<?xml version="1.0" encoding="US-ASCII" ?>
<template id="182642dc-a158-4bfd-b2c5-6daf198f8eb7" version="2">
	<advantage_list>
		<advantage_container version="2" open="yes">
			<name>Healer</name>
			<reference>BS208</reference>
			<advantage_container version="2" open="no">
				<name>Attributes</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 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 version="2">
					<name>Increased Intelligence</name>
					<type>Mental</type>
					<levels>3</levels>
					<points_per_level>20</points_per_level>
					<reference>B15</reference>
					<categories>
						<category>Advantage</category>
						<category>Attribute</category>
					</categories>
					<attribute_bonus>
						<attribute>iq</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>Increased Will</name>
					<type>Mental</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>will</attribute>
						<amount per_level="yes">1</amount>
					</attribute_bonus>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Class Advantage</name>
				<advantage_container version="2" open="no">
					<name>15 points chosen from</name>
					<advantage version="2">
						<name>Ally (Grateful patients)</name>
						<type>Social</type>
						<modifier version="1" enabled="no">
							<name>Point total</name>
							<cost type="points">1</cost>
							<affects>total</affects>
							<reference>B37</reference>
							<notes>25% of your starting points</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Point total</name>
							<cost type="points">2</cost>
							<affects>total</affects>
							<reference>B37</reference>
							<notes>50% of your starting points</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Point total</name>
							<cost type="points">3</cost>
							<affects>total</affects>
							<reference>B37</reference>
							<notes>75% of your starting points</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Point total</name>
							<cost type="points">5</cost>
							<affects>total</affects>
							<reference>B37</reference>
							<notes>100% of your starting points</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Point total</name>
							<cost type="points">10</cost>
							<affects>total</affects>
							<reference>B37</reference>
							<notes>150% of your starting points</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears constantly</name>
							<cost type="multiplier">4</cost>
							<reference>B36</reference>
							<notes>No roll required</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears almost all the time</name>
							<cost type="multiplier">3</cost>
							<reference>B36</reference>
							<notes>15-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears quite often</name>
							<cost type="multiplier">2</cost>
							<reference>B36</reference>
							<notes>12-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears fairly often</name>
							<cost type="multiplier">1</cost>
							<reference>B36</reference>
							<notes>9-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears quite rarely</name>
							<cost type="multiplier">0.5</cost>
							<reference>B36</reference>
							<notes>6-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Group of 6-10</name>
							<cost type="multiplier">6</cost>
							<reference>B37</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Group of 11-20</name>
							<cost type="multiplier">8</cost>
							<reference>B37</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Group of 21-50</name>
							<cost type="multiplier">10</cost>
							<reference>B37</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Group of 51-100</name>
							<cost type="multiplier">12</cost>
							<reference>B37</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Group of 101-1000</name>
							<cost type="multiplier">18</cost>
							<reference>B37</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Group of 1001-10000</name>
							<cost type="multiplier">24</cost>
							<reference>B37</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Group of 10001-100000</name>
							<cost type="multiplier">30</cost>
							<reference>B37</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Group of 100001-1000000</name>
							<cost type="multiplier">36</cost>
							<reference>B37</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Minion</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B38</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Minion</name>
							<cost type="percentage">0</cost>
							<affects>total</affects>
							<reference>B38</reference>
							<notes>IQ 0 or Slave Mentality</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Special Abilities</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B38</reference>
							<notes>@Abilities@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Summonable</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B38</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Sympathy</name>
							<cost type="percentage">-25</cost>
							<affects>total</affects>
							<reference>B38</reference>
							<notes>Death of one party reduces the other to 0 HP</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Sympathy</name>
							<cost type="percentage">-5</cost>
							<affects>total</affects>
							<reference>B38</reference>
							<notes>Death of one party reduces the other to 0 HP and wounds affect ally but not you</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Sympathy</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B38</reference>
							<notes>Death of one party kills the other</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Sympathy</name>
							<cost type="percentage">-10</cost>
							<affects>total</affects>
							<reference>B38</reference>
							<notes>Death of one party kills the other and wounds affect ally but not you</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Unwilling</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B38</reference>
						</modifier>
						<modifier version="1">
							<name>Favor</name>
							<cost type="multiplier">0.2</cost>
							<reference>B55</reference>
						</modifier>
						<reference>B36</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Charisma</name>
