<?xml version="1.0" encoding="US-ASCII" ?>
<character unique_id="ghd4uoxc:-u0vzf3jurzo8" version="2">
	<created_date>Dec 6, 2010</created_date>
	<modified_date>Jun 4, 2013 1:32 AM</modified_date>
	<profile>
		<player_name>NPC</player_name>
		<campaign>Islands of War</campaign>
		<name>Minor Death</name>
		<age>0</age>
		<birthday>Undefined</birthday>
		<eyes>Glowing Blue</eyes>
		<hair>None</hair>
		<skin>N/A</skin>
		<handedness>Right</handedness>
		<height>84 in</height>
		<weight>217 lb</weight>
		<SM>0</SM>
		<gender>N/A</gender>
		<race>Minor Death</race>
		<tech_level>4</tech_level>
		<notes>Minor Deaths usually use their luck to attack unarmored locations or to go after chinks in armor.

If they're armed with a garrote or hangman's noose, they'll target the neck for a quick kill.  If they're facing an opponent with a helmet that protects the neck, they may try to rip the helmet off first.

If disarmed, they'll go for a choke hold.</notes>
	</profile>
	<HP>0</HP>
	<FP>0</FP>
	<total_points>1781</total_points>
	<ST>14</ST>
	<DX>14</DX>
	<IQ>14</IQ>
	<HT>14</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>false</include_kick_with_boots>
	<advantage_list>
		<advantage_container version="2" open="no">
			<name>Advantages</name>
			<advantage version="2">
				<name>Detect</name>
				<type>Mental/Physical, Exotic</type>
				<modifier version="1" enabled="no">
					<name>@Rare Substance/Condition@</name>
					<cost type="points">5</cost>
					<affects>total</affects>
					<reference>B48</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Occasional Substance/Condition@</name>
					<cost type="points">10</cost>
					<affects>total</affects>
					<reference>B48</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Common Substance/Condition@</name>
					<cost type="points">20</cost>
					<affects>total</affects>
					<reference>B48</reference>
				</modifier>
				<modifier version="1">
					<name>All Life</name>
					<cost type="points">30</cost>
					<affects>total</affects>
					<reference>B48</reference>
				</modifier>
				<modifier version="1">
					<name>Precise</name>
					<cost type="percentage">100</cost>
					<affects>total</affects>
					<reference>B48</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Signal Detection</name>
					<cost type="percentage">0</cost>
					<affects>total</affects>
					<reference>B48</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Vague</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
					<reference>B48</reference>
				</modifier>
				<modifier version="1">
					<name>Analyzing</name>
					<cost type="percentage">100</cost>
					<affects>total</affects>
					<reference>P47</reference>
				</modifier>
				<modifier version="1">
					<name>Cosmic (May disregard undesired life forms)</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
				</modifier>
				<reference>B48</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Enhanced Dodge</name>
				<type>Mental</type>
				<base_points>15</base_points>
				<reference>B51</reference>
				<categories>
					<category>Advantage</category>
				</categories>
				<attribute_bonus>
					<attribute>dodge</attribute>
					<amount>1</amount>
				</attribute_bonus>
			</advantage>
			<advantage version="2">
				<name>Enhanced Time Sense</name>
				<type>Mental, Exotic</type>
				<base_points>45</base_points>
				<modifier version="1">
					<name>Cosmic (Goes before regular Enhanced Time Sense)</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
				</modifier>
				<reference>B52</reference>
				<categories>
					<category>Advantage</category>
				</categories>
				<skill_bonus>
					<name compare="contains">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 version="2">
				<name>Indomitable</name>
				<type>Mental</type>
				<base_points>15</base_points>
				<reference>B60</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Insubstantiality</name>
				<type>Mental/Physical, Exotic</type>
				<base_points>80</base_points>
				<modifier version="1" enabled="no">
					<name>Affect Substantial</name>
					<cost type="percentage">100</cost>
					<affects>total</affects>
					<reference>B63</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Can Carry Objects</name>
					<cost type="percentage">10</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Up to No Encumbrance</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Can Carry Objects</name>
					<cost type="percentage">20</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Up to Light Encumbrance</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Can Carry Objects</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Up to Medium Encumbrance</notes>
				</modifier>
				<modifier version="1">
					<name>Can Carry Objects</name>
					<cost type="percentage">100</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Up to Heavy Encumbrance</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Partial Change</name>
					<cost type="percentage">20</cost>
					<affects>total</affects>
					<reference>B63</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Partial Change</name>
					<cost type="percentage">100</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Can turn an item you are carrying substantial without dropping it</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Always On</name>
