<?xml version="1.0" encoding="US-ASCII" ?>
<template unique_id="g22w10e5:-hb3b31jso6ro" version="1">
	<advantage_list>
		<advantage_container version="2" open="yes" type="race">
			<name>Giant, Hill</name>
			<advantage_container version="2" open="no">
				<name>Advantages</name>
				<advantage version="2">
					<name>Damage Resistance</name>
					<type>Physical, Exotic</type>
					<levels>5</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>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>Extended Lifespan</name>
					<type>Physical, Exotic</type>
					<levels>1</levels>
					<points_per_level>2</points_per_level>
					<reference>B53</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Extra Hit Points</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>2</points_per_level>
					<modifier version="1">
						<name>Size</name>
						<cost type="percentage">-10</cost>
						<levels>2</levels>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>No Fine Manipulators</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B16</reference>
					<categories>
						<category>Advantage</category>
						<category>Attribute</category>
					</categories>
					<attribute_bonus>
						<attribute>hp</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Fearlessness</name>
					<type>Mental</type>
					<levels>3</levels>
					<points_per_level>2</points_per_level>
					<reference>B55</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Increased Basic Move</name>
					<type>Physical</type>
					<levels>6</levels>
					<points_per_level>5</points_per_level>
					<reference>B17</reference>
					<categories>
						<category>Advantage</category>
						<category>Attribute</category>
					</categories>
					<attribute_bonus>
						<attribute>move</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Increased Dexterity</name>
					<type>Physical</type>
					<levels>5</levels>
					<points_per_level>20</points_per_level>
					<modifier version="1" enabled="no">
						<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 Health</name>
					<type>Physical</type>
					<levels>2</levels>
					<points_per_level>10</points_per_level>
					<reference>B14</reference>
					<categories>
						<category>Advantage</category>
						<category>Attribute</category>
					</categories>
					<attribute_bonus>
						<attribute>ht</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Increased Perception</name>
					<type>Mental/Physical</type>
					<levels>3</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>Increased Strength</name>
					<type>Physical</type>
					<levels>19</levels>
					<points_per_level>10</points_per_level>
					<modifier version="1" enabled="no">
						<name>No Fine Manipulators</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B15</reference>
					</modifier>
					<modifier version="1">
						<name>Size</name>
						<cost type="percentage">-10</cost>
						<levels>2</levels>
						<affects>total</affects>
						<reference>B15</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Super-Effort</name>
						<cost type="percentage">300</cost>
						<affects>total</affects>
						<reference>Sup24</reference>
					</modifier>
					<reference>B14</reference>
					<categories>
						<category>Advantage</category>
						<category>Attribute</category>
					</categories>
					<attribute_bonus>
						<attribute>st</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Disadvantages</name>
				<advantage version="2">
					<name>Decreased Basic Speed</name>
					<type>Physical</type>
					<levels>2</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>3</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>Manaphobia (Magic, Common)</name>
					<type>Mental</type>
					<base_points>-15</base_points>
					<cr>12</cr>
					<reference>B150</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Selfish</name>
					<type>Mental</type>
					<base_points>-5</base_points>
					<cr>12</cr>
					<reference>B153</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Features</name>
				<advantage version="2">
					<name>Increased Size</name>
					<type>Physical, 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_container>
			<advantage_container version="2" open="no">
				<name>Options</name>
				<advantage version="2">
					<name>Giant King</name>
					<type>Physical</type>
					<notes>IQ 10</notes>
				</advantage>
			</advantage_container>
		</advantage_container>
	</advantage_list>
	<skill_list>
		<skill version="2">
			<name>Parry Missile-Weapons</name>
			<difficulty>DX/H</difficulty>
			<points>2</points>
			<reference>B212</reference>
			<categories>
				<category>Combat/Weapon</category>
				<category>Melee Combat</category>
			</categories>
		</skill>
	</skill_list>
	<equipment_list>
		<equipment version="3">
			<quantity>1</quantity>
			<description>Hill Giant Knobbed Club</description>
			<tech_level>0</tech_level>
			<legality_class>4</legality_class>
			<value>57.5</value>
			<weight>5.75 lb</weight>
			<reference>MA226</reference>
			<melee_weapon>
				<damage>sw+2 cr</damage>
				<strength>23</strength>
				<usage>Swung</usage>
				<reach>2</reach>
				<parry>0</parry>
				<block>No</block>
				<default>
					<type>DX</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Flail</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Two-Handed Axe/Mace</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Axe/Mace</name>
					<modifier>0</modifier>
				</default>
			</melee_weapon>
			<categories>
				<category>Melee Weapon</category>
			</categories>
		</equipment>
		<equipment version="3">
			<quantity>1</quantity>
			<description>Hill Giant Light Club</description>
			<tech_level>0</tech_level>
			<legality_class>4</legality_class>
			<value>14.5</value>
			<weight>8.7 lb</weight>
			<reference>B271</reference>
			<melee_weapon>
				<damage>sw+2 cr</damage>
				<strength>29</strength>
				<usage>Swung</usage>
				<reach>3</reach>
				<parry>0</parry>
				<block>No</block>
				<default>
					<type>DX</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Force Sword</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Broadsword</name>
					<modifier>0</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>Skill</type>
					<name>Sword!</name>
					<modifier>0</modifier>
				</default>
			</melee_weapon>
			<melee_weapon>
				<damage>thr+2 cr</damage>
				<strength>29</strength>
				<usage>Thrust</usage>
				<reach>3</reach>
				<parry>0</parry>
				<block>No</block>
				<default>
					<type>DX</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Force Sword</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Broadsword</name>
					<modifier>0</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>Skill</type>
					<name>Sword!</name>
					<modifier>0</modifier>
				</default>
			</melee_weapon>
			<categories>
				<category>Melee Weapon</category>
			</categories>
		</equipment>
		<equipment version="3">
			<quantity>1</quantity>
			<description>Hill Giant Maul</description>
			<tech_level>0</tech_level>
			<legality_class>4</legality_class>
			<value>232</value>
			<weight>34.9 lb</weight>
			<reference>B274</reference>
			<melee_weapon>
				<damage>sw+11 cr</damage>
				<strength>37&#8225;</strength>
				<usage>Swung</usage>
				<reach>3-6*</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_list>
</template>
