<?xml version="1.0" encoding="US-ASCII" ?>
<character unique_id="fii4or5q:1co33uoqfncuu" version="1">
	<created_date>Mar 3, 2009</created_date>
	<modified_date>Mar 12, 2009 9:07 AM</modified_date>
	<profile>
		<player_name>NPC</player_name>
		<campaign>Islands of War</campaign>
		<name>Sing to It</name>
		<age>0</age>
		<birthday>July 23</birthday>
		<eyes>Blue</eyes>
		<hair>None</hair>
		<skin>Metal</skin>
		<handedness>Right</handedness>
		<height units="in">68</height>
		<weight units="lb">128.0</weight>
		<SM>0</SM>
		<gender>Male</gender>
		<race>Rogue Modron</race>
		<tech_level>4</tech_level>
	</profile>
	<HP>0</HP>
	<FP>0</FP>
	<total_points>150</total_points>
	<ST>12</ST>
	<DX>11</DX>
	<IQ>12</IQ>
	<HT>10</HT>
	<will>2</will>
	<perception>0</perception>
	<speed>0</speed>
	<move>0</move>
	<include_punch>true</include_punch>
	<include_kick>true</include_kick>
	<include_kick_with_boots>true</include_kick_with_boots>
	<advantage_list>
		<advantage_container version="2" open="no">
			<name>Advantages</name>
			<advantage version="2">
				<name>Charisma</name>
				<type>Mental</type>
				<levels>6</levels>
				<points_per_level>5</points_per_level>
				<reference>B41</reference>
				<notes>+1 to Influence rolls</notes>
				<categories>
					<category>Advantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">fortune-telling</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">leadership</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">panhandling</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">public speaking</name>
					<specialization compare="is anything"></specialization>
					<amount per_level="yes">1</amount>
				</skill_bonus>
			</advantage>
			<advantage version="2">
				<name>Legal Immunity (Bard)</name>
				<type>Social</type>
				<base_points>10</base_points>
				<reference>B65</reference>
				<categories>
					<category>Advantage</category>
				</categories>
				<prereq_list all="yes">
					<skill_prereq has="yes">
						<name compare="is">performance</name>
						<specialization compare="is anything"></specialization>
					</skill_prereq>
					<skill_prereq has="yes">
						<name compare="is">poetry</name>
						<specialization compare="is anything"></specialization>
					</skill_prereq>
					<skill_prereq has="yes">
						<name compare="is">singing</name>
						<specialization compare="is anything"></specialization>
					</skill_prereq>
				</prereq_list>
			</advantage>
			<advantage version="2">
				<name>Social Chameleon</name>
				<type>Mental</type>
				<base_points>5</base_points>
				<reference>B86</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
			<advantage version="2">
				<name>Voice</name>
				<type>Physical</type>
				<base_points>10</base_points>
				<reference>B97</reference>
				<categories>
					<category>Advantage</category>
				</categories>
				<skill_bonus>
					<name compare="is">diplomacy</name>
					<specialization compare="is anything"></specialization>
					<amount>2</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">fast-talk</name>
					<specialization compare="is anything"></specialization>
					<amount>2</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="starts with">mimcry</name>
					<specialization compare="is anything"></specialization>
					<amount>2</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">performance</name>
					<specialization compare="is anything"></specialization>
					<amount>2</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">politics</name>
					<specialization compare="is anything"></specialization>
					<amount>2</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">public speaking</name>
					<specialization compare="is anything"></specialization>
					<amount>2</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">sex appeal</name>
					<specialization compare="is anything"></specialization>
					<amount>2</amount>
				</skill_bonus>
				<skill_bonus>
					<name compare="is">singing</name>
					<specialization compare="is anything"></specialization>
					<amount>2</amount>
				</skill_bonus>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no">
			<name>Disadvantages</name>
			<advantage version="2">
				<name>Chronic Depression</name>
				<type>Mental</type>
				<base_points>-15</base_points>
				<cr>9</cr>
				<reference>B126</reference>
				<categories>
					<category>Disadvantage</category>
				</categories>
			</advantage>
		</advantage_container>
		<advantage_container version="2" open="no" type="race">
			<name>Rogue Modron</name>
			<advantage_container version="2" open="no">
				<name>Advantages</name>
				<advantage version="2">
					<name>Damage Resistance</name>
					<type>Physical, Exotic</type>
					<levels>2</levels>
					<points_per_level>5</points_per_level>
					<modifier version="1" enabled="no">
						<name>Ablative</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances @Trait@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances any trait</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Healing only</notes>
					</modifier>
					<modifier version="1">
						<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">
						<name>Limited</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Fire/Cold/Acid</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>
				</advantage>
				<advantage version="2">
					<name>Damage Resistance</name>
					<type>Physical, Exotic</type>
					<levels>2</levels>
					<points_per_level>5</points_per_level>
					<modifier version="1" enabled="no">
						<name>Ablative</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances @Trait@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances any trait</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorbtion</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Healing only</notes>