					<cost type="percentage">-50</cost>
					<affects>total</affects>
					<reference>B63</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Usually On</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Materialization costs 1 FP per second</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>No Vertical Move</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>P56</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Noisy</name>
					<cost type="percentage">-5</cost>
					<affects>total</affects>
					<reference>P56</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Projection</name>
					<cost type="percentage">-50</cost>
					<affects>total</affects>
					<reference>P56</reference>
				</modifier>
				<reference>B62</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Invisibility</name>
				<type>Mental/Physical, Exotic</type>
				<base_points>40</base_points>
				<modifier version="1">
					<name>Affects Machines</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
					<reference>B63</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Can Carry Objects</name>
					<cost type="percentage">10</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Up to No Encumbrance</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Can Carry Objects</name>
					<cost type="percentage">20</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Up to Light Encumbrance</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Can Carry Objects</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Up to Medium Encumbrance</notes>
				</modifier>
				<modifier version="1">
					<name>Can Carry Objects</name>
					<cost type="percentage">100</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Up to Heavy Encumbrance</notes>
				</modifier>
				<modifier version="1">
					<name>Extended</name>
					<cost type="percentage">100</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>All Types</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Switchable</name>
					<cost type="percentage">10</cost>
					<affects>total</affects>
					<reference>B63</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Usually On</name>
					<cost type="percentage">5</cost>
					<affects>total</affects>
					<reference>B63</reference>
					<notes>Turning visible costs 1 FP per second</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Machines Only</name>
					<cost type="percentage">-50</cost>
					<affects>total</affects>
					<reference>B63</reference>
				</modifier>
				<modifier version="1">
					<name>Substantial Only</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>B63</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Visible Reflection</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>B63</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Visible Shadow</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>B63</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Fringe</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>P56</reference>
				</modifier>
				<reference>B63</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Luck, Super</name>
				<type>Mental, Supernatural</type>
				<levels>15</levels>
				<points_per_level>100</points_per_level>
				<modifier version="1" enabled="no">
					<name>Active</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
					<reference>B66</reference>
				</modifier>
				<modifier version="1">
					<name>Aspected</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
					<reference>B66</reference>
					<notes>Rolls to Hit and Maintain Strangulation</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Defensive</name>
					<cost type="percentage">-20</cost>
					<affects>total</affects>
					<reference>B66</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Wishing</name>
					<cost type="percentage">100</cost>
					<affects>total</affects>
					<reference>P80</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Alter Reality</name>
					<cost type="percentage">75</cost>
					<affects>total</affects>
					<reference>P80</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Wishing</name>
					<cost type="percentage">0</cost>
					<affects>total</affects>
					<reference>P80</reference>
					<notes>Aid Others Only</notes>
				</modifier>
				<modifier version="1">
					<name>Cannot Dictate Critical Hits</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
				</modifier>
				<reference>B89</reference>
				<notes>Dictate one die roll once per hour of play per level</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Magic Resistance</name>
				<type>Physical</type>
				<levels>5</levels>
				<points_per_level>2</points_per_level>
				<modifier version="1" enabled="no">
					<name>Improved</name>
					<cost type="percentage">150</cost>
					<affects>total</affects>
					<reference>B67</reference>
				</modifier>
				<reference>B67</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Permanent Death</name>
				<type>Physical</type>
				<base_points>40</base_points>
				<notes>Anything killed by a Minor Death cannot be brought back to life, short of altering history</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Pressure Support</name>
				<type>Physical, Exotic</type>
