<?xml version="1.0" encoding="US-ASCII" ?>
<advantage_list unique_id="hvpjhnr9:18dhn1s13gmxv" version="1">
	<advantage version="2">
		<name>Accessory (Fan)</name>
		<type>Physical, Exotic</type>
		<base_points>1</base_points>
		<reference>B100</reference>
		<categories>
			<category>Perk</category>
		</categories>
	</advantage>
	<advantage version="2">
		<name>Accessory (Floodlights)</name>
		<type>Physical, Exotic</type>
		<base_points>1</base_points>
		<reference>B100</reference>
		<categories>
			<category>Perk</category>
		</categories>
	</advantage>
	<advantage version="2">
		<name>Accessory (Video Display)</name>
		<type>Physical, Exotic</type>
		<base_points>1</base_points>
		<reference>B100</reference>
		<categories>
			<category>Perk</category>
		</categories>
	</advantage>
	<advantage_container version="2" open="yes">
		<name>Anchor</name>
		<advantage version="2">
			<name>Perfect Balance</name>
			<type>Physical</type>
			<base_points>15</base_points>
			<reference>B74</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<skill_bonus>
				<name compare="starts with">piloting</name>
				<specialization compare="is anything"></specialization>
				<amount>1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">acrobatics</name>
				<specialization compare="is anything"></specialization>
				<amount>1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">climbing</name>
				<specialization compare="is anything"></specialization>
				<amount>1</amount>
			</skill_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Armored Chassis</name>
		<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">
				<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>Crushing attacks</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_container>
	<advantage_container version="2" open="yes">
		<name>Backup System</name>
		<advantage version="2">
			<name>Extra Life</name>
			<type>Mental, Exotic</type>
			<levels>1</levels>
			<points_per_level>25</points_per_level>
			<modifier version="1">
				<name>Copy</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B55</reference>
			</modifier>
			<modifier version="1">
				<name>Requires Body</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B55</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Requires Body</name>
				<cost type="percentage">-40</cost>
				<affects>total</affects>
				<reference>B55</reference>
				<notes>@Illegal, rare or expensive body@</notes>
			</modifier>
			<reference>B55</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Bad Processor</name>
		<advantage version="2">
			<name>Decreased Intelligence</name>
			<type>Mental</type>
			<levels>1</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_container>
	<advantage_container version="2" open="yes">
		<name>Battering Ram</name>
		<advantage version="2">
			<name>Striker, Crushing (Battering Ram)</name>
			<type>Physical, Exotic</type>
			<base_points>5</base_points>
			<melee_weapon>
				<damage>thr:+1 cr</damage>
				<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>
			</melee_weapon>
			<reference>B88</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Biofrequency Scanner</name>
		<advantage version="2">
			<name>Detect</name>
			<type>Mental/Physical, Exotic</type>
			<modifier version="1" enabled="no">
				<name>Analyzing</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>P47</reference>
			</modifier>
			<modifier version="1">
				<name>Life</name>
				<cost type="points">30</cost>
				<affects>total</affects>
				<reference>B48</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Precise</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>B48</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Signal Detection</name>
				<cost type="percentage">0</cost>
				<affects>total</affects>
				<reference>B48</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Vague</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B48</reference>
			</modifier>
			<reference>B48</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Buffer</name>
		<advantage version="2">
			<name>Nictitating Membrane</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>1</points_per_level>
			<reference>B71</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Protected Sense (@Sense@)</name>
			<type>Physical, Exotic</type>
			<base_points>5</base_points>
			<reference>B78</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Smell/Taste Buffer</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>1</points_per_level>
			<reference>B71</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Sound Buffer</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>1</points_per_level>
			<reference>B71</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Touch Buffer</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>1</points_per_level>
			<reference>B71</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Buggy Cameras</name>
		<advantage version="2">
			<name>Bad Sight (Farsighted)</name>
			<type>Physical</type>
			<base_points>-25</base_points>
			<modifier version="1" enabled="no">
				<name>Mitigator</name>
				<cost type="percentage">-60</cost>
				<affects>total</affects>
				<notes>Glasses</notes>
			</modifier>
			<reference>B123</reference>
			<notes>-6 to Vision rolls to spot items within 1 yd; -3 DX to any close manual task, including close combat</notes>
			<categories>
				<category>Disadvantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Bad Sight (Nearsighted)</name>
			<type>Physical</type>
			<base_points>-25</base_points>
			<modifier version="1" enabled="no">
				<name>Mitigator</name>
				<cost type="percentage">-60</cost>
				<affects>total</affects>
				<notes>Glasses</notes>
			</modifier>
			<reference>B123</reference>
			<notes> -6 to Vision rolls to spot items more than 1 yd away; -2 to all melee attacks; double actual distance to the target when calculating the range modifier for ranged attacks</notes>
			<categories>
				<category>Disadvantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Buggy Mic</name>
		<advantage version="2">
			<name>Hard of Hearing</name>
			<type>Physical</type>
			<base_points>-10</base_points>
			<reference>B138</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>hearing</attribute>
				<amount>-4</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Common Model</name>
		<advantage version="2">
			<name>Rapid Healing</name>
			<type>Physical</type>
			<base_points>5</base_points>
			<reference>B79</reference>
			<notes>+5 to rolls to repair you.</notes>
			<categories>
				<category>Advantage</category>
			</categories>
			<prereq_list all="yes">
				<attribute_prereq has="yes" which="ht" compare="at least">10</attribute_prereq>
			</prereq_list>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Compliant</name>
		<advantage version="2">
			<name>Charitable</name>
			<type>Mental</type>
			<base_points>-15</base_points>
			<cr>12</cr>
			<reference>B125</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Cutting Laser</name>
		<advantage version="2">
			<name>Innate Attack (Burn)</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>5</points_per_level>
			<melee_weapon>
				<damage>1d(2) burn</damage>
				<strength>1</strength>
				<reach>C</reach>
				<parry>no</parry>
				<block>no</block>
				<default>
					<type>DX</type>
					<modifier>-4</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Beam Weapons</name>
					<specialization>Projector</specialization>
					<modifier>0</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Beam Weapons</name>
					<modifier>-4</modifier>
				</default>
			</melee_weapon>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">100</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 sec</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">50</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>10 sec</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">40</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 min</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">20</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 hr</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">10</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 day</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">50</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 sec; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">25</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>10 sec; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">20</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 min; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">10</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 hr; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">5</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 day; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Contagious</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>Mildly</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Contagious</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>Highly</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Double Blunt Trauma</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>B104</reference>
