<?xml version="1.0" encoding="US-ASCII" ?>
<template unique_id="fc9fgpbm:tvh0bqugeakm" version="1">
	<advantage_list>
		<advantage_container version="2" open="yes" type="metatrait">
			<name>Tiefling</name>
			<advantage_container version="2" open="no">
				<name>Advantages</name>
				<advantage version="2">
					<name>Charisma</name>
					<type>Mental</type>
					<levels>1</levels>
					<points_per_level>5</points_per_level>
					<reference>B41</reference>
					<notes>+1 to Influence rolls</notes>
					<categories>
						<category>Advantage</category>
					</categories>
					<skill_bonus>
						<name compare="is">fortune-telling</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">leadership</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">panhandling</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">public speaking</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_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>
					<notes>You mature at the same age as your non-fiend parent</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Increased Intelligence</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>20</points_per_level>
					<reference>B15</reference>
					<categories>
						<category>Advantage</category>
					</categories>
					<attribute_bonus>
						<attribute>iq</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Talent (Thief)</name>
					<type>Mental</type>
					<levels>1</levels>
					<points_per_level>5</points_per_level>
					<reference>B89</reference>
					<notes>Gives a reaction bonus with thieves</notes>
					<categories>
						<category>Advantage</category>
					</categories>
					<skill_bonus>
						<name compare="is">Pickpocket</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Lockpicking</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Traps</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Stealth</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Climbing</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Observation</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Disadvantages</name>
				<advantage version="2">
					<name>Decreased Perception</name>
					<type>Mental/Physical</type>
					<levels>1</levels>
					<points_per_level>-5</points_per_level>
					<reference>B16</reference>
					<categories>
						<category>Attribute</category>
						<category>Disadvantage</category>
					</categories>
					<attribute_bonus>
						<attribute>perception</attribute>
						<amount per_level="yes">-1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Decreased Strength</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>-10</points_per_level>
					<reference>B14</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
					<attribute_bonus>
						<attribute>st</attribute>
						<amount per_level="yes">-1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Decreased Will</name>
					<type>Mental</type>
					<levels>1</levels>
					<points_per_level>-5</points_per_level>
					<reference>B16</reference>
					<categories>
						<category>Attribute</category>
						<category>Disadvantage</category>
					</categories>
					<attribute_bonus>
						<attribute>will</attribute>
						<amount per_level="yes">-1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Overconfidence</name>
					<type>Mental</type>
					<base_points>-5</base_points>
					<cr>12</cr>
					<reference>B148</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Reputation</name>
					<type>Social</type>
					<levels>1</levels>
					<points_per_level>-5</points_per_level>
					<modifier version="1" enabled="no">
						<name>People Affected</name>
						<cost type="multiplier">1</cost>
						<reference>B27</reference>
						<notes>Almost everyone</notes>
					</modifier>
					<modifier version="1">
						<name>People Affected</name>
						<cost type="multiplier">0.67</cost>
						<reference>B27</reference>
						<notes>Almost everyone except Fiends</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>People Affected</name>
						<cost type="multiplier">0.5</cost>
						<reference>B27</reference>
						<notes>@Large class of people@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>People Affected</name>
						<cost type="multiplier">0.33</cost>
						<reference>B27</reference>
						<notes>@Small class of people@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Recognized all the time</name>
						<cost type="multiplier">1</cost>
						<reference>B28</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Recognized sometimes</name>
						<cost type="multiplier">0.5</cost>
						<reference>B28</reference>
						<notes>10-</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Recognized occasionally</name>
						<cost type="multiplier">0.33</cost>
						<reference>B28</reference>
						<notes>7-</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Recognized occasionally</name>
						<cost type="multiplier">0.33</cost>
						<reference>B28</reference>
						<notes>7-</notes>
					</modifier>
					<reference>B26</reference>
					<notes>Tieflings are dangerous and/or barmy</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Features</name>
				<advantage version="2">
					<name>Detects as evil regardless of real intent</name>
					<type>Physical</type>
					<categories>
						<category>Feature</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Note</name>
					<type>Physical</type>
					<notes>The GM must allow more flexibility with this racial template, as no two Tieflings will likely be the same; The tables from the Planewalker's Handbook (p. 80) may be helpful for inspiration</notes>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Options</name>
				<advantage version="2">
					<name>Increase the Reputation to level 4</name>
					<type>Physical</type>
					<notes>You emit a supernatural aura that makes everyone around you uncomfortable</notes>
				</advantage>
				<advantage version="2">
					<name>More Unnatural Features</name>
					<type>Physical</type>
				</advantage>
				<advantage version="2">
					<name>Special abilities from fiendish heritage</name>
					<type>Physical</type>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Quirks</name>
				<advantage version="2">
					<name>Unnatural Features (@Fiendish Feature@)</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>-1</points_per_level>
					<reference>B22</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
					<skill_bonus>
						<name compare="is">disguise</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">-1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">shadowing</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">-1</amount>
					</skill_bonus>
				</advantage>
			</advantage_container>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Tiefling, Common Special Abilities</name>
			<advantage version="2">
				<name>Appearance</name>
				<type>Physical</type>
				<modifier version="1" enabled="no">
					<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" enabled="no">
					<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_container version="2" open="no">
				<name>Body Alterations</name>
				<notes>These must be matched with appropriate Unnatural Features</notes>
				<advantage version="2">
					<name>Buring Touch: Innate Attack (Burn) 0d+1</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">100</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 sec</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">50</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>10 sec</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">40</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 min</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 hr</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">10</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 day</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">50</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 sec; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">25</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>10 sec; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 min; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">10</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 hr; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">5</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 day; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Contagious</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>Mildly</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Contagious</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>Highly</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Double Blunt Trauma</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
						<notes>1HP per 10 dmg</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Explosion</name>
						<cost type="percentage">50</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Fragmentation</name>
						<cost type="percentage">15</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Fragmentation</name>
						<cost type="percentage">15</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B104</reference>
						<notes>Hot</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Radiation</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Surge</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>2</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>3</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">150</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>5</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">200</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>10</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Side Effect</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B109</reference>
						<notes>@Effect@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Symptoms</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B109</reference>
						<notes>@Effect@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
						<reference>B110</reference>
						<notes>0.5</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B110</reference>
						<notes>0.2</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">-70</cost>
						<affects>total</affects>
						<reference>B110</reference>
						<notes>0.1</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>No Wounding</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B111</reference>
					</modifier>
					<modifier version="1">
						<name>0d+1</name>
						<cost type="multiplier">0.25</cost>
