When Steve Jackson and Ian Livingstone devised the first Fighting Fantasy gamebook, The Warlock of Firetop Mountain, in 1982, they came up with three basic statistics the player would have to keep track of, known in the first draft as COMBAT FACTOR, STRENGTH FACTOR and LUCK FACTOR, later renamed in rewrites as the catchier SKILL, STAMINA and LUCK (SKILL and LUCK being calculated by 1d6 + 6, and STAMINA by 2d6 + 12). Over four decades and more than seventy books later, that basic system has more or less remained the same, but many authors have wanted to add something new to it. The first book in the series to have a fully-fledged fourth statistic you had to keep track of was Jackson's House of Hell, which introduced Fear Points: the 1d6 + 6 value you rolled up at the start of the adventure represented the maximum number of Fear Points you could accrue before being frightened to death. Many other books with unique statistics followed: the Japanese-themed Sword of the Samurai requires the player to keep track of their character's HONOUR score, with certain actions being forbidden if your HONOUR score is too low, and the character committing seppuku should it ever fall to 0, whilst the Lovecraft-influenced Beneath Nightmare Castle features a WILLPOWER score, which represents the player's ability to keep hold of their sanity. But by far the most common unique stat was a way of keeping track of time: the adventure of the day was on a time limit for some reason, and the Time statistic measured how much, uh, time you had left. And different writers, telling different stories, would implement this idea very differently.
How differently, then?