				<notes>1HP per 10 dmg</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Explosion</name>
				<cost type="percentage">50</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B104</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Fragmentation</name>
				<cost type="percentage">15</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B104</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Fragmentation</name>
				<cost type="percentage">15</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B104</reference>
				<notes>Hot</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Radiation</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>B104</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Surge</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>B104</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B102</reference>
				<notes>2</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>B102</reference>
				<notes>3</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">150</cost>
				<affects>total</affects>
				<reference>B102</reference>
				<notes>5</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">200</cost>
				<affects>total</affects>
				<reference>B102</reference>
				<notes>10</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Side Effect</name>
				<cost type="percentage">0</cost>
				<affects>total</affects>
				<reference>B109</reference>
				<notes>@Effect@</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Symptoms</name>
				<cost type="percentage">0</cost>
				<affects>total</affects>
				<reference>B109</reference>
				<notes>@Effect@</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">-30</cost>
				<affects>total</affects>
				<reference>B110</reference>
				<notes>0.5</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B110</reference>
				<notes>0.2</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">-70</cost>
				<affects>total</affects>
				<reference>B110</reference>
				<notes>0.1</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>No Wounding</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B111</reference>
			</modifier>
			<modifier version="1">
				<name>Melee Attack</name>
				<cost type="percentage">-30</cost>
				<affects>total</affects>
				<reference>B112</reference>
			</modifier>
			<modifier version="1">
				<name>Armor Divisor (2)</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B102</reference>
			</modifier>
			<reference>B61</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Dexterity</name>
		<advantage version="2">
			<name>Decreased Dexterity</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>-20</points_per_level>
			<reference>B15</reference>
			<categories>
				<category>Attribute</category>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>dx</attribute>
				<amount per_level="yes">-1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Increased Dexterity</name>
			<type>Physical</type>
			<levels>1</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_container>
	<advantage_container version="2" open="yes">
		<name>Dexterity</name>
		<advantage version="2">
			<name>Ambidexterity</name>
			<type>Physical</type>
			<base_points>5</base_points>
			<reference>B39</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Decreased Dexterity</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>-20</points_per_level>
			<reference>B15</reference>
			<categories>
				<category>Attribute</category>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>dx</attribute>
				<amount per_level="yes">-1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>High Manual Dexterity</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>5</points_per_level>
			<reference>B59</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<skill_bonus>
				<name compare="contains">artist</name>
				<specialization compare="is anything"></specialization>
				<amount per_level="yes">1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">jeweler</name>
				<specialization compare="is anything"></specialization>
				<amount per_level="yes">1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">knot-tying</name>
				<specialization compare="is anything"></specialization>
				<amount per_level="yes">1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">leatherworking</name>
				<specialization compare="is anything"></specialization>
				<amount per_level="yes">1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">lockpicking</name>
				<specialization compare="is anything"></specialization>
				<amount per_level="yes">1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">pickpocket</name>
				<specialization compare="is anything"></specialization>
				<amount per_level="yes">1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">sewing</name>
				<specialization compare="is anything"></specialization>
				<amount per_level="yes">1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">sleight of hand</name>
				<specialization compare="is anything"></specialization>
				<amount per_level="yes">1</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">surgery</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="contains">mechanic</name>
				<specialization compare="is anything"></specialization>
				<amount per_level="yes">1</amount>
			</skill_bonus>
		</advantage>
		<advantage version="2">
			<name>Increased Dexterity</name>
			<type>Physical</type>
			<levels>1</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_container>
	<advantage_container version="2" open="yes">
		<name>Drill (large)</name>
		<advantage version="2">
			<name>Striker, Impaling (Drill)</name>
			<type>Physical, Exotic</type>
			<base_points>8</base_points>
			<melee_weapon>
				<damage>thr:+1 imp</damage>
				<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>
			</melee_weapon>
			<reference>B88</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Drill (medium)</name>
		<advantage version="2">
			<name>Striker, Large Piercing (Drill)</name>
			<type>Physical, Exotic</type>
			<base_points>6</base_points>
			<melee_weapon>
				<damage>thr:+1 pi+</damage>
				<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>
			</melee_weapon>
			<reference>B88</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Drill (small)</name>
		<advantage version="2">
			<name>Striker, Piercing (Drill)</name>
			<type>Physical, Exotic</type>
			<base_points>5</base_points>
			<melee_weapon>
				<damage>thr:+1 pi</damage>
				<reach>C</reach>
				<parry>0</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>B88</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Durability</name>
		<advantage version="2">
			<name>Decreased Health</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>-10</points_per_level>
			<reference>B14</reference>
			<categories>
				<category>Attribute</category>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>ht</attribute>
				<amount per_level="yes">-1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Extra Hit Points</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>2</points_per_level>
			<modifier version="1" enabled="no">
				<name>Size</name>
				<cost type="percentage">-10</cost>
				<levels>1</levels>
				<affects>total</affects>
			</modifier>
			<modifier version="1" enabled="no">
				<name>No Fine Manipulators</name>
				<cost type="percentage">-40</cost>
				<affects>total</affects>
			</modifier>
			<reference>B16</reference>
			<categories>
				<category>Advantage</category>
				<category>Attribute</category>
			</categories>
			<attribute_bonus>
				<attribute>hp</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Fewer Hit Points</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>-2</points_per_level>
			<reference>B16</reference>
			<categories>
				<category>Attribute</category>
				<category>Disadvantage</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>1</levels>
			<points_per_level>10</points_per_level>
			<reference>B14</reference>
			<categories>
				<category>Advantage</category>
				<category>Attribute</category>
			</categories>
			<attribute_bonus>
				<attribute>ht</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Enhanced Cameras</name>
		<advantage version="2">
			<name>Acute Vision</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>2</points_per_level>
			<reference>B35</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<attribute_bonus>
				<attribute>vision</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Hyperspectral Vision</name>