					</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>Always On</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<reference>B61</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Blunt (Feet)</name>
					<type>Physical</type>
					<base_points>3</base_points>
					<melee_weapon>
						<damage>thr:+1 cr</damage>
						<usage>Kick</usage>
						<reach>C,1</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>-2</modifier>
						</default>
					</melee_weapon>
					<reference>B42</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Blunt (Hands)</name>
					<type>Physical</type>
					<base_points>3</base_points>
					<melee_weapon>
						<damage>thr-1:+1 cr</damage>
						<usage>Punch</usage>
						<reach>C</reach>
						<parry>0</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Boxing</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<reference>B42</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Hooves</name>
					<type>Physical</type>
					<base_points>3</base_points>
					<melee_weapon>
						<damage>thr:+1 cr</damage>
						<usage>Trample</usage>
						<reach>C,1</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>-2</modifier>
						</default>
					</melee_weapon>
					<reference>B42</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
					<dr_bonus>
						<location>feet</location>
						<amount>1</amount>
					</dr_bonus>
				</advantage>
				<advantage version="2">
					<name>Claws, Long Talons (Feet)</name>
					<type>Physical</type>
					<base_points>11</base_points>
					<melee_weapon>
						<damage>thr:+1 cut</damage>
						<usage>Slash</usage>
						<reach>C,1</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>-2</modifier>
						</default>
					</melee_weapon>
					<melee_weapon>
						<damage>thr:+1 imp</damage>
						<usage>Stab</usage>
						<reach>C,1</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>-2</modifier>
						</default>
					</melee_weapon>
					<reference>B43</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Long Talons (Hands)</name>
					<type>Physical</type>
					<base_points>11</base_points>
					<melee_weapon>
						<damage>thr-1:+1 cut</damage>
						<usage>Slash</usage>
						<reach>C</reach>
						<parry>0</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Boxing</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<melee_weapon>
						<damage>thr-1:+1 imp</damage>
						<usage>Stab</usage>
						<reach>C</reach>
						<parry>0</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Boxing</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<reference>B43</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Sharp (Feet)</name>
					<type>Physical</type>
					<base_points>5</base_points>
					<melee_weapon>
						<damage>thr cut</damage>
						<usage>Kick</usage>
						<reach>C,1</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>-2</modifier>
						</default>
					</melee_weapon>
					<reference>B42</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Sharp (Hands)</name>
					<type>Physical</type>
					<base_points>5</base_points>
					<melee_weapon>
						<damage>thr-1 cut</damage>
						<usage>Slash</usage>
						<reach>C</reach>
						<parry>0</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Boxing</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<reference>B42</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Talons (Feet)</name>
					<type>Physical</type>
					<base_points>8</base_points>
					<melee_weapon>
						<damage>thr cut</damage>
						<usage>Trample</usage>
						<reach>C,1</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>-2</modifier>
						</default>
					</melee_weapon>
					<melee_weapon>
						<damage>thr imp</damage>
						<usage>Kick</usage>
						<reach>C,1</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>-2</modifier>
						</default>
					</melee_weapon>
					<reference>B43</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Talons (Hands)</name>
					<type>Physical</type>
					<base_points>8</base_points>
					<melee_weapon>
						<damage>thr-1 cut</damage>
						<usage>Slash</usage>
						<reach>C</reach>
						<parry>0</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Boxing</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<melee_weapon>
						<damage>thr-1 imp</damage>
						<usage>Stab</usage>
						<reach>C</reach>
						<parry>0</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Boxing</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<reference>B43</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Damage Resistance</name>
					<type>Physical, Exotic</type>
					<levels>1</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>
					</modifier>
					<reference>B47</reference>
					<categories>
						<category>Advantage</category>
					</categories>
					<dr_bonus>
						<location>full_body</location>
						<amount per_level="yes">1</amount>
					</dr_bonus>
				</advantage>
				<advantage version="2">
					<name>Feathers</name>
					<type>Physical, Exotic</type>
					<base_points>1</base_points>
					<reference>PU2:10</reference>
					<categories>
						<category>Perk</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Freezing Touch: Innate Attack (Fatigue) 0d+1</name>
					<type>Physical, Exotic</type>
					<base_points>10</base_points>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">100</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 sec</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">50</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>10 sec</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">40</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 min</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 hr</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">10</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 day</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">50</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 sec; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">25</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>10 sec; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 min; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">10</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 hr; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cyclic</name>
						<cost type="percentage">5</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>1 day; Resistable</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Contagious</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>Mildly</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Contagious</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B103</reference>
						<notes>Highly</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Explosion</name>
						<cost type="percentage">50</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Fragmentation</name>
						<cost type="percentage">15</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Fragmentation</name>
						<cost type="percentage">15</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B104</reference>
						<notes>Hot</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Surge</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>2</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>3</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">150</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>5</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">200</cost>
						<affects>total</affects>
						<reference>B102</reference>
						<notes>10</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Side Effect</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B109</reference>
						<notes>@Effect@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Symptoms</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B109</reference>
						<notes>@Effect@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
						<reference>B110</reference>
						<notes>0.5</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B110</reference>
						<notes>0.2</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Armor Divisor</name>
						<cost type="percentage">-70</cost>
						<affects>total</affects>
						<reference>B110</reference>
						<notes>0.1</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>No Wounding</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B111</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Dehydration</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Drowning</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1">
						<name>Hazard: Freezing</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Missed Sleep</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Starvation</name>
						<cost type="percentage">40</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Suffocation</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Incendiary</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1">
						<name>0d+1</name>
						<cost type="multiplier">0.25</cost>
					</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>Always On</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<reference>B61</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Fur</name>
					<type>Physical, Exotic</type>
					<base_points>1</base_points>
					<reference>B101</reference>
					<categories>
						<category>Perk</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Prehensile Tail: Extra Arm</name>
					<type>Physical, Exotic</type>
					<levels>1</levels>
					<points_per_level>10</points_per_level>
					<modifier version="1">
						<name>Extra-Flexible</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B53</reference>
					</modifier>
					<modifier version="1">
						<name>Long</name>
						<cost type="percentage">100</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B53</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Foot Manipulators</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
						<reference>B53</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>No Physical Attack</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B53</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Short</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B53</reference>
					</modifier>
					<modifier version="1">
						<name>Weak</name>
						<cost type="percentage">-25</cost>
						<affects>total</affects>
						<reference>B53</reference>
						<notes>Half body ST</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Weak</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B53</reference>