						<type>Mental</type>
						<levels>1</levels>
						<points_per_level>5</points_per_level>
						<reference>B41</reference>
						<notes>+1/level to Influence rolls</notes>
						<categories>
							<category>Advantage</category>
						</categories>
						<skill_bonus>
							<name compare="is">fortune-telling</name>
							<specialization compare="is anything"></specialization>
							<amount per_level="yes">1</amount>
						</skill_bonus>
						<skill_bonus>
							<name compare="is">leadership</name>
							<specialization compare="is anything"></specialization>
							<amount per_level="yes">1</amount>
						</skill_bonus>
						<skill_bonus>
							<name compare="is">panhandling</name>
							<specialization compare="is anything"></specialization>
							<amount per_level="yes">1</amount>
						</skill_bonus>
						<skill_bonus>
							<name compare="is">public speaking</name>
							<specialization compare="is anything"></specialization>
							<amount per_level="yes">1</amount>
						</skill_bonus>
					</advantage>
					<advantage version="2">
						<name>Contact (Grateful patient)</name>
						<type>Social</type>
						<modifier version="1" enabled="no">
							<name>Effective skill</name>
							<cost type="points">1</cost>
							<affects>total</affects>
							<notes>12</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Effective skill</name>
							<cost type="points">2</cost>
							<affects>total</affects>
							<notes>15</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Effective skill</name>
							<cost type="points">3</cost>
							<affects>total</affects>
							<notes>18</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Effective skill</name>
							<cost type="points">4</cost>
							<affects>total</affects>
							<notes>21</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Can obtain information using supernatural talents</name>
							<cost type="points">1</cost>
							<affects>total</affects>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Group</name>
							<cost type="multiplier">5</cost>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears almost all the time</name>
							<cost type="multiplier">3</cost>
							<notes>15-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears quite often</name>
							<cost type="multiplier">2</cost>
							<notes>12-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears fairly often</name>
							<cost type="multiplier">1</cost>
							<notes>9-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears quite rarely</name>
							<cost type="multiplier">0.5</cost>
							<notes>6-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Completely reliable</name>
							<cost type="multiplier">3</cost>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Usually reliable</name>
							<cost type="multiplier">2</cost>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Somewhat reliable</name>
							<cost type="multiplier">1</cost>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Unreliable</name>
							<cost type="multiplier">0.5</cost>
						</modifier>
						<modifier version="1">
							<name>Favor</name>
							<cost type="multiplier">0.2</cost>
							<reference>B55</reference>
						</modifier>
						<reference>B44</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Empathy</name>
						<type>Mental</type>
						<base_points>15</base_points>
						<modifier version="1" enabled="no">
							<name>Remote</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>P48</reference>
						</modifier>
						<reference>B51</reference>
						<categories>
							<category>Advantage</category>
						</categories>
						<skill_bonus>
							<name compare="is">detect lies</name>
							<specialization compare="is anything"></specialization>
							<amount>3</amount>
						</skill_bonus>
						<skill_bonus>
							<name compare="is">fortune-telling</name>
							<specialization compare="is anything"></specialization>
							<amount>3</amount>
						</skill_bonus>
						<skill_bonus>
							<name compare="is">psychology</name>
							<specialization compare="is anything"></specialization>
							<amount>3</amount>
						</skill_bonus>
					</advantage>
					<advantage version="2">
						<name>Empathy (Sensitive)</name>
						<type>Mental</type>
						<base_points>5</base_points>
						<modifier version="1" enabled="no">
							<name>Remote</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>P48</reference>
						</modifier>
						<reference>B51</reference>
						<categories>
							<category>Advantage</category>
						</categories>
						<skill_bonus>
							<name compare="is">detect lies</name>
							<specialization compare="is anything"></specialization>
							<amount>1</amount>
						</skill_bonus>
						<skill_bonus>
							<name compare="is">fortune-telling</name>
							<specialization compare="is anything"></specialization>
							<amount>1</amount>
						</skill_bonus>
						<skill_bonus>
							<name compare="is">psychology</name>
							<specialization compare="is anything"></specialization>
							<amount>1</amount>
						</skill_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>Less Sleep</name>
						<type>Physical</type>
						<levels>1</levels>
						<points_per_level>2</points_per_level>
						<reference>B65</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Patron</name>
						<type>Social</type>
						<modifier version="1" enabled="no">
							<name>@Who: Individual with 150% of PC's starting points@</name>
							<cost type="points">10</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Organization with assets of at least 1000 times starting wealth@</name>
							<cost type="points">10</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Individual with twice the PC's starting points@</name>
							<cost type="points">15</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Organization with assets of at least 10000 times starting wealth@</name>
							<cost type="points">15</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: An ultra-powerful individual@</name>
							<cost type="points">20</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Organization with assets of at least 100000 times starting wealth@</name>
