On</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<reference>B92</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage version="2">
				<name>Unaging</name>
				<type>Physical, Exotic</type>
				<base_points>15</base_points>
				<modifier version="1" enabled="no">
					<name>Age Control</name>
					<cost type="percentage">20</cost>
					<affects>total</affects>
					<reference>B95</reference>
				</modifier>
				<reference>B95</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Disadvantages</name>
			<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>Disturbing Voice</name>
				<type>Physical</type>
				<base_points>-10</base_points>
				<reference>B132</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<prereq_list all="yes">
					<advantage_prereq has="no">
						<name compare="is">voice</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
				</prereq_list>
			</advantage>
			<advantage version="2">
				<name>Low Empathy</name>
				<type>Mental</type>
				<base_points>-20</base_points>
				<reference>B142</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">acting</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">carousing</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">criminology</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">detect lies</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">diplomacy</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">enthrallment</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">fast-talk</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">interrogation</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">leadership</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">merchant</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">politics</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="contains">psychology</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="contains">savoir-faire</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">sex appeal</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">sociology</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">streetwise</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<prereq_list all="yes">
					<advantage_prereq has="no">
						<name compare="is">oblivious</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
					<advantage_prereq has="no">
						<name compare="is">callous</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
					<advantage_prereq has="no">
						<name compare="is">empathy</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
				</prereq_list>
			</advantage>
			<advantage version="2">
				<name>Megalomania</name>
				<type>Mental</type>
				<base_points>-10</base_points>
				<reference>B144</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Obsession</name>
				<type>Physical</type>
				<base_points>-5</base_points>
				<reference>B146</reference>
				<notes>Getting revenge on the villagers of White Peak and/or enslaving them</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Odious Personal Habit</name>
				<type>Physical</type>
				<base_points>-10</base_points>
				<reference>B22</reference>
				<notes>Laughing Maniacally; -2 Reaction</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Pyrophobia (Fire)</name>
				<type>Mental</type>
				<base_points>-5</base_points>
				<cr>15</cr>
				<reference>B150</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Wealth (Dead Broke)</name>
				<type>Social</type>
				<base_points>-25</base_points>
				<reference>B25</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Features</name>
			<advantage version="2">
				<name>Increased Size</name>
				<type>Physical</type>
				<levels>4</levels>
				<categories>
					<category>Feature</category>
				</categories>
				<attribute_bonus>
					<attribute>sm</attribute>
					<amount per_level="yes">1</amount>
				</attribute_bonus>
				<cost_reduction>
					<attribute>st</attribute>
					<percentage>40</percentage>
				</cost_reduction>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Perks</name>
			<advantage version="2">
				<name>Penetrating Voice</name>
				<type>Physical</type>
				<base_points>1</base_points>
				<reference>B101</reference>
				<categories>
					<category>Perk</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no" type="race">
			<name>Snowman</name>
			<advantage_container version="2" open="no">
				<name>Advantages</name>
				<advantage version="2">
					<name>Damage Resistance</name>
					<type>Physical, Exotic</type>
					<levels>3</levels>
					<points_per_level>5</points_per_level>
					<modifier version="1" enabled="no">
						<name>Ablative</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances @Trait@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances any trait</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Healing only</notes>
					</modifier>
					<modifier version="1">
						<name>Can't wear armor</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Directional</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B47</reference>
						<notes>@Direction: Back, Right, Left, Top or Underside@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Directional</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B47</reference>
						<notes>Front</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Flexible</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hardened</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Common Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-60</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Occasional Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Rare Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Very Common Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Reflection</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1">
						<name>Semi-Ablative</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Tough Skin</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1">
						<name>Partial (Arms Only)</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<reference>B47</reference>
					<notes>Arms made of tree branches with tough bark</notes>
					<categories>
						<category>Advantage</category>
					</categories>
					<dr_bonus>
						<location>full_body_except_eyes</location>
						<amount per_level="yes">1</amount>
					</dr_bonus>
				</advantage>
				<advantage version="2">
					<name>Doesn't Breathe</name>
					<type>Physical, Exotic</type>
					<base_points>20</base_points>
					<modifier version="1" enabled="no">
						<name>Gills</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B49</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Gills</name>
						<cost type="points">-20</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Suffocates in air</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Absorption</name>
						<cost type="percentage">-25</cost>
						<affects>total</affects>
						<reference>B49</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 25 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 50 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 100 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 200 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 300 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Combustion</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B49</reference>
					</modifier>
					<reference>B49</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Doesn't Eat or Drink</name>
					<type>Physical, Exotic</type>
					<base_points>10</base_points>
					<reference>B50</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<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>Injury Tolerance (Homogenous)</name>
					<type>Physical, Exotic</type>
					<base_points>40</base_points>
					<reference>B60</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Resistant</name>
					<type>Physical</type>
					<modifier version="1">
						<name>Metabolic Hazards</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B80</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Common: Poison, Sickness, etc.@</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">
