<?xml version="1.0" encoding="US-ASCII" ?>
<character unique_id="frrgwchu:-1eq07blisk805" version="1">
	<created_date>Mar 1, 2009</created_date>
	<modified_date>Mar 1, 2009 4:03 PM</modified_date>
	<profile>
		<player_name>NPC</player_name>
		<campaign>Islands of War</campaign>
		<name>Demon Ninja Snowman</name>
		<age>0</age>
		<birthday>N/A</birthday>
		<eyes>Coal</eyes>
		<hair>None</hair>
		<skin>Snow</skin>
		<handedness>Right</handedness>
		<height units="in">69</height>
		<weight units="lb">170.0</weight>
		<SM>0</SM>
		<gender>N/A</gender>
		<race>Snowman</race>
		<tech_level>4</tech_level>
		<notes>These are snow men with facial features formed mostly from coal.  Their faces lack noses, because the children were adding carrots as a last step and never quite got around to this step on all but the Snow King.  Some few of them don't even have coal eyes; the children were running out on some of the later snowmen and began poking holes in their faces instead.

In battle, these creatures begin with a Flying Jump Kick, usually followed by All-Out Attacks.  They care little about defense, as they'll just reform next to the Snow King when they die.  They care more about getting some kind of solid blow in before they die.

When slain in battle, they explode harmlessly, covering everything around them in a light dusting of snow.  This is not an attack, it does no damage and doesn't even obscure vision.  It's just a special effect of their Unkillable nature.</notes>
	</profile>
	<HP>0</HP>
	<FP>0</FP>
	<total_points>250</total_points>
	<ST>12</ST>
	<DX>14</DX>
	<IQ>7</IQ>
	<HT>10</HT>
	<will>0</will>
	<perception>0</perception>
	<speed>0</speed>
	<move>0</move>
	<include_punch>true</include_punch>
	<include_kick>false</include_kick>
	<include_kick_with_boots>false</include_kick_with_boots>
	<advantage_list>
		<advantage_container version="2" open="no">
			<name>Advantages</name>
			<advantage version="2">
				<name>Combat Reflexes</name>
				<type>Mental</type>
				<base_points>15</base_points>
				<reference>B43</reference>
				<notes>Never freeze; +6 on all IQ rolls to wake up or to recover from surprise or mental stun; Your side gets +1 to initiative rolls (+2 if you're the leader)</notes>
				<categories>
					<category>Advantage</category>
				</categories>
				<skill_bonus>
					<name compare="starts with">fast-draw</name>
					<specialization compare="is anything"></specialization>
					<amount>1</amount>
				</skill_bonus>
				<attribute_bonus>
					<attribute>dodge</attribute>
					<amount>1</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>parry</attribute>
					<amount>1</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>block</attribute>
					<amount>1</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>fright_check</attribute>
					<amount>2</amount>
				</attribute_bonus>
			</advantage>
			<advantage version="2">
				<name>Hard to Subdue</name>
				<type>Physical</type>
				<levels>6</levels>
				<points_per_level>2</points_per_level>
				<reference>B59</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage_container version="2" open="no">
				<name>Magical Abilities</name>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>PW26</reference>
					<notes>Biological</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>PW26</reference>
					<notes>Chi</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">50</cost>
					<affects>total</affects>
					<reference>PW26</reference>
					<notes>Cosmic</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>PW26</reference>
					<notes>Divine</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>PW27</reference>
					<notes>Elemental</notes>
				</modifier>
				<modifier version="1">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>PW27</reference>
					<notes>Magical</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-20</cost>
					<affects>total</affects>
					<reference>PW27</reference>
					<notes>Moral</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-20</cost>
					<affects>total</affects>
					<reference>PW28</reference>
					<notes>Nature</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>PW28</reference>
					<notes>Psionic</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-25</cost>
					<affects>total</affects>
					<reference>PW28</reference>
					<notes>Spirit</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>PW29</reference>
					<notes>Super</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-30</cost>
					<affects>total</affects>
					<reference>Sup34</reference>
					<notes>Electronic</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>Sup34</reference>
					<notes>Mechanical</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>Sup34</reference>
					<notes>Mutant</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-15</cost>
					<affects>total</affects>
					<reference>Sup34</reference>
					<notes>Nanotech</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>Sup34</reference>
					<notes>Savant</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Power Modifier</name>
					<cost type="percentage">-10</cost>
					<affects>total</affects>
					<reference>Sup34</reference>
					<notes>Superscience</notes>
				</modifier>
				<categories>
					<category>Advantage</category>
					<category>Power</category>
				</categories>
				<advantage version="2">
					<name>Regeneration</name>
					<type>Physical, Exotic</type>
					<modifier version="1" enabled="no">
						<name>Slow</name>
						<cost type="points">10</cost>
						<affects>total</affects>
						<reference>B80</reference>
						<notes>You recover 1 HP per 12 hours</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Regular</name>
						<cost type="points">25</cost>
						<affects>total</affects>