						<notes>Quarter body ST</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Weapon Mount</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B53</reference>
					</modifier>
					<reference>B53</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Scales</name>
					<type>Mental</type>
					<base_points>1</base_points>
					<reference>PU2:12</reference>
				</advantage>
				<advantage version="2">
					<name>Slippery</name>
					<type>Physical, Exotic</type>
					<levels>1</levels>
					<points_per_level>2</points_per_level>
					<reference>B85</reference>
					<categories>
						<category>Advantage</category>
					</categories>
					<skill_bonus>
						<name compare="is">escape</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
				</advantage>
				<advantage version="2">
					<name>Spines, Long</name>
					<type>Physical, Exotic</type>
					<base_points>3</base_points>
					<melee_weapon>
						<damage>1d imp</damage>
						<usage>Stab</usage>
						<reach>C</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-4</modifier>
						</default>
					</melee_weapon>
					<reference>B88</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Spines, Short</name>
					<type>Physical, Exotic</type>
					<base_points>1</base_points>
					<melee_weapon>
						<damage>1d-2 imp</damage>
						<usage>Stab</usage>
						<reach>C</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-4</modifier>
						</default>
					</melee_weapon>
					<reference>B88</reference>
					<categories>
						<category>Perk</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Striker, Crushing (Tail)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<melee_weapon>
						<damage>thr:+1 cr</damage>
						<reach>C</reach>
						<parry>0</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<reference>B88</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Striker, Impaling (Horns)</name>
					<type>Physical, Exotic</type>
					<base_points>8</base_points>
					<melee_weapon>
						<damage>thr:+1 imp</damage>
						<reach>C</reach>
						<parry>0</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<modifier version="1">
						<name>Limited Arc (Striaght Ahead)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B88</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Teeth, Fangs</name>
					<type>Physical, Exotic</type>
					<base_points>2</base_points>
					<melee_weapon>
						<damage>thr-1 imp</damage>
						<usage>Bite</usage>
						<reach>C</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<reference>B91</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Teeth, Sharp</name>
					<type>Physical, Exotic</type>
					<base_points>1</base_points>
					<melee_weapon>
						<damage>thr-1 cut</damage>
						<usage>Bite</usage>
						<reach>C</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<reference>B91</reference>
					<categories>
						<category>Perk</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Temperature Tolerance</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>1</points_per_level>
					<reference>B93</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<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 (Damage Reduction)</name>
				<type>Physical, Exotic</type>
				<levels>2</levels>
				<points_per_level>25</points_per_level>
				<modifier version="1">
					<name>Limited</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
					<reference>B46</reference>
					<notes>@One of Heat/Fire, Cold, Electricity or Acid@</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>
				<reference>P53</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Injury Tolerance (Damage Reduction) 100</name>
				<type>Physical, Exotic</type>
				<base_points>300</base_points>
				<modifier version="1">
					<name>Limited</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
					<reference>B46</reference>
					<notes>Non-Magical, Non-Silver Physical</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">
					<name>Cosmic (Only injured if divided damage is at least 1)</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
				</modifier>
				<reference>P53</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage_container version="2" open="no">
				<name>Intuitive Language</name>
				<notes>You've got an innate understanding of a fiendish language</notes>
				<advantage version="2">
					<name>Language: Baatezu</name>
					<type>Mental</type>
					<modifier version="1" enabled="no">
						<name>Native</name>
						<cost type="points">-6</cost>
						<affects>total</affects>
						<reference>B23</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Spoken</name>
						<cost type="points">0</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>None</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Spoken</name>
						<cost type="points">1</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Broken</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Spoken</name>
						<cost type="points">2</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Accented</notes>
					</modifier>
					<modifier version="1">
						<name>Spoken</name>
						<cost type="points">3</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Native</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Written</name>
						<cost type="points">0</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>None</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Written</name>
						<cost type="points">1</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Broken</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Written</name>
						<cost type="points">2</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Accented</notes>
					</modifier>
					<modifier version="1">
						<name>Written</name>
						<cost type="points">3</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Native</notes>
					</modifier>
					<reference>B24</reference>
					<categories>
						<category>Advantage</category>
						<category>Language</category>
					</categories>
					<prereq_list all="yes">
						<advantage_prereq has="no">
							<name compare="is">Language Talent</name>
							<notes compare="is anything"></notes>
						</advantage_prereq>
					</prereq_list>
				</advantage>
				<advantage version="2">
					<name>Language: Tanar'ri</name>
					<type>Mental</type>
					<modifier version="1" enabled="no">
						<name>Native</name>
						<cost type="points">-6</cost>
						<affects>total</affects>
						<reference>B23</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Spoken</name>
						<cost type="points">0</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>None</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Spoken</name>
						<cost type="points">1</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Broken</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Spoken</name>
						<cost type="points">2</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Accented</notes>
					</modifier>
					<modifier version="1">
						<name>Spoken</name>
						<cost type="points">3</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Native</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Written</name>
						<cost type="points">0</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>None</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Written</name>
						<cost type="points">1</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Broken</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Written</name>
						<cost type="points">2</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Accented</notes>
					</modifier>
					<modifier version="1">
						<name>Written</name>
						<cost type="points">3</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Native</notes>
					</modifier>
					<reference>B24</reference>
					<categories>
						<category>Advantage</category>
						<category>Language</category>
					</categories>
					<prereq_list all="yes">
						<advantage_prereq has="no">
							<name compare="is">Language Talent</name>
							<notes compare="is anything"></notes>
						</advantage_prereq>
					</prereq_list>
				</advantage>
				<advantage version="2">
					<name>Language: Yugoloth</name>
					<type>Mental</type>
					<modifier version="1" enabled="no">
						<name>Native</name>
						<cost type="points">-6</cost>
						<affects>total</affects>
						<reference>B23</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Spoken</name>
						<cost type="points">0</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>None</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Spoken</name>
						<cost type="points">1</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Broken</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Spoken</name>
						<cost type="points">2</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Accented</notes>
					</modifier>
					<modifier version="1">
						<name>Spoken</name>
						<cost type="points">3</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Native</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Written</name>
						<cost type="points">0</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>None</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Written</name>
						<cost type="points">1</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Broken</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Written</name>
						<cost type="points">2</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Accented</notes>
					</modifier>
					<modifier version="1">
						<name>Written</name>
						<cost type="points">3</cost>
						<affects>total</affects>
						<reference>B24</reference>
						<notes>Native</notes>
					</modifier>
					<reference>B24</reference>
					<categories>
						<category>Advantage</category>
						<category>Language</category>
					</categories>
					<prereq_list all="yes">
						<advantage_prereq has="no">
							<name compare="is">Language Talent</name>
							<notes compare="is anything"></notes>
						</advantage_prereq>
					</prereq_list>
				</advantage>
			</advantage_container>
			<advantage version="2">
				<name>Magery 0</name>
				<type>Mental, Supernatural</type>
				<base_points>5</base_points>
				<reference>B66</reference>
				<categories>
					<category>Advantage</category>
				</categories>
				<spell_bonus all_colleges="yes">
					<amount per_level="yes">1</amount>
				</spell_bonus>
				<skill_bonus>
					<name compare="is">thaumatology</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Magic Resistance</name>
