Each character is partially defined by a number of statistics:
Tier: A character's Tier indicates their general power level. The tiers are, in order, Harmless, Common, Elite, Paragon, and Legend. If something gives a bonus "per tier", the numerical values associated with each tier are 0 for Harmless, 1 for Common, 2 for Elite, 3 for Paragon, and 4 for Legend.
AD: A character's Avoid Defense (AD) is their capacity to avoid attacks that primarily deal damage.
GD: A character's Grab Defense (GD) is their capacity to avoid grabs, attacks that aim to inconvenience, and toxins.
Will Save: A character's Will Save is their capacity to remain coolheaded and in control in the face of terror or mental domination. Add this to your d10 roll when making a Will save. If you are conscious, you may choose to fail your save.
Accuracy: A character's Accuracy is their capacity to hit with attacks.
Stealth: A character's Stealth determines how well they can avoid being noticed, as described under Detection.
Perception: A character's Perception determines how easily they detect others, as described under Detection.
Toughness: A character's Toughness determines how much damage it takes to wound them. Characters take a number of wounds from any damaging attack equal to the damage roll divided by their Toughness, rounded down.
HP: A character normally starts with 1. Hit Points (HP) determines how many wounds you can take before being knocked unconscious. If you are reduced to -2 HP, you die. If you suffer any wounds, you become injured.
Movement: A character's Movement options determine how quickly and deftly they can navigate their environment.
Agility: A character's Agility determines whether they go first in combats that start without anyone preparing for them, and how well they can do tricky stunts on unstable surfaces.
Size: A character's size is the diameter of the circle that indicates how much space they take up, and is a general measure of how big they are. A character can fit into a space as small as half that diameter, but is squeezed while doing so and has movement difficulties. Not all creatures must use circular spaces, other shapes may be used for long or boxy creatures, so long as the surface area is the same; rotation for non-circular creatures takes movement equal to the distance the section that moves the most needs to move.
Reach: A character's Reach indicates how far away they can interact with enemies and objects in melee.
Strongman: A character's Strongman is used to calculate their carrying capacity, and improves one's ability to use various weapons and area damage spells. See the Muscle-Damage, Muscle-Area, and Incremental Reload rules.
Carrying Capacity: A character's carrying capacity is normally 10 kilograms, doubled for every point by which their Strongman is greater than 0, or halved for every point by which their Strongman is less than 0. Characters can carry up to three times that much, but are encumbered when doing so. If carrying any more than that, characters are overloaded.
Weight: A character's weight determines how much they encumber other characters who are carrying them.
Save DC: When a character forces someone to make a save, this is typically the number they must roll to succeed.
Magic Power: Many spells and psychic techniques that deal damage add this value, and even some that don't deal damage still add it to something.
Faint Aura: Each [ Psychic ] character has a Faint Aura equal to their Strong Aura squared, divided by 2 meters. Psychic characters can feel any Faint Aura they are inside, and recognize each one distinctly. The Faint Aura is a blast around the psychic character, but can extend through obstacles as though they were 10 times as much open space.
Favorite Color: Every [ Psychic ] character has a favorite color.
Power: This is a resource for electrical devices in Cybergems.
Power Storage: This is the maximum amount of Power the character can have: if they have more than this much power at the end of any turn, excess power is lost.
Power Regeneration: The character gains this much Power at the beginning of its turn, immediately before effects that drain power per round.