						<reference>B80</reference>
						<notes>You recover 1 HP per hour</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Fast</name>
						<cost type="points">50</cost>
						<affects>total</affects>
						<reference>B80</reference>
						<notes>You recover 1 HP per minute</notes>
					</modifier>
					<modifier version="1">
						<name>Very Fast</name>
						<cost type="points">100</cost>
						<affects>total</affects>
						<reference>B80</reference>
						<notes>You recover 1 HP per second</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Extreme</name>
						<cost type="points">150</cost>
						<affects>total</affects>
						<reference>B80</reference>
						<notes>You recover 10 HP per second</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Heals Radiation</name>
						<cost type="percentage">40</cost>
						<affects>total</affects>
						<reference>B80</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Radiation Only</name>
						<cost type="percentage">-60</cost>
						<affects>total</affects>
						<reference>B80</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Fatigue Recovery</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>P70</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Fatigue Only</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<reference>P70</reference>
					</modifier>
					<modifier version="1">
						<name>Limited: Unkillable Only</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>P70</reference>
					</modifier>
					<reference>B80</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Unkillable</name>
					<type>Physical, Exotic</type>
					<levels>3</levels>
					<points_per_level>50</points_per_level>
					<modifier version="1" enabled="no">
						<name>Achilles' Heal</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
						<reference>B95</reference>
						<notes>@Rare Achilles' Heal@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Achilles' Heal</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
						<reference>B95</reference>
						<notes>@Occasional Achilles' Heal@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Achilles' Heal</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B95</reference>
						<notes>@Common Achilles' Heal@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hindrance</name>
						<cost type="percentage">-5</cost>
						<affects>total</affects>
						<reference>B95</reference>
						<notes>@Rare Hindrance@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hindrance</name>
						<cost type="percentage">-15</cost>
						<affects>total</affects>
						<reference>B95</reference>
						<notes>@Occasional Hindrance@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hindrance</name>
						<cost type="percentage">-25</cost>
						<affects>total</affects>
						<reference>B95</reference>
						<notes>@Common Hindrance@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Reincarnation</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B95</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Trigger</name>
						<cost type="percentage">-25</cost>
						<affects>total</affects>
						<reference>B95</reference>
						<notes>@Rare Trigger@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Trigger</name>
						<cost type="percentage">-15</cost>
						<affects>total</affects>
						<reference>B95</reference>
						<notes>@Occasional Trigger@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Trigger</name>
						<cost type="percentage">-5</cost>
						<affects>total</affects>
						<reference>B95</reference>
						<notes>@Common Trigger@</notes>
					</modifier>
					<reference>B95</reference>
					<notes>Reappears next to Snow King</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage version="2">
				<name>Trained by a Master</name>
				<type>Mental</type>
				<base_points>30</base_points>
				<reference>B93</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Unaging</name>
				<type>Physical, Exotic</type>
				<base_points>15</base_points>
				<modifier version="1" enabled="no">
					<name>Age Control</name>
					<cost type="percentage">20</cost>
					<affects>total</affects>
					<reference>B95</reference>
				</modifier>
				<reference>B95</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Disadvantages</name>
			<advantage version="2">
				<name>Fragile (Unnatural)</name>
				<type>Physical, Exotic</type>
				<base_points>-50</base_points>
				<reference>B137</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Low Empathy</name>
				<type>Mental</type>
				<base_points>-20</base_points>
				<reference>B142</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">acting</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">carousing</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">criminology</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">detect lies</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">diplomacy</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">enthrallment</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">fast-talk</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">interrogation</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">leadership</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">merchant</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">politics</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="contains">psychology</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="contains">savoir-faire</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">sex appeal</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">sociology</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">streetwise</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<prereq_list all="yes">
