S{tats} describe your character mechanically. When a situation arises where your success is not certain, your future is in the hands of fate, in the form of dice.
The basic stats are divided into two categories. The physical stats -- Strength, Dexterity, Constitution and Stability -- represent the physical state and fitness of your character, while the mental stats -- Intelligence, Knowledge, Composure and Charisma -- describe your mental capabilities.
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\subsection*{Physical Stats}
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\subsubsection*{Strength}
The Strength (\stat{STR}) stat describes how physically strong your character is. It is used in feats of strength such as moving heavy things, wielding heavy weaponry and construction.
\subsubsection*{Dexterity}
Dexterity (\stat{DEX}) refers to how nimble and fleet-footed a character is. Running, climbing, dodging projectiles, \stat{DEX} is an important tool in any adventurer's arsenal.
\subsubsection*{Constitution}
Constitution (\stat{CON}) shows how long a character can keep operating under physical stress, be it from injury or from disease. It also helps you keep fighting for longer.
\subsubsection*{Stability}
Stability\hspace{0.35em}(\stat{STB}), on the other hand, describes how hard a character is to hurt in the first place. A character with high \stat{STB} is sure on their feet and hard to move if they don't want to leave.
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\subsection*{Mental Stats}
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\subsubsection*{Intelligence}
High Intelligence (\stat{INT}) means your character is quick-witted and can think on their feet. Whether it's computing an alchemical formula or double-entry bookkeeping, INT helps you complete mental tasks quickly and correctly.
\subsubsection*{Knowledge}
Knowledge (\stat{KND}) represents all the facts and figures, the lores and histories, your character has memorized. What is the chief export of this kingdom? Who slighted whom at the latest ball? What is the name of the demon standing in front of you? A character with high KND can answer those questions.
\subsubsection*{Composure}
In a social situation, Composure\hspace{0.35em}(\stat{CMP}) helps you stay calm and unfazed. When a nobleman slights you, or the crowd starts jeering your words, \stat{CMP} keeps you from reacting in a way you might later come to regret.
\subsubsection*{Charisma}
A character with high Charisma (\stat{CHA}) is good at convincing others. In a negotiation, they get what they want. They can hold a crowd in the palm of their hand and have everyone doing their bidding.
Proficiency is a special stat. It is never used on its own, but rather tells you how powerful your skills are. When using a skill that you are proficient in, you add your proficiency number of dice to the pool.
Additional stats are derived from basic stats. They are not static, but change, either when the basic stats they are derived from change, or, in the case of hitpoints and mental points, as part of an encounter.
Your character's Hitpoints (\stat{HP}) is a description of your character's current physical state.
The formula above calculates the maximum \stat{hp}, that is, the \stat{HP} a character has at the start of the game, or when their \stat{hp} has been fully restored by other means. If a character's \stat{con} and \stat{STB} would result in the character having negative \stat{hp}, that character's maximum \stat{hp} is 0. That means that this character is naturally frail and can be put in mortal danger by the slightest physical threat.
Damage sustained -- either from combat, or from other events -- gets subtracted from the current \stat{HP}. If your \stat{HP} drops below 0, you are at death's door. Your character's life hangs in the balance, and it is up to the GR to determine what happens next.
Armor class (\stat{AC}) represents how hard a character is to hurt in combat. This stat only changes when one of the components changes, i.e., when either \stat{STB} or \stat{dex} changes for some reason, or when the character replaces their armor.
Mental Points (\stat{mp}) show how strong the character is mentally at any point. They behave the same as \stat{HP}, but are used in mentally taxing situations, such at negotiations and debates. Also like \stat{hp}, a character can have 0 \stat{mp}. Such a character can be outwitted by the simplest shopkeep. A character dropping below 0 \stat{MP} is also at the mercy of the GR: they may faint, be too exhausted to continue, or something else entirely.
(\stat{AT}) represents the character's resistance in a clash of words and minds. This stat also only changes when one of the constituent stats changes.