						<name>Immunity</name>
						<cost type="multiplier">1</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<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>Resistant</name>
					<type>Physical</type>
					<modifier version="1">
						<name>Mental Attack</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B80</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Common: Poison, Sickness, etc.@</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">
						<name>Immunity</name>
						<cost type="multiplier">1</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<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>Temperature Tolerance</name>
					<type>Physical</type>
					<levels>20</levels>
					<points_per_level>1</points_per_level>
					<reference>B93</reference>
					<notes>Cold Tolerance</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Unfazeable</name>
					<type>Mental</type>
					<base_points>15</base_points>
					<reference>B95</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Disdvantages</name>
				<advantage version="2">
					<name>Dependency (Mana)</name>
					<type>Physical, Exotic</type>
					<modifier version="1" enabled="no">
						<name>Rarity: Rare</name>
						<cost type="points">-30</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Rarity: Occasional</name>
						<cost type="points">-20</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Rarity: Common</name>
						<cost type="points">-10</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1">
						<name>Rarity: Very Common</name>
						<cost type="points">-5</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Illegal</name>
						<cost type="points">-5</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1">
						<name>Frequency: Constantly</name>
						<cost type="multiplier">5</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per minute without it</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Hourly</name>
						<cost type="multiplier">4</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per 10 minutes after missing a hourly dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Daily</name>
						<cost type="multiplier">3</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per hour after missing a daily dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Weekly</name>
						<cost type="multiplier">2</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per six hours after missing a weekly dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Monthly</name>
						<cost type="multiplier">1</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per day after missing a monthly dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Seasonally</name>
						<cost type="multiplier">0.33333</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per 3 days after missing a seasonal dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Yearly</name>
						<cost type="multiplier">0.1</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per 2 weeks after missing a yearly dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Aging</name>
						<cost type="percentage">30</cost>
						<affects>total</affects>
						<reference>B130</reference>
						<notes>Age 2 years for each HP lost due to this dependency</notes>
					</modifier>
					<reference>B130</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Numb</name>
					<type>Physical</type>
					<base_points>-20</base_points>
					<reference>B146</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Social Stigma (Monster)</name>
					<type>Social</type>
					<base_points>-15</base_points>
					<reference>B155</reference>
					<notes>-3 Reaction</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
					<skill_bonus>
						<name compare="is">intimidation</name>
						<specialization compare="is anything"></specialization>
						<amount>1</amount>
					</skill_bonus>
				</advantage>
				<advantage version="2">
					<name>Vulnerability (Burning, Damage x4)</name>
					<type>Physical, Exotic</type>
					<base_points>-60</base_points>
					<reference>B161</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Features</name>
				<advantage version="2">
					<name>No Legs (Slithers)</name>
					<type>Physical, Exotic</type>
					<reference>B145</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Terrain Adaptation (Snow)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<modifier version="1">
						<name>Unstable on solid ground</name>
						<cost type="points">-5</cost>
						<affects>total</affects>
						<reference>B93</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Active</name>
						<cost type="percentage">300</cost>
						<affects>total</affects>
						<reference>P84</reference>
					</modifier>
					<reference>B93</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Perks</name>
				<advantage version="2">
					<name>Sleeps Standing Up</name>
					<type>Physical</type>
					<base_points>1</base_points>
					<categories>
						<category>Perk</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Quirks</name>
				<advantage version="2">
					<name>Sexless</name>
					<type>Physical</type>
					<base_points>-1</base_points>
					<reference>B165</reference>
					<categories>
						<category>Quirk</category>
					</categories>
				</advantage>
			</advantage_container>
		</advantage_container>
	</advantage_list>
	<skill_list>
		<skill_container version="2" open="no">
			<name>Combat</name>
			<skill version="2">
				<name>Innate Attack</name>
				<specialization>Breath</specialization>
				<difficulty>DX/E</difficulty>
				<points>4</points>
				<reference>B201</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Ranged Combat</category>
				</categories>
				<default>
					<type>DX</type>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Innate Attack</name>
					<modifier>-2</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Karate</name>
				<encumbrance_penalty_multiplier>1</encumbrance_penalty_multiplier>
				<difficulty>DX/H</difficulty>
				<points>12</points>
				<reference>B203</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<weapon_bonus>
					<name compare="is">Karate</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">0</level>
					<amount per_level="yes">1</amount>
				</weapon_bonus>
				<weapon_bonus>
					<name compare="is">Karate</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">1</level>
					<amount per_level="yes">1</amount>
				</weapon_bonus>
			</skill>
			<skill version="2">
				<name>Sumo Wrestling</name>
				<difficulty>DX/A</difficulty>
				<points>8</points>
				<reference>B223</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
			</skill>
			<skill version="2">
				<name>Throwing</name>
				<difficulty>DX/A</difficulty>
				<points>4</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_container>
		<skill_container version="2" open="no">
			<name>Demonic</name>
			<skill version="2">
				<name>Hidden Lore</name>
				<specialization>Demon Lore</specialization>
				<difficulty>IQ/A</difficulty>
				<points>1</points>
				<reference>B199</reference>
				<categories>
					<category>Knowledge</category>
					<category>Occult/Magical</category>
				</categories>
			</skill>
			<skill version="2">
				<name>Occultism</name>
				<difficulty>IQ/A</difficulty>
				<points>1</points>
				<reference>B212</reference>
				<categories>
					<category>Occult/Magical</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
			</skill>
		</skill_container>
		<skill_container version="2" open="no">
			<name>Misc</name>
			<skill version="2">
				<name>Artist</name>
				<specialization>Ice Sculpture</specialization>
				<difficulty>IQ/H</difficulty>
				<points>2</points>
				<reference>B179</reference>
				<categories>
					<category>Arts/Entertainment</category>
					<category>Craft</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-6</modifier>
				</default>
			</skill>
		</skill_container>
	</skill_list>
	<print_settings printer="PDF_Printer" 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>