					<advantage_prereq has="no">
						<name compare="is">oblivious</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
					<advantage_prereq has="no">
						<name compare="is">callous</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
					<advantage_prereq has="no">
						<name compare="is">empathy</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
				</prereq_list>
			</advantage>
			<advantage version="2">
				<name>No Sense of Smell/Taste</name>
				<type>Physical</type>
				<base_points>-5</base_points>
				<reference>B146</reference>
				<notes>No Carrot Nose</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</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>Reprogrammable</name>
				<type>Mental, Exotic</type>
				<base_points>-10</base_points>
				<reference>B150</reference>
				<notes>Obeys the Snow King</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Slave Mentality</name>
				<type>Physical</type>
				<base_points>-40</base_points>
				<reference>B154</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Wealth (Dead Broke)</name>
				<type>Social</type>
				<base_points>-25</base_points>
				<reference>B25</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Perk</name>
			<advantage version="2">
				<name>Accessory (Skis)</name>
				<type>Physical, Exotic</type>
				<base_points>1</base_points>
				<reference>B100</reference>
				<notes>Made of ice and are retractable</notes>
				<categories>
					<category>Perk</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no" type="race">
			<name>Snowman</name>
			<advantage_container version="2" open="no">
				<name>Advantages</name>
				<advantage version="2">
					<name>Damage Resistance</name>
					<type>Physical, Exotic</type>
					<levels>3</levels>
					<points_per_level>5</points_per_level>
					<modifier version="1" enabled="no">
						<name>Ablative</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances @Trait@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances any trait</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Healing only</notes>
					</modifier>
					<modifier version="1">
						<name>Can't wear armor</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Directional</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B47</reference>
						<notes>@Direction: Back, Right, Left, Top or Underside@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Directional</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B47</reference>
						<notes>Front</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Flexible</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hardened</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Common Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-60</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Occasional Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Rare Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Very Common Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Reflection</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1">
						<name>Semi-Ablative</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Tough Skin</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1">
						<name>Partial (Arms Only)</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
					</modifier>
					<reference>B47</reference>
					<notes>Arms made of tree branches with tough bark</notes>
					<categories>
						<category>Advantage</category>
					</categories>
					<dr_bonus>
						<location>full_body_except_eyes</location>
						<amount per_level="yes">1</amount>
					</dr_bonus>
				</advantage>
				<advantage version="2">
					<name>Doesn't Breathe</name>
					<type>Physical, Exotic</type>
					<base_points>20</base_points>
					<modifier version="1" enabled="no">
						<name>Gills</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B49</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Gills</name>
						<cost type="points">-20</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Suffocates in air</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Absorption</name>
						<cost type="percentage">-25</cost>
						<affects>total</affects>
						<reference>B49</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 25 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 50 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-30</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 100 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 200 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Storage</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
						<reference>B49</reference>
						<notes>Can hold breath 300 times as long as normal</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Oxygen Combustion</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B49</reference>
					</modifier>
					<reference>B49</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Doesn't Eat or Drink</name>
					<type>Physical, Exotic</type>
					<base_points>10</base_points>
					<reference>B50</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>High Pain Threshold</name>
					<type>Physical</type>
					<base_points>10</base_points>
					<reference>B59</reference>
					<notes>Never suffer shock penalties when injured; +3 on all HT rolls to avoid knockdown and stunning; +3 to resist torture</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (Homogenous)</name>
					<type>Physical, Exotic</type>
					<base_points>40</base_points>
					<reference>B60</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Resistant</name>
					<type>Physical</type>
					<modifier version="1">
						<name>Metabolic Hazards</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B80</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Common: Poison, Sickness, etc.@</name>