				<levels>3</levels>
				<points_per_level>5</points_per_level>
				<reference>B77</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Signature Gear (Weapon, Black Hooded Robe of Protection)</name>
				<type>Social</type>
				<base_points>11</base_points>
				<reference>B85</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Terrain Adaptation</name>
				<type>Physical, Exotic</type>
				<base_points>5</base_points>
				<modifier version="1" enabled="no">
					<name>Unstable on solid ground</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
					<reference>B93</reference>
				</modifier>
				<modifier version="1">
					<name>Active</name>
					<cost type="percentage">300</cost>
					<affects>total</affects>
					<reference>P84</reference>
				</modifier>
				<modifier version="1">
					<name>Cosmic (Immune to natural environmental hazards; Even on other planes of existence)</name>
					<cost type="percentage">300</cost>
					<affects>total</affects>
				</modifier>
				<reference>B93</reference>
				<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 version="2">
				<name>Unkillable</name>
				<type>Physical, Exotic</type>
				<levels>1</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_container version="2" open="no">
			<name>Disadvantages</name>
			<advantage version="2">
				<name>Code of Honor (Professional)</name>
				<type>Mental</type>
				<base_points>-5</base_points>
				<reference>B127</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Hidebound</name>
				<type>Physical</type>
				<base_points>-5</base_points>
				<reference>B138</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Incurious</name>
				<type>Mental</type>
				<base_points>-5</base_points>
				<cr>6</cr>
				<reference>B140</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</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>No Sense of Humor</name>
				<type>Physical</type>
				<base_points>-10</base_points>
				<reference>B146</reference>
				<notes>-2 Reaction</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Features</name>
			<advantage version="2">
				<name>Gigantism</name>
				<type>Physical</type>
				<reference>B20</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<attribute_bonus>
					<attribute>move</attribute>
					<amount>1</amount>
				</attribute_bonus>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is not">animals</specialization>
					<amount>-2</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount>-2</amount>
				</skill_bonus>
				<attribute_bonus>
					<attribute>sm</attribute>
					<amount>1</amount>
				</attribute_bonus>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Perks</name>
			<advantage version="2">
				<name>Robed</name>
				<type>Physical</type>
				<base_points>1</base_points>
				<notes>Your robe doesn't snag, tangle, or provide your opponents with something to grab.</notes>
				<categories>
					<category>Cinematic</category>
					<category>Perk</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Quirks</name>
			<advantage version="2">
				<name>Broad-Minded</name>
				<type>Mental</type>
				<base_points>-1</base_points>
				<reference>B163</reference>
				<categories>
					<category>Quirk</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no" type="metatrait">
			<name>Skeletal</name>
			<reference>F133</reference>
			<notes>Death is not Undead and cannot be repelled by True Faith!</notes>
			<advantage_container version="2" open="no">
				<name>Advantages</name>
				<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>Tough Skin</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<reference>B47</reference>
					<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>
					<reference>B49</reference>
				</advantage>
				<advantage version="2">
					<name>Doesn't Eat or Drink</name>
					<type>Physical, Exotic</type>
					<base_points>10</base_points>
					<reference>B50</reference>
				</advantage>
				<advantage version="2">
					<name>High Pain Threshold</name>
					<type>Physical</type>
					<base_points>10</base_points>
					<reference>B59</reference>
				</advantage>
				<advantage version="2">
					<name>Increased Basic Speed</name>
					<type>Physical</type>
					<levels>4</levels>
					<points_per_level>5</points_per_level>
					<reference>B17</reference>
					<notes>Each level adds 0.25 to Basic Speed</notes>
					<categories>
						<category>Advantage</category>
					</categories>
					<attribute_bonus>
						<attribute>speed</attribute>
						<amount per_level="yes">0.25</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (No Blood)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B61</reference>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (No Brain)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B61</reference>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (No Eyes)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B61</reference>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (No Vitals)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B61</reference>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (Unliving)</name>
					<type>Physical, Exotic</type>
					<base_points>20</base_points>
					<reference>B61</reference>