				<type>Physical</type>
				<levels>2</levels>
				<points_per_level>2</points_per_level>
				<modifier version="1">
					<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>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>@One of Heat/Fire, Electricity, Poison, Cold, Acid or Petrification/Polymorph/Paralysis@</name>
					<cost type="points">15</cost>
					<affects>total</affects>
					<reference>B81</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Occasional: Disease, Ingested Poison, etc.@</name>
					<cost type="points">10</cost>
					<affects>total</affects>
					<reference>B81</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Rare: Acceleration, Altitude Sickness, Bends, Seasickness, Space Sickness, Nanomachines, etc.@</name>
					<cost type="points">5</cost>
					<affects>total</affects>
					<reference>B81</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Immunity</name>
					<cost type="multiplier">1</cost>
					<reference>B81</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>+8 to all HT rolls to resist</name>
					<cost type="multiplier">0.5</cost>
					<reference>B81</reference>
				</modifier>
				<modifier version="1">
					<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>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" enabled="no">
					<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">
					<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>Social Regard</name>
				<type>Social</type>
				<levels>1</levels>
				<points_per_level>5</points_per_level>
				<reference>B87</reference>
				<notes>Feared: Fiendish Heritage</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage_container version="2" open="no">
				<name>Spell-Like Powers</name>
				<advantage version="2">
					<name>Blur: Obscure (Vision)</name>
					<type>Physical, Exotic</type>
					<levels>8</levels>
					<points_per_level>2</points_per_level>
					<modifier version="1">
						<name>Defensive</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B72</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Extended</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B72</reference>
						<notes>@Sense@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Ranged</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B72</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Stealthy</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B72</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Always On</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B72</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>P65</reference>
						<notes>@Source@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>P65</reference>
						<notes>@Power@</notes>
					</modifier>
					<modifier version="1">
						<name>Anti-Targeting</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B72</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Charm Person: Affliction</name>
					<type>Physical, Exotic</type>
					<levels>1</levels>
					<points_per_level>10</points_per_level>
					<modifier version="1">
						<name>Disadvantage (Severe Delusion ("The alu-fiend is my close, trusted friend"))</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Malediction (As Regular Spell)</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B35</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Darkness: Obscure (Vision)</name>
					<type>Physical, Exotic</type>
					<levels>10</levels>
					<points_per_level>2</points_per_level>
					<modifier version="1" enabled="no">
						<name>Defensive</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B72</reference>
					</modifier>
					<modifier version="1">
						<name>Extended</name>
						<cost type="percentage">20</cost>
						<levels>2</levels>
						<affects>total</affects>
						<reference>B72</reference>
						<notes>Infravision, Ultravision</notes>
					</modifier>
					<modifier version="1">
						<name>Ranged</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B72</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Stealthy</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B72</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Always On</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B72</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>P65</reference>
						<notes>@Source@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>P65</reference>
						<notes>@Power@</notes>
					</modifier>
					<modifier version="1">
						<name>Area Effect (4 Yard Radius)</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B72</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Detect Evil: 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">
						<name>Evil</name>
						<cost type="points">20</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Very Common Substance/Condition@</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<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">
						<name>Vague</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Analyzing</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>P47</reference>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (2/day)</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Cosmic (No Die Roll Required)</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<reference>B48</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Detect Good: 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">
						<name>Good</name>
						<cost type="points">20</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Very Common Substance/Condition@</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<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">
						<name>Vague</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Analyzing</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>P47</reference>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (2/day)</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Cosmic (No Die Roll Required)</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<reference>B48</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Detect Magic: 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">
						<name>Magic</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" enabled="no">
						<name>@Very Common Substance/Condition@</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<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">
						<name>Vague</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Analyzing</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>P47</reference>
					</modifier>
					<modifier version="1">
						<name>Cosmic (No Die Roll Required)</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Cosmic (Sources of Magic Glow Visibly)</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Range Limit (10 Yards)</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (3/day)</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<reference>B48</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>ESP: Mind Reading</name>
					<type>Mental, Exotic</type>
					<base_points>30</base_points>
					<modifier version="1" enabled="no">
						<name>Cybernetic</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B69</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Sensory</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B69</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Universal</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B69</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Cybernetic Only</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B70</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Racial</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B70</reference>
						<notes>@Race@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Sensory Only</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B70</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Telecommunication</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B70</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Multiple Contacts</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>P62</reference>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B69</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Invisibility: Affliction</name>
					<type>Physical, Exotic</type>
					<levels>1</levels>
					<points_per_level>10</points_per_level>
					<modifier version="1">
						<name>Advantage: Invisibility (Extended, IR and UV, +40%; Magical, -10%)</name>
						<cost type="percentage">520</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Malediction (As Regular Spell)</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Extended Duration (Permanent, Ends when recipient attacks)</name>
						<cost type="percentage">150</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B35</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Know Alignment: 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">
						<name>Moral Alignment</name>
						<cost type="points">20</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Very Common Substance/Condition@</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B48</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<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>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B48</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Mirror Image: Illusion</name>
					<type>Physical</type>
					<base_points>25</base_points>
					<modifier version="1">
						<name>Extended</name>
						<cost type="percentage">60</cost>
						<affects>total</affects>
						<reference>P95</reference>
						<notes>Infravision, Ultravision, Smell and Vibration Sense</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Independance</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>P95</reference>
					</modifier>
					<modifier version="1">
						<name>Initiative</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>P95</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Mental</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>P95</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Stigmata</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>P95</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Auditory Only</name>
						<cost type="percentage">-70</cost>
						<affects>total</affects>
						<reference>P95</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Static</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
						<reference>P95</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Visual Only</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
