<?xml version="1.0" encoding="US-ASCII" ?>
<character unique_id="gvp1654i:-1twvty8ix201" version="2">
	<created_date>Dec 2, 2011</created_date>
	<modified_date>Dec 2, 2011 8:22 AM</modified_date>
	<profile>
		<player_name>NPC</player_name>
		<campaign>Islands of War</campaign>
		<name>Carapace</name>
		<age>0</age>
		<birthday>Varies</birthday>
		<eyes>N/A</eyes>
		<hair>N/A</hair>
		<skin>Black, Shiny</skin>
		<handedness>N/A</handedness>
		<height>1'</height>
		<weight>10 lb</weight>
		<SM>0</SM>
		<gender>N/A</gender>
		<race>Carapace</race>
		<tech_level>4</tech_level>
		<notes>An unbound carapace is instintually drawn toward movement and heat, nearly regardless of the source, because they have no intelligence.  They do avoid direct sunlight, however.

If neither of these stimuli are available, they'll move toward any fungi it can smell, which it will attempt to eat, eventually dividing if it gets enough to eat.

The bonded carapace uses it's healing ability to keep it's host alive.  However, when the host does die, the carapace dies as well, leaving the body filled with spores that will turn the body's mass into a one new carapace for every 3 feet of height or body length.  Particularly wide or thin hosts may produce more or less than this, at the GM's discretion.</notes>
	</profile>
	<HP>0</HP>
	<FP>0</FP>
	<total_points>100</total_points>
	<ST>10</ST>
	<DX>10</DX>
	<IQ>10</IQ>
	<HT>10</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="yes" type="race">
			<name>Carapace</name>
			<advantage_container version="2" open="no">
				<name>Advantages</name>
				<advantage version="2">
					<name>360&#176; Vision</name>
					<type>Physical, Exotic</type>
					<base_points>25</base_points>
					<modifier version="1" enabled="no">
						<name>Easy to hit </name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B34</reference>
						<notes>Others can target your eyes at -6</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Panoptic 1</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>P39</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Panoptic 2</name>
						<cost type="percentage">60</cost>
						<affects>total</affects>
						<reference>P39</reference>
					</modifier>
					<reference>B34</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Binding</name>
					<type>Physical, Exotic</type>
					<levels>50</levels>
					<points_per_level>2</points_per_level>
					<modifier version="1" enabled="no">
						<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">
						<name>Unbreakable</name>
						<cost type="percentage">40</cost>
						<affects>total</affects>
						<reference>B40</reference>
					</modifier>
					<modifier version="1">
						<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>Aura</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Melee Attack (Reach C)</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Binds Contact Surface Instead of Legs</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Mutual Binding (Carapace and victim are stuck to each other)</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Only Works on True Vertebrates</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Cannot Stick to a Sealed Target</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>One Victim at a Time</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Always On</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<reference>B40</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Clinging</name>
					<type>Physical, Exotic</type>
					<base_points>20</base_points>
					<modifier version="1" enabled="no">
						<name>Specific</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B43</reference>
						<notes>@Common Material@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Specific</name>
						<cost type="percentage">-60</cost>
						<affects>total</affects>
						<reference>B43</reference>
						<notes>@Uncommon Material@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Specific</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B43</reference>
						<notes>@Absurd Material@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Attraction</name>
						<cost type="percentage">25</cost>
						<affects>total</affects>
						<reference>P45</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Requires Low Gravity</name>
						<cost type="percentage">-5</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>P45</reference>
					</modifier>
					<modifier version="1">
						<name>Only While Unintegrated</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B43</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Doesn't Sleep</name>
					<type>Physical, Exotic</type>
					<base_points>20</base_points>
					<reference>B50</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Growth</name>
					<type>Physical, Exotic</type>
					<levels>12</levels>
					<points_per_level>10</points_per_level>
					<modifier version="1" enabled="no">
						<name>Maximum Size Only</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B58</reference>
					</modifier>
					<modifier version="1">
						<name>Only to Match SM of Bound Target</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Onset (1 day)</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Unconscious Only</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Uncontrollable Trigger (Binding to a Target)</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<reference>B58</reference>
					<notes>Takes a day to grow by each SM; Onset is used here the same way as in Nondetection on p. DF11:35</notes>
					<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>Increased Dexterity</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>20</points_per_level>
					<modifier version="1">
						<name>No Fine Manipulators</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B15</reference>
					<categories>
						<category>Advantage</category>
						<category>Attribute</category>
					</categories>
					<attribute_bonus>
						<attribute>dx</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Increased Perception</name>
					<type>Mental/Physical</type>
					<levels>12</levels>
					<points_per_level>5</points_per_level>
					<reference>B16</reference>