						<cost type="points">15</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Occasional: Disease, Ingested Poison, etc.@</name>
						<cost type="points">10</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Rare: Acceleration, Altitude Sickness, Bends, Seasickness, Space Sickness, Nanomachines, etc.@</name>
						<cost type="points">5</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1">
						<name>Immunity</name>
						<cost type="multiplier">1</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>+8 to all HT rolls to resist</name>
						<cost type="multiplier">0.5</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>+3 to all HT rolls to resist</name>
						<cost type="multiplier">0.33</cost>
						<reference>B81</reference>
					</modifier>
					<reference>B81</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Resistant</name>
					<type>Physical</type>
					<modifier version="1">
						<name>Mental Attack</name>
						<cost type="points">30</cost>
						<affects>total</affects>
						<reference>B80</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Common: Poison, Sickness, etc.@</name>
						<cost type="points">15</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Occasional: Disease, Ingested Poison, etc.@</name>
						<cost type="points">10</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>@Rare: Acceleration, Altitude Sickness, Bends, Seasickness, Space Sickness, Nanomachines, etc.@</name>
						<cost type="points">5</cost>
						<affects>total</affects>
						<reference>B81</reference>
					</modifier>
					<modifier version="1">
						<name>Immunity</name>
						<cost type="multiplier">1</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>+8 to all HT rolls to resist</name>
						<cost type="multiplier">0.5</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>+3 to all HT rolls to resist</name>
						<cost type="multiplier">0.33</cost>
						<reference>B81</reference>
					</modifier>
					<reference>B81</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Temperature Tolerance</name>
					<type>Physical</type>
					<levels>20</levels>
					<points_per_level>1</points_per_level>
					<reference>B93</reference>
					<notes>Cold Tolerance</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Unfazeable</name>
					<type>Mental</type>
					<base_points>15</base_points>
					<reference>B95</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Disdvantages</name>
				<advantage version="2">
					<name>Dependency (Mana)</name>
					<type>Physical, Exotic</type>
					<modifier version="1" enabled="no">
						<name>Rarity: Rare</name>
						<cost type="points">-30</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Rarity: Occasional</name>
						<cost type="points">-20</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Rarity: Common</name>
						<cost type="points">-10</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1">
						<name>Rarity: Very Common</name>
						<cost type="points">-5</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Illegal</name>
						<cost type="points">-5</cost>
						<affects>total</affects>
						<reference>B130</reference>
					</modifier>
					<modifier version="1">
						<name>Frequency: Constantly</name>
						<cost type="multiplier">5</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per minute without it</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Hourly</name>
						<cost type="multiplier">4</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per 10 minutes after missing a hourly dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Daily</name>
						<cost type="multiplier">3</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per hour after missing a daily dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Weekly</name>
						<cost type="multiplier">2</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per six hours after missing a weekly dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Monthly</name>
						<cost type="multiplier">1</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per day after missing a monthly dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Seasonally</name>
						<cost type="multiplier">0.33333</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per 3 days after missing a seasonal dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Frequency: Yearly</name>
						<cost type="multiplier">0.1</cost>
						<reference>B130</reference>
						<notes>Lose 1 HP per 2 weeks after missing a yearly dose</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Aging</name>
						<cost type="percentage">30</cost>
						<affects>total</affects>
						<reference>B130</reference>
						<notes>Age 2 years for each HP lost due to this dependency</notes>
					</modifier>
					<reference>B130</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Numb</name>
					<type>Physical</type>
					<base_points>-20</base_points>
					<reference>B146</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Social Stigma (Monster)</name>
					<type>Social</type>
					<base_points>-15</base_points>
					<reference>B155</reference>
					<notes>-3 Reaction</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
					<skill_bonus>
						<name compare="is">intimidation</name>
						<specialization compare="is anything"></specialization>
						<amount>1</amount>
					</skill_bonus>
				</advantage>
				<advantage version="2">
					<name>Vulnerability (Burning, Damage x4)</name>
					<type>Physical, Exotic</type>
					<base_points>-60</base_points>
					<reference>B161</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Features</name>
				<advantage version="2">
					<name>No Legs (Slithers)</name>
					<type>Physical, Exotic</type>
