<?xml version="1.0" encoding="US-ASCII" ?>
<template unique_id="inuhpttl:-1wd412fh3vebq" version="1">
	<advantage_list>
		<advantage_container version="2" open="yes" type="race">
			<name>Warg</name>
			<advantage version="2">
				<name>Size modificator +1</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 not">animals</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>Increased Strength</name>
				<type>Physical</type>
				<levels>12</levels>
				<points_per_level>10</points_per_level>
				<modifier version="1" enabled="no">
					<name>No Fine Manipulators</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
					<reference>B15</reference>
				</modifier>
				<modifier version="1">
					<name>Size</name>
					<cost type="percentage">-10</cost>
					<levels>1</levels>
					<affects>total</affects>
					<reference>B15</reference>
				</modifier>
				<modifier version="1" enabled="no">
					<name>Super-Effort</name>
					<cost type="percentage">300</cost>
					<affects>total</affects>
					<reference>Sup24</reference>
				</modifier>
				<reference>B14</reference>
				<categories>
					<category>Advantage</category>
					<category>Attribute</category>
				</categories>
				<attribute_bonus>
					<attribute>st</attribute>
					<amount per_level="yes">1</amount>
				</attribute_bonus>
			</advantage>
			<advantage version="2">
				<name>Increased Dexterity</name>
				<type>Physical</type>
				<levels>2</levels>
				<points_per_level>20</points_per_level>
				<modifier version="1" enabled="no">
					<name>No Fine Manipulators</name>
					<cost type="percentage">-40</cost>
					<affects>total</affects>
				</modifier>
				<reference>B15</reference>
				<categories>
					<category>Advantage</category>
					<category>Attribute</category>
				</categories>
				<attribute_bonus>
					<attribute>dx</attribute>
					<amount per_level="yes">1</amount>
				</attribute_bonus>
			</advantage>
			<advantage version="2">
				<name>Decreased Intelligence</name>
				<type>Mental</type>
				<levels>6</levels>
				<points_per_level>-20</points_per_level>
				<reference>B15</reference>
				<categories>
					<category>Attribute</category>
					<category>Disadvantage</category>
				</categories>
				<attribute_bonus>
					<attribute>iq</attribute>
					<amount per_level="yes">-1</amount>
				</attribute_bonus>
			</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>
				<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>Extra Hit Points</name>
				<type>Physical</type>
				<levels>3</levels>
				<points_per_level>2</points_per_level>
				<reference>B16</reference>
				<categories>
					<category>Advantage</category>
				</categories>
				<attribute_bonus>
					<attribute>hp</attribute>
					<amount per_level="yes">1</amount>
				</attribute_bonus>
			</advantage>
			<advantage version="2">
				<name>Increased Health</name>
				<type>Physical</type>
				<levels>2</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 Basic Move</name>
				<type>Physical</type>
				<levels>3</levels>
				<points_per_level>5</points_per_level>
				<reference>B17</reference>
				<categories>
					<category>Advantage</category>
					<category>Attribute</category>
				</categories>
				<attribute_bonus>
					<attribute>move</attribute>
					<amount per_level="yes">1</amount>
				</attribute_bonus>
			</advantage>
			<advantage version="2">
				<name>Increased Perception</name>
				<type>Mental/Physical</type>
				<levels>10</levels>
				<points_per_level>5</points_per_level>
				<reference>B16</reference>
				<categories>
					<category>Advantage</category>
					<category>Attribute</category>
				</categories>
				<attribute_bonus>
					<attribute>perception</attribute>
					<amount per_level="yes">1</amount>
				</attribute_bonus>
			</advantage>
			<advantage version="2">
				<name>Increased Will</name>
				<type>Mental</type>
				<levels>7</levels>
				<points_per_level>5</points_per_level>
				<reference>B16</reference>
				<categories>
					<category>Advantage</category>
					<category>Attribute</category>
				</categories>
				<attribute_bonus>
					<attribute>will</attribute>
					<amount per_level="yes">1</amount>
				</attribute_bonus>
			</advantage>