							<cost type="points">20</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Organization with assets of at least 1000000 times starting wealth@</name>
							<cost type="points">25</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: A national government or giant multi-national organization@</name>
							<cost type="points">30</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: A diety@</name>
							<cost type="points">30</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears almost all the time</name>
							<cost type="multiplier">3</cost>
							<reference>B36</reference>
							<notes>15-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears quite often</name>
							<cost type="multiplier">2</cost>
							<reference>B36</reference>
							<notes>12-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears fairly often</name>
							<cost type="multiplier">1</cost>
							<reference>B36</reference>
							<notes>9-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears quite rarely</name>
							<cost type="multiplier">0.5</cost>
							<reference>B36</reference>
							<notes>6-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Equipment</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B73</reference>
							<notes>@Equipment worth no more than average starting wealth@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Equipment</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B73</reference>
							<notes>@Equipment worth more than average starting wealth@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Highly Accessible</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B73</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Special Abilities</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B73</reference>
							<notes>@Extensive social or political power@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Special Abilities</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B73</reference>
							<notes>@Magical powers in a non-magical world, higher TL equipment, grants special powers or is supernatural@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Minimal Interventions</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B73</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Secret</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B73</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Unwilling</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B74</reference>
						</modifier>
						<modifier version="1">
							<name>Favor</name>
							<cost type="multiplier">0.2</cost>
							<reference>B55</reference>
						</modifier>
						<reference>B72</reference>
						<notes>Grateful Patients</notes>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Patron</name>
						<type>Social</type>
						<modifier version="1" enabled="no">
							<name>@Who: Individual with 150% of PC's starting points@</name>
							<cost type="points">10</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Organization with assets of at least 1000 times starting wealth@</name>
							<cost type="points">10</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Individual with twice the PC's starting points@</name>
							<cost type="points">15</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Organization with assets of at least 10000 times starting wealth@</name>
							<cost type="points">15</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: An ultra-powerful individual@</name>
							<cost type="points">20</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Organization with assets of at least 100000 times starting wealth@</name>
							<cost type="points">20</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: Organization with assets of at least 1000000 times starting wealth@</name>
							<cost type="points">25</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: A national government or giant multi-national organization@</name>
							<cost type="points">30</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Who: A diety@</name>
							<cost type="points">30</cost>
							<affects>total</affects>
							<reference>B72</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears almost all the time</name>
							<cost type="multiplier">3</cost>
							<reference>B36</reference>
							<notes>15-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears quite often</name>
							<cost type="multiplier">2</cost>
							<reference>B36</reference>
							<notes>12-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears fairly often</name>
							<cost type="multiplier">1</cost>
							<reference>B36</reference>
							<notes>9-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Appears quite rarely</name>
							<cost type="multiplier">0.5</cost>
							<reference>B36</reference>
							<notes>6-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Equipment</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B73</reference>
							<notes>@Equipment worth no more than average starting wealth@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Equipment</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B73</reference>
							<notes>@Equipment worth more than average starting wealth@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Highly Accessible</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B73</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Special Abilities</name>
							<cost type="percentage">50</cost>
							<affects>total</affects>
							<reference>B73</reference>
							<notes>@Extensive social or political power@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Special Abilities</name>
							<cost type="percentage">100</cost>
							<affects>total</affects>
							<reference>B73</reference>
							<notes>@Magical powers in a non-magical world, higher TL equipment, grants special powers or is supernatural@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Minimal Interventions</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B73</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Secret</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B73</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Unwilling</name>
							<cost type="percentage">-50</cost>
							<affects>total</affects>