					<categories>
						<category>Advantage</category>
						<category>Attribute</category>
					</categories>
					<attribute_bonus>
						<attribute>perception</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>Injury Tolerance (Diffuse)</name>
					<type>Physical, Exotic</type>
					<base_points>100</base_points>
					<modifier version="1">
						<name>Infiltration (Only While Unintegrated, -40%)</name>
						<cost type="percentage">24</cost>
						<affects>total</affects>
						<reference>P53</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Swarm</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>P53</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Swarm</name>
						<cost type="percentage">160</cost>
						<affects>total</affects>
						<reference>P53</reference>
						<notes>Can Affect Substantial</notes>
					</modifier>
					<reference>B60</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (No Eyes)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B61</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (No Head)</name>
					<type>Physical, Exotic</type>
					<base_points>7</base_points>
					<reference>B61</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (No Neck)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B61</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" enabled="no">
						<name>@Common: Poison, Sickness, etc.@</name>
						<cost type="points">15</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1">
						<name>Disease</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>
					<modifier version="1">
						<name>Affects Others (Only the Host, Cannot be Resisted; Requires Full Integration With a Host, -40%)</name>
						<cost type="percentage">30</cost>
						<affects>total</affects>
					</modifier>
					<reference>B81</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">
						<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>
					<modifier version="1">
						<name>Affects Others (Only the Host, Cannot be Resisted; Requires Full Integration With a Host, -40%)</name>
						<cost type="percentage">30</cost>
						<affects>total</affects>
					</modifier>
					<reference>B81</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage_container version="2" open="no">
					<name>Symbiotic Abilities</name>
					<modifier version="1">
						<name>Requires Full Integration With a Host</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<notes>Full integration requires enough time for the Carapace to reach the same SM as it's target</notes>
					<advantage version="2">
						<name>Affliction</name>
						<type>Physical, Exotic</type>
						<levels>1</levels>
						<points_per_level>10</points_per_level>
						<modifier version="1">
							<name>Disadvantage (Carapace Host)</name>
							<cost type="percentage">106</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Unconscious Only</name>
							<cost type="percentage">-20</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Only Affects the Host</name>
							<cost type="percentage">-40</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Aura</name>
							<cost type="percentage">80</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Melee Attack (Reach C)</name>
							<cost type="percentage">-30</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Onset (1 Week)</name>
							<cost type="percentage">-40</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Extended Duration (Permanent)</name>
							<cost type="percentage">300</cost>
							<affects>total</affects>
						</modifier>
						<reference>B35</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Damage Resistance</name>
						<type>Physical, Exotic</type>
						<levels>2</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" enabled="no">
							<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" enabled="no">
							<name>Semi-Ablative</name>
							<cost type="percentage">-20</cost>
							<affects>total</affects>
							<reference>B47</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Force Field</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B47</reference>
						</modifier>
						<modifier version="1">
							<name>Affects Others (Only the Host, Cannot be Resisted)</name>
							<cost type="percentage">50</cost>
							<levels>1</levels>
							<affects>total</affects>
						</modifier>
						<reference>B47</reference>
						<notes>This is from the carapace hardening around the host's body, forming a protective shell</notes>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Healing</name>
						<type>Mental, Exotic</type>
						<base_points>30</base_points>
						<modifier version="1" enabled="no">
							<name>Faith Healing</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B59</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Xenohealing</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B59</reference>
							<notes>All Mammals</notes>
						</modifier>
						<modifier version="1">
							<name>Xenohealing</name>
							<cost type="percentage">40</cost>
							<affects>total</affects>
							<reference>B59</reference>
							<notes>All Earthly Life</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Xenohealing</name>
							<cost type="percentage">60</cost>
							<affects>total</affects>
							<reference>B59</reference>
							<notes>All Carbon-Based Life</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Xenohealing</name>
							<cost type="percentage">80</cost>
							<affects>total</affects>
							<reference>B59</reference>
							<notes>Anything Alive</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Xenohealing</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B59</reference>
							<notes>Anything Animate</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Disease Only</name>
							<cost type="percentage">-40</cost>
							<affects>total</affects>
							<reference>B59</reference>
						</modifier>
						<modifier version="1">
							<name>Injuries Only</name>
							<cost type="percentage">-20</cost>
							<affects>total</affects>
							<reference>B59</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Own Race Only</name>
							<cost type="percentage">-20</cost>
							<affects>total</affects>