						<reference>P95</reference>
					</modifier>
					<modifier version="1">
						<name>D?uplicates of Caster Only</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Maximum of 2 Duplicates (Cannot be replinished if disrupted, unless re-cast)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Disruptible</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Terminal Condition (Disruption of all duplicates)</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>P94</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Misdirection: Affliction</name>
					<type>Physical, Exotic</type>
					<levels>1</levels>
					<points_per_level>10</points_per_level>
					<modifier version="1">
						<name>Advantage: Obscure (Clairsentience) 10 (Defensive, +50%; Extended (Detect, Divination and Para-Radar), +60%; Cosmic (Active Misdirection), +50%; Magical, -10%)</name>
						<cost type="percentage">500</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Malediction (As Regular Spell)</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Fixed Duration (15 hours)</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Extended Duration (x300)</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B35</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage_container version="2" open="no">
					<name>Pyrotechnics</name>
					<modifier version="1">
						<name>Malediction (As Regular Spell)</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Link</name>
						<cost type="percentage">10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Can Snuff Out Fires (Torch-Sized or Smaller)</name>
						<cost type="percentage">5</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Requires Oxygen</name>
						<cost type="percentage">-5</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Must Target a Fire</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<advantage_container version="2" open="no" type="alternative_abilities">
						<name>Alternate Effects</name>
						<advantage version="2">
							<name>Flash: Affliction</name>
							<type>Physical, Exotic</type>
							<levels>1</levels>
							<points_per_level>10</points_per_level>
							<modifier version="1">
								<name>Disadvantage: Blindness</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Area Effect (4 Yard Radus)</name>
								<cost type="percentage">100</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Vision-Based</name>
								<cost type="percentage">-20</cost>
								<affects>total</affects>
							</modifier>
							<reference>B35</reference>
							<categories>
								<category>Advantage</category>
							</categories>
						</advantage>
						<advantage version="2">
							<name>Smoke: Obscure (Vision)</name>
							<type>Physical, Exotic</type>
							<levels>10</levels>
							<points_per_level>2</points_per_level>
							<modifier version="1" enabled="no">
								<name>Defensive</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
								<reference>B72</reference>
							</modifier>
							<modifier version="1">
								<name>Extended</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B72</reference>
								<notes>Infravision</notes>
							</modifier>
							<modifier version="1">
								<name>Ranged</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
								<reference>B72</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Stealthy</name>
								<cost type="percentage">100</cost>
								<affects>total</affects>
								<reference>B72</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Always On</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B72</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Limited</name>
								<cost type="percentage">-20</cost>
								<affects>total</affects>
								<reference>P65</reference>
								<notes>@Source@</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Limited</name>
								<cost type="percentage">-40</cost>
								<affects>total</affects>
								<reference>P65</reference>
								<notes>@Power@</notes>
							</modifier>
							<modifier version="1">
								<name>Area Effect (4 yard radius)</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
							</modifier>
							<reference>B72</reference>
							<categories>
								<category>Advantage</category>
							</categories>
						</advantage>
					</advantage_container>
					<advantage version="2">
						<name>Innate Attack (Toxic) 0d+1</name>
						<type>Physical, Exotic</type>
						<base_points>4</base_points>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">100</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>1 sec</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">50</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>10 sec</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">40</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>1 min</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">20</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>1 hr</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">10</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>1 day</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">50</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>1 sec; Resistable</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">25</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>10 sec; Resistable</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">20</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>1 min; Resistable</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">10</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>1 hr; Resistable</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Cyclic</name>
							<cost type="percentage">5</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>1 day; Resistable</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Contagious</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>Mildly</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Contagious</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B103</reference>
							<notes>Highly</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Double Blunt Trauma</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B104</reference>
							<notes>1HP per 10 dmg</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Explosion</name>
							<cost type="percentage">50</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Fragmentation</name>
							<cost type="percentage">15</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Fragmentation</name>
							<cost type="percentage">15</cost>
							<levels>1</levels>
							<affects>total</affects>
							<reference>B104</reference>
							<notes>Hot</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Radiation</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Surge</name>
							<cost type="percentage">20</cost>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>2</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>3</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">150</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>5</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">200</cost>
							<affects>total</affects>
							<reference>B102</reference>
							<notes>10</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Side Effect</name>
							<cost type="percentage">0</cost>
							<affects>total</affects>
							<reference>B109</reference>
							<notes>@Effect@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Symptoms</name>
							<cost type="percentage">0</cost>
							<affects>total</affects>
							<reference>B109</reference>
							<notes>@Effect@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">-30</cost>
							<affects>total</affects>
							<reference>B110</reference>
							<notes>0.5</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B110</reference>
							<notes>0.2</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Armor Divisor</name>
							<cost type="percentage">-70</cost>
							<affects>total</affects>
							<reference>B110</reference>
							<notes>0.1</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>No Wounding</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B111</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Incendiary</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>B104</reference>
						</modifier>
						<modifier version="1">
							<name>0d+1</name>
							<cost type="multiplier">0.25</cost>
						</modifier>
						<reference>B62</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
				</advantage_container>
				<advantage version="2">
					<name>Suggestion: Mind Control</name>
					<type>Mental, Exotic</type>
					<base_points>50</base_points>
					<modifier version="1" enabled="no">
						<name>Conditioning</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B69</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>No Memory</name>
						<cost type="percentage">10</cost>
						<affects>total</affects>
						<reference>B69</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Conditioning Only</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B69</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Puppet</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B69</reference>
					</modifier>
					<modifier version="1">
						<name>Independant</name>
						<cost type="percentage">70</cost>
						<affects>total</affects>
						<reference>P61</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Emotion Control</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>P61</reference>
					</modifier>
					<modifier version="1">
						<name>Suggestion</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>P61</reference>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>B68</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage_container version="2" open="no" type="alternative_abilities">
					<name>Summon Swarm</name>
					<modifier version="1">
						<name>Area Effect (2 Yard Radius)</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Persistent</name>
						<cost type="percentage">40</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Selective Area</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Takes Extra Time</name>
						<cost type="percentage">-10</cost>
						<levels>1</levels>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<notes>Targetted via Innate Attack (Gaze)</notes>
					<advantage_container version="2" open="no">
						<name>Bats</name>
						<advantage version="2">
