Stats
Each PC has six stats. When you trigger a move, and that move involves a roll, the move will tell you which stat to add.
Each stat has a three-letter abbreviation, The moves and game text refer almost exclusively to the abbreviation, just for the sake of space and brevity.
The six stats are:
- Strength (STR): your physical power and your ability to use it. Roll +STR to Clash, or to Defy Danger with raw might or power.
- Dexterity (DEX): your grace and fine motor control. Roll +DEX to Let Fly, or to Defy Danger with speed, agility, finesse.
- Intelligence (INT): your memory, learning, and quick thinking. Roll +INT to Know Things, or to Defy Danger via expertise or with a clever plan.
- Wisdom (WIS): your intuition, selfcontrol, and awareness. Roll +WIS to Seek Insight, or when you rely on your willpower or senses to Defy Danger.
- Constitution (CON): your stamina, grit, determination, and endurance. Roll +CON to Defend, or to Defy Danger by holding steady or enduring hardship.
- Charisma (CHA): your ability to charm and connect with others, and to get a read on what others want. Roll +CHA to Persuade, or to Defy Danger socially.
Most playbooks will have you distribute the following to your stats: +2, +1, +1, +0, +0, and -1. Assign them as you wish, but you'll probably be happiest if you put the positive numbers in the stats you expect to use often. (Note: The Would-be Hero starts with worse stats than other playbooks, but offsets this through their Potential for Greatness move.)
You can increase your stats by taking the Improved Stat or Superior Stat playbook moves (see Amulets & Talismans and 107).