			<advantage_container version="2" open="yes">
				<name>Advantages</name>
				<advantage version="2">
					<name>Fit</name>
					<type>Physical</type>
					<base_points>5</base_points>
					<reference>B55</reference>
					<notes>+1 to all HT rolls to stay conscious, avoid death, resist disease, resist poison; recover FP at twice the normal rate (but not FP spent for spells or psi powers)</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Discriminatory Smell</name>
					<type>Physical, Exotic</type>
					<base_points>15</base_points>
					<modifier version="1" enabled="no">
						<name>Emotion Sense</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>B49</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Profiling</name>
						<cost type="percentage">50</cost>
						<affects>total</affects>
						<reference>P47</reference>
					</modifier>
					<reference>B49</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Night Vision</name>
					<type>Physical</type>
					<levels>2</levels>
					<points_per_level>1</points_per_level>
					<reference>B71</reference>
					<categories>
						<category>Advantage</category>
						<category>Animal</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Teeth, Fangs</name>
					<type>Physical, Exotic</type>
					<base_points>2</base_points>
					<melee_weapon>
						<damage>thr-1 imp</damage>
						<usage>Bite</usage>
						<reach>C</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<reference>B91</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Sharp (Hands)</name>
					<type>Physical</type>
					<base_points>5</base_points>
					<melee_weapon>
						<damage>thr-1 cut</damage>
						<usage>Slash</usage>
						<reach>C</reach>
						<parry>0</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Boxing</name>
							<modifier>0</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>0</modifier>
						</default>
					</melee_weapon>
					<reference>B42</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Claws, Sharp (Feet)</name>
					<type>Physical</type>
					<base_points>5</base_points>
					<melee_weapon>
						<damage>thr cut</damage>
						<usage>Kick</usage>
						<reach>C,1</reach>
						<parry>No</parry>
						<block>No</block>
						<default>
							<type>DX</type>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Brawling</name>
							<modifier>-2</modifier>
						</default>
						<default>
							<type>Skill</type>
							<name>Karate</name>
							<modifier>-2</modifier>
						</default>
					</melee_weapon>
					<reference>B42</reference>
					<notes>Only pay for hands or feet, not both</notes>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Temperature Tolerance</name>
					<type>Physical</type>
					<levels>1</levels>
					<points_per_level>1</points_per_level>
					<reference>B93</reference>
					<categories>
						<category>Advantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Damage Resistance</name>
					<type>Physical, Exotic</type>
					<levels>1</levels>
					<points_per_level>5</points_per_level>
					<modifier version="1" enabled="no">
						<name>Ablative</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>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">100</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>Enhances any 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>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">
						<name>Flexible</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Hardened</name>
						<cost type="percentage">20</cost>
						<levels>1</levels>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-40</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Common Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-60</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Occasional Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-80</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Rare Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Limited</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B46</reference>
						<notes>@Very Common Attack Form@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Reflection</name>
						<cost type="percentage">100</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Semi-Ablative</name>
