<?xml version="1.0" encoding="US-ASCII" ?>
<template unique_id="iliyktx1:-fdqtvd8r3fq7" version="1">
	<advantage_list>
		<advantage_container version="2" open="yes">
			<name>War Element</name>
			<advantage_container version="2" open="yes">
				<name>War (Doubled)</name>
				<advantage version="2">
					<name>Weapon Master (All weapons)</name>
					<type>Mental</type>
					<base_points>45</base_points>
					<reference>B99</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="yes">
				<name>War</name>
				<advantage version="2">
					<name>Combat Reflexes</name>
					<type>Mental</type>
					<base_points>15</base_points>
					<reference>B43</reference>
					<notes>Never freeze; +6 on all IQ rolls to wake up or to recover from surprise or mental stun; Your side gets +1 to initiative rolls (+2 if you're the leader)</notes>
					<categories>
						<category>Advantage</category>
					</categories>
					<skill_bonus>
						<name compare="starts with">fast-draw</name>
						<specialization compare="is anything"></specialization>
						<amount>1</amount>
					</skill_bonus>
					<attribute_bonus>
						<attribute>dodge</attribute>
						<amount>1</amount>
					</attribute_bonus>
					<attribute_bonus>
						<attribute>parry</attribute>
						<amount>1</amount>
					</attribute_bonus>
					<attribute_bonus>
						<attribute>block</attribute>
						<amount>1</amount>
					</attribute_bonus>
					<attribute_bonus>
						<attribute>fright check</attribute>
						<amount>2</amount>
					</attribute_bonus>
					<prereq_list all="yes">
						<advantage_prereq has="no">
							<name compare="is">Enhanced Time Sense</name>
							<notes compare="is anything"></notes>
						</advantage_prereq>
					</prereq_list>
				</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>Force Field</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>Absorption</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances @Trait@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorption</name>
						<cost type="percentage">80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Healing only</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Absorption</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances any trait</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>Bane</name>
						<cost type="points">-1</cost>
						<affects>total</affects>
						<reference>H14</reference>
						<notes>@Rare@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Bane</name>
						<cost type="percentage">-5</cost>
						<affects>total</affects>
						<reference>H14</reference>
						<notes>@Occasional@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Bane</name>
						<cost type="percentage">-10</cost>
						<affects>total</affects>
						<reference>H14</reference>
						<notes>@Common@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Bane</name>
						<cost type="percentage">-15</cost>
						<affects>total</affects>
						<reference>H14</reference>
						<notes>@Very Common@</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>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>Semi-Ablative</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Can't wear armor</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Directional</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B47</reference>
						<notes>@Direction: Back, Right, Left, Top or Underside@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>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>Tough Skin</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<notes>Effects that just require skin contact or a scratch ignore this DR</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>Ablative</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</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>Laminate</name>
						<cost type="percentage">10</cost>
						<affects>total</affects>
						<reference>RSWL18</reference>
					</modifier>
					<reference>B47</reference>
					<categories>
						<category>Advantage</category>
					</categories>
					<dr_bonus>
						<location>full body</location>
						<amount per_level="yes">1</amount>
					</dr_bonus>
				</advantage>
				<advantage version="2">
					<name>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_container version="2" open="yes">
					<name>If Unholy, add this instead of HPT</name>
					<advantage version="2">
						<name>Recovery</name>
						<type>Physical, Exotic</type>
						<base_points>10</base_points>
						<reference>B80</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
				</advantage_container>
			</advantage_container>
		</advantage_container>
	</advantage_list>
	<skill_list>
		<skill_container version="2" open="yes">
			<name>War Element</name>
			<skill_container version="2" open="yes">
				<name>War (Doubled)</name>
				<skill version="2">
					<name>Strategy</name>
					<difficulty>IQ/H</difficulty>
					<points>1</points>
					<reference>B222</reference>
					<categories>
						<category>Military</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Intelligence Analysis</name>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Tactics</name>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Strategy</name>
						<modifier>-4</modifier>
					</default>
				</skill>
				<skill_container version="2" open="yes">
					<name>Add one additional unarmed or weapon skill. . . or +1 to an existing choice</name>
				</skill_container>
			</skill_container>
			<skill_container version="2" open="yes">
				<name>War</name>
				<skill version="2">
					<name>Fast-Draw</name>
					<specialization>Any</specialization>
					<difficulty>DX/E</difficulty>
					<points>1</points>
					<reference>B194</reference>
					<categories>
						<category>Combat/Weapon</category>
						<category>Ranged Combat</category>
					</categories>
				</skill>
				<skill version="2">
					<name>Tactics</name>
					<difficulty>IQ/H</difficulty>
					<points>1</points>
					<reference>B224</reference>
					<categories>
						<category>Military</category>
						<category>Police</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Strategy</name>
						<modifier>-6</modifier>
					</default>
				</skill>
				<skill_container version="2" open="yes">
					<name>4 points each spent on three different unarmed combat or weapon skills</name>
				</skill_container>
			</skill_container>
		</skill_container>
	</skill_list>
</template>
