<?xml version="1.0" encoding="US-ASCII" ?>
<character unique_id="filpngau:mx8vxa3g924r" version="2">
	<created_date>Jul 13, 2008</created_date>
	<modified_date>May 30, 2011 12:06 AM</modified_date>
	<profile>
		<player_name>NPC</player_name>
		<campaign>Islands of War</campaign>
		<name>Golem</name>
		<age>6</age>
		<birthday>Unknown</birthday>
		<eyes>Red, Gem-like</eyes>
		<hair>None</hair>
		<skin>Iron, Rusty</skin>
		<handedness>Right</handedness>
		<height>84 in</height>
		<weight>375 lb</weight>
		<SM>0</SM>
		<gender>N/A (Male)</gender>
		<race>Golem</race>
		<tech_level>5</tech_level>
		<notes>He's a huge clockwork golem covered in rust and scars from hundreds of battles, composed of iron with some visible wood decoration that may have once been beautiful.  It isn't beautiful anymore.  It's almost terrifying now.  His internal mechanisms are made of mahogany and they make a terrible racket.

He's strong enough to wield most two-handed swords in one hand with no penalty.  He normally uses a larger-than-normal broadsword that has double normal weight.  Using the rules from Mecha p. 110: weight 6 lbs., damage sw+2 cut/thr+4 imp, reach 1, Parry 0, cost $1200, ST 20.  He recently got it enchanted into a vorpal blade, making him even more deadly.

He enjoys intimidating "bad guys" and gets bonuses for appearance, size, huge muscle power, etc.  Typical dialogue while the group is talking to a minion of the bad guy: "Come on!  Lemme squish him!"

Has a tendancy to ask new people, "What does gruhuragaw mean?"  People usually end up saying, "it doesn't mean anything."  This confuses him.  He already knows it doesn't mean "anything."

He's very literal about everything and doesn't get jokes at all.

He breaks down dungeon doors in preference to opening them and squeezing through.  He's polite enough to use doors in regular buildings, even though he may crush the handle (Klutz disadvantage).

Golem has an evil twin and no reflection.  This is due to an accident with a magic mirror.  In the process, his reflection was released from the mirror and is now loose in the real world.  This evil twin has reversed features, physically speaking and is mentally quite different; he's building an army.  Very few even know that he exists.  Fewer still realize the danger he poses to the Archipelago.


Just for the sake of record keeping, this is Golem, Mk. V.  There have been four previous versions of him for various campaigns that I've played in and run as a GM.

Mk. I was an iron golem with one arm permanently shaped like it was holding a sword.  The sword was part of him.  He had a tendency to develop romantic feelings for machines, especially one specific crossbow, the most beautiful machine he'd ever seen!

Mk. II was the first version to be a composite iron golem/clockwork golem.  The quirk about liking crossbows is a throwback to Mk.I, just for giggles.

Mk. III was a modification of Mk. II to add an ally (Buckle!) and flashlight/flashbulb eyes.  I also corrected several mistakes I made in building him, such as missing golem advantages/disadvantages.  My GM let me do this mid-campaign under the explanation that he'd never used his new powers in front of the group before.  I blinded the entire party, as well as the monsters the first two or three times I used his flashbulb power to role-play this fact.

Mk. IV was a 4th edition update of Golem.  He was almost identical in every was to Mk. III, just 4th editionized.  The flashbulb power was moved into Buckle for lack of points; he was already over-budget and I had to save a few somehow.