						<cost type="percentage">-20</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Force Field</name>
						<cost type="percentage">20</cost>
						<affects>total</affects>
						<reference>B47</reference>
					</modifier>
					<reference>B46</reference>
					<categories>
						<category>Advantage</category>
						<category>Animal</category>
						<category>Mech</category>
					</categories>
					<dr_bonus>
						<location>full body</location>
						<amount per_level="yes">1</amount>
					</dr_bonus>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="yes">
				<name>Disadvantages</name>
				<advantage version="2">
					<name>Horizontal</name>
					<type>Physical, Exotic</type>
					<base_points>-10</base_points>
					<reference>B139</reference>
					<categories>
						<category>Animal</category>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage version="2">
					<name>Bad Temper</name>
					<type>Mental</type>
					<base_points>-10</base_points>
					<cr>12</cr>
					<reference>B124</reference>
					<notes>&#1042;&#1089;&#1087;&#1099;&#1083;&#1100;&#1095;&#1080;&#1074;&#1099;&#1081;</notes>
					<categories>
						<category>Disadvantage</category>
					</categories>
				</advantage>
				<advantage_container version="2" open="yes" type="meta trait">
					<name>Meta-Trait: Wild Animal</name>
					<reference>B263</reference>
					<advantage version="2">
						<name>Bestial</name>
						<type>Mental, Exotic</type>
						<base_points>-10</base_points>
						<reference>B124</reference>
					</advantage>
					<advantage version="2">
						<name>Cannot Speak</name>
						<type>Physical</type>
						<base_points>-15</base_points>
						<reference>B125</reference>
					</advantage>
					<advantage version="2">
						<name>Hidebound</name>
						<type>Physical</type>
						<base_points>-5</base_points>
						<reference>B138</reference>
					</advantage>
					<advantage version="2">
						<name>Taboo Trait (Fixed IQ)</name>
						<type>Physical</type>
						<reference>B263</reference>
					</advantage>
				</advantage_container>
			</advantage_container>
		</advantage_container>
	</advantage_list>
	<skill_list>
		<skill version="2">
			<name>Brawling</name>
			<difficulty>DX/E</difficulty>
			<points>4</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>Tracking</name>
			<difficulty>Per/A</difficulty>
			<points>2</points>
			<reference>B226</reference>
			<categories>
				<category>Outdoor/Exploration</category>
			</categories>
			<default>
				<type>Per</type>
				<modifier>-5</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Naturalist</name>
				<modifier>-5</modifier>
			</default>
		</skill>
		<skill version="2">
			<name>Survival</name>
			<specialization>Mountain</specialization>
			<difficulty>Per/A</difficulty>
			<points>1</points>
			<reference>B223</reference>
			<categories>
				<category>Outdoor/Exploration</category>
			</categories>
			<default>
				<type>Per</type>
				<modifier>-5</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Naturalist</name>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Arctic</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Desert</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Island/Beach</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Jungle</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Plains</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Swampland</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Woodlands</specialization>
				<modifier>-3</modifier>
			</default>
		</skill>
		<skill version="2">
			<name>Survival</name>
			<specialization>Plains</specialization>
			<difficulty>Per/A</difficulty>
			<points>1</points>
			<reference>B223</reference>
			<categories>
				<category>Outdoor/Exploration</category>
			</categories>
			<default>
				<type>Per</type>
				<modifier>-5</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Naturalist</name>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Arctic</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Desert</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Island/Beach</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Jungle</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Mountain</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Swampland</specialization>
