Creature stats are the basic characteristics of any entity in Crimson Blues. They are the following:
STAT | CALCULUS | CONTEXT |
Health Points (HP) | STR * 3 = HP | Dictates how resistant a creature is to non-lethal wounds. Upon reaching 0, they become Downed. |
Critical Health Points (CHP) | END / 2 = CHP | Dictates how resistant a creature is to damage to their vital organs and bodily systems. Upon reaching 0, they become Downed. Round down. |
Stamina Points (STA) | END = STA | Dictates how many bursts of energy a creature possesses in a given Engagement. Upon reaching 0, they become Exhausted. |
Movement Range (MOV) | DEX / 2 = MOV | Dictates how fast a creature can move during an Engagement in Squares. Round down. |
Armout Rating Metric (ARM) | Decided by gear. | Dictates how resistant a creature is to kinetic damage, thus their defence during an Armour Saving Throw. Certain attributes such as Natural Armour can modify this stat. |
Unarmed Attack (ATK) | STR DMG | 0 AP | Dictates how much damage this creature delivers on an unarmed attack. General Skills and certain attributes such as Natural Weapons can modify this stat. |
Threat Level (THRT) | Assigned. | Describes a creature's relative danger when compared to others. Vehicles possess their own threat level. Useful for TTRPG encounters or as a Wargame Mode point economy. The average Oceanykan man has a Threat Level of 1. |
Carrying Capacity (INV) | STR * 2 = INV | Dictates how many kilograms of equipment, supplies and weaponry a creature can carry without it affecting their physical performance. |
Burden Capacity (B-INV) | STR * 4 = B-INV | Dictates the threshold for how many kilograms a creature can carry while moderately encumbered, inflicting Burdened. |
Maximum Capacity (MAXINV) | STR * 10 = MAXINV | Dictates the threshold for how many kilograms a creature can carry at maximum effort. |
Additionally, every creature in Crimson Blues possesses the following characteristics:
Creature Attributes
These are the basic, hardly modifiable characteristics of any given creature, unit or character, such as "Strength" or "Wisdom".
General Skills
These represent a variety of acquirable skillsets and knowledge that can grant an edge in certain circumstances, such as "Physics" or "Smithing".
Specialty Skills
These are powerful specialised skills that are extremely useful for one single task, such as "Sniping".
Special Abilities
These are special abilities that a creature can use during an Engagement to gain the upper hand, such as "Magdump!"
Special Attributes
These represent certain characteristics that immediately distinguish a creature, such as being "Cowardly" or "Fireproof".
Status Effects
These are typically inflicted during an Engagement, such as "Bleeding" or "Stunned".