				</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>Temperature Tolerance</name>
					<type>Physical</type>
					<levels>10</levels>
					<points_per_level>1</points_per_level>
					<reference>B93</reference>
				</advantage>
				<advantage version="2">
					<name>Unaging</name>
					<type>Physical, Exotic</type>
					<base_points>15</base_points>
					<reference>B95</reference>
				</advantage>
				<advantage version="2">
					<name>Vacuum Support</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B96</reference>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Disadvantages</name>
				<advantage version="2">
					<name>Appearance</name>
					<type>Physical</type>
					<modifier version="1">
						<name>Universal</name>
						<cost type="percentage">25</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Off-the-Shelf Looks</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Androgynous</name>
						<cost type="points">0</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Impressive</name>
						<cost type="points">0</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Attractive</name>
						<cost type="points">4</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Average</name>
						<cost type="points">0</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Horrific</name>
						<cost type="points">-24</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Monstrous</name>
						<cost type="points">-20</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hideous</name>
						<cost type="points">-16</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Ugly</name>
						<cost type="points">-8</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Unattractive</name>
						<cost type="points">-4</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Handsome</name>
						<cost type="points">12</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Beautiful</name>
						<cost type="points">12</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Very Handsome</name>
						<cost type="points">16</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Very Beautiful</name>
						<cost type="points">16</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Transcendent</name>
						<cost type="points">20</cost>
						<affects>total</affects>
					</modifier>
					<reference>B21</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Skinny</name>
					<type>Physical</type>
					<base_points>-5</base_points>
					<reference>B18</reference>
					<notes>-2 ST vs. knockback</notes>
					<skill_bonus>
						<name compare="is">disguise</name>
						<specialization compare="is anything"></specialization>
						<amount>-2</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">shadowing</name>
						<specialization compare="is anything"></specialization>
						<amount>-2</amount>
					</skill_bonus>
					<prereq_list all="yes">
						<attribute_prereq has="yes" which="ht" compare="at_most">14</attribute_prereq>
					</prereq_list>
				</advantage>
				<advantage version="2">
					<name>Social Stigma (Dead)</name>
					<type>Social</type>
					<base_points>-20</base_points>
					<reference>F133</reference>
					<notes>-4 Reaction</notes>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Features</name>
				<advantage version="2">
					<name>Skull has only 2 total DR</name>
					<type>Physical</type>
					<categories>
						<category>Feature</category>
					</categories>
					<dr_bonus>
						<location>skull</location>
						<amount>-2</amount>
					</dr_bonus>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Quirks</name>
				<advantage version="2">
					<name>Cannot Float</name>
					<type>Physical</type>
					<base_points>-1</base_points>
					<reference>B165</reference>
					<categories>
						<category>Quirk</category>
					</categories>
				</advantage>
				<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 version="2">
			<name>Brawling</name>
			<difficulty>DX/E</difficulty>
			<points>4</points>
			<reference>B182</reference>
			<categories>
				<category>Combat/Weapon</category>
				<category>Melee Combat</category>
			</categories>
			<weapon_bonus>
				<name compare="is">Brawling</name>
				<specialization compare="is anything"></specialization>
				<level compare="at_least">2</level>
				<amount per_level="yes">1</amount>
			</weapon_bonus>
		</skill>
		<skill version="2">
			<name>Broadsword</name>
			<difficulty>DX/A</difficulty>
			<points>8</points>
			<reference>B208</reference>
			<categories>
				<category>Combat/Weapon</category>
				<category>Melee Combat</category>
			</categories>
			<default>
				<type>Skill</type>
				<name>Force Sword</name>
				<modifier>-4</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Rapier</name>
				<modifier>-4</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Saber</name>
				<modifier>-4</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Shortsword</name>
				<modifier>-2</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Two-Handed Sword</name>
				<modifier>-4</modifier>
			</default>
			<default>
				<type>DX</type>
				<modifier>-5</modifier>
			</default>
		</skill>
		<technique version="2" limit="0">
			<name>Choke Hold</name>
			<difficulty>H</difficulty>
			<points>4</points>
			<reference>B230, MA69</reference>
			<default>
