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	*  -2 Charisma
	*  -4 penalty to resist any single negative environmental effect (e.g., heat or cold)
	*  Minor Hindrance (or equivalent effect)
	*  Pace 5
	*  Racial Enemy (-4 Charisma when dealing with one other race)

Savage Worlds Deluxe Edition p. 22</description>
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	*  -1 Parry
	*  -1 Toughness
	*  -4 penalty to resist all negative environmental effects (heat, cold, pressure, etc.)
	*  One attribute requires two points per step to raise during character generation
	*  Dehydration (the creature must immerse itself in water one hour out of every 24 or become automatically</description>
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	*  One attribute can never advance beyond a d6
	*  One attribute requires two points per step to raise during character generation and the character must dedicate two Advances to raising the attribute during game play

Savage Worlds Deluxe Edition p. 22</description>
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	*  +1 Reach
	*  +2 bonus to resist all negative environmental effects (heat, cold, pressure, etc.)
	*  +4 bonus to resist any single negative environmental effect (e.g., heat or cold)
	*  +5 Power Points for use with a specific Arcane Background (cannot be same Arcane Background as +2 Ability described above)
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	*  +1 Parry
	*  +1 Size
	*  +1 Toughness
	*  +2 Armor (negated by AP weapons)
	*  +2 Charisma
	*  +4 bonus to resist all negative environmental effects (heat, cold, pressure, etc.)
	*  +10 Power Points for one specific Arcane Background (Magic or Miracles)
	*  Aquatic (cannot drown in water, moves at full Swimming skill, free d6 Swimming)
	*  Base</description>
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	*  Begin with a d8 in one attribute and may raise it to a d12+2 via normal advancement; the Expert and Master Edges may raise it to a d12+4
	*  Free  Edge (regardless of requirements--except those which require other Edges)
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