							<reference>B59</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Psychic Healing</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>B59</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Affects Self</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>P51</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cure Affliction</name>
							<cost type="percentage">60</cost>
							<affects>total</affects>
							<reference>P51</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Affliction Only</name>
							<cost type="percentage">-40</cost>
							<affects>total</affects>
							<reference>P51</reference>
						</modifier>
						<modifier version="1">
							<name>Capped</name>
							<cost type="percentage">-25</cost>
							<affects>total</affects>
							<reference>P51</reference>
							<notes>2 FP</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Capped</name>
							<cost type="percentage">-20</cost>
							<affects>total</affects>
							<reference>P51</reference>
							<notes>4 FP</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Capped</name>
							<cost type="percentage">-15</cost>
							<affects>total</affects>
							<reference>P51</reference>
							<notes>6 FP</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Capped</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>P51</reference>
							<notes>8 FP</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Capped</name>
							<cost type="percentage">-5</cost>
							<affects>total</affects>
							<reference>P51</reference>
							<notes>10 FP</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Empathic</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>P51</reference>
						</modifier>
						<modifier version="1">
							<name>Only Affects Host</name>
							<cost type="percentage">-40</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Reduced Fatigue Cost</name>
							<cost type="percentage">20</cost>
							<levels>2</levels>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Cosmic (No Penalty for Multiple Uses)</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Cosmic (No Die Roll Required)</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Backlash (Disadvantage: HT-1, Resistible; Cumulative, +400%; Extended Duration (x3000), +140%)</name>
							<cost type="percentage">-32</cost>
							<affects>total</affects>
							<notes>Affects the host, not the carapace</notes>
						</modifier>
						<modifier version="1">
							<name>Unconscious Only</name>
							<cost type="percentage">-20</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1">
							<name>Uncontrollable Trigger (Host Below Zero HP)</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
						</modifier>
						<reference>B59</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Unkillable</name>
						<type>Physical, Exotic</type>
						<levels>2</levels>
						<points_per_level>50</points_per_level>
						<modifier version="1" enabled="no">
							<name>Achilles' Heal</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>B95</reference>
							<notes>@Rare Achilles' Heal@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Achilles' Heal</name>
							<cost type="percentage">-30</cost>
							<affects>total</affects>
							<reference>B95</reference>
							<notes>@Occasional Achilles' Heal@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Achilles' Heal</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B95</reference>
							<notes>@Common Achilles' Heal@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Hindrance</name>
							<cost type="percentage">-5</cost>
							<affects>total</affects>
							<reference>B95</reference>
							<notes>@Rare Hindrance@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Hindrance</name>
							<cost type="percentage">-15</cost>
							<affects>total</affects>
							<reference>B95</reference>
							<notes>@Occasional Hindrance@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Hindrance</name>
							<cost type="percentage">-25</cost>
							<affects>total</affects>
							<reference>B95</reference>
							<notes>@Common Hindrance@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Reincarnation</name>
							<cost type="percentage">-20</cost>
							<affects>total</affects>
							<reference>B95</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Trigger</name>
							<cost type="percentage">-25</cost>
							<affects>total</affects>
							<reference>B95</reference>
							<notes>@Rare Trigger@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Trigger</name>
							<cost type="percentage">-15</cost>
							<affects>total</affects>
							<reference>B95</reference>
							<notes>@Occasional Trigger@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Trigger</name>
							<cost type="percentage">-5</cost>
							<affects>total</affects>
							<reference>B95</reference>
							<notes>@Common Trigger@</notes>
						</modifier>
						<reference>B95</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>Cannot Speak (Mute)</name>
					<type>Physical</type>
					<base_points>-25</base_points>
					<reference>B125</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Cold-Blooded</name>
					<type>Physical, Exotic</type>
					<base_points>-5</base_points>
					<reference>B127</reference>
					<notes>Under 50-degrees</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Colorblindness</name>
					<type>Physical</type>
					<base_points>-10</base_points>
					<reference>B127</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
					<skill_bonus>
						<name compare="contains">artist</name>
						<specialization compare="is anything"></specialization>
						<amount>-1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="contains">chemistry</name>
						<specialization compare="is anything"></specialization>
						<amount>-1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="contains">driving</name>
						<specialization compare="is anything"></specialization>
						<amount>-1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">merchant</name>
						<specialization compare="is anything"></specialization>
						<amount>-1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="contains">piloting</name>