			<type>Physical, Exotic</type>
			<base_points>25</base_points>
			<modifier version="1" enabled="no">
				<name>Extended Low-Band</name>
				<cost type="percentage">30</cost>
				<affects>total</affects>
				<reference>B60</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Extended High-Band</name>
				<cost type="percentage">30</cost>
				<affects>total</affects>
				<reference>B60</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Extended</name>
				<cost type="percentage">30</cost>
				<affects>total</affects>
				<reference>P52</reference>
				<notes>@Special@</notes>
			</modifier>
			<reference>B60</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<prereq_list all="yes">
				<advantage_prereq has="no">
					<name compare="is">infravision</name>
					<notes compare="is anything"></notes>
				</advantage_prereq>
				<advantage_prereq has="no">
					<name compare="is">ultravision</name>
					<notes compare="is anything"></notes>
				</advantage_prereq>
			</prereq_list>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Enhanced Microphone</name>
		<advantage version="2">
			<name>Acute Hearing</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>2</points_per_level>
			<reference>B35</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<attribute_bonus>
				<attribute>hearing</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Parabolic Hearing</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>4</points_per_level>
			<reference>B72</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Environmentally Attuned (@Native Environment@)</name>
		<advantage version="2">
			<name>Confused</name>
			<type>Physical</type>
			<base_points>-10</base_points>
			<cr>12</cr>
			<modifier version="1">
				<name>Environmental</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>P110</reference>
			</modifier>
			<reference>B129</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage version="2">
		<name>Exposed Power Switch (Large)</name>
		<type>Physical, Exotic</type>
		<base_points>-60</base_points>
		<notes>Whenever someone scores a hit on your vitals, even if it does no damage, you fall unconscious.</notes>
	</advantage>
	<advantage version="2">
		<name>Exposed Power Switch (Small)</name>
		<type>Physical, Exotic</type>
		<base_points>-20</base_points>
		<notes>Whenever someone scores a critical hit against you in melee combat, you fall unconscious.</notes>
	</advantage>
	<advantage_container version="2" open="yes">
		<name>External container</name>
		<notes>Maximum level (SM+5)x2</notes>
		<advantage version="2">
			<name>Payload (@Load@)</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>1</points_per_level>
			<modifier version="1" enabled="no">
				<name>Exposed</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B74</reference>
			</modifier>
			<reference>B74</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Flexible Body</name>
		<advantage version="2">
			<name>Flexibility (Double-Jointed)</name>
			<type>Physical</type>
			<base_points>15</base_points>
			<reference>B56</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<skill_bonus>
				<name compare="is">climbing</name>
				<specialization compare="is anything"></specialization>
				<amount>5</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">escape</name>
				<specialization compare="is anything"></specialization>
				<amount>5</amount>
			</skill_bonus>
			<skill_bonus>
				<name compare="is">erotic art</name>
				<specialization compare="is anything"></specialization>
				<amount>5</amount>
			</skill_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Flight Ceiling</name>
		<advantage version="2">
			<name>Flight</name>
			<type>Physical, Exotic</type>
			<base_points>40</base_points>
			<modifier version="1" enabled="no">
				<name>Newtonian Space Flight</name>
				<cost type="percentage">25</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Space Flight</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cannot Hover</name>
				<cost type="percentage">-15</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Controlled Gliding</name>
				<cost type="percentage">-45</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Gliding</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Lighter Than Air</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Low Ceiling</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B56</reference>
				<notes>30'</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Low Ceiling</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B56</reference>
				<notes>10'</notes>
			</modifier>
			<modifier version="1">
				<name>Low Ceiling</name>
				<cost type="percentage">-25</cost>
				<affects>total</affects>
				<reference>B56</reference>
				<notes>5'</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Small Wings</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Space Flight Only</name>
				<cost type="percentage">-75</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Winged</name>
				<cost type="percentage">-25</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Planetary</name>
				<cost type="percentage">-5</cost>
				<affects>total</affects>
				<reference>P50</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Requires Surface</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P50</reference>
			</modifier>
			<reference>B56</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Flight</name>
			<type>Physical, Exotic</type>
			<base_points>40</base_points>
			<modifier version="1" enabled="no">
				<name>Newtonian Space Flight</name>
				<cost type="percentage">25</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Space Flight</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cannot Hover</name>
				<cost type="percentage">-15</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Controlled Gliding</name>
				<cost type="percentage">-45</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Gliding</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Lighter Than Air</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Low Ceiling</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B56</reference>
				<notes>30'</notes>
			</modifier>
			<modifier version="1">
				<name>Low Ceiling</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B56</reference>
				<notes>10'</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Low Ceiling</name>
				<cost type="percentage">-25</cost>
				<affects>total</affects>
				<reference>B56</reference>
				<notes>5'</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Small Wings</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Space Flight Only</name>
				<cost type="percentage">-75</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Winged</name>
				<cost type="percentage">-25</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Planetary</name>
				<cost type="percentage">-5</cost>
				<affects>total</affects>
				<reference>P50</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Requires Surface</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P50</reference>
			</modifier>
			<reference>B56</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Flight</name>
			<type>Physical, Exotic</type>
			<base_points>40</base_points>
			<modifier version="1" enabled="no">
				<name>Newtonian Space Flight</name>
				<cost type="percentage">25</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Space Flight</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cannot Hover</name>
				<cost type="percentage">-15</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Controlled Gliding</name>
				<cost type="percentage">-45</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Gliding</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Lighter Than Air</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1">
				<name>Low Ceiling</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B56</reference>
				<notes>30'</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Low Ceiling</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B56</reference>
				<notes>10'</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Low Ceiling</name>
				<cost type="percentage">-25</cost>
				<affects>total</affects>
				<reference>B56</reference>
				<notes>5'</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Small Wings</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Space Flight Only</name>
				<cost type="percentage">-75</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Winged</name>
				<cost type="percentage">-25</cost>
				<affects>total</affects>
				<reference>B56</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Planetary</name>
				<cost type="percentage">-5</cost>
				<affects>total</affects>