				<type>Skill</type>
				<name>Wrestling</name>
				<modifier>-3</modifier>
			</default>
			<categories>
				<category>Combat/Weapon</category>
				<category>Melee Combat</category>
				<category>Technique</category>
			</categories>
			<prereq_list all="yes">
				<skill_prereq has="yes">
					<name compare="is">Wrestling</name>
					<specialization compare="is anything"></specialization>
				</skill_prereq>
			</prereq_list>
		</technique>
		<skill version="2">
			<name>Garrote</name>
			<difficulty>DX/E</difficulty>
			<points>4</points>
			<reference>B197</reference>
			<categories>
				<category>Combat/Weapon</category>
				<category>Melee Combat</category>
			</categories>
			<default>
				<type>DX</type>
				<modifier>-4</modifier>
			</default>
		</skill>
		<skill version="2">
			<name>Lasso</name>
			<difficulty>DX/A</difficulty>
			<points>8</points>
			<reference>B204</reference>
			<notes>For using a hangman's noose as a weapon</notes>
			<categories>
				<category>Combat/Weapon</category>
				<category>Ranged Combat</category>
			</categories>
		</skill>
		<skill version="2">
			<name>Two-Handed Axe/Mace</name>
			<difficulty>DX/A</difficulty>
			<points>8</points>
			<reference>B208</reference>
			<categories>
				<category>Combat/Weapon</category>
				<category>Melee Combat</category>
			</categories>
			<default>
				<type>DX</type>
				<modifier>-5</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Axe/Mace</name>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Polearm</name>
				<modifier>-4</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Two-Handed Flail</name>
				<modifier>-4</modifier>
			</default>
		</skill>
		<skill version="2">
			<name>Two-Handed Sword</name>
			<difficulty>DX/A</difficulty>
			<points>8</points>
			<reference>B209</reference>
			<categories>
				<category>Combat/Weapon</category>
				<category>Melee Combat</category>
			</categories>
			<default>
				<type>Skill</type>
				<name>Broadsword</name>
				<modifier>-4</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Force Sword</name>
				<modifier>-4</modifier>
			</default>
			<default>
				<type>DX</type>
				<modifier>-5</modifier>
			</default>
		</skill>
		<skill version="2">
			<name>Wrestling</name>
			<difficulty>DX/A</difficulty>
			<points>8</points>
			<reference>B228</reference>
			<categories>
				<category>Combat/Weapon</category>
				<category>Melee Combat</category>
			</categories>
		</skill>
	</skill_list>
	<equipment_list>
		<equipment version="3" state="equipped">
			<quantity>1</quantity>
			<description>Hooded Robe of Protection</description>
			<legality_class>4</legality_class>
			<value>9600</value>
			<weight>5 lb</weight>
			<reference>DF6:7</reference>
			<dr_bonus>
				<location>skull</location>
				<amount>2</amount>
			</dr_bonus>
			<dr_bonus>
				<location>neck</location>
				<amount>2</amount>
			</dr_bonus>
			<dr_bonus>
				<location>torso</location>
				<amount>2</amount>
			</dr_bonus>
			<dr_bonus>
				<location>groin</location>
				<amount>2</amount>
			</dr_bonus>
			<dr_bonus>
				<location>arms</location>
				<amount>2</amount>
			</dr_bonus>
			<dr_bonus>
				<location>legs</location>
				<amount>2</amount>
			</dr_bonus>
		</equipment>
		<equipment_container version="3" open="no" state="not_carried">
			<description>Weapons</description>
			<legality_class>4</legality_class>
			<value>0</value>
			<notes>Each Minor Death carries one of these; Choose and equip one</notes>
			<equipment version="3" state="not_carried">
				<quantity>1</quantity>
				<description>Garrote</description>
				<tech_level>0</tech_level>
				<legality_class>4</legality_class>
				<value>2</value>
				<weight>0.01 lb</weight>
				<reference>B272</reference>
				<melee_weapon>
					<damage>see B405</damage>
					<reach>C</reach>
					<parry>No</parry>
					<block>No</block>
					<default>
						<type>Skill</type>
						<name>Garrote</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>DX</type>
						<modifier>-4</modifier>
					</default>
				</melee_weapon>
				<categories>
					<category>Melee Weapon</category>
				</categories>
			</equipment>
			<equipment version="3" state="not_carried">
				<quantity>1</quantity>
				<description>Great Axe</description>
				<tech_level>1</tech_level>
				<legality_class>4</legality_class>
				<value>100</value>
				<weight>8 lb</weight>
				<reference>B274</reference>
				<melee_weapon>
					<damage>sw+3 cut</damage>
					<strength>12&#8225;</strength>
					<usage>Swung</usage>
					<reach>1,2*</reach>
					<parry>0U</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Axe/Mace</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Axe/Mace</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Polearm</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Flail</name>
						<modifier>-4</modifier>
					</default>
				</melee_weapon>
				<categories>
					<category>Melee Weapon</category>
				</categories>
			</equipment>
			<equipment version="3" state="not_carried">
				<quantity>1</quantity>
				<description>Hangman's Noose (Lariat)</description>
				<tech_level>1</tech_level>
				<legality_class>4</legality_class>
				<value>40</value>
				<weight>3 lb</weight>
				<reference>B276</reference>
				<ranged_weapon>