						<specialization compare="is anything"></specialization>
						<amount>-1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="contains">tracking</name>
						<specialization compare="is anything"></specialization>
						<amount>-1</amount>
					</skill_bonus>
				</advantage>
				<advantage version="2">
					<name>Deafness</name>
					<type>Physical</type>
					<base_points>-20</base_points>
					<reference>B129</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Decreased Basic Speed</name>
					<type>Physical</type>
					<levels>17</levels>
					<points_per_level>-5</points_per_level>
					<reference>B17</reference>
					<notes>Each level subtracts 0.25 from Basic Speed</notes>
					<categories>
						<category>Attribute</category>
						<category>Disadvantage</category>
					</categories>
					<attribute_bonus>
						<attribute>speed</attribute>
						<amount per_level="yes">-0.25</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Decreased Intelligence</name>
					<type>Mental</type>
					<levels>10</levels>
					<points_per_level>-20</points_per_level>
					<reference>B15</reference>
					<categories>
						<category>Attribute</category>
						<category>Disadvantage</category>
					</categories>
					<attribute_bonus>
						<attribute>iq</attribute>
						<amount per_level="yes">-1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Decreased Strength</name>
					<type>Physical</type>
					<levels>7</levels>
					<points_per_level>-10</points_per_level>
					<reference>B14</reference>
					<categories>
						<category>Attribute</category>
						<category>Disadvantage</category>
					</categories>
					<attribute_bonus>
						<attribute>st</attribute>
						<amount per_level="yes">-1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Dependency (Internal Bacteria or a Fully Integrated Host)</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>
					<notes>Curing an untegrated carapace of disease will kill it</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Fragile (Unnatural)</name>
					<type>Physical, Exotic</type>
					<base_points>-50</base_points>
					<modifier version="1">
						<name>Mitigator (Full Integration With a Host)</name>
						<cost type="percentage">-60</cost>
						<affects>total</affects>
					</modifier>
					<reference>B137</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Invertebrate</name>
					<type>Physical, Exotic</type>
					<base_points>-20</base_points>
					<modifier version="1">
						<name>Only While Unintegrated</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B140</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>No Manipulators</name>
					<type>Physical</type>
					<base_points>-50</base_points>
					<reference>B145</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
					<cost_reduction>
						<attribute>st</attribute>
						<percentage>40</percentage>
					</cost_reduction>
					<cost_reduction>
						<attribute>dx</attribute>
						<percentage>40</percentage>
					</cost_reduction>
				</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>Wealth</name>
					<type>Social</type>
					<modifier version="1">
						<name>Dead Broke</name>
						<cost type="points">-25</cost>
						<affects>total</affects>
						<reference>B25</reference>
						<notes>Starting wealth is $0</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Poor</name>
						<cost type="points">-15</cost>
						<affects>total</affects>
						<reference>B25</reference>
						<notes>Starting wealth is 1/5 average</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Struggling</name>
						<cost type="points">-10</cost>
						<affects>total</affects>
						<reference>B25</reference>
						<notes>Starting wealth is 1/2 average</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Average</name>
						<cost type="points">0</cost>
						<affects>total</affects>
						<reference>B25</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Comfortable</name>
						<cost type="points">10</cost>
						<affects>total</affects>
						<reference>B25</reference>
						<notes>Starting wealth is 2x average</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Wealthy</name>
						<cost type="points">20</cost>
						<affects>total</affects>
						<reference>B25</reference>
						<notes>Starting wealth is 5x average</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Very Wealthy</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B25</reference>
						<notes>Starting wealth is 20x average</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Filthy Rich</name>
						<cost type="points">50</cost>
						<affects>total</affects>
						<reference>B25</reference>
						<notes>Starting wealth is 100x average</notes>
					</modifier>
					<reference>B25</reference>
					<categories>
						<category>Advantage</category>
						<category>Disadvantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Features</name>
				<advantage version="2">
					<name>Decreased Size</name>
					<type>Physical, Exotic</type>
					<levels>2</levels>
					<reference>B19</reference>
					<categories>
						<category>Feature</category>
					</categories>
					<attribute_bonus>
						<attribute>sm</attribute>
						<amount per_level="yes">-1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Fungivorous</name>
					<type>Physical</type>
					<notes>Becomes a symbiote when attached to a host, feeding on nutrients from their body</notes>
					<categories>
						<category>Feature</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>No Legs (Slithers)</name>
					<type>Physical, Exotic</type>
					<reference>B145</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Quirks</name>
				<advantage version="2">
					<name>Dislikes Direct sunlight</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>Habit</name>
					<type>Mental</type>
					<levels>0</levels>
					<base_points>-1</base_points>
					<reference>B164</reference>
					<notes>Moves toward motion and heat</notes>
					<categories>
						<category>Quirk</category>
					</categories>
				</advantage>
			</advantage_container>
		</advantage_container>
	</advantage_list>
	<print_settings printer="\\http://192.168.1.152:631\PSC-1400-series" 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>