							<reference>B74</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Favor</name>
							<cost type="multiplier">0.2</cost>
							<reference>B55</reference>
						</modifier>
						<reference>B72</reference>
						<notes>Noble Employer</notes>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2" round_down="yes">
						<name>Reputation (@Selfless Healer or similar@)</name>
						<type>Social</type>
						<levels>1</levels>
						<points_per_level>5</points_per_level>
						<modifier version="1" enabled="no">
							<name>People Affected</name>
							<cost type="multiplier">1</cost>
							<reference>B27</reference>
							<notes>Almost everyone</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>People Affected</name>
							<cost type="multiplier">0.67</cost>
							<reference>B27</reference>
							<notes>Almost everyone except @large class of people@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>People Affected</name>
							<cost type="multiplier">0.5</cost>
							<reference>B27</reference>
							<notes>@Large class of people@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>People Affected</name>
							<cost type="multiplier">0.33</cost>
							<reference>B27</reference>
							<notes>@Small class of people@</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Recognized all the time</name>
							<cost type="multiplier">1</cost>
							<reference>B28</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Recognized sometimes</name>
							<cost type="multiplier">0.5</cost>
							<reference>B28</reference>
							<notes>10-</notes>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Recognized occasionally</name>
							<cost type="multiplier">0.33</cost>
							<reference>B28</reference>
							<notes>7-</notes>
						</modifier>
						<reference>B26</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2" round_down="yes">
						<name>Resistant</name>
						<type>Physical</type>
						<modifier version="1" enabled="no">
							<name>@Very Common: Metabolic Hazards, etc.@</name>
							<cost type="points">30</cost>
							<affects>total</affects>
							<reference>B80</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Common: Poison, Sickness, etc.@</name>
							<cost type="points">15</cost>
							<affects>total</affects>
							<reference>B81</reference>
						</modifier>
						<modifier version="1">
							<name>Disease</name>
							<cost type="points">10</cost>
							<affects>total</affects>
							<reference>B81</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Rare: Acceleration, Altitude Sickness, Bends, Seasickness, Space Sickness, Nanomachines, etc.@</name>
							<cost type="points">5</cost>
							<affects>total</affects>
							<reference>B81</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Immunity</name>
							<cost type="multiplier">1</cost>
							<reference>B81</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>+8 to all HT rolls to resist</name>
							<cost type="multiplier">0.5</cost>
							<reference>B81</reference>
						</modifier>
						<modifier version="1">
							<name>+3 to all HT rolls to resist</name>
							<cost type="multiplier">0.33</cost>
							<reference>B81</reference>
						</modifier>
						<reference>B81</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Single-Minded</name>
						<type>Mental</type>
						<base_points>5</base_points>
						<reference>B85</reference>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Social Regard</name>
						<type>Social</type>
						<levels>1</levels>
						<points_per_level>5</points_per_level>
						<reference>B87</reference>
						<notes>Respected: @Reason@</notes>
						<categories>
							<category>Advantage</category>
						</categories>
					</advantage>
				</advantage_container>
				<advantage version="2">
					<name>Magery</name>
					<type>Mental, Supernatural</type>
					<levels>1</levels>
					<base_points>5</base_points>
					<points_per_level>10</points_per_level>
					<modifier version="1" enabled="no">
						<name>Dance</name>
						<cost type="percentage">-40</cost>
						<affects>levels only</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Dark-Aspected</name>
						<cost type="percentage">-50</cost>
						<affects>levels only</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Day-Aspected</name>
						<cost type="percentage">-40</cost>
						<affects>levels only</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Musical</name>
						<cost type="percentage">-50</cost>
						<affects>levels only</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Night-Aspected</name>
						<cost type="percentage">-40</cost>
						<affects>levels only</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>One College</name>
						<cost type="percentage">-40</cost>
						<affects>levels only</affects>
						<notes>@College@</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Solitary</name>
						<cost type="percentage">-40</cost>
						<affects>levels only</affects>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Song</name>
						<cost type="percentage">-40</cost>
						<affects>levels only</affects>
					</modifier>
					<reference>B66</reference>
					<categories>
						<category>Advantage</category>
					</categories>
					<spell_bonus all_colleges="yes">
						<amount per_level="yes">1</amount>
					</spell_bonus>
					<skill_bonus>
						<name compare="is">thaumatology</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
				</advantage>
				<advantage version="2">
					<name>Talent (Healer)</name>
					<type>Mental</type>
					<levels>2</levels>
					<points_per_level>10</points_per_level>
					<modifier version="1">
						<name>Reaction Bonus</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<notes>Patients</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Alternate Benefit</name>
						<cost type="percentage">0</cost>
						<affects>total</affects>
						<notes>Bonus to HT rolls for a specific patient and condition if treated full time.</notes>
					</modifier>
					<modifier version="1" enabled="no">
						<name>Alternative Cost</name>
						<cost type="points">-1</cost>
						<affects>levels only</affects>
					</modifier>
					<reference>B90,PU3:11</reference>
					<categories>