					<damage>see B411</damage>
					<strength>7&#8224;</strength>
					<accuracy>0</accuracy>
					<range>spec</range>
					<rate_of_fire>1</rate_of_fire>
					<shots>T(spec)</shots>
					<bulk>-2</bulk>
					<default>
						<type>Skill</type>
						<name>Lasso</name>
						<modifier>0</modifier>
					</default>
				</ranged_weapon>
				<categories>
					<category>Missile Weapon</category>
				</categories>
			</equipment>
			<equipment version="3" state="not_carried">
				<quantity>1</quantity>
				<description>Scythe</description>
				<tech_level>1</tech_level>
				<legality_class>4</legality_class>
				<value>15</value>
				<weight>5 lb</weight>
				<reference>B274</reference>
				<melee_weapon>
					<damage>sw+2 cut</damage>
					<strength>11&#8225;</strength>
					<usage>Swung</usage>
					<reach>1</reach>
					<parry>0U</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Axe/Mace</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Axe/Mace</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Polearm</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Flail</name>
						<modifier>-4</modifier>
					</default>
				</melee_weapon>
				<melee_weapon>
					<damage>sw imp</damage>
					<strength>11&#8225;</strength>
					<usage>Thrust</usage>
					<reach>1</reach>
					<parry>0U</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Axe/Mace</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Axe/Mace</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Polearm</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Flail</name>
						<modifier>-4</modifier>
					</default>
				</melee_weapon>
				<notes>May get stuck in 2nd mode</notes>
				<categories>
					<category>Melee Weapon</category>
				</categories>
			</equipment>
			<equipment version="3" state="not_carried">
				<quantity>1</quantity>
				<description>Thrusting Bastard Sword</description>
				<tech_level>3</tech_level>
				<legality_class>4</legality_class>
				<value>750</value>
				<weight>5 lb</weight>
				<reference>B271</reference>
				<melee_weapon>
					<damage>sw+1 cut</damage>
					<strength>11</strength>
					<usage>Swung</usage>
					<reach>1,2</reach>
					<parry>0U</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Broadsword</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Force Sword</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Rapier</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Saber</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shortsword</name>
						<modifier>-2</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Sword</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Sword!</name>
						<modifier>0</modifier>
					</default>
				</melee_weapon>
				<melee_weapon>
					<damage>thr+2 imp</damage>
					<strength>11</strength>
					<usage>Thrust</usage>
					<reach>2</reach>
					<parry>0U</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Broadsword</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Force Sword</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Rapier</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Saber</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shortsword</name>
						<modifier>-2</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Sword</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Sword!</name>
						<modifier>0</modifier>
					</default>
				</melee_weapon>
				<categories>
					<category>Melee Weapon</category>
				</categories>
			</equipment>
			<equipment version="3" state="not_carried">
				<quantity>1</quantity>
				<description>Thrusting Bastard Sword</description>
				<tech_level>3</tech_level>
				<legality_class>4</legality_class>
				<value>0</value>
				<reference>B274</reference>
				<melee_weapon>
					<damage>sw+2 cut</damage>
					<strength>10&#8224;</strength>
					<usage>Swung</usage>
					<reach>1,2</reach>
					<parry>0</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Sword</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Broadsword</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Force Sword</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Sword!</name>
						<modifier>0</modifier>
					</default>
				</melee_weapon>
				<melee_weapon>
					<damage>thr+3 imp</damage>
					<strength>10&#8224;</strength>
					<usage>Thrust</usage>
					<reach>2</reach>
					<parry>0</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Sword</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Broadsword</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Force Sword</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Sword!</name>
						<modifier>0</modifier>
					</default>
				</melee_weapon>
				<notes>Using Two-Handed Sword skill</notes>
				<categories>
					<category>Melee Weapon</category>
				</categories>
			</equipment>
		</equipment_container>
	</equipment_list>
	<print_settings printer="Microsoft XPS Document Writer" units="in">
		<orientation>Portrait</orientation>
		<width>8.5</width>
		<height>11</height>
		<top_margin>0.5</top_margin>
		<left_margin>0.5</left_margin>
		<bottom_margin>0.5</bottom_margin>
		<right_margin>0.5</right_margin>
		<ink_chromaticity>Monochrome</ink_chromaticity>
		<sides>Single</sides>
		<quality>Normal</quality>
	</print_settings>
</character>