				<reference>P50</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Requires Surface</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P50</reference>
			</modifier>
			<reference>B56</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Hardened Programming</name>
		<advantage version="2">
			<name>Mind Shield</name>
			<type>Mental, Exotic</type>
			<levels>1</levels>
			<points_per_level>4</points_per_level>
			<modifier version="1" enabled="no">
				<name>Cybernetic</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B70</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Limited</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>P62</reference>
				<notes>@Source@</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Limited</name>
				<cost type="percentage">-75</cost>
				<affects>total</affects>
				<reference>P62</reference>
				<notes>@Power/College/Focus@</notes>
			</modifier>
			<reference>B70</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>High Speed</name>
		<advantage version="2">
			<name>Enhanced Move (Ground Move @New Ground Move@)</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>20</points_per_level>
			<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>
			<modifier version="1" enabled="no">
				<name>Cosmic</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>SU26</reference>
				<notes>Instantaneous Acceleration</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cosmic</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>SU27</reference>
				<notes>Complete Maneuverability</notes>
			</modifier>
			<reference>B52</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Interface Prong</name>
		<advantage version="2">
			<name>Mind Probe</name>
			<type>Mental, Exotic</type>
			<base_points>20</base_points>
			<modifier version="1" enabled="no">
				<name>Cybernetic</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B69</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Sensory</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>B69</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Universal</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B69</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cybernetic Only</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B70</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Racial</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B70</reference>
				<notes>@Race@</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Sensory Only</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B70</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Telecommunication</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B70</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Invasive</name>
				<cost type="percentage">75</cost>
				<affects>total</affects>
				<reference>P62</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Memory Bank</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>P62</reference>
				<notes>IQ snapshots</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Memory Bank</name>
				<cost type="percentage">150</cost>
				<affects>total</affects>
				<reference>P62</reference>
				<notes>Unlimited snapshots</notes>
			</modifier>
			<reference>B69</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Lightweight</name>
		<advantage version="2">
			<name>Dwarfism</name>
			<type>Physical</type>
			<base_points>-15</base_points>
			<reference>B19</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_container>
	<advantage_container version="2" open="yes">
		<name>Limbless</name>
		<advantage version="2">
			<name>No Manipulators</name>
			<type>Physical</type>
			<base_points>-50</base_points>
			<reference>B145</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
			<cost_reduction>
				<attribute>st</attribute>
				<percentage>40</percentage>
			</cost_reduction>
			<cost_reduction>
				<attribute>dx</attribute>
				<percentage>40</percentage>
			</cost_reduction>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Liquid Dispenser</name>
		<advantage version="2">
			<name>Accessory (Squirt Carbine)</name>
			<type>Physical, Exotic</type>
			<base_points>1</base_points>
			<reference>B100</reference>
			<notes>Range 8</notes>
			<categories>
				<category>Perk</category>
			</categories>
		</advantage>
		<advantage_container version="2" open="yes">
			<name>Internal Compartment</name>
			<notes>Maximum level SM+5</notes>
			<advantage version="2">
				<name>Payload (@Load@)</name>
				<type>Physical, Exotic</type>
				<levels>1</levels>
				<points_per_level>1</points_per_level>
				<modifier version="1" enabled="no">
					<name>Exposed</name>
					<cost type="percentage">-50</cost>
					<affects>total</affects>
					<reference>B74</reference>
				</modifier>
				<reference>B74</reference>
				<categories>
					<category>Advantage</category>
				</categories>
			</advantage>
		</advantage_container>
	</advantage_container>
	<advantage version="2">
		<name>Loose Circuitry</name>
		<type>Physical, Exotic</type>
		<base_points>-45</base_points>
		<reference>B161</reference>
		<notes>Any time you take damage, roll HT to stay conscious.</notes>
		<categories>
			<category>Disadvantage</category>
		</categories>
	</advantage>
	<advantage_container version="2" open="yes">
		<name>Loudspeaker</name>
		<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="yes">
		<name>Low Speed</name>
		<advantage version="2">
			<name>Decreased Basic Move</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>-5</points_per_level>
			<reference>B17</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>move</attribute>
				<amount per_level="yes">-1</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Manipulative Limb (Standard)</name>
		<advantage version="2">
			<name>Extra Arm</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>10</points_per_level>
			<modifier version="1" enabled="no">
				<name>Extra-Flexible</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Long</name>
				<cost type="percentage">100</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Foot Manipulators</name>
				<cost type="percentage">-30</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>No Physical Attack</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Short</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Weak</name>
				<cost type="percentage">-25</cost>
				<affects>total</affects>
				<reference>B53</reference>
				<notes>Half body ST</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Weak</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B53</reference>
				<notes>Quarter body ST</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Weapon Mount</name>
				<cost type="percentage">-80</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<reference>B53</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Mobility</name>
		<advantage version="2">
			<name>Increased Basic Move</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>5</points_per_level>
			<reference>B17</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<attribute_bonus>
				<attribute>move</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage version="2">
		<name>Noisy</name>
		<type>Physical</type>
		<levels>1</levels>
		<points_per_level>-2</points_per_level>
		<reference>B146</reference>
		<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_container version="2" open="yes">
		<name>Nuclear Battery</name>
		<advantage version="2">
			<name>Death from Extra Effort results in nuclear meltdown</name>
			<type></type>
		</advantage>
		<advantage_container version="2" open="yes">
			<name>Nuclear-Powered</name>
			<reference>UT167</reference>
			<categories>
				<category>Lens</category>
			</categories>
			<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>No Restricted Diet</name>
				<type>Physical</type>
				<prereq_list all="yes">
					<advantage_prereq has="no">
						<name compare="is">Restricted Diet</name>
						<notes compare="is anything"></notes>
					</advantage_prereq>
				</prereq_list>
			</advantage>
		</advantage_container>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Overriding Directive (Major)</name>
		<advantage version="2">
			<name>Compulsive @Behavior@</name>
			<type>Mental</type>
			<base_points>-15</base_points>
			<cr>12</cr>
			<reference>B128</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Overriding Directive (Minor)</name>
		<advantage version="2">
			<name>Compulsive @Behavior@</name>
			<type>Mental</type>
			<base_points>-5</base_points>
			<cr>12</cr>
			<reference>F219</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Perception</name>
		<advantage version="2">
			<name>Decreased Perception</name>
			<type>Mental/Physical</type>
			<levels>1</levels>
			<points_per_level>-5</points_per_level>
			<reference>B16</reference>
			<categories>