Mk. V is mostly the same as Mk. IV, only I found some mistakes I made building him while punching the data into GCS.  This seems to happen with every character I made on paper first.  I also bumped his TL to 5, instead of 4, since I believe clockwork tech is TL 5.  Last of all, Buckle is quite different from earlier versions; I'm much better at building characters these days and I didn't make the same rookie mistakes I made before.  Buckle's "arms" were never right before this version.</notes>
	</profile>
	<HP>0</HP>
	<FP>0</FP>
	<total_points>200</total_points>
	<ST>20</ST>
	<DX>13</DX>
	<IQ>8</IQ>
	<HT>12</HT>
	<will>0</will>
	<perception>2</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>Ally (Buckle)</name>
				<type>Social</type>
				<base_points>1</base_points>
				<modifier version="1" enabled="no">
					<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">
					<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 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" enabled="no">
					<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>
				<reference>B36</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Claws, Blunt (Feet)</name>
				<type>Physical</type>
				<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>Feet made of metal</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>Spikes on knuckles</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<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>Damage Resistance</name>
				<type>Physical, Exotic</type>
				<levels>8</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" enabled="no">
					<name>Semi-Ablative</name>
					<cost type="percentage">-20</cost>
					<affects>total</affects>
					<reference>B47</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Tough Skin</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
					<reference>B47</reference>
				</modifier>
				<reference>B47</reference>
				<categories>
					<category>Advantage</category>
				</categories>
				<dr_bonus>
					<location>full_body_except_eyes</location>
					<amount per_level="yes">1</amount>
				</dr_bonus>
			</advantage>
			<advantage version="2">
				<name>Doesn't 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 TL</name>
				<type>Mental</type>
				<levels>1</levels>
				<points_per_level>5</points_per_level>
				<reference>B23</reference>
				<notes>This is TL 4+1 clockwork</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Sealed</name>
				<type>Physical, Exotic</type>
				<base_points>15</base_points>
				<reference>B82</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Signature Gear</name>
				<type>Social</type>
				<base_points>2</base_points>
				<reference>B85</reference>
				<notes>Sword, large spiked shield, backpack, winding key, clockwork tools, 4 medium mahogany blocks</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Talent (Low TL Artificer)</name>
				<type>Mental</type>
				<levels>3</levels>
				<points_per_level>10</points_per_level>
				<reference>B90</reference>
				<categories>
					<category>Advantage</category>
				</categories>
				<skill_bonus>
					<name compare="starts with">armoury</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">carpentry</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">engineer</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">machinist</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">mechanic</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">machinist</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">masonry</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">mechanic</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">smith</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Weapon Master</name>
				<type>Mental</type>
				<base_points>25</base_points>
				<reference>B99</reference>
				<notes>Two weapons: Broadsword and Shield</notes>
				<categories>
					<category>Advantage</category>
				</categories>
				<weapon_bonus>
					<name compare="is">Broadsword</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">1</level>
					<amount>1</amount>
				</weapon_bonus>
				<weapon_bonus>
					<name compare="is">Broadsword</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">2</level>
					<amount>1</amount>
				</weapon_bonus>
				<weapon_bonus>
					<name compare="is">Shield</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">1</level>
					<amount>1</amount>
				</weapon_bonus>
				<weapon_bonus>
					<name compare="is">Shield</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">2</level>
					<amount>1</amount>
				</weapon_bonus>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Disadvantages</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">
					<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>
				<notes>Covered in rust and numerous battle scars</notes>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Bloodlust</name>
				<type>Mental</type>
				<base_points>-10</base_points>
				<cr>6</cr>
				<reference>B125</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Callous</name>
				<type>Mental</type>
				<base_points>-5</base_points>
				<reference>B125</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">psychology</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">teaching</name>