							<name>Innate Attack (Piercing)</name>
							<type>Physical, Exotic</type>
							<levels>1</levels>
							<points_per_level>5</points_per_level>
							<modifier version="1" enabled="no">
								<name>Double Blunt Trauma</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>1HP per 10 dmg</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Explosion</name>
								<cost type="percentage">50</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>Hot</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Surge</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">100</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>3</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">150</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">200</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>10</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Side Effect</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>@Effect@</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Symptoms</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>@Effect@</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-30</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-70</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.1</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>No Blunt Trauma</name>
								<cost type="percentage">-20</cost>
								<affects>total</affects>
								<reference>B111</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>No Wounding</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B111</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Incendiary</name>
								<cost type="percentage">-10</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1">
								<name>Mobile</name>
								<cost type="percentage">40</cost>
								<levels>10</levels>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Homing: Scanning Sense (Sonar)</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Overhead</name>
								<cost type="percentage">30</cost>
								<affects>total</affects>
							</modifier>
							<reference>B62</reference>
							<categories>
								<category>Advantage</category>
							</categories>
						</advantage>
					</advantage_container>
					<advantage_container version="2" open="no">
						<name>Diseased Rats</name>
						<advantage version="2">
							<name>Innate Attack (Piercing)</name>
							<type>Physical, Exotic</type>
							<levels>2</levels>
							<points_per_level>5</points_per_level>
							<modifier version="1" enabled="no">
								<name>Double Blunt Trauma</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>1HP per 10 dmg</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Explosion</name>
								<cost type="percentage">50</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>Hot</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Surge</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">100</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>3</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">150</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">200</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>10</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Side Effect</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>@Effect@</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Symptoms</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>@Effect@</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-30</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-70</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.1</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>No Blunt Trauma</name>
								<cost type="percentage">-20</cost>
								<affects>total</affects>
								<reference>B111</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>No Wounding</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B111</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Incendiary</name>
								<cost type="percentage">-10</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1">
								<name>Mobile</name>
								<cost type="percentage">40</cost>
								<levels>3</levels>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Homing: Night Vision 5</name>
								<cost type="percentage">55</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Does Damage to Feet (Unless the target falls over, then it's the torso)</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Environmental (Must be Standing on Floor/Ground)</name>
								<cost type="percentage">-10</cost>
								<affects>total</affects>
							</modifier>
							<reference>B62</reference>
							<categories>
								<category>Advantage</category>
							</categories>
						</advantage>
						<advantage version="2">
							<name>Innate Attack (Toxic)</name>
							<type>Physical, Exotic</type>
							<base_points>4</base_points>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">100</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 sec</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">50</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>10 sec</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">40</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 min</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">20</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 hr</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">10</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 day</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">50</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 sec; Resistable</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">25</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>10 sec; Resistable</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">20</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 min; Resistable</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">10</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 hr; Resistable</notes>
							</modifier>
							<modifier version="1">
								<name>Cyclic</name>
								<cost type="percentage">5</cost>
								<levels>20</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 day; Resistable</notes>
							</modifier>
							<modifier version="1">
								<name>Contagious</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>Mildly</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Contagious</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>Highly</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Double Blunt Trauma</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>1HP per 10 dmg</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Explosion</name>
								<cost type="percentage">50</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>Hot</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Radiation</name>
								<cost type="percentage">100</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Surge</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">100</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>3</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">150</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">200</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>10</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Side Effect</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>@Effect@</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Symptoms</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>@Effect@</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-30</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-70</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.1</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>No Wounding</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B111</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Incendiary</name>
								<cost type="percentage">-10</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1">
								<name>0d+2</name>
								<cost type="multiplier">0.6</cost>
							</modifier>
							<modifier version="1">
								<name>Folow-Up (Rat Bites: Piercing Innate Attack)</name>
								<cost type="percentage">55</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Resistible (HT-2)</name>
								<cost type="percentage">-20</cost>
								<affects>total</affects>
							</modifier>
							<reference>B62</reference>
							<categories>
								<category>Advantage</category>
							</categories>
						</advantage>
					</advantage_container>
					<advantage_container version="2" open="no">
						<name>Flying Insects</name>
						<advantage version="2">
							<name>Innate Attack (Piercing)</name>
							<type>Physical, Exotic</type>
							<levels>1</levels>
							<points_per_level>5</points_per_level>
							<modifier version="1" enabled="no">
								<name>Double Blunt Trauma</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>1HP per 10 dmg</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Explosion</name>
								<cost type="percentage">50</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>Hot</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Surge</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">100</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>3</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">150</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">200</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>10</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Side Effect</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>@Effect@</notes>
							</modifier>
							<modifier version="1">
								<name>Symptoms</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>Moderate Pain after 2/3 HP</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-30</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-70</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.1</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>No Blunt Trauma</name>
								<cost type="percentage">-20</cost>
								<affects>total</affects>
								<reference>B111</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>No Wounding</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B111</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Incendiary</name>
								<cost type="percentage">-10</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1">
								<name>Mobile</name>
								<cost type="percentage">40</cost>
								<levels>6</levels>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Homing: Ultravision</name>