				<category>Attribute</category>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>perception</attribute>
				<amount per_level="yes">-1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Increased Perception</name>
			<type>Mental/Physical</type>
			<levels>1</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>No Depth Perception</name>
			<type>Physical</type>
			<base_points>-15</base_points>
			<reference>B144</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
			<prereq_list all="yes">
				<advantage_prereq has="no">
					<name compare="is">one eye</name>
					<notes compare="is anything"></notes>
				</advantage_prereq>
			</prereq_list>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Perception</name>
		<advantage version="2">
			<name>Decreased Perception</name>
			<type>Mental/Physical</type>
			<levels>1</levels>
			<points_per_level>-5</points_per_level>
			<reference>B16</reference>
			<categories>
				<category>Attribute</category>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>perception</attribute>
				<amount per_level="yes">-1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Increased Perception</name>
			<type>Mental/Physical</type>
			<levels>1</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_container>
	<advantage_container version="2" open="yes">
		<name>Plasma Arc Welder</name>
		<advantage version="2">
			<name>Innate Attack (Burn)</name>
			<type>Physical, Exotic</type>
			<levels>2</levels>
			<points_per_level>5</points_per_level>
			<melee_weapon>
				<damage>1d+2(5) burn</damage>
				<strength>3</strength>
				<reach>C</reach>
				<parry>no</parry>
				<block>no</block>
			</melee_weapon>
			<ranged_weapon>
				<damage>1d burn</damage>
				<accuracy>3</accuracy>
				<range>100/10</range>
				<rate_of_fire>1</rate_of_fire>
				<recoil>1</recoil>
				<default>
					<type>Skill</type>
					<name>Innate Attack</name>
					<specialization>@Attack Type@</specialization>
					<modifier>0</modifier>
				</default>
				<default>
					<type>Skill</type>
					<name>Innate Attack</name>
					<modifier>-2</modifier>
				</default>
				<default>
					<type>DX</type>
					<modifier>-4</modifier>
				</default>
			</ranged_weapon>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">100</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 sec</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">50</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>10 sec</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">40</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 min</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">20</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 hr</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">10</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 day</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">50</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 sec; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">25</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>10 sec; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">20</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 min; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">10</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 hr; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cyclic</name>
				<cost type="percentage">5</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>1 day; Resistible</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Contagious</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>Mildly</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Contagious</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B103</reference>
				<notes>Highly</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Double Blunt Trauma</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>B104</reference>
				<notes>1HP per 10 dmg</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Explosion</name>
				<cost type="percentage">50</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B104</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Fragmentation</name>
				<cost type="percentage">15</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B104</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Fragmentation</name>
				<cost type="percentage">15</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B104</reference>
				<notes>Hot</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Radiation</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>B104</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Surge</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>B104</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B102</reference>
				<notes>2</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>B102</reference>
				<notes>3</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">150</cost>
				<affects>total</affects>
				<reference>B102</reference>
				<notes>5</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">200</cost>
				<affects>total</affects>
				<reference>B102</reference>
				<notes>10</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Side Effect</name>
				<cost type="percentage">0</cost>
				<affects>total</affects>
				<reference>B109</reference>
				<notes>@Effect@</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Symptoms</name>
				<cost type="percentage">0</cost>
				<affects>total</affects>
				<reference>B109</reference>
				<notes>@Effect@</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">-30</cost>
				<affects>total</affects>
				<reference>B110</reference>
				<notes>0.5</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B110</reference>
				<notes>0.2</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Armor Divisor</name>
				<cost type="percentage">-70</cost>
				<affects>total</affects>
				<reference>B110</reference>
				<notes>0.1</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>No Wounding</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B111</reference>
			</modifier>
			<modifier version="1">
				<name>Melee Attack</name>
				<cost type="percentage">-30</cost>
				<affects>total</affects>
				<reference>B112</reference>
			</modifier>
			<modifier version="1">
				<name>Armor Divisor (5)</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>B102</reference>
			</modifier>
			<reference>B61</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Plastic Casing</name>
		<advantage version="2">
			<name>Reduced 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">
				<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_container>
	<advantage_container version="2" open="yes">
		<name>Power</name>
		<advantage version="2">
			<name>Energy Reserve (Backup Battery)</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>3</points_per_level>
			<modifier version="1" enabled="no">
				<name>Abilities Only</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>P119</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>One Power</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>P117</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Slow Recharge</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P117</reference>
				<notes>1/hour</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Slow Recharge</name>
				<cost type="percentage">-60</cost>
				<affects>total</affects>
				<reference>P117</reference>
				<notes>1/day</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Special Recharge</name>
				<cost type="percentage">-70</cost>
				<affects>total</affects>
				<reference>P117</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Special Recharge</name>
				<cost type="percentage">-80</cost>
				<affects>total</affects>
				<reference>P117</reference>
				<notes>1/s bleed</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Stunts Only</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>P117</reference>
			</modifier>
			<reference>P119</reference>
			<categories>
				<category>Advantage</category>
				<category>Attribute</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Reduced Consumption</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>2</points_per_level>
			<modifier version="1" enabled="no">
				<name>Cast-Iron Stomach</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B80</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Food Only</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B80</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Water Only</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B80</reference>
			</modifier>
			<reference>B80</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Power Dock</name>
		<advantage version="2">
			<name>Healing</name>
			<type>Mental, Exotic</type>
			<base_points>30</base_points>
			<modifier version="1" enabled="no">
