All characters have a series of attributes that indicate their
capabilities: Body: Your physical endurance. How much damage you can take until you are downed. Being downed means losing your next turn and receiving a wound until the end of the scenario. Mind: Your mental acuity. How much fatigue you can accumulate when executing maneuvers. Maneuvers are special modifications to common actions that give you flexibility in combat. Spirit: Your courage and bravery. How much stress you can withstand until you are frightened. When you are frightened you suffer a general penalty on your rolls and may even flee from the scenario. Speed: How many steps your character can move when performing a movement action. The step is the standard Kandar unit of measurement. Equivalent to 1 inch (about 25mm). Perception: The range in steps to which your character can detect hidden targets. Reaction: At what point in the round you can take your turn. There are three types of reaction; fast, standard and slow and some special abilities or equipment items can modify them. Knowledges: These are the character’s abilities to be able to perform different interactions. When a character receives his first rank in a skill he becomes a novice in that skill and with successive ranks he increases to expert, veteran and master in that order. The rank determines the amount of action dice the character throws in his related rolls and can suppose a minimum limit to be able to use certain equipment items. Talents: These are the special abilities of the characters. A talent improves or modifies the way certain objects are used or certain actions are performed. Maneuvers: These are modifications to a character’s actions. Generally each of them can only be used once per turn and their use implies that the character receives fatigue counters. Fatigue is slowly eliminated at the end of each turn so it is necessary to control its use.