					</modifier>
					<modifier version="1">
						<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>Enhanced Move (Ground) 1/2</name>
					<type>Physical, Exotic</type>
					<base_points>10</base_points>
					<modifier version="1" enabled="no">
						<name>Handling Bonus</name>
						<cost type="percentage">5</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B52</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Handling Penalty</name>
						<cost type="percentage">-5</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B52</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Newtonian</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B52</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Road-Bound</name>
						<cost type="percentage">-50</cost>
						<affects>total</affects>
						<reference>B52</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>All-Out</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>P49</reference>
					</modifier>
					<reference>B52</reference>
					<notes>This doesn't work right; you'll have to adjust manually</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Increased Health</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>10</points_per_level>
					<reference>B14</reference>
					<categories>
						<category>Advantage</category>
					</categories>
					<attribute_bonus>
						<attribute>ht</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Increased Intelligence</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>20</points_per_level>
					<reference>B15</reference>
					<categories>
						<category>Advantage</category>
					</categories>
					<attribute_bonus>
						<attribute>iq</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
				<advantage version="2">
					<name>Infravision</name>
					<type>Physical, Exotic</type>
					<base_points>10</base_points>
					<modifier version="1" enabled="no">
						<name>No normal vision</name>
						<cost type="points">-10</cost>
						<affects>total</affects>
						<reference>B60</reference>
					</modifier>
					<reference>B60</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Perceptive</name>
					<type>Mental/Physical</type>
					<levels>4</levels>
					<points_per_level>5</points_per_level>
					<modifier version="1" enabled="no">
						<name>Modifier</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
					</modifier>
					<reference>B16</reference>
					<notes>Adds 1 per level to perception checks</notes>
					<attribute_bonus>
						<attribute>perception</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</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" enabled="no">
						<name>Immunity</name>
						<cost type="multiplier">1</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>+8 to all HT rolls to resist</name>
						<cost type="multiplier">0.5</cost>
						<reference>B81</reference>
					</modifier>
					<modifier version="1">
						<name>+3 to all HT rolls to resist</name>
						<cost type="multiplier">0.33</cost>
						<reference>B81</reference>
					</modifier>
					<reference>B81</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Single-Minded</name>
					<type>Mental</type>
					<base_points>5</base_points>
					<reference>B85</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>Universal Digestion</name>
					<type>Physical</type>
					<base_points>5</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>Amnesia (Partial)</name>
					<type>Physical</type>
					<base_points>-10</base_points>
					<reference>B123</reference>
					<notes>Doesn't remember most of what happened before turning rogue</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</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>Curious</name>
					<type>Mental</type>
					<base_points>-5</base_points>
					<cr>12</cr>
					<reference>B129</reference>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Enemy (Modron Hierarchy)</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" enabled="no">
						<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">
						<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" enabled="no">
						<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">
						<name>Hunter</name>
						<cost type="multiplier">1</cost>
						<reference>B135</reference>
					</modifier>
					<reference>B135</reference>
					<notes>This may optionally be replaced with an unknown disadvantage of equal value.  This indicates that Primus ordered the Modrons to leave you alone, for some reason...  Discovering why can be an adventure in and of itself.</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Honesty</name>
					<type>Mental</type>
					<base_points>-10</base_points>
					<cr>12</cr>
					<reference>B138</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>Not Resurrectable</name>
					<type>Physical</type>
					<base_points>-25</base_points>
					<notes>You're re-absorbed by the central energy pool at Regulus when you die.  There's no way to reverse that short of messing with time.</notes>
				</advantage>
				<advantage version="2">
					<name>Obsession</name>
					<type>Physical</type>
					<base_points>-5</base_points>
					<cr>12</cr>
					<reference>B146</reference>
					<notes>Find place in any hierarchy, impose/find and exist within order</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Reputation</name>
					<type>Social</type>
					<levels>2</levels>
					<points_per_level>-5</points_per_level>
					<modifier version="1">
						<name>People Affected</name>
						<cost type="multiplier">1</cost>
						<reference>B27</reference>
						<notes>Almost everyone</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>People Affected</name>