				<name>Faith Healing</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>B59</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Xenohealing</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>B59</reference>
				<notes>All Mammals</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Xenohealing</name>
				<cost type="percentage">40</cost>
				<affects>total</affects>
				<reference>B59</reference>
				<notes>All Earthly Life</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Xenohealing</name>
				<cost type="percentage">60</cost>
				<affects>total</affects>
				<reference>B59</reference>
				<notes>All Carbon-Based Life</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Xenohealing</name>
				<cost type="percentage">80</cost>
				<affects>total</affects>
				<reference>B59</reference>
				<notes>Anything Alive</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Xenohealing</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>B59</reference>
				<notes>Anything Animate</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Disease Only</name>
				<cost type="percentage">-40</cost>
				<affects>total</affects>
				<reference>B59</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Injuries Only</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B59</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Own Race Only</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B59</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Psychic Healing</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>B59</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Affects Self</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>P51</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Cure Affliction</name>
				<cost type="percentage">60</cost>
				<affects>total</affects>
				<reference>P51</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Affliction Only</name>
				<cost type="percentage">-40</cost>
				<affects>total</affects>
				<reference>P51</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Capped</name>
				<cost type="percentage">-25</cost>
				<affects>total</affects>
				<reference>P51</reference>
				<notes>2 FP</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Capped</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P51</reference>
				<notes>4 FP</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Capped</name>
				<cost type="percentage">-15</cost>
				<affects>total</affects>
				<reference>P51</reference>
				<notes>6 FP</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Capped</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>P51</reference>
				<notes>8 FP</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Capped</name>
				<cost type="percentage">-5</cost>
				<affects>total</affects>
				<reference>P51</reference>
				<notes>10 FP</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Empathic</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>P51</reference>
			</modifier>
			<modifier version="1">
				<name>Energy Reserve Only</name>
				<cost type="percentage">0</cost>
				<affects>total</affects>
				<notes>Pay 1 ER to heal 1 ER</notes>
			</modifier>
			<reference>B59</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Prehensile Limb</name>
		<advantage version="2">
			<name>Extra Arm</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>10</points_per_level>
			<modifier version="1">
				<name>Extra-Flexible</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Long</name>
				<cost type="percentage">100</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Foot Manipulators</name>
				<cost type="percentage">-30</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>No Physical Attack</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Short</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Weak</name>
				<cost type="percentage">-25</cost>
				<affects>total</affects>
				<reference>B53</reference>
				<notes>Half body ST</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Weak</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B53</reference>
				<notes>Quarter body ST</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Weapon Mount</name>
				<cost type="percentage">-80</cost>
				<affects>total</affects>
				<reference>B53</reference>
			</modifier>
			<reference>B53</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Extra-Flexible Arm</name>
			<type>Physical</type>
			<base_points>5</base_points>
			<notes>One of your first two arms.</notes>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Rare Model</name>
		<advantage version="2">
			<name>Slow Healing</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>-5</points_per_level>
			<reference>B155</reference>
			<notes>-5 to rolls to repair you.</notes>
			<categories>
				<category>Disadvantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Reflexes</name>
		<advantage version="2">
			<name>Combat Reflexes</name>
			<type>Mental</type>
			<base_points>15</base_points>
			<reference>B43</reference>
			<notes>Never freeze; +6 on all IQ rolls to wake up or to recover from surprise or mental stun; Your side gets +1 to initiative rolls (+2 if you're the leader)</notes>
			<categories>
				<category>Advantage</category>
			</categories>
			<skill_bonus>
				<name compare="starts with">fast-draw</name>
				<specialization compare="is anything"></specialization>
				<amount>1</amount>
			</skill_bonus>
			<attribute_bonus>
				<attribute>dodge</attribute>
				<amount>1</amount>
			</attribute_bonus>
			<attribute_bonus>
				<attribute>parry</attribute>
				<amount>1</amount>
			</attribute_bonus>
			<attribute_bonus>
				<attribute>block</attribute>
				<amount>1</amount>
			</attribute_bonus>
			<attribute_bonus>
				<attribute>fright check</attribute>
				<amount>2</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Decreased Basic Speed</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>-5</points_per_level>
			<reference>B17</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>speed</attribute>
				<amount per_level="yes">-0.25</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Increased Basic Speed</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>5</points_per_level>
			<reference>B17</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<attribute_bonus>
				<attribute>speed</attribute>
				<amount per_level="yes">0.25</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Rusting</name>
		<advantage version="2">
			<name>Decreased Basic Speed</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>-5</points_per_level>
			<reference>B17</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>speed</attribute>
				<amount per_level="yes">-0.25</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Safety Switch</name>
		<advantage version="2">
			<name>No Energy Reserve</name>
			<type>Physical</type>
			<prereq_list all="yes">
				<advantage_prereq has="no">
					<name compare="is">Energy Reserve</name>
					<notes compare="is anything"></notes>
				</advantage_prereq>
			</prereq_list>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Saw</name>
		<advantage version="2">
			<name>Striker, Cutting (Saw)</name>
			<type>Physical, Exotic</type>
			<base_points>7</base_points>
			<melee_weapon>
				<damage>thr:+1 cut</damage>
				<reach>C</reach>
				<parry>0</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>B88</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Secondary Battery</name>
		<advantage version="2">
			<name>Energy Reserve (Backup Battery)</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>3</points_per_level>
			<modifier version="1" enabled="no">
				<name>Abilities Only</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>P119</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>One Power</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>P117</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Slow Recharge</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P117</reference>
				<notes>1/hour</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Slow Recharge</name>
				<cost type="percentage">-60</cost>
				<affects>total</affects>
				<reference>P117</reference>
				<notes>1/day</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Special Recharge</name>
				<cost type="percentage">-70</cost>
				<affects>total</affects>
				<reference>P117</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Special Recharge</name>
				<cost type="percentage">-80</cost>
				<affects>total</affects>
				<reference>P117</reference>
				<notes>1/s bleed</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Stunts Only</name>
				<cost type="percentage">-10</cost>
				<affects>total</affects>
				<reference>P117</reference>
			</modifier>
			<reference>P119</reference>
			<categories>
				<category>Advantage</category>