					<specialization compare="is anything"></specialization>
					<amount>-3</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Clueless</name>
				<type>Mental</type>
				<base_points>-10</base_points>
				<reference>B126</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="starts with">savoir-faire</name>
					<specialization compare="is anything"></specialization>
					<amount>-4</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Code of Honor (Soldier's)</name>
				<type>Mental</type>
				<base_points>-10</base_points>
				<reference>B127</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Delusion (Major)</name>
				<type>Mental</type>
				<base_points>-10</base_points>
				<reference>B130</reference>
				<notes>Killing things requires cutting them up or worse</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Dependency (Winding With Winding Key)</name>
				<type>Physical, Exotic</type>
				<modifier version="1">
					<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" enabled="no">
					<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" enabled="no">
					<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">
					<name>Frequency: Weekly</name>
					<cost type="multiplier">2</cost>
					<reference>B130</reference>
					<notes>Lose 1 HP per six hours after missing a weekly dose</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Frequency: Monthly</name>
					<cost type="multiplier">1</cost>
					<reference>B130</reference>
					<notes>Lose 1 HP per day after missing a monthly dose</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Frequency: Seasonally</name>
					<cost type="multiplier">0.33333</cost>
					<reference>B130</reference>
					<notes>Lose 1 HP per 3 days after missing a seasonal dose</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Frequency: Yearly</name>
					<cost type="multiplier">0.1</cost>
					<reference>B130</reference>
					<notes>Lose 1 HP per 2 weeks after missing a yearly dose</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Aging</name>
					<cost type="percentage">30</cost>
					<affects>total</affects>
					<reference>B130</reference>
					<notes>Age 2 years for each HP lost due to this dependency</notes>
				</modifier>
				<reference>B130</reference>
				<notes>Loses consciousness and stops functioning completely instead of taking damage</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Duty (League of Adventurers)</name>
				<type>Social</type>
				<modifier version="1" enabled="no">
					<name>FR: 6</name>
					<cost type="points">-2</cost>
					<affects>total</affects>
				</modifier>
				<modifier version="1">
					<name>FR: 9</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
				</modifier>
				<modifier version="1" enabled="no">
					<name>FR: 12</name>
					<cost type="points">-10</cost>
					<affects>total</affects>
				</modifier>
				<modifier version="1" enabled="no">
					<name>FR: 15</name>
					<cost type="points">-15</cost>
					<affects>total</affects>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Extremely Hazardous</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Involuntary</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Nonhazardous</name>
					<cost type="points">5</cost>
					<affects>total</affects>
				</modifier>
				<reference>B133</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Enemy (Golem's Evil Twin)</name>
				<type>Social</type>
				<modifier version="1" enabled="no">
					<name>Weak Individual</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
					<reference>B135</reference>
					<notes>50% of your starting points</notes>
				</modifier>
				<modifier version="1">
					<name>Equal Individual</name>
					<cost type="points">-10</cost>
					<affects>total</affects>
					<reference>B135</reference>
					<notes>100% of your starting points</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Powerful Individual</name>
					<cost type="points">-20</cost>
					<affects>total</affects>
					<reference>B135</reference>
					<notes>&gt;150% of your starting points</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Weak Group</name>
					<cost type="points">-10</cost>
					<affects>total</affects>
					<reference>B135</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Medium Group</name>
					<cost type="points">-20</cost>
					<affects>total</affects>
					<reference>B135</reference>
				</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">
					<name>Appears quite rarely</name>
					<cost type="multiplier">0.5</cost>
					<reference>B36</reference>
					<notes>6-</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Large/Powerful Group</name>
					<cost type="points">-30</cost>
					<affects>total</affects>
					<reference>B135</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Utterly Formidible Group</name>
					<cost type="points">-40</cost>
					<affects>total</affects>
					<reference>B135</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Unknown</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
					<reference>B135</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Evil Twin</name>
					<cost type="points">0</cost>
					<affects>total</affects>
					<reference>B135</reference>
				</modifier>
				<modifier version="1">
					<name>Evil Twin</name>
					<cost type="points">-5</cost>