				<modifier>-3</modifier>
			</default>
			<default>
				<type>Skill</type>
				<name>Survival</name>
				<specialization>Woodlands</specialization>
				<modifier>-3</modifier>
			</default>
		</skill>
		<skill version="2">
			<name>Mount</name>
			<difficulty>DX/A</difficulty>
			<points>0</points>
			<reference>B210</reference>
			<categories>
				<category>Animal</category>
				<category>Athletic</category>
			</categories>
			<default>
				<type>DX</type>
				<modifier>-5</modifier>
			</default>
		</skill>
	</skill_list>
	<notes>&#1042;&#1072;&#1088;&#1075;&#1080;, &#1101;&#1090;&#1086; &#1073;&#1086;&#1083;&#1100;&#1096;&#1080;&#1077; &#1074;&#1086;&#1083;&#1082;&#1080;, &#1082;&#1086;&#1090;&#1086;&#1088;&#1099;&#1077; &#1086;&#1093;&#1086;&#1090;&#1103;&#1090;&#1089;&#1103; &#1074; &#1089;&#1090;&#1072;&#1103;&#1093; &#1080; &#1087;&#1088;&#1086;&#1078;&#1080;&#1074;&#1072;&#1102;&#1090; &#1085;&#1072; &#1082;&#1088;&#1072;&#1102; &#1054;&#1088;&#1095;&#1100;&#1080;&#1093; &#1090;&#1086;&#1087;&#1077;&#1081;. &#1054;&#1089;&#1085;&#1086;&#1074;&#1085;&#1086;&#1081; &#1072;&#1088;&#1077;&#1072;&#1083; &#1086;&#1073;&#1080;&#1090;&#1072;&#1085;&#1080;&#1103; &#1101;&#1090;&#1080;&#1093; &#1093;&#1080;&#1097;&#1085;&#1080;&#1082;&#1086;&#1074; &#1101;&#1090;&#1086; &#1088;&#1072;&#1074;&#1085;&#1080;&#1085;&#1085;&#1099; &#1080; &#1075;&#1086;&#1088;&#1085;&#1072;&#1103; &#1084;&#1077;&#1089;&#1090;&#1085;&#1086;&#1089;&#1090;&#1080;. &#1053;&#1077;&#1082;&#1086;&#1090;&#1086;&#1088;&#1099;&#1077; &#1075;&#1086;&#1073;&#1083;&#1080;&#1085;&#1086;&#1080;&#1076;&#1099; &#1086;&#1090;&#1074;&#1072;&#1078;&#1080;&#1074;&#1072;&#1102;&#1090;&#1089;&#1103; &#1074;&#1099;&#1082;&#1088;&#1072;&#1089;&#1090;&#1100; &#1097;&#1077;&#1085;&#1082;&#1086;&#1074; &#1080; &#1074;&#1099;&#1088;&#1072;&#1089;&#1090;&#1080;&#1090;&#1100; &#1080;&#1093; &#1091; &#1089;&#1077;&#1073;&#1103;, &#1089;&#1076;&#1077;&#1083;&#1072;&#1074; &#1089;&#1074;&#1086;&#1080;&#1084;&#1080; &#1074;&#1077;&#1088;&#1085;&#1099;&#1084;&#1080;, &#1084;&#1086;&#1075;&#1091;&#1095;&#1080;&#1084;&#1080; &#1080; &#1087;&#1088;&#1077;&#1076;&#1072;&#1085;&#1085;&#1099;&#1084;&#1080; &#1089;&#1086;&#1088;&#1072;&#1090;&#1085;&#1080;&#1082;&#1072;&#1084;&#1080;. &#1048;&#1079;&#1088;&#1077;&#1076;&#1082;&#1072; &#1074; &#1054;&#1088;&#1086;&#1095;&#1100;&#1080;&#1093; &#1090;&#1086;&#1087;&#1103;&#1093; &#1087;&#1086;&#1087;&#1072;&#1076;&#1072;&#1102;&#1090;&#1089;&#1103; &#1089;&#1090;&#1088;&#1072;&#1085;&#1085;&#1099;&#1077; &#1092;&#1077;&#1088;&#1084;&#1099;, &#1075;&#1076;&#1077; &#1086;&#1089;&#1085;&#1086;&#1074;&#1085;&#1086;&#1081; &#1073;&#1080;&#1079;&#1085;&#1077;&#1089; &#1089;&#1086;&#1089;&#1090;&#1086;&#1080;&#1090; &#1074; &#1088;&#1072;&#1079;&#1074;&#1077;&#1076;&#1077;&#1085;&#1080;&#1080; &#1080; &#1076;&#1088;&#1077;&#1089;&#1089;&#1080;&#1088;&#1086;&#1074;&#1082;&#1077; &#1101;&#1090;&#1080;&#1093; &#1054;&#1075;&#1088;&#1086;&#1084;&#1085;&#1099;&#1093; &#1074;&#1086;&#1083;&#1082;&#1086;&#1074;, &#1082;&#1086;&#1090;&#1086;&#1088;&#1099;&#1077;, &#1085;&#1077; &#1089;&#1084;&#1086;&#1090;&#1088;&#1103; &#1085;&#1072; &#1074;&#1089;&#1077; &#1087;&#1088;&#1077;&#1076;&#1087;&#1088;&#1080;&#1085;&#1080;&#1084;&#1072;&#1077;&#1084;&#1099;&#1077; &#1091;&#1089;&#1080;&#1083;&#1080;&#1103;, &#1085;&#1072;&#1074;&#1089;&#1077;&#1075;&#1076;&#1072; &#1086;&#1089;&#1090;&#1072;&#1102;&#1090;&#1089;&#1103; &#1076;&#1080;&#1082;&#1080;&#1084;&#1080;. &#1055;&#1086;&#1095;&#1090;&#1080; &#1085;&#1080;&#1082;&#1090;&#1086;, &#1082;&#1088;&#1086;&#1084;&#1077; &#1073;&#1077;&#1079;&#1091;&#1084;&#1085;&#1099;&#1093; &#1086;&#1082;&#1086;&#1074; &#1085;&#1077; &#1086;&#1089;&#1084;&#1077;&#1083;&#1080;&#1074;&#1072;&#1077;&#1090;&#1089;&#1103; &#1087;&#1088;&#1080;&#1088;&#1091;&#1095;&#1072;&#1090;&#1100; &#1101;&#1090;&#1080;&#1093; &#1085;&#1086;&#1088;&#1086;&#1074;&#1080;&#1089;&#1090;&#1099;&#1093; &#1080; &#1072;&#1075;&#1088;&#1077;&#1089;&#1089;&#1080;&#1074;&#1085;&#1099;&#1093; &#1079;&#1074;&#1077;&#1088;&#1077;&#1081;.</notes>
</template>
