General
Charisma determines bargain bonuses in social or trade interactions.
Each hero has a Charisma stat. A Charisma value of 1 grants no bargain bonus. Higher Charisma values provide bargain bonuses during relevant interactions (e.g., trading or negotiation). Tarma Terviksdaughter has Charisma 1 (no bargain bonus). Shiuar has Charisma 3 (no bargain bonus indicated, but higher value implies potential bonus at a threshold above 3).
General
Talent determines the maximum number of additional gift cards a hero may hold beyond their base allotment.
Each hero has a Talent stat that caps how many additional combat gift cards (or gift cards generally) the hero may carry. Tarma Terviksdaughter has Talent 1, allowing a maximum of 2 additional combat gift cards. Shiuar has Talent 3, allowing a maximum of 2 additional gift cards. The Talent stat governs the upper limit of a hero's gift card hand size beyond their starting cards.
General
Deftness is a hero stat likely governing agility, initiative, or ranged actions.
Each hero has a Deftness stat. Tarma Terviksdaughter has Deftness 4. Shiuar has Deftness 3. The precise mechanical application of Deftness (e.g., turn order, ranged attack modifiers, or dodge rolls) is governed by the core rulebook. It is a key combat or action stat for each hero.
General
Strength determines how many normal equipment cards a hero can carry.
Each hero has a Strength stat that directly limits how many normal equipment cards they may carry. Both Tarma Terviksdaughter (Strength 4) and Shiuar (Strength 3) share the same carry limit of 3 normal equipment cards. This cap applies to standard equipment; special or innate items may be exempt.
General
Vitality Points represent a hero's health; reaching 0 likely results in defeat or elimination.
Each hero has a pool of Vitality Points representing their health. Tarma Terviksdaughter has 5 Vitality Points. Shiuar has 4 Vitality Points. When a hero takes damage, they lose Vitality Points. Some cards or abilities can restore Vitality Points (e.g., Tarma's Battle Frenzy heals 1 Vitality Point). A hero reduced to 0 Vitality Points is defeated.
General
Each hero and enemy may have a melee weapon that deals a set amount of damage in close combat.
Melee weapons deal a fixed damage value in melee combat. Tarma Terviksdaughter wields a Battleaxe (1 Damage). Shiuar uses his natural Claws (1 Damage). The Bandit enemy uses a Curved Dagger (1 Damage). Melee weapons are used when attacking in close range. Some characters (like Shiuar) have innate melee weapons that are part of their character card rather than a separate equipment card.
General
Some heroes carry ranged weapons that allow attacks at a distance; not all heroes or enemies have ranged weapons.
Ranged weapons allow a character to attack from range. Tarma Terviksdaughter carries a Throwing Axe (1 Damage). Shiuar has no ranged weapon. The Bandit enemy has no ranged weapon. The absence of a ranged weapon means that character may only attack in melee range, or must close distance before attacking.
Card play
Battle Frenzy (Tarma's Innate Gift): Playable only immediately after Tarma ends her turn; she heals 1 Vitality Point and takes an additional turn.
Battle Frenzy is Tarma Terviksdaughter's Innate Gift card. It can only be played at the specific moment when Tarma has just ended her turn. When played, she heals 1 Vitality Point and may immediately take another full turn. This is a powerful chaining ability but is strictly limited to the moment right after her turn ends — it cannot be played at any other time.