Stats

Characters of the Black Box Engine are represented by a variety of stats.

## Main stats

Main stats are a numerical representation of the character itself and are used for skill checks, as well as in calculation of all other stats.

### Physical

* **Brawn** represents Physical power and shows how much brute force character can exert.
* **Grit** represents Physical durability and shows how much wounds and punishment character can endure.
* **Knack** represents Physical prowess and shows how much attention character pays to the coordination.

### Mental

* **Brains** represents Mental power and shows how much analytical ability character has.
* **Will** represents Mental durability and shows how much fear and pain character can endure.
* **Sharp** represents Mental prowess and shows how much attention character pays to the surroundings.

### Social

* **Vibes** represent Social power and shows how much influence character can exert on the others.
* **Looks** represent Social durability and shows how much mockery and derision character can endure.
* **Feels** represent Social prowess and shows how much attention character pays to the feelings.

## Stat Check

To successfully perform a stat-related action, a throw is made using d100. If, after applying all the modifiers, the result of the throw is less or equal to the **Main Stat** in question, the action is successful. Otherwise it is considered as failed, but the player can try to make it successful by spending **Reserves**. This is refered to as **Exertion.**

### Exertion

Different actions use different **Reserves** for the **Exertion**:

* Physical actions are 1 **FP** per point of difference.
* Mental actions are 1 **CP** per point of difference.
* Social actions are 1 **IP** per point of difference.
* All actions are also 2 **SP** per point of difference.

In special cases, GM can allow using other points for Exertion, such as **HP**.

### Opposed Check

Sometimes the actions of a character can be met with resistance. This will provide a penalty to the character's **Stat Check** equal to the 1/2 of the appropriate **Main Stat** of the source of this resistance. Unless otherwise noted, the resistance uses the same **Main Stat** as the **Stat Check** in question.

###  Epic Results

Unmodified result of 1 is an **Epic Success**, while unmodified 100 is an **Epic Failure**. Their precise consequences and effects are determined by the GM, but they always award 1 Fatum up until maximum. Their effects can only be canceled by spending Fatum. If player uses Fatum to cancel out the effect of **Epic Failure**, the Fatum for the failure will not be awarded.

## Secondary stats

Secondary stats are used in different kinds of interaction between the character and the world around him.

### Secondary Physical

* **Strength** is used for calculating the damage of character attacks. It is governed by **Brawn**.
* **Melee Precision** shows the precision of a character's actions in melee. It is governed by **Knack**.
* **Ranged Precision** shows the precision of a character's actions at range. It is governed by **Sharp**.
* **Speed** corresponds to the speed of character's movement. It is governed by **Brawn** and **Knack**.

### Secondary Mental

* **Analysis** shows how good character is at using **Knowledge**. It is governed by **Brains**.
* **Discipline** shows how good character is at performing **Labor**. It is governed by **Will**.
* **Inspiration** shows how good character is at creating **Knowledge**. It is governed by **Feels**.
* **Reaction** shows the speed of character's actions**.** It is governed by **Brains** and **Knack**.

### Secondary Social

* **Passion** shows how good character is at expressing his emotions. It is governed by **Looks**.
* **Drama** shows how good character is at invoking emotion in others. It is governed by **Feels**.
* **Face** shows how good character is at sticking to his beliefs. It is governed by **Vibes**.
* **Presence** shows how good character is at projecting his influence. It is governed by **Looks and Vibes**.

## Reserves

Reserves depict the overall condition of a character, while also serving as a resource that can be spent on different actions. They are divided in three categories: **Integrity Reserves**, **Energy Reserves** and **Fate**

### Integrity

* **Health Points**, that represent the physical integrity of a character. They are governed by **Grit** and **Will**. When they run out, character is **Critical**. They are also reffered to as **HP.**
* **Sanity Points**, that represent the mental intergrity of a character. They are governed by **Brains** and **Will**. When they run out, character is **Psychotic**. They are also reffered to as **SP.**
* **Ego Points**, that represent the social integrity of a character. They are governed by **Vibes** and **Will**. When they run out, character is **Reticent**. They are also reffered to as **EP.**

### Energy

* **Fatigue Points**, that represent the physical energy character have left. They are governed by **Grit** and **Brawn**. When they run out, character is **Tired**. They are also reffered to as **FP.**
* **Concentration Points**, that represent the span of character's attention. They are governed by **Knack** and **Sharp**. When they run out, character is **Dazed**. They are also reffered to as **CP.**
* **Influence Points**, that represent the patience character have for the others. They are governed by **Feels** and **Looks**. When they run out, character is **Frustrated**. They are also reffered to as **IP.**

### Fate

* **Fatum**, a metagame counter that represents the importance of a character's fate to the story. It is awarded on special occassions.
* **Favour**, a metagame counter that represent the prowess of a character to withstand trials of fate. It is earned and spent by using Qualities.

## Miscellaneous stats

Those are stats and counters that can occasionally come into the play.

### Encumberance

* **Carry weight** is used to determine how character's performance is affected by encumberance. It is governed by **Brawn.**

### Breath

* **Breath** is used to determine how long character can survive without air. It is governed by **Grit**.

### Temperature

* **Temperature** is a counter that is used to determine how character's performance is affected by heat or cold.

### Needs

* **Hunger, Thirst** and **Sleep** are counters used to determine how character's performance is affected by different needs.