					<affects>total</affects>
					<reference>B135</reference>
					<notes>More skilled or extra abilities</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Evil Twin</name>
					<cost type="points">-10</cost>
					<affects>total</affects>
					<reference>B135</reference>
					<notes>More skilled and extra abilities</notes>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Watcher</name>
					<cost type="multiplier">0.25</cost>
					<reference>B135</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Rival</name>
					<cost type="multiplier">0.5</cost>
					<reference>B135</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Hunter</name>
					<cost type="multiplier">1</cost>
					<reference>B135</reference>
				</modifier>
				<reference>B135</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Gigantism</name>
				<type>Physical</type>
				<reference>B20</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<attribute_bonus>
					<attribute>move</attribute>
					<amount>1</amount>
				</attribute_bonus>
				<skill_bonus>
					<name compare="is">disguise</name>
					<specialization compare="is anything"></specialization>
					<amount>-2</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">shadowing</name>
					<specialization compare="is anything"></specialization>
					<amount>-2</amount>
				</skill_bonus>
				<attribute_bonus>
					<attribute>sm</attribute>
					<amount>1</amount>
				</attribute_bonus>
			</advantage>
			<advantage version="2">
				<name>Impulsiveness</name>
				<type>Mental</type>
				<base_points>-10</base_points>
				<cr>12</cr>
				<reference>B139</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Klutz</name>
				<type>Physical</type>
				<base_points>-5</base_points>
				<reference>B141</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<prereq_list all="yes">
					<attribute_prereq has="yes" which="dx" compare="at_most">13</attribute_prereq>
				</prereq_list>
			</advantage>
			<advantage version="2">
				<name>No Mana Shutdown</name>
				<type>Physical, Exotic</type>
				<base_points>-20</base_points>
				<reference>Thm119</reference>
				<notes>Instantly winds down and all joints lock without mana</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>No Sense of Humor</name>
				<type>Physical</type>
				<base_points>-10</base_points>
				<reference>B146</reference>
				<notes>-2 Reaction</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Noisy</name>
				<type>Physical</type>
				<levels>5</levels>
				<points_per_level>-2</points_per_level>
				<reference>B146</reference>
				<notes>Loud whirring gears and totally inept at stealth</notes>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">stealth</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">-2</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Oblivious</name>
				<type>Mental</type>
				<base_points>-5</base_points>
				<reference>B146</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">diplomacy</name>
					<specialization compare="is anything"></specialization>
					<amount>-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">fast-talk</name>
					<specialization compare="is anything"></specialization>
					<amount>-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">intimidation</name>
					<specialization compare="is anything"></specialization>
					<amount>-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">savoir-faire</name>
					<specialization compare="is anything"></specialization>
					<amount>-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">sex appeal</name>
					<specialization compare="is anything"></specialization>
					<amount>-1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">streetwise</name>
					<specialization compare="is anything"></specialization>
					<amount>-1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Sense of Duty</name>
				<type>Mental</type>
				<base_points>-5</base_points>
				<reference>B153</reference>
				<notes>Adventuring Party</notes>
				<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>Vulnerability (Acid, Damage x3)</name>
				<type>Physical, Exotic</type>
				<base_points>-30</base_points>
				<reference>B161</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Languages</name>
			<advantage version="2">
				<name>Language: Common</name>
				<type>Mental</type>
				<modifier version="1">
					<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_container version="2" open="yes" type="race">
			<name>Mechanical Golem</name>
			<advantage_container version="2" open="no">
				<name>Advantages</name>
				<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 Sleep</name>
					<type>Physical, Exotic</type>
					<base_points>20</base_points>
					<reference>B50</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Eidetic Memory</name>
					<type>Mental</type>
					<base_points>5</base_points>
					<modifier version="1">
						<name>Photographic</name>
						<cost type="points">5</cost>
						<affects>total</affects>
						<reference>B51</reference>
					</modifier>
					<reference>B51</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 (No Blood)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B61</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (No Brain)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B61</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (No Neck)</name>