						<category>Advantage</category>
						<category>Talent</category>
					</categories>
					<skill_bonus>
						<name compare="is">Diagnosis</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Esoteric Medicine</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">First Aid</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Pharmacy</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Physician</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Physiology</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is">Psychology</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">Veterinary</name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is"></name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is"></name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<skill_bonus>
						<name compare="is"></name>
						<specialization compare="is anything"></specialization>
						<amount per_level="yes">1</amount>
					</skill_bonus>
					<prereq_list all="yes">
						<advantage_prereq has="no">
							<name compare="is">Talent (Healer)</name>
							<notes compare="contains">Modern</notes>
							<level compare="at least">1</level>
						</advantage_prereq>
					</prereq_list>
				</advantage>
			</advantage_container>
			<advantage_container version="2" open="no">
				<name>Class Disadvantage</name>
				<advantage_container version="2" open="no">
					<name>-15 points chosen from</name>
					<advantage version="2">
						<name>Bad Temper</name>
						<type>Mental</type>
						<base_points>-10</base_points>
						<cr>12</cr>
						<reference>B124</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<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 version="2">
						<name>Code of Honor (Professional)</name>
						<type>Mental</type>
						<base_points>-5</base_points>
						<reference>B127</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Delusion (Inaccurate medical theory)</name>
						<type>Mental</type>
						<modifier version="1" enabled="no">
							<name>Minor</name>
							<cost type="points">-5</cost>
							<affects>total</affects>
							<reference>B130</reference>
						</modifier>
						<modifier version="1">
							<name>Major</name>
							<cost type="points">-10</cost>
							<affects>total</affects>
							<reference>B130</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Severe</name>
							<cost type="points">-15</cost>
							<affects>total</affects>
							<reference>B130</reference>
						</modifier>
						<reference>B130</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Easy to Read</name>
						<type>Mental</type>
						<base_points>-10</base_points>
						<reference>B134</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Odious Personal Habit</name>
						<type>Physical</type>
						<modifier version="1">
							<name>-1 Reaction</name>
							<cost type="points">-5</cost>
							<affects>total</affects>
							<reference>B22</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>-2 Reaction</name>
							<cost type="points">-10</cost>
							<affects>total</affects>
							<reference>B22</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>-3 Reaction</name>
							<cost type="points">-15</cost>
							<affects>total</affects>
							<reference>B22</reference>
						</modifier>
						<reference>B22</reference>
						<notes>Tactless</notes>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Odious Personal Habit</name>
						<type>Physical</type>
						<modifier version="1" enabled="no">
							<name>-1 Reaction</name>
							<cost type="points">-5</cost>
							<affects>total</affects>
							<reference>B22</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>-2 Reaction</name>
							<cost type="points">-10</cost>
							<affects>total</affects>
							<reference>B22</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>-3 Reaction</name>
							<cost type="points">-15</cost>
							<affects>total</affects>
							<reference>B22</reference>
						</modifier>
						<reference>B22</reference>
						<notes>@Habit@</notes>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Pacifism: Cannot Harm Innocents</name>
						<type>Mental</type>
						<base_points>-10</base_points>
						<modifier version="1" enabled="no">
							<name>Species-Specific</name>
							<cost type="percentage">-80</cost>
							<affects>total</affects>
							<reference>UT32</reference>
						</modifier>
						<reference>B148</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Pacifism: Cannot Kill</name>
						<type>Mental</type>
						<base_points>-15</base_points>
						<modifier version="1" enabled="no">
							<name>Species-Specific</name>
							<cost type="percentage">-80</cost>
							<affects>total</affects>
							<reference>UT32</reference>
						</modifier>
						<reference>B148</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Pacifism: Reluctant Killer</name>
						<type>Mental</type>
						<base_points>-5</base_points>
						<modifier version="1" enabled="no">
							<name>Species-Specific</name>
							<cost type="percentage">-80</cost>
							<affects>total</affects>
							<reference>UT32</reference>
						</modifier>
						<reference>B148</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Pacifism: Self-Defense Only</name>
						<type>Mental</type>
						<base_points>-15</base_points>
						<modifier version="1" enabled="no">
							<name>Species-Specific</name>
							<cost type="percentage">-80</cost>
							<affects>total</affects>
							<reference>UT32</reference>
						</modifier>
						<reference>B148</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Sense of Duty</name>
						<type>Mental</type>
						<modifier version="1" enabled="no">
							<name>Friends and Companions</name>
							<cost type="points">-5</cost>
							<affects>total</affects>
							<reference>B153</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Small Group@</name>
							<cost type="points">-5</cost>
							<affects>total</affects>
							<reference>B153</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Individual@</name>
							<cost type="points">-2</cost>
							<affects>total</affects>
							<reference>B153</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Large Group@</name>
							<cost type="points">-10</cost>
