Crossroads MVP
Statistics
Statistics, or Stats, are the value by which we gauge a character’s general ability in a certain area. Characters that are slow moving will have low [A]gility, while especially durable characters may have high [B]rawn and [H]ealth.
Statistics are usually represented by the first letter of their name within square brackets, such as [B] for Brawn, [W] for Willpower, and [H] for Health.
Primary
Below are the Primary Statistics, which are broken up into Physical and Mental categories. Physical Statistics are based on a character’s physical body while Mental Statistics are based on a character’s mind. Sometimes an effect will target only Physical or Mental Statistics.
Primary Statistics are primarily used for making Skill Rolls.
More information can be found in the Actions — Making a Skill Roll section.
Primary Statistics Range
Primary Statistics usually fall within a certain range. Most characters have an upper limit of 3, though certain races may be able to go higher. Similarly, characters have a lower limit of −3.
Monsters and other Non-Player Characters may go outside of these limits. Certain characters may even have a value of ‘-’, which means they automatically fail any test using this Statistic, and are immune to anything that affects this. These characters are typically magical creatures or constructs.
Primary Statistics Modification
Certain effects such as Fatigue, Weakness, or Injury may reduce a Statistic. These effects will specify which Statistics they affect, such as Physical Statistics or a specific Statistic. These effects are cumulative, though often temporary. Permanent reduction of Statistics is uncommon.
If a character would fall below −3 in any Statistic, they will instead fall Unconscious. If the character is unable to fall unconscious, they might instead die or be destroyed.
Improving Statistics
Character Points may be spent to improve a character's Primary Statistics. The cost of each improvement is equal to the value of the next Rank (Minimum of 1 point).
Examples:
An Orc Character wishes to improve their [B] from 2 to 3.
This will cost 3 Character Points.
An Elf Character wishes to improve their [K] from −1 to 0.
This will cost 1 Character Point.
More information can be found in Goals and Character Points.
Starting Statistics
Characters will typically start with 0 in each Statistic, though this might be affected by a Character's Background or changed by the GM.
More information can be found in Character Points – Starting Character Points.
Physical
[B]rawn
Brawn is a measurement of how physically strong a character is. This can measure how well they are able to lift heavy objects, wield certain weapons, or how hard they hit. This might also help them resist certain attacks, or break free from bindings, or other tests that require raw strength to overcome.
Brawn might affect Resist Avoidance Rolls and what Weapons may be used.
[B] might be used for Skill Rolls such as: Break a box. Lift debris. Drag an ally to safety.
[A]gility
Agility is a measurement of physical flexibility and speed. This can measure how quickly they move as well as their ability to dodge moving objects. This might also help characters avoid attacks or other effects.
Agility affects [M]ovement and Dodge Avoidance Rolls.
[A] might be used for Skill Rolls such as: Avoid falling rocks. Leap across a chasm. Jump vertically.
[D]exterixy
Dexterity is a measurement of a character’s fine motor skills and ability to use things with their hands.
Dexterity might affect Attack Rolls.
[D] might be used for Skill Rolls such as: Conceal an item. Juggle. Manipulate a device.
— Why Agility and Dexterity?
Agility represents how well a character can move their whole body.
This includes jumping and balancing, as well as trying to move quickly.
Dexterity represents a character's fine motor skills and ability to use their hands.
This includes threading needles and picking locks, as well as using certain weapons.
Characters without weapon skills use [A]gility or [P]erception when fighting.
However, if they have unlocked the weapon skill, they may use [D]exterity.
More information can be found in Combat — Attacking section.
Mental
[W]illpower
Willpower is a measurement of a character’s mental fortitude. Willpower is used to maintain concentration as well as to stay calm in certain situations. This might also help them resist the effects of many spells or other abilities.
Willpower affects Resist Avoidance Rolls and Concentration.
[W] might be used for Skill Rolls such as: Negotiate a deal. Understand emotions that someone is feeling. Bluff. Show-off magical ability.
[K]nowledge
Knowledge is a measurement of a character’s ability to learn and remember information. Knowledge is used to recall specific information, or learn new skills or information. This might also help with puzzles and language or communication issues.
Knowledge is usually used to make a Skill Roll using Background.
[K] might also be used for Skill Rolls such as: Remember details. Understand some text. Recognise a symbol.
[P]erception
Perception is a measurement of a character’s awareness and understanding of the world around them. Perception is used to track quarry or find weaknesses in a target’s defence. This might also help with sensing incoming danger or detecting hidden enemies.
Perception might affect attacks made by Ranged Weapons.
[P] might be used for Skill Rolls such as: Spot a hidden danger. Hear incoming enemies. Feel through a bag.
Secondary
Secondary Statistics are additional characteristics that work differently from Primary Statistics.
[H]ealth
Health is a measurement of how much punishment a character can take. This value represents how much damage a character can receive before falling unconscious. Any damage taken reduces a character’s health by that amount. If a character’s Health reaches 0, they fall unconscious. Lost health can be recovered through the use of items, spells, or other effects.
More information can be seen in the Combat – Health Section.
[F]ate
Fate is a measurement of the cosmic forces of fate that affect a character. This value represents how lucky a character is, or the favour of one or more gods.
The many ways of using Fate is detailed in the Fate section.
Other
Size
Size affects how characters interact with the world. Most player characters are Medium, though Halflings and other races may be Small. Characters may gain Advantage or Disadvantage on certain actions depending on their Size or relative Size.
Size is determined by Race.
Smaller Characters typically gain Advantage on actions such as Dodge Avoidance Rolls, hiding, or sneaking, but gain Disadvantage on actions requiring strength, such as Block Avoidance Rolls, breaking objects, or leaping distances.
Larger Characters would be the opposite.
Next Step
After understanding Statistics, you can move on to the Fate section.