Crossroads SF
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 [M]ovement and [A]gility, while especially durable characters may have high [T]oughness 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 [M] for Movement.
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 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
Starting Statistics
Characters will typically start with 0 in each Statistic, though this might be affected by a Character's Background.
See Character Points for additional information.
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 damage dealt by certain melee and thrown Weapons.
[A]gility
Agility is a measurement of physical dexterity 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.
[T]oughness
Toughness is a measurement of a character’s ability to weather physical damage. This can measure how many hits they can take as well as their ability to survive poison or other effects. This might also help them weather or ignore certain other effects.
Toughness affects Resist Avoidance Rolls and might affect [H]ealth, depending on the Health System.
[P]ower
Power is a measurement of a character’s ability to control Mana. Mana is used to cast spells, so this can measure how powerful a character’s spells are, as well as what spells they are able to cast. This might also help them resist certain effects or fight other casters.
Power affects Spellcasting and similar effects.
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.
[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.
[S]ocial
Social is a measurement of a character’s ability to understand and communicate with other characters. Social is used to negotiate with intelligent creatures or to understand what they are thinking or how they feel. This might also help recognise when characters are lying or hiding something.
[C]ognisance
Cognisance is a measurement of a character’s awareness and understanding of the world around them. Cognisance 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.
Cognisance might affect damage dealt by Ranged Weapons.
Secondary
Secondary Statistics are additional characteristics that might be affected by Primary Statistics. These statistics have no upper limit, but may not go below 0. They may also sometimes be called Characteristics.
[M]ovement
Movement is a measurement of how fast a character moves. This value represents how many metres a character can travel in one movement action, though it may be affected by other factors such as weather or terrain, and is detailed more in the Movement section of the Actions page.
Base Movement is given by a character’s race, and is affected by a character’s [A], increasing or decreasing by the value of that statistic.
Examples:
An Orc Character has a Racial [M] of 8 and 2[A], which combine to give them 10[M].
A Dwarf character has a Racial [M] of 6 and −1[A], which combine to give them 5[M].
[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.
Base Health is given by a character’s race, and is affected by a character’s [T], increasing or decreasing by the value of that statistic.
Examples:
An Elf Character has a Racial [H] of 6 and 2[T], which combine to give them 8[H].
A Human character has a Racial [H] of 7 and −1[T], which combine to give them 6[H].
[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.