							<affects>total</affects>
							<reference>B153</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>@Entire Race@</name>
							<cost type="points">-15</cost>
							<affects>total</affects>
							<reference>B153</reference>
						</modifier>
						<modifier version="1" enabled="no">
							<name>Every Living Being</name>
							<cost type="points">-20</cost>
							<affects>total</affects>
							<reference>B153</reference>
						</modifier>
						<reference>B153</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Stubbornness</name>
						<type>Mental</type>
						<base_points>-5</base_points>
						<reference>B157</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
					</advantage>
					<advantage version="2">
						<name>Truthfulness</name>
						<type>Mental</type>
						<base_points>-5</base_points>
						<cr>12</cr>
						<reference>B159</reference>
						<categories>
							<category>Disadvantage</category>
						</categories>
						<skill_bonus>
							<name compare="is">fast talk</name>
							<specialization compare="is anything"></specialization>
							<amount>-5</amount>
						</skill_bonus>
					</advantage>
				</advantage_container>
			</advantage_container>
		</advantage_container>
	</advantage_list>
	<skill_list>
		<skill_container version="2" open="yes">
			<name>Healer</name>
			<reference>BS208</reference>
			<skill_container version="2" open="no">
				<name>Primary Skill</name>
				<skill version="2">
					<name>Diagnosis</name>
					<tech_level/>
					<difficulty>IQ/H</difficulty>
					<points>4</points>
					<reference>B187</reference>
					<categories>
						<category>Medical</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>First Aid</name>
						<modifier>-8</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Physician</name>
						<modifier>-4</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Veterinary</name>
						<modifier>-5</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Herb Lore</name>
					<tech_level/>
					<difficulty>IQ/VH</difficulty>
					<points>4</points>
					<reference>B199</reference>
					<categories>
						<category>Plant</category>
					</categories>
					<prereq_list all="yes">
						<skill_prereq has="yes">
							<name compare="contains">naturalist</name>
							<specialization compare="is anything"></specialization>
						</skill_prereq>
					</prereq_list>
				</skill>
				<skill version="2">
					<name>Physician</name>
					<tech_level/>
					<difficulty>IQ/H</difficulty>
					<points>4</points>
					<reference>B213</reference>
					<categories>
						<category>Medical</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-7</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>First Aid</name>
						<modifier>-11</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Veterinary</name>
						<modifier>-5</modifier>
					</default>
				</skill>
			</skill_container>
			<skill_container version="2" open="no">
				<name>Secondary Skill</name>
				<skill version="2">
					<name>Alchemy</name>
					<tech_level/>
					<difficulty>IQ/VH</difficulty>
					<points>2</points>
					<reference>B174</reference>
					<categories>
						<category>Natural Science</category>
						<category>Occult/Magical</category>
					</categories>
				</skill>
				<skill version="2">
					<name>Diplomacy</name>
					<difficulty>IQ/H</difficulty>
					<points>2</points>
					<reference>B187</reference>
					<categories>
						<category>Business</category>
						<category>Police</category>
						<category>Social</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Politics</name>
						<modifier>-6</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Pharmacy</name>
					<specialization>Herbal</specialization>
					<tech_level/>
					<difficulty>IQ/H</difficulty>
					<points>2</points>
					<reference>B213</reference>
					<categories>
						<category>Design/Invention</category>
						<category>Medical</category>
						<category>Plant</category>
					</categories>
					<prereq_list all="yes">
						<skill_prereq has="yes">
							<name compare="is">naturalist</name>
							<specialization compare="is anything"></specialization>
						</skill_prereq>
					</prereq_list>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Biology</name>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Herb Lore</name>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Naturalist</name>
						<modifier>-5</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Physiology</name>
					<specialization>Own Race</specialization>
					<tech_level/>
					<difficulty>IQ/H</difficulty>
					<points>2</points>
					<reference>B213</reference>
					<categories>
						<category>Medical</category>
						<category>Natural Science</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Diagnosis</name>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Physician</name>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Surgery</name>
						<modifier>-5</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Psychology</name>
					<difficulty>IQ/H</difficulty>
					<points>2</points>
					<reference>B216</reference>
					<categories>
						<category>Social Sciences/Humanities</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Sociology</name>
						<modifier>-4</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Surgery</name>
					<tech_level/>
					<difficulty>IQ/VH</difficulty>
					<points>2</points>
					<reference>B223</reference>
					<categories>
						<category>Medical</category>
					</categories>
					<prereq_list all="no">
						<skill_prereq has="yes">
							<name compare="is">first aid</name>
							<specialization compare="is"></specialization>
						</skill_prereq>
						<skill_prereq has="yes">
							<name compare="is">physician</name>
							<specialization compare="is"></specialization>
						</skill_prereq>
					</prereq_list>
					<default>
						<type>Skill</type>
						<name>First Aid</name>
						<modifier>-12</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Physician</name>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Physiology</name>
						<modifier>-8</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Veterinary</name>
						<modifier>-5</modifier>
					</default>
				</skill>
			</skill_container>