				<category>Attribute</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>Reduced Consumption</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>2</points_per_level>
			<modifier version="1" enabled="no">
				<name>Cast-Iron Stomach</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B80</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Food Only</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B80</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Water Only</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B80</reference>
			</modifier>
			<reference>B80</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Size</name>
		<advantage version="2">
			<name>Decreased Size</name>
			<type>Physical</type>
			<levels>1</levels>
			<reference>B17</reference>
			<attribute_bonus>
				<attribute>sm</attribute>
				<amount per_level="yes">-1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Increased Size</name>
			<type>Physical</type>
			<levels>1</levels>
			<reference>B17</reference>
			<attribute_bonus>
				<attribute>sm</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Slow Charger</name>
		<advantage version="2">
			<name>Slow Eater</name>
			<type>Physical, Exotic</type>
			<base_points>-10</base_points>
			<reference>B155</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Solar Powered</name>
		<advantage version="2">
			<name>Dependency (Sunlight)</name>
			<type>Physical, Exotic</type>
			<modifier version="1" enabled="no">
				<name>Rarity: Rare</name>
				<cost type="points">-30</cost>
				<affects>total</affects>
				<reference>B130</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Rarity: Occasional</name>
				<cost type="points">-20</cost>
				<affects>total</affects>
				<reference>B130</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Rarity: Common</name>
				<cost type="points">-10</cost>
				<affects>total</affects>
				<reference>B130</reference>
			</modifier>
			<modifier version="1">
				<name>Rarity: Very Common</name>
				<cost type="points">-5</cost>
				<affects>total</affects>
				<reference>B130</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Illegal</name>
				<cost type="points">-5</cost>
				<affects>total</affects>
				<reference>B130</reference>
			</modifier>
			<modifier version="1" 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" enabled="no">
				<name>Frequency: Weekly</name>
				<cost type="multiplier">2</cost>
				<reference>B130</reference>
				<notes>Lose 1 HP per six hours after missing a weekly dose</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Frequency: Monthly</name>
				<cost type="multiplier">1</cost>
				<reference>B130</reference>
				<notes>Lose 1 HP per day after missing a monthly dose</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Frequency: Seasonally</name>
				<cost type="multiplier">0.33333</cost>
				<reference>B130</reference>
				<notes>Lose 1 HP per 3 days after missing a seasonal dose</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Frequency: Yearly</name>
				<cost type="multiplier">0.1</cost>
				<reference>B130</reference>
				<notes>Lose 1 HP per 2 weeks after missing a yearly dose</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Aging</name>
				<cost type="percentage">30</cost>
				<affects>total</affects>
				<reference>B130</reference>
				<notes>Age 2 years for each HP lost due to this dependency</notes>
			</modifier>
			<reference>B130</reference>
			<categories>
				<category>Disadvantage</category>
			</categories>
		</advantage>
		<advantage version="2">
			<name>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_container>
	<advantage_container version="2" open="yes">
		<name>Specialty Chassis</name>
		<advantage version="2">
			<name>Increased Strength</name>
			<type>Physical</type>
			<levels>1</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" enabled="no">
				<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>SU24</reference>
			</modifier>
			<modifier version="1">
				<name>Special Purpose: @Purpose@</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
			</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>Lifting ST</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>3</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" enabled="no">
				<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">400</cost>
				<affects>total</affects>
				<reference>P58</reference>
			</modifier>
			<reference>B65</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<attribute_bonus>
				<attribute limitation="lifting only">st</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Striking ST</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>5</points_per_level>
			<modifier version="1" enabled="no">
				<name>No Fine Manipulators</name>
				<cost type="percentage">-40</cost>
				<affects>total</affects>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Size</name>
				<cost type="percentage">-10</cost>
				<levels>1</levels>
				<affects>total</affects>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Super Effort</name>
				<cost type="percentage">400</cost>
				<affects>total</affects>
				<reference>SU24</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>One Attack Only</name>
				<cost type="percentage">-60</cost>
				<affects>total</affects>
				<reference>P79</reference>
				<notes>@Attack@</notes>
			</modifier>
			<reference>B88</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<attribute_bonus>
				<attribute limitation="striking only">st</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Strength</name>
		<advantage version="2">
			<name>Decreased Strength</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>-10</points_per_level>
			<reference>B14</reference>
			<categories>
				<category>Attribute</category>
				<category>Disadvantage</category>
			</categories>
			<attribute_bonus>
				<attribute>st</attribute>
				<amount per_level="yes">-1</amount>
			</attribute_bonus>
		</advantage>
		<advantage version="2">
			<name>Increased Strength</name>
			<type>Physical</type>
			<levels>1</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" enabled="no">
				<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>SU24</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_container>
	<advantage version="2">
		<name>Talent (Digital Control)</name>
		<type>Mental</type>
		<levels>1</levels>
		<points_per_level>5</points_per_level>
		<categories>
			<category>Advantage</category>
			<category>Talent</category>
		</categories>
		<skill_bonus>
			<name compare="is">Electronics Operation</name>
			<specialization compare="is anything"></specialization>
			<amount per_level="yes">1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Computer Operation</name>
			<specialization compare="is anything"></specialization>
			<amount>1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Computer Programming</name>
			<specialization compare="is anything"></specialization>
			<amount>1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Computer Hacking</name>
			<specialization compare="is anything"></specialization>
			<amount>1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Mathematics</name>
			<specialization compare="is anything"></specialization>
			<amount>1</amount>
		</skill_bonus>
	</advantage>
	<advantage version="2">
		<name>Talent (Humanity Comprehension)</name>
		<type>Mental</type>
		<levels>1</levels>
		<points_per_level>5</points_per_level>
		<categories>
			<category>Advantage</category>
			<category>Talent</category>
		</categories>
		<skill_bonus>
			<name compare="is">Body Language</name>
			<specialization compare="is anything"></specialization>
			<amount per_level="yes">1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Detect Lies</name>
			<specialization compare="is anything"></specialization>
			<amount per_level="yes">1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Gesture</name>
			<specialization compare="is anything"></specialization>
			<amount per_level="yes">1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Linguistics</name>
			<specialization compare="is anything"></specialization>
			<amount per_level="yes">1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Anthropology</name>
			<specialization compare="is">Human</specialization>
			<amount per_level="yes">1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Psychology</name>
			<specialization compare="is">Human</specialization>
			<amount per_level="yes">1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Sociology</name>
			<specialization compare="is anything"></specialization>
			<amount per_level="yes">1</amount>
		</skill_bonus>
	</advantage>
	<advantage version="2">
		<name>Talent (Mechanical Control)</name>
		<type>Mental</type>
		<levels>1</levels>
		<points_per_level>5</points_per_level>
		<categories>