								<cost type="percentage">60</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Overhead</name>
								<cost type="percentage">30</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Delay, Fixed (1 second)</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Contact Agent</name>
								<cost type="percentage">150</cost>
								<affects>total</affects>
							</modifier>
							<reference>B62</reference>
							<categories>
								<category>Advantage</category>
							</categories>
						</advantage>
					</advantage_container>
					<advantage_container version="2" open="no">
						<name>Spiders</name>
						<advantage version="2">
							<name>Innate Attack (Toxic)</name>
							<type>Physical, Exotic</type>
							<levels>1</levels>
							<points_per_level>4</points_per_level>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">100</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 sec</notes>
							</modifier>
							<modifier version="1">
								<name>Cyclic</name>
								<cost type="percentage">50</cost>
								<levels>4</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>10 sec</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">40</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 min</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">20</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 hr</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">10</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 day</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">50</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 sec; Resistable</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">25</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>10 sec; Resistable</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">20</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 min; Resistable</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">10</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 hr; Resistable</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Cyclic</name>
								<cost type="percentage">5</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>1 day; Resistable</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Contagious</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>Mildly</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Contagious</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
								<reference>B103</reference>
								<notes>Highly</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Double Blunt Trauma</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>1HP per 10 dmg</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Explosion</name>
								<cost type="percentage">50</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Fragmentation</name>
								<cost type="percentage">15</cost>
								<levels>1</levels>
								<affects>total</affects>
								<reference>B104</reference>
								<notes>Hot</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Radiation</name>
								<cost type="percentage">100</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Surge</name>
								<cost type="percentage">20</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">100</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>3</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">150</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">200</cost>
								<affects>total</affects>
								<reference>B102</reference>
								<notes>10</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Side Effect</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>@Effect@</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Symptoms</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
								<reference>B109</reference>
								<notes>@Effect@</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-30</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.5</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.2</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Armor Divisor</name>
								<cost type="percentage">-70</cost>
								<affects>total</affects>
								<reference>B110</reference>
								<notes>0.1</notes>
							</modifier>
							<modifier version="1" enabled="no">
								<name>No Wounding</name>
								<cost type="percentage">-50</cost>
								<affects>total</affects>
								<reference>B111</reference>
							</modifier>
							<modifier version="1" enabled="no">
								<name>Incendiary</name>
								<cost type="percentage">-10</cost>
								<affects>total</affects>
								<reference>B104</reference>
							</modifier>
							<modifier version="1">
								<name>Mobile</name>
								<cost type="percentage">40</cost>
								<levels>2</levels>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Homing (Ordinary Vision)</name>
								<cost type="percentage">50</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Contact Agent</name>
								<cost type="percentage">150</cost>
								<affects>total</affects>
							</modifier>
							<modifier version="1">
								<name>Delay, Fixed (1 second)</name>
								<cost type="percentage">0</cost>
								<affects>total</affects>
							</modifier>
							<reference>B62</reference>
							<categories>
								<category>Advantage</category>
							</categories>
						</advantage>
					</advantage_container>
				</advantage_container>
				<advantage version="2">
					<name>Vampiric Touch: Leech</name>
					<type>Physical</type>
					<levels>11</levels>
					<base_points>21</base_points>
					<points_per_level>4</points_per_level>
					<modifier version="1">
						<name>Accelerated Healing</name>
						<cost type="percentage">25</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Heals FP</name>
						<cost type="percentage">30</cost>
						<affects>total</affects>
						<notes>After HP</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Heals FP</name>
						<cost type="percentage">60</cost>
						<affects>total</affects>
						<notes>Player Chooses</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Steal FP</name>
						<cost type="percentage">-25</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Steal FP then HP</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Steal ST</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Steal HT</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Steal DX</name>
						<cost type="percentage">300</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Steal IQ</name>
						<cost type="percentage">300</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Steal Youth</name>
						<cost type="percentage">300</cost>
						<affects>total</affects>
						<notes>Temporary</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Steal Youth</name>
						<cost type="percentage">450</cost>
						<affects>total</affects>
						<notes>Permanent</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Only Heals FP</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Dehydration</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Drowning</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Freezing</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Missed Sleep</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Starvation</name>
						<cost type="percentage">40</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hazard: Suffocation</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B104</reference>
					</modifier>
					<modifier version="1">
						<name>Uses Modifiying Dice + Adds Rule from p. B269 (3d damage)</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Limited Use (1/day)</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
					</modifier>
					<reference>P96</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Whispering Wind: Ally (Whispering Wind, as the spell))</name>
					<type>Social</type>
					<modifier version="1">
						<name>Point total</name>
						<cost type="points">1</cost>
						<affects>total</affects>
						<reference>B37</reference>
						<notes>25% of your starting points</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Point total</name>
						<cost type="points">2</cost>
						<affects>total</affects>
						<reference>B37</reference>
						<notes>50% of your starting points</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Point total</name>
						<cost type="points">3</cost>
						<affects>total</affects>
						<reference>B37</reference>
						<notes>75% of your starting points</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Point total</name>
						<cost type="points">5</cost>
						<affects>total</affects>
						<reference>B37</reference>
						<notes>100% of your starting points</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Point total</name>
						<cost type="points">10</cost>
						<affects>total</affects>
						<reference>B37</reference>
						<notes>150% of your starting points</notes>
					</modifier>
					<modifier version="1">
						<name>Appears constantly</name>
						<cost type="multiplier">4</cost>
						<reference>B36</reference>
						<notes>No roll required</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Appears almost all the time</name>
						<cost type="multiplier">3</cost>
						<reference>B36</reference>
						<notes>15-</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Appears quite often</name>
						<cost type="multiplier">2</cost>
						<reference>B36</reference>
						<notes>12-</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Appears fairly often</name>
						<cost type="multiplier">1</cost>
						<reference>B36</reference>
						<notes>9-</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Appears quite rarely</name>
						<cost type="multiplier">0.5</cost>
						<reference>B36</reference>
						<notes>6-</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Group of 6-10</name>
						<cost type="multiplier">6</cost>
						<reference>B37</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Group of 11-20</name>
						<cost type="multiplier">8</cost>
						<reference>B37</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Group of 21-50</name>
						<cost type="multiplier">10</cost>
						<reference>B37</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Group of 51-100</name>
						<cost type="multiplier">12</cost>
						<reference>B37</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Group of 101-1000</name>
						<cost type="multiplier">18</cost>
						<reference>B37</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Group of 1001-10000</name>