			<skill_container version="2" open="no">
				<name>Background Skill</name>
				<skill version="2">
					<name>Area Knowledge</name>
					<specialization>Local</specialization>
					<difficulty>IQ/E</difficulty>
					<points>1</points>
					<reference>B176</reference>
					<notes>All important citizens and businesses, and most unimportant ones; all public buildings and most houses</notes>
					<categories>
						<category>Everyman</category>
						<category>Knowledge</category>
					</categories>
					<default>
						<type>Skill</type>
						<name>Geography</name>
						<modifier>-3</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Biology</name>
					<specialization>@Specialty@</specialization>
					<tech_level/>
					<difficulty>IQ/VH</difficulty>
					<points>1</points>
					<reference>B180</reference>
					<categories>
						<category>Natural Science</category>
						<category>Plant</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Naturalist</name>
						<modifier>-6</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Hypnotism</name>
					<difficulty>IQ/H</difficulty>
					<points>1</points>
					<reference>B201</reference>
					<categories>
						<category>Medical</category>
					</categories>
				</skill>
				<skill version="2">
					<name>Naturalist</name>
					<difficulty>IQ/H</difficulty>
					<points>1</points>
					<reference>B211</reference>
					<categories>
						<category>Animal</category>
						<category>Natural Science</category>
						<category>Outdoor/Exploration</category>
						<category>Plant</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Biology</name>
						<modifier>-3</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Poisons</name>
					<tech_level/>
					<difficulty>IQ/H</difficulty>
					<points>1</points>
					<reference>B214</reference>
					<categories>
						<category>Criminal/Street</category>
						<category>Medical</category>
						<category>Spy</category>
					</categories>
					<default>
						<type>IQ</type>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Chemistry</name>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Pharmacy</name>
						<modifier>-3</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Physician</name>
						<modifier>-3</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Research</name>
					<tech_level/>
					<difficulty>IQ/A</difficulty>
					<points>1</points>
					<reference>B217</reference>
					<categories>
						<category>Scholarly</category>
						<category>Spy</category>
					</categories>
					<prereq_list all="yes">
						<prereq_list all="yes">
							<when_tl compare="at least">8</when_tl>
							<skill_prereq has="yes">
								<name compare="is">Computer Operation</name>
								<specialization compare="is anything"></specialization>
							</skill_prereq>
						</prereq_list>
						<prereq_list all="no">
							<advantage_prereq has="yes">
								<name compare="starts with">Language</name>
								<notes compare="contains">Written (Native</notes>
							</advantage_prereq>
							<advantage_prereq has="yes">
								<name compare="starts with">Language</name>
								<notes compare="contains">Written (Accented)</notes>
							</advantage_prereq>
							<advantage_prereq has="yes">
								<name compare="starts with">Language</name>
								<notes compare="contains">Written (Broken)</notes>
							</advantage_prereq>
						</prereq_list>
					</prereq_list>
					<default>
						<type>IQ</type>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Writing</name>
						<modifier>-3</modifier>
					</default>
				</skill>
				<skill version="2">
					<name>Veterinary</name>
					<tech_level/>
					<difficulty>IQ/H</difficulty>
					<points>1</points>
					<reference>B228</reference>
					<categories>
						<category>Animal</category>
						<category>Medical</category>
					</categories>
					<default>
						<type>Skill</type>
						<name>Animal Handling</name>
						<modifier>-6</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Physician</name>
						<modifier>-5</modifier>
					</default>
					<default>
						<type>Skill</type>
						<name>Surgery</name>
						<modifier>-5</modifier>
					</default>
				</skill>
			</skill_container>
		</skill_container>
	</skill_list>
	<spell_list>
		<spell_container version="2" open="yes">
			<name>Healer</name>
			<reference>BS208</reference>
			<spell_container version="2" open="no">
				<name>Primary Spells</name>
				<spell version="2">
					<name>Awaken</name>
					<college>Healing</college>
					<power_source>Arcane</power_source>
					<spell_class>Area</spell_class>
					<casting_cost>1</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>Permanent</duration>
					<reference>M90</reference>
					<categories>
						<category>Healing</category>
					</categories>
					<prereq_list all="yes">
						<spell_prereq has="yes">
							<name compare="is">lend vitality</name>
						</spell_prereq>
					</prereq_list>
				</spell>
				<spell version="2">
					<name>Lend Energy</name>
					<college>Healing</college>
					<power_source>Arcane</power_source>
					<spell_class>Regular</spell_class>
					<casting_cost>1/pt</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>Permanent</duration>
					<reference>M89</reference>
					<categories>
						<category>Healing</category>
					</categories>
					<prereq_list all="no">
						<prereq_list all="no">
							<advantage_prereq has="yes">
								<name compare="is">magery</name>
								<notes compare="contains">one college (healing)</notes>
								<level compare="at least">1</level>
							</advantage_prereq>
							<advantage_prereq has="yes">
								<name compare="is">magery</name>
								<notes compare="does not contain">one college</notes>
								<level compare="at least">1</level>
							</advantage_prereq>
						</prereq_list>
						<advantage_prereq has="yes">
							<name compare="is">empathy</name>
							<notes compare="is anything"></notes>
						</advantage_prereq>
					</prereq_list>
				</spell>
				<spell version="2">
					<name>Lend Vitality</name>
					<college>Healing</college>
					<power_source>Arcane</power_source>
					<spell_class>Regular</spell_class>
					<casting_cost>1/pt</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>1 hour</duration>