			<category>Advantage</category>
			<category>Talent</category>
		</categories>
		<skill_bonus>
			<name compare="is">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>1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Engineer</name>
			<specialization compare="is anything"></specialization>
			<amount>1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Mathematics</name>
			<specialization compare="is anything"></specialization>
			<amount>1</amount>
		</skill_bonus>
		<skill_bonus>
			<name compare="is">Physics</name>
			<specialization compare="is anything"></specialization>
			<amount>1</amount>
		</skill_bonus>
	</advantage>
	<advantage version="2">
		<name>Talent (Reality Comprehension)</name>
		<type>Mental</type>
		<levels>1</levels>
		<points_per_level>5</points_per_level>
		<notes>Adds to IQ rolls and IQ-based skill rolls made to interpret Sense rolls.</notes>
		<categories>
			<category>Advantage</category>
			<category>Talent</category>
		</categories>
	</advantage>
	<advantage_container version="2" open="yes">
		<name>Telescoping Reach</name>
		<advantage version="2">
			<name>Stretching</name>
			<type>Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>6</points_per_level>
			<modifier version="1" enabled="no">
				<name>Force Extension</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>P78</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Limited</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P78</reference>
				<notes>Arms Only</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Limited</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P78</reference>
				<notes>Legs Only</notes>
			</modifier>
			<modifier version="1">
				<name>Limited</name>
				<cost type="percentage">-40</cost>
				<affects>total</affects>
				<reference>P78</reference>
				<notes>@Single Limb@</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Limited</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>P78</reference>
				<notes>Neck Only</notes>
			</modifier>
			<reference>B88</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Totally Unreliable</name>
		<advantage version="2">
			<name>Klutz (Total)</name>
			<type>Physical</type>
			<base_points>-15</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_container>
	<advantage_container version="2" open="yes">
		<name>Unreliable</name>
		<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_container>
	<advantage_container version="2" open="yes">
		<name>Vacuum Nozzle</name>
		<advantage version="2">
			<name>Telekinesis</name>
			<type>Mental/Physical, Exotic</type>
			<levels>1</levels>
			<points_per_level>5</points_per_level>
			<modifier version="1" enabled="no">
				<name>Magnetic</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B92</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Visible</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B92</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Super-Effort</name>
				<cost type="percentage">400</cost>
				<affects>total</affects>
				<reference>P83</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Animation</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P83</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Animation</name>
				<cost type="percentage">-30</cost>
				<affects>total</affects>
				<reference>P83</reference>
				<notes>No Flight</notes>
			</modifier>
			<modifier version="1">
				<name>Attraction</name>
				<cost type="percentage">-60</cost>
				<affects>total</affects>
				<reference>P83</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Repulsion</name>
				<cost type="percentage">-60</cost>
				<affects>total</affects>
				<reference>P83</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Attraction/Repulsion</name>
				<cost type="percentage">-30</cost>
				<affects>total</affects>
				<reference>P83</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Lift Only</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>P83</reference>
			</modifier>
			<modifier version="1">
				<name>Move Only</name>
				<cost type="percentage">-40</cost>
				<affects>total</affects>
				<reference>P83</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Animate Life-forms</name>
				<cost type="percentage">100</cost>
				<affects>total</affects>
				<reference>SU28</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Animate Life-forms</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>SU28</reference>
				<notes>Partial</notes>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Super-Damage</name>
				<cost type="percentage">900</cost>
				<affects>total</affects>
				<reference>SU29</reference>
			</modifier>
			<reference>B92</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Vice Grip</name>
		<advantage version="2">
			<name>Lifting ST</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>3</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" enabled="no">
				<name>Size</name>
				<cost type="percentage">-10</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>B15</reference>
			</modifier>
			<modifier version="1">
				<name>Super-Effort</name>
				<cost type="percentage">400</cost>
				<affects>total</affects>
				<reference>P58</reference>
			</modifier>
			<reference>B65</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<attribute_bonus>
				<attribute limitation="lifting only">st</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Winch</name>
		<advantage version="2">
			<name>Lifting ST</name>
			<type>Physical</type>
			<levels>1</levels>
			<points_per_level>3</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" enabled="no">
				<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">400</cost>
				<affects>total</affects>
				<reference>P58</reference>
			</modifier>
			<reference>B65</reference>
			<categories>
				<category>Advantage</category>
			</categories>
			<attribute_bonus>
				<attribute limitation="lifting only">st</attribute>
				<amount per_level="yes">1</amount>
			</attribute_bonus>
		</advantage>
	</advantage_container>
	<advantage_container version="2" open="yes">
		<name>Wireless Transceiver</name>
		<advantage version="2">
			<name>Telecommunication</name>
			<type>Mental/Physical, Exotic</type>
			<modifier version="1" enabled="no">
				<name>Broadcast</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Burst</name>
				<cost type="percentage">30</cost>
				<levels>1</levels>
				<affects>total</affects>
				<reference>P81</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Directional Sound</name>
				<cost type="points">5</cost>
				<affects>total</affects>
				<reference>P81</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>FTL</name>
				<cost type="percentage">120</cost>
				<affects>total</affects>
				<reference>P82</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Gravity Ripple</name>
				<cost type="points">20</cost>
				<affects>total</affects>
				<reference>P81</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Infrared Communication</name>
				<cost type="points">10</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Laser Communication</name>
				<cost type="points">15</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Neutrino</name>
				<cost type="points">25</cost>
				<affects>total</affects>
				<reference>P81</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Racial</name>
				<cost type="percentage">-20</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1">
				<name>Radio</name>
				<cost type="points">10</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Receive Only</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Secure</name>
				<cost type="percentage">20</cost>
				<affects>total</affects>
				<reference>P82</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Send Only</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Sensie</name>
				<cost type="percentage">80</cost>
				<affects>total</affects>
				<reference>P82</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Short Wave</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Sonar</name>
				<cost type="points">10</cost>
				<affects>total</affects>
				<reference>P81</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Telesend</name>
				<cost type="points">30</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Universal</name>
				<cost type="percentage">50</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1" enabled="no">
				<name>Vague</name>
				<cost type="percentage">-50</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<modifier version="1">
				<name>Video</name>
				<cost type="percentage">40</cost>
				<affects>total</affects>
				<reference>B91</reference>
			</modifier>
			<reference>B91</reference>
			<categories>
				<category>Advantage</category>
			</categories>
		</advantage>
	</advantage_container>
</advantage_list>