					<reference>B145</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Terrain Adaptation (Snow)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<modifier version="1">
						<name>Unstable on solid ground</name>
						<cost type="points">-5</cost>
						<affects>total</affects>
						<reference>B93</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Active</name>
						<cost type="percentage">300</cost>
						<affects>total</affects>
						<reference>P84</reference>
					</modifier>
					<reference>B93</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Perks</name>
				<advantage version="2">
					<name>Sleeps Standing Up</name>
					<type>Physical</type>
					<base_points>1</base_points>
					<categories>
						<category>Perk</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Quirks</name>
				<advantage version="2">
					<name>Sexless</name>
					<type>Physical</type>
					<base_points>-1</base_points>
					<reference>B165</reference>
					<categories>
						<category>Quirk</category>
					</categories>
				</advantage>
			</advantage_container>
		</advantage_container>
	</advantage_list>
	<skill_list>
		<skill_container version="2" open="no">
			<name>Combat</name>
			<technique version="2" limit="0">
				<name>Acrobatic Stand</name>
				<difficulty>A</difficulty>
				<points>6</points>
				<reference>MA65</reference>
				<default>
					<type>Skill</type>
					<name>Acrobatics</name>
					<modifier>-6</modifier>
				</default>
				<categories>
					<category>Technique</category>
				</categories>
				<prereq_list all="yes">
					<skill_prereq has="yes">
						<name compare="is">Acrobatics</name>
						<specialization compare="is anything"></specialization>
					</skill_prereq>
				</prereq_list>
			</technique>
			<skill version="2">
				<name>Acrobatics</name>
				<difficulty>DX/H</difficulty>
				<points>4</points>
				<reference>B174</reference>
				<categories>
					<category>Athletic</category>
				</categories>
				<default>
					<type>DX</type>
					<modifier>-6</modifier>
				</default>
			</skill>
			<technique version="2">
				<name>Flying Jump Kick</name>
				<difficulty>A</difficulty>
				<points>7</points>
				<reference>MA83</reference>
				<default>
					<type>Skill</type>
					<name>Karate</name>
					<modifier>-7</modifier>
				</default>
				<categories>
					<category>Cinematic Techniques</category>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
			</technique>
			<skill version="2">
				<name>Judo</name>
				<difficulty>DX/H</difficulty>
				<points>4</points>
				<reference>B203</reference>
				<notes>Allows parrying two different attacks per turn, one with each hand.</notes>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
			</skill>
			<technique version="2" limit="0">
				<name>Judo Throw</name>
				<difficulty>H</difficulty>
				<points>2</points>
				<reference>MA75</reference>
				<default>
					<type>Skill</type>
					<name>Judo</name>
					<modifier>0</modifier>
				</default>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
					<category>Technique</category>
				</categories>
			</technique>
			<skill version="2">
				<name>Jumping</name>
				<difficulty>DX/E</difficulty>
				<points>4</points>
				<reference>B203</reference>
				<categories>
					<category>Athletic</category>
				</categories>
			</skill>
			<skill version="2">
				<name>Karate</name>
				<encumbrance_penalty_multiplier>1</encumbrance_penalty_multiplier>
				<difficulty>DX/H</difficulty>
				<points>4</points>
				<reference>B203</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<weapon_bonus>
					<name compare="is">Karate</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">0</level>
					<amount per_level="yes">1</amount>
				</weapon_bonus>
				<weapon_bonus>
					<name compare="is">Karate</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">1</level>
					<amount per_level="yes">1</amount>
				</weapon_bonus>
			</skill>
			<skill version="2">
				<name>Throwing Art</name>
				<difficulty>DX/H</difficulty>
				<points>4</points>
				<reference>B226</reference>
				<categories>
					<category>Esoteric</category>
				</categories>
				<prereq_list all="no">
					<advantage_prereq has="yes">
						<name compare="starts with">weapon master</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
					<advantage_prereq has="yes">
						<name compare="is">trained by a master</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
				</prereq_list>
			</skill>
		</skill_container>
		<skill_container version="2" open="no">
			<name>Misc</name>
			<skill version="2">
				<name>Skiing</name>
				<difficulty>HT/H</difficulty>
				<points>12</points>
				<reference>B221</reference>
				<categories>
					<category>Athletic</category>
					<category>Outdoor/Exploration</category>
				</categories>
				<default>
					<type>HT</type>
					<modifier>-6</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Stealth</name>
				<encumbrance_penalty_multiplier>1</encumbrance_penalty_multiplier>
				<difficulty>DX/A</difficulty>
				<points>2</points>
				<reference>B222</reference>
				<categories>
					<category>Criminal/Street</category>
					<category>Police</category>
					<category>Spy</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>DX</type>
					<modifier>-5</modifier>
				</default>
			</skill>
		</skill_container>
	</skill_list>
	<print_settings printer="PDF_Printer" units="in">
		<orientation>Portrait</orientation>
		<width>8.5</width>
		<height>11</height>
		<top_margin>0.5</top_margin>
		<left_margin>0.5</left_margin>
		<bottom_margin>0.5</bottom_margin>
		<right_margin>0.5</right_margin>
		<ink_chromaticity>Monochrome</ink_chromaticity>
		<sides>Single</sides>
		<quality>Normal</quality>
	</print_settings>
</character>