					<reference>M89</reference>
					<categories>
						<category>Healing</category>
					</categories>
					<prereq_list all="yes">
						<spell_prereq has="yes">
							<name compare="is">lend energy</name>
						</spell_prereq>
					</prereq_list>
				</spell>
				<spell version="2" very_hard="yes">
					<name>Major Healing</name>
					<college>Healing</college>
					<power_source>Arcane</power_source>
					<spell_class>Regular</spell_class>
					<casting_cost>1-4</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>Permanent</duration>
					<points>2</points>
					<reference>M91</reference>
					<categories>
						<category>Healing</category>
					</categories>
					<prereq_list all="yes">
						<prereq_list all="no">
							<advantage_prereq has="yes">
								<name compare="is">magery</name>
								<notes compare="contains">one college (healing)</notes>
								<level compare="at least">1</level>
							</advantage_prereq>
							<advantage_prereq has="yes">
								<name compare="is">magery</name>
								<notes compare="does not contain">one college</notes>
								<level compare="at least">1</level>
							</advantage_prereq>
						</prereq_list>
						<spell_prereq has="yes">
							<name compare="is">minor healing</name>
						</spell_prereq>
					</prereq_list>
				</spell>
				<spell version="2">
					<name>Minor Healing</name>
					<college>Healing</college>
					<power_source>Arcane</power_source>
					<spell_class>Regular</spell_class>
					<casting_cost>1-3</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>Permanent</duration>
					<reference>M91</reference>
					<categories>
						<category>Healing</category>
					</categories>
					<prereq_list all="yes">
						<spell_prereq has="yes">
							<name compare="is">lend vitality</name>
						</spell_prereq>
					</prereq_list>
				</spell>
			</spell_container>
			<spell_container version="2" open="no">
				<name>Secondary Spells</name>
				<spell version="2">
					<name>Aura</name>
					<college>Knowledge</college>
					<power_source>Arcane</power_source>
					<spell_class>Info</spell_class>
					<casting_cost>3</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>Instant</duration>
					<reference>M101</reference>
					<categories>
						<category>Knowledge</category>
					</categories>
					<prereq_list all="yes">
						<spell_prereq has="yes">
							<name compare="is">detect magic</name>
						</spell_prereq>
					</prereq_list>
				</spell>
				<spell version="2">
					<name>Detect Magic</name>
					<college>Knowledge</college>
					<power_source>Arcane</power_source>
					<spell_class>Regular</spell_class>
					<casting_cost>2</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>5 sec</casting_time>
					<duration>Instant</duration>
					<reference>M101</reference>
					<categories>
						<category>Knowledge</category>
					</categories>
					<prereq_list all="no">
						<advantage_prereq has="yes">
							<name compare="is">magery</name>
							<notes compare="contains">one college (knowledge)</notes>
							<level compare="at least">1</level>
						</advantage_prereq>
						<advantage_prereq has="yes">
							<name compare="is">magery</name>
							<notes compare="is anything"></notes>
							<level compare="at least">1</level>
						</advantage_prereq>
					</prereq_list>
				</spell>
				<spell version="2">
					<name>No-Smell</name>
					<college>Air</college>
					<power_source>Arcane</power_source>
					<spell_class>Regular</spell_class>
					<casting_cost>2</casting_cost>
					<maintenance_cost>2</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>1 hr</duration>
					<reference>M24</reference>
					<categories>
						<category>Air</category>
					</categories>
					<prereq_list all="yes">
						<spell_prereq has="yes">
							<name compare="is">purify air</name>
						</spell_prereq>
					</prereq_list>
				</spell>
				<spell version="2">
					<name>Purify Air</name>
					<college>Air</college>
					<power_source>Arcane</power_source>
					<spell_class>Area</spell_class>
					<casting_cost>1</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>Instant</duration>
					<reference>M23</reference>
					<categories>
						<category>Air</category>
					</categories>
				</spell>
				<spell version="2">
					<name>Purify Water</name>
					<college>Water</college>
					<power_source>Arcane</power_source>
					<spell_class>Special</spell_class>
					<casting_cost>1/gal</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>5-10/gal#</casting_time>
					<duration>Permanent</duration>
					<reference>M184</reference>
					<categories>
						<category>Water</category>
					</categories>
					<prereq_list all="yes">
						<spell_prereq has="yes">
							<name compare="is">seek water</name>
						</spell_prereq>
					</prereq_list>
				</spell>
				<spell version="2">
					<name>Seek Water</name>
					<college>Water</college>
					<power_source>Arcane</power_source>
					<spell_class>Info</spell_class>
					<casting_cost>2</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>Instant</duration>
					<reference>M184</reference>
					<categories>
						<category>Water</category>
					</categories>
				</spell>
				<spell version="2">
					<name>Sense Emotion</name>
					<college>Communication &amp; Empathy</college>
					<power_source>Arcane</power_source>
					<spell_class>Regular</spell_class>
					<casting_cost>2</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>Instant</duration>
					<reference>M45</reference>
					<categories>
						<category>Communication</category>
					</categories>
					<prereq_list all="yes">
						<spell_prereq has="yes">
							<name compare="is">sense foes</name>
						</spell_prereq>
					</prereq_list>
				</spell>
				<spell version="2">
					<name>Sense Foes</name>
					<college>Communication &amp; Empathy</college>
					<power_source>Arcane</power_source>
					<spell_class>Info/Area</spell_class>
					<casting_cost>1/area, min 2</casting_cost>
					<maintenance_cost>-</maintenance_cost>
					<casting_time>1 sec</casting_time>
					<duration>Instant</duration>
					<reference>M44</reference>
					<categories>
						<category>Communication</category>
					</categories>
				</spell>
			</spell_container>
		</spell_container>
	</spell_list>
</template>