					<type>Physical, Exotic</type>
					<base_points>5</base_points>
					<reference>B61</reference>
					<notes>Golems have a neck It just isn't a vulnerable spot</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Injury Tolerance (Unliving)</name>
					<type>Physical, Exotic</type>
					<base_points>20</base_points>
					<reference>B61</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>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>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 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>Disadvantages</name>
				<advantage version="2">
					<name>Disturbing Voice</name>
					<type>Physical</type>
					<base_points>-10</base_points>
					<reference>B132</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
					<prereq_list all="yes">
						<advantage_prereq has="no">
							<name compare="is">voice</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>
					<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>Reprogrammable</name>
					<type>Mental, Exotic</type>
					<base_points>-10</base_points>
					<reference>B150</reference>
					<notes>"Follow them and gruhuragaw!" was his master's final order</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Social Stigma (Valuable Property)</name>
					<type>Social</type>
					<base_points>-10</base_points>
					<reference>B156</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Unhealing (Total)</name>
					<type>Physical, Exotic</type>
					<base_points>-30</base_points>
					<reference>B160</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>
					<notes>He spends money as fast as he gets it, but never goes into debt</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Features</name>
				<advantage version="2">
					<name>Neither has nor spends Fatigue Points</name>
					<type>Physical</type>
					<categories>
						<category>Feature</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Wears out instead of aging</name>
					<type>Physical</type>
					<reference>B263</reference>
					<categories>
						<category>Feature</category>
					</categories>
				</advantage>
			</advantage_container>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Perks</name>
			<advantage version="2">
				<name>Accessory (Flashlight Eyes)</name>
				<type>Physical, Exotic</type>
				<base_points>1</base_points>
				<reference>B100</reference>
				<categories>
					<category>Perk</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Fearsome Stare</name>
				<type>Mental/Physical</type>
				<base_points>1</base_points>
				<reference>PU2:15</reference>
				<notes>Non-Verbal Intimidation</notes>
				<categories>
					<category>Perk</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Penetrating Voice</name>
				<type>Physical</type>
				<base_points>1</base_points>
				<reference>B101</reference>
				<categories>
					<category>Perk</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Quirks</name>
			<advantage version="2">
				<name>Broad-Minded</name>
				<type>Mental</type>
				<base_points>-1</base_points>
				<reference>B163</reference>
				<categories>
					<category>Quirk</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Cannot Float</name>
				<type>Physical</type>
				<base_points>-1</base_points>
				<reference>B165</reference>
				<categories>
					<category>Quirk</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Glowing Red Eyes</name>
				<type>Physical</type>
				<base_points>-1</base_points>
			</advantage>
			<advantage version="2">
				<name>Likes Crossbows</name>
				<type>Physical</type>
				<base_points>-1</base_points>
			</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>Unnatural Features (No Body Heat)</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>
	<skill_list>
		<skill_container version="2" open="yes">
			<name>Combat</name>
			<skill version="2">
				<name>Axe/Mace</name>
				<difficulty>DX/A</difficulty>
				<points>4</points>
				<reference>B208</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<default>
					<type>DX</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Two-Handed Axe/Mace</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Flail</name>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Brawling</name>
				<difficulty>DX/E</difficulty>
				<points>2</points>
				<reference>B182</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<weapon_bonus>
					<name compare="is">Brawling</name>
					<specialization compare="is anything"></specialization>
					<level compare="at_least">2</level>
					<amount per_level="yes">1</amount>
				</weapon_bonus>
			</skill>
			<skill version="2">
				<name>Broadsword</name>
				<difficulty>DX/A</difficulty>
				<points>20</points>
				<reference>B208</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<default>
					<type>Skill</type>
					<name>Force Sword</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Rapier</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Saber</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Shortsword</name>
					<modifier>-2</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Two-Handed Sword</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>DX</type>
					<modifier>-5</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Forced Entry</name>