						<cost type="multiplier">0.67</cost>
						<reference>B27</reference>
						<notes>Almost everyone except @large class of people@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>People Affected</name>
						<cost type="multiplier">0.5</cost>
						<reference>B27</reference>
						<notes>@Large class of people@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>People Affected</name>
						<cost type="multiplier">0.33</cost>
						<reference>B27</reference>
						<notes>@Small class of people@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Recognized all the time</name>
						<cost type="multiplier">1</cost>
						<reference>B28</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Recognized sometimes</name>
						<cost type="multiplier">0.5</cost>
						<reference>B28</reference>
						<notes>10-</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Recognized occasionally</name>
						<cost type="multiplier">0.33</cost>
						<reference>B28</reference>
						<notes>7-</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Recognized occasionally</name>
						<cost type="multiplier">0.33</cost>
						<reference>B28</reference>
						<notes>7-</notes>
					</modifier>
					<reference>B26</reference>
					<notes>Too extreme with law; everybody but primes</notes>
					<categories>
						<category>Disadvantage</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>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>Bard</name>
			<skill version="2">
				<name>Diplomacy</name>
				<difficulty>IQ/H</difficulty>
				<points>4</points>
				<reference>B187</reference>
				<categories>
					<category>Business</category>
					<category>Police</category>
					<category>Social</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-6</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Politics</name>
					<modifier>-6</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Captivate</name>
				<difficulty>Will/H</difficulty>
				<points>1</points>
				<reference>B191</reference>
				<categories>
					<category>Esoteric</category>
				</categories>
				<prereq_list all="yes">
					<skill_prereq has="yes">
						<name compare="is">suggest</name>
						<specialization compare="is"></specialization>
						<level compare="at_least">12</level>
					</skill_prereq>
					<skill_prereq has="yes">
						<name compare="is">public speaking</name>
						<specialization compare="is"></specialization>
						<level compare="at_least">12</level>
					</skill_prereq>
					<advantage_prereq has="yes">
						<name compare="is">charisma</name>
						<notes compare="is anything"></notes>
						<level compare="at_least">1</level>
					</advantage_prereq>
				</prereq_list>
			</skill>
			<skill version="2">
				<name>Enthrallment</name>
				<difficulty>Will/H</difficulty>
				<points>4</points>
				<reference>B191</reference>
				<categories>
					<category>Esoteric</category>
				</categories>
				<prereq_list all="yes">
					<advantage_prereq has="yes">
						<name compare="is">charisma</name>
						<notes compare="is anything"></notes>
						<level compare="at_least">1</level>
					</advantage_prereq>
					<skill_prereq has="yes">
						<name compare="is">public speaking</name>
						<specialization compare="is"></specialization>
						<level compare="at_least">12</level>
					</skill_prereq>
				</prereq_list>
			</skill>
			<skill version="2">
				<name>Musical Composition</name>
				<difficulty>IQ/H</difficulty>
				<points>1</points>
				<reference>B210</reference>
				<categories>
					<category>Arts/Entertainment</category>
				</categories>
				<default>
					<type>Skill</type>
					<name>Musical Instrument</name>
					<modifier>-2</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Poetry</name>
					<modifier>-2</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Musical Instrument</name>
				<specialization>Harp</specialization>
				<difficulty>IQ/H</difficulty>
				<points>2</points>
				<reference>B211</reference>
				<categories>
					<category>Arts/Entertainment</category>
				</categories>
			</skill>
			<skill version="2">
				<name>Performance</name>
				<difficulty>IQ/A</difficulty>
				<points>1</points>
				<reference>B212</reference>
				<categories>
					<category>Arts/Entertainment</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Acting</name>
					<modifier>-2</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Public Speaking</name>
					<modifier>-2</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Persuade</name>
				<difficulty>Will/H</difficulty>
				<points>1</points>
				<reference>B191</reference>
				<categories>
					<category>Esoteric</category>
				</categories>
				<prereq_list all="yes">
					<advantage_prereq has="yes">
						<name compare="is">charisma</name>
						<notes compare="is anything"></notes>
						<level compare="at_least">1</level>
					</advantage_prereq>
					<skill_prereq has="yes">
						<name compare="is">public speaking</name>
						<specialization compare="is"></specialization>
						<level compare="at_least">12</level>
					</skill_prereq>
				</prereq_list>
			</skill>
			<skill version="2">
				<name>Poetry</name>
				<difficulty>IQ/A</difficulty>
				<points>1</points>
				<reference>B214</reference>
				<categories>
					<category>Arts/Entertainment</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Writing</name>
					<modifier>-5</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Public Speaking</name>
				<difficulty>IQ/A</difficulty>
				<points>1</points>
				<reference>B216</reference>
				<categories>
					<category>Business</category>
					<category>Scholarly</category>
