Stats
There are five main stats that determine someone's combat capabilities: Might, Vitality, Spirit, Reflex, and Composure. All of them range along a scale from 0-100, except Composure, which is 0-10. They are bought with Character Points on a 1:1 basis, except for Composure, which is free, and set freely according to the player's choice.
Might
The Might stat represents the ability to do damage, be it using fists, swords, heart beams or fireballs. That being said, it isn’t the only way to increase one’s damage capacity; a hugely talented but unskilled character might invest heavily in Might but lack damage-improving Abilities, while a highly experienced but relatively low-raw-potential character might do the inverse. Both would do the same amount of damage, on average. An example of a starting character with relatively high Might would be Mai Tokiha.
Vitality
The Vitality stat represents one’s ability to withstand, roll with, block, deflect or parry (all narratives invoked by the +brace reaction command) Physical-type damage. Vitality also resists Debuffs attached to Physical-type attacks. An example of a starting character with relatively high Vitality would be Sayaka Miki.
Spirit
Vitality’s counterpart, Spirit represents one’s ability to resist Magical-type attacks and any debuffs attached to them. An example of a starting character with relatively high Spirit would be Nanoha Takamachi.
Reflex
When you're fast, you're fast, and dodging bullets and punches is no different from dodging blasts of magical energy. Whether a character is naturally fast, has exceptional spatial awareness, or even some sort of precognition, Reflex represents the ability to evade incoming attacks (through use of the +dodge reaction command). An example of a starting character with relatively high Reflex would be Cardcaptor Sakura.
Composure
This stat represents the ability to keep cool under pressure, resist psychological attacks, and generally not freak out. A high Composure represents someone who is never rattled, while someone with low Composure easily loses hope; on the other hand, someone with a high Composure is difficult to fire up, while someone with low Composure is easy to inspire. In other words, Composure resists both Taunt and Cheer attacks, and also determines the magnitude of the benefits and drawbacks at high and low Morale respectively. Unlike other stats, which start at 0 and go as high as 100, Composure begins at 5 and ranges between 0 and 10. Because it is a fundamental aspect of a character’s personality, Composure is not something bought with Character Points; the advantages and disadvantages of Composure balance throughout its range to make all values equally worthwhile. Therefore, a player can select whatever value they think represents their character best.
Sailor Moon defines Composure 0. The almost totally emotionless robot Miyu Greer is Composure 10; perhaps more usefully, Homura Akemi, who feels very deeply but doesn't allow it to affect her very often, is Composure 9. High Composure does not require emotionlessness, only self-control. An average character with Composure 5, who is generally both passionate and professional without being an extreme in either direction, is Sailor Venus.
For more information, please see: Stats Ranges, Chargen