				<difficulty>DX/E</difficulty>
				<points>8</points>
				<reference>B196</reference>
				<categories>
					<category>Criminal/Street</category>
					<category>Police</category>
					<category>Spy</category>
				</categories>
			</skill>
			<skill version="2">
				<name>Shield</name>
				<specialization>Shield</specialization>
				<difficulty>DX/E</difficulty>
				<points>16</points>
				<reference>B220</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<default>
					<type>DX</type>
					<modifier>-4</modifier>
				</default>
			</skill>
			<technique version="2" limit="-2">
				<name>Targeted Attack (Swing/Neck)</name>
				<difficulty>H</difficulty>
				<points>4</points>
				<reference>MA68</reference>
				<default>
					<type>Skill</type>
					<name>Broadsword</name>
					<modifier>-5</modifier>
				</default>
				<categories>
					<category>Combat/Weapon</category>
					<category>Technique</category>
				</categories>
			</technique>
		</skill_container>
		<skill_container version="2" open="no">
			<name>Social</name>
			<skill version="2">
				<name>Intimidation</name>
				<difficulty>Will/A</difficulty>
				<points>4</points>
				<reference>B202</reference>
				<notes>Don't forget the modifiers!</notes>
				<categories>
					<category>Criminal/Street</category>
					<category>Police</category>
					<category>Social</category>
				</categories>
				<default>
					<type>Per</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Acting</name>
					<modifier>-3</modifier>
				</default>
			</skill>
		</skill_container>
		<skill_container version="2" open="no">
			<name>Technical</name>
			<skill version="2">
				<name>Armoury</name>
				<specialization>Melee Weapons</specialization>
				<tech_level>5</tech_level>
				<difficulty>IQ/A</difficulty>
				<points>4</points>
				<reference>B178</reference>
				<categories>
					<category>Military</category>
					<category>Repair/Maintainance</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Engineer</name>
					<specialization>Melee Weapons</specialization>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Carpentry</name>
				<difficulty>IQ/E</difficulty>
				<points>2</points>
				<reference>B183</reference>
				<categories>
					<category>Craft</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Engineer</name>
				<specialization>Clockwork</specialization>
				<tech_level>5</tech_level>
				<difficulty>IQ/H</difficulty>
				<points>4</points>
				<reference>B190</reference>
				<categories>
					<category>Design/Invention</category>
					<category>Engineer</category>
				</categories>
				<prereq_list all="yes">
					<when_tl compare="at_least">5</when_tl>
					<skill_prereq has="yes">
						<name compare="is">mathematics</name>
						<specialization compare="is">applied</specialization>
					</skill_prereq>
				</prereq_list>
				<default>
					<type>Skill</type>
					<name>Mechanic</name>
					<specialization>Clockwork</specialization>
					<modifier>-6</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Machinist</name>
				<tech_level>5</tech_level>
				<difficulty>IQ/A</difficulty>
				<points>2</points>
				<reference>B206</reference>
				<categories>
					<category>Repair/Maintainance</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Mechanic</name>
					<modifier>-5</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Mathematics</name>
				<specialization>Applied</specialization>
				<tech_level>5</tech_level>
				<difficulty>IQ/H</difficulty>
				<points>8</points>
				<reference>B207</reference>
				<categories>
					<category>Natural Science</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-6</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Physics</name>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Engineer</name>
					<modifier>-5</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Mechanic</name>
				<specialization>Clockwork</specialization>
				<tech_level>5</tech_level>
				<difficulty>IQ/A</difficulty>
				<points>2</points>
				<reference>B107</reference>
				<categories>
					<category>Repair/Maintainance</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Engineer</name>
					<specialization>Clockwork</specialization>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Machinist</name>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Mechanic</name>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Smith</name>
				<specialization>Iron</specialization>
				<tech_level>5</tech_level>
				<difficulty>IQ/A</difficulty>
				<points>4</points>
				<reference>B221</reference>
				<categories>
					<category>Craft</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Smith</name>
					<modifier>-4</modifier>
				</default>
			</skill>
		</skill_container>
	</skill_list>
	<equipment_list>
		<equipment_container version="3" open="no" state="equipped">
			<description>Backpack, Small</description>
			<tech_level>1</tech_level>
			<legality_class>4</legality_class>
			<value>60</value>
			<weight>3 lb</weight>
			<reference>B288</reference>
			<prereq_list all="yes">
				<contained_weight_prereq has="yes" compare="at_most">40 lb</contained_weight_prereq>
			</prereq_list>
			<equipment version="3" state="equipped">
				<quantity>4</quantity>
				<description>Medium Mahogany Block</description>