					<category>Social</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Acting</name>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Performance</name>
					<modifier>-5</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Politics</name>
					<modifier>-5</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Singing</name>
				<difficulty>HT/E</difficulty>
				<points>1</points>
				<reference>B220</reference>
				<categories>
					<category>Arts/Entertainment</category>
				</categories>
				<default>
					<type>HT</type>
					<modifier>-4</modifier>
				</default>
			</skill>
			<skill version="2">
				<name>Suggest</name>
				<difficulty>Will/H</difficulty>
				<points>1</points>
				<reference>B191</reference>
				<categories>
					<category>Esoteric</category>
				</categories>
				<prereq_list all="yes">
					<skill_prereq has="yes">
						<name compare="is">persuade</name>
						<specialization compare="is"></specialization>
						<level compare="at_least">12</level>
					</skill_prereq>
					<skill_prereq has="yes">
						<name compare="is">public speaking</name>
						<specialization compare="is"></specialization>
						<level compare="at_least">12</level>
					</skill_prereq>
					<advantage_prereq has="yes">
						<name compare="is">charisma</name>
						<notes compare="is anything"></notes>
						<level compare="at_least">1</level>
					</advantage_prereq>
				</prereq_list>
			</skill>
		</skill_container>
		<skill_container version="2" open="no">
			<name>Combat</name>
			<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>Knife</name>
				<difficulty>DX/E</difficulty>
				<points>4</points>
				<reference>B208</reference>
				<categories>
					<category>Combat/Weapon</category>
					<category>Melee Combat</category>
				</categories>
				<default>
					<type>Skill</type>
					<name>Force Sword</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Main-Gauche</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Shortsword</name>
					<modifier>-3</modifier>
				</default>
				<default>
					<type>DX</type>
					<modifier>-4</modifier>
				</default>
			</skill>
		</skill_container>
		<skill_container version="2" open="no">
			<name>Misc</name>
			<skill version="2">
				<name>Mimicry</name>
				<specialization>Speech</specialization>
				<difficulty>IQ/H</difficulty>
				<points>4</points>
				<categories>
					<category>Arts/Entertainment</category>
				</categories>
			</skill>
			<skill version="2">
				<name>Ventriloquism</name>
				<difficulty>IQ/H</difficulty>
				<points>1</points>
				<reference>B228</reference>
				<categories>
					<category>Arts/Entertainment</category>
				</categories>
			</skill>
			<skill version="2">
				<name>Writing</name>
				<difficulty>IQ/A</difficulty>
				<points>1</points>
				<reference>B228</reference>
				<categories>
					<category>Arts/Entertainment</category>
					<category>Scholarly</category>
				</categories>
				<default>
					<type>IQ</type>
					<modifier>-5</modifier>
				</default>
			</skill>
		</skill_container>
	</skill_list>
	<equipment_list>
		<equipment version="2" state="equipped">
			<quantity>1</quantity>
			<description>Harp</description>
			<legality_class>4</legality_class>
			<value>150</value>
			<weight units="lb">5.0</weight>
			<reference>DF1:24</reference>
			<notes>Two-handed.</notes>
			<categories>
				<category>Musical Instruments</category>
			</categories>
		</equipment>
		<equipment_container version="2" open="no" state="equipped">
			<description>Scabbard, Knife</description>
			<tech_level>1</tech_level>
			<legality_class>4</legality_class>
			<value>3</value>
			<weight units="lb">0.3</weight>
			<equipment version="2" state="equipped">
				<quantity>1</quantity>
				<description>Large Knife</description>
				<tech_level>0</tech_level>
				<legality_class>4</legality_class>
				<value>40</value>
				<weight units="lb">1.0</weight>
				<reference>B272</reference>
				<melee_weapon>
					<damage>sw-2 cut</damage>
					<strength>6</strength>
					<usage>Swung</usage>
					<reach>C,1</reach>
					<parry>-1</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Knife</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Force Sword</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Main-Gauche</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shortsword</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Sword!</name>
						<modifier>0</modifier>
					</default>
				</melee_weapon>
				<melee_weapon>
					<damage>thr imp</damage>
					<strength>6</strength>
					<usage>Thrust</usage>
					<reach>C</reach>
					<parry>-1</parry>
					<block>No</block>
					<default>
						<type>DX</type>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Knife</name>
						<modifier>0</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Force Sword</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Main-Gauche</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Shortsword</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Sword!</name>
						<modifier>0</modifier>
					</default>
				</melee_weapon>
				<ranged_weapon>
					<damage>thr imp</damage>
					<strength>6</strength>
					<usage>Thrown</usage>
					<accuracy>+0</accuracy>
					<range>x0.8/x1.5</range>
					<rate_of_fire>1</rate_of_fire>
					<shots>T(1)</shots>
					<bulk>-2</bulk>
					<default>
						<type>DX</type>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Thrown Weapon</name>
						<specialization>Knife</specialization>
						<modifier>0</modifier>
					</default>
				</ranged_weapon>
				<categories>
					<category>Melee Weapon</category>
					<category>Missile Weapon</category>
				</categories>
			</equipment>
		</equipment_container>
	</equipment_list>
	<print_settings printer="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>