						<cost type="multiplier">24</cost>
						<reference>B37</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Group of 10001-100000</name>
						<cost type="multiplier">30</cost>
						<reference>B37</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Group of 100001-1000000</name>
						<cost type="multiplier">36</cost>
						<reference>B37</reference>
					</modifier>
					<modifier version="1">
						<name>Minion</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B38</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Minion</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>B38</reference>
						<notes>IQ 0 or Slave Mentality</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Special Abilities</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B38</reference>
						<notes>@Abilities@</notes>
					</modifier>
					<modifier version="1">
						<name>Summonable</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B38</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Sympathy</name>
						<cost type="percentage">-25</cost>
						<affects>total</affects>
						<reference>B38</reference>
						<notes>Death of one party reduces the other to 0 HP</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Sympathy</name>
						<cost type="percentage">-5</cost>
						<affects>total</affects>
						<reference>B38</reference>
						<notes>Death of one party reduces the other to 0 HP and wounds affect ally but not you</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Sympathy</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B38</reference>
						<notes>Death of one party kills the other</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Sympathy</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
						<reference>B38</reference>
						<notes>Death of one party kills the other and wounds affect ally but not you</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Unwilling</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B38</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Favor</name>
						<cost type="multiplier">0.2</cost>
						<reference>B55</reference>
					</modifier>
					<modifier version="1">
						<name>Cosmic (Creation: Transmuting local air into a Whispering Wind)</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Environmental (Requires an Atmosphere)</name>
						<cost type="percentage">-5</cost>
						<affects>total</affects>
					</modifier>
					<modifier version="1">
						<name>Magical</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
					</modifier>
					<reference>B36</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Tiefling, Common Unnatural Disadvantages</name>
			<advantage version="2">
				<name>Affected by Spells That Only Affect Fiends</name>
				<type>Physical</type>
				<base_points>-5</base_points>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Appearance</name>
				<type>Physical</type>
				<modifier version="1" enabled="no">
					<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" enabled="no">
					<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>Bad Smell (@Type of odor: ashy, sulfurous, rotting stench, etc.@)</name>
				<type>Physical</type>
				<base_points>-10</base_points>
				<reference>B128</reference>
				<notes>-2 Reaction penalty</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Divine Curse (Cannot Enter Holy Ground)</name>
				<type>Physical</type>
				<base_points>-5</base_points>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Frightens Animals</name>
				<type>Mental, Supernatural</type>
				<base_points>-10</base_points>
				<reference>B137</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Lifebane</name>
				<type>Mental, Supernatural</type>
				<base_points>-10</base_points>
				<reference>B142</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Mistaken Identity</name>
				<type>Physical</type>
				<base_points>-5</base_points>
				<reference>B21</reference>
				<notes>Baatezu treat you like a Tanar'ri</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Mistaken Identity</name>
				<type>Physical</type>
				<base_points>-5</base_points>
				<reference>B21</reference>
				<notes>Tanar'ri treat you like a Baatezu</notes>
				<categories>
					<category>Disadvantage</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 version="2">
				<name>Supernatural Features (No Body Heat)</name>
				<type>Physical, Supernatural</type>
				<base_points>-5</base_points>
				<reference>B157</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Supernatural Features (No Reflection)</name>
				<type>Physical, Supernatural</type>
				<base_points>-10</base_points>
				<reference>B157</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Supernatural Features (No Shadow)</name>
				<type>Physical, Supernatural</type>
				<base_points>-10</base_points>
				<reference>B157</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Supernatural Features (Pallor)</name>
				<type>Physical, Supernatural</type>
				<base_points>-10</base_points>
				<reference>B157</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Weakness</name>
				<type>Physical, Exotic</type>
				<modifier version="1">
					<name>1d damage per minute</name>
					<cost type="points">-20</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>1d damage per 5 minutes</name>
					<cost type="points">-10</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>1d damage per 30 minutes</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<modifier version="1">
					<name>Holy Water</name>
					<cost type="multiplier">0.5</cost>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Occasional Substance@</name>
					<cost type="multiplier">1</cost>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Common Substance@</name>
					<cost type="multiplier">2</cost>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Very Common Substance@</name>
					<cost type="multiplier">3</cost>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Fatigue Only</name>
					<cost type="percentage">-50</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Variable</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<reference>B161</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Weakness</name>
				<type>Physical, Exotic</type>
				<modifier version="1">
					<name>1d damage per minute</name>
					<cost type="points">-20</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>1d damage per 5 minutes</name>
					<cost type="points">-10</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>1d damage per 30 minutes</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Rare Substance@</name>
					<cost type="multiplier">0.5</cost>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Occasional Substance@</name>
					<cost type="multiplier">1</cost>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>@Common Substance@</name>
					<cost type="multiplier">2</cost>
					<reference>B161</reference>
				</modifier>
				<modifier version="1">
					<name>Sunlight</name>
					<cost type="multiplier">3</cost>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Fatigue Only</name>
					<cost type="percentage">-50</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Variable</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
					<reference>B161</reference>
				</modifier>
				<reference>B161</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Tiefling, Common Unnatural Features</name>
			<advantage version="2">
				<name>Unnatural Features (Almost Unnoticable Nose)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Black Eyes With No Whites)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Completely Hairless)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Exotic Hair Color)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Exotic Skin Color)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Exoticaly Colored Fingernails)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Extremely Deep-Set Eyes)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Extremely Long Eyelashes)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Extremely Long Nose)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Fangs)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Fanlike Ears)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Feathers)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Feline Eyes)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Forked Tongue)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Fur)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Goatlike Legs)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Greasy Skin)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Hooves)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Horse Tail)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Horselike Legs)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Leathery Skin)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Lizard Tail)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Long Arms)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Long Fingers)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Long Legs)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Long, Thin Face)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Long, Thin Tail)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Multicolored/Rainbow Hair)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Pointed Ears)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Pointy Teeth)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Scaly Skin)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Single Horn on Horehead)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Six Fingers on Each Hand)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Six Fingers on Each Hand)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Small Horns on Forehead)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Small Horns on Temples)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Spiny Ridge on Back)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Spiny Ridges All Over Body)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Striped Markings on Body)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Unnatural Features (Three Fingers on Each Hand)</name>
				<type>Physical</type>
				<levels>1</levels>
				<points_per_level>-1</points_per_level>
				<reference>B22</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-1</amount>
				</skill_bonus>
			</advantage>
		</advantage_container>
	</advantage_list>
</template>