				<legality_class>4</legality_class>
				<value>100</value>
				<weight>2.5 lb</weight>
			</equipment>
			<equipment version="3" state="equipped">
				<quantity>1</quantity>
				<description>Portable Tool Kit</description>
				<legality_class>4</legality_class>
				<value>600</value>
				<weight>20 lb</weight>
				<notes>Mechanic (Clockwork)</notes>
			</equipment>
			<equipment version="3" state="equipped">
				<quantity>1</quantity>
				<description>Whetstone</description>
				<legality_class>4</legality_class>
				<value>5</value>
				<weight>1 lb</weight>
			</equipment>
			<equipment version="3" state="equipped">
				<quantity>1</quantity>
				<description>Winding Key</description>
				<legality_class>4</legality_class>
				<value>100</value>
				<weight>5 lb</weight>
				<notes>This fits Golem's winding socket</notes>
			</equipment>
		</equipment_container>
		<equipment_container version="3" open="no" state="equipped">
			<description>Weapons</description>
			<legality_class>4</legality_class>
			<value>0</value>
			<equipment version="3" state="equipped">
				<quantity>1</quantity>
				<description>Buckle</description>
				<tech_level>1</tech_level>
				<legality_class>4</legality_class>
				<value>0</value>
				<weight>20 lb</weight>
				<melee_weapon>
					<damage>thr cr</damage>
					<strength>0</strength>
					<usage>Shield</usage>
					<reach>1</reach>
					<parry>No</parry>
					<block>+0</block>
					<default>
						<type>DX</type>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shield</name>
						<specialization>Buckler</specialization>
						<modifier>-2</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shield</name>
						<specialization>Force Shield</specialization>
						<modifier>-2</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shield</name>
						<specialization>Shield</specialization>
						<modifier>0</modifier>
					</default>
				</melee_weapon>
				<melee_weapon>
					<damage>4d</damage>
					<strength>11</strength>
					<usage>Buzzsaw</usage>
					<reach>1</reach>
					<parry>No</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Axe/Mace</name>
						<modifier>0</modifier>
					</default>
				</melee_weapon>
				<categories>
					<category>Shield</category>
				</categories>
				<attribute_bonus>
					<attribute>dodge</attribute>
					<amount>3</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>parry</attribute>
					<amount>3</amount>
				</attribute_bonus>
				<attribute_bonus>
					<attribute>block</attribute>
					<amount>3</amount>
				</attribute_bonus>
			</equipment>
			<equipment version="3" state="equipped">
				<quantity>1</quantity>
				<description>Golem's Vorpal Broadsword</description>
				<tech_level>2</tech_level>
				<legality_class>4</legality_class>
				<value>378300</value>
				<weight>6 lb</weight>
				<reference>B271, Mecha110</reference>
				<melee_weapon>
					<damage>sw+5 cut (10)</damage>
					<strength>20</strength>
					<usage>Swung</usage>
					<reach>1</reach>
					<parry>0</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-2</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Force Sword</name>
						<modifier>-1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Broadsword</name>
						<modifier>3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Rapier</name>
						<modifier>-1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Saber</name>
						<modifier>-1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shortsword</name>
						<modifier>1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Sword</name>
						<modifier>-1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Sword!</name>
						<modifier>3</modifier>
					</default>
				</melee_weapon>
				<melee_weapon>
					<damage>thr+7 imp (10)</damage>
					<strength>20</strength>
					<usage>Thrust</usage>
					<reach>1</reach>
					<parry>0</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-2</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Force Sword</name>
						<modifier>-1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Broadsword</name>
						<modifier>3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Rapier</name>
						<modifier>-1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Saber</name>
						<modifier>-1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shortsword</name>
						<modifier>1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Two-Handed Sword</name>
						<modifier>-1</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Sword!</name>
						<modifier>3</modifier>
					</default>
				</melee_weapon>
				<notes>No penalty to strike the neck; Any crippled limb is automatically severed; Any cutting strike to the neck requires an HT roll to avoid decapitation</notes>
				<categories>
					<category>Melee Weapon</category>
				</categories>
			</equipment>
		</equipment_container>
	</equipment_list>
	<print_settings printer="\\http://192.168.1.152:631\PSC-1400-series" units="in">
		<orientation>Portrait</orientation>
		<width>8.5</width>
		<height>11</height>
		<top_margin>0.5</top_margin>
		<left_margin>0.5</left_margin>
		<bottom_margin>0.5</bottom_margin>
		<right_margin>0.5</right_margin>
		<ink_chromaticity>Monochrome</ink_chromaticity>
		<sides>Single</sides>
		<quality>Normal</quality>
	</print_settings>
</character>
