Creature stats are the basic characteristics of any entity in Crimson Blues. They are the following:


STATCALCULUSCONTEXT

Health Points (HPS)

Depends on creature size. For Medium 🏃‍♂️‍➡️ creatures:

STR * 3 = HPS

Dictates how resistant a creature is to non-lethal wounds. Upon reaching 0, they become Downed. Round down.

Critical Health Points (CHPS)

Depends on creature size. For Medium 🏃‍♂️‍➡️ creatures:

END / 2 = CHPS

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 / 2 = STA

Dictates how many bursts of energy a creature possesses in a given Engagement. Upon reaching 0, they become Exhausted.

Movement (MOV)

DEX / 2 = MOV

Dictates how fast a creature can move during an Engagement in Squares. Round down.

Armour (ARM)

Decided by gear or attributes.

Dictates how resistant a creature is to damage, thus their defence during an Armour Saving Throw. Certain attributes such as Natural Armour, or wearing Armour 🛡️, can modify this stat. Refer to the Armour Rating Metric (ARM) for a more in-depth explanation.

Unarmed Attack (ATK)

STR DMG | 0 PEN

Dictates how much DMG, or Damage, this creature delivers on an unarmed attack, and how much PEN, or Penetration, it possesses. General Skills and certain attributes such as Natural Weapons can modify this stat.

Action Points (APS)

AssignedDictates how many Actions per Turn a creature can take. Default is 3.

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. Exceeding this threshold will result in becoming Burdened.

Maximum Carrying Capacity (M-INV)

STR * 5 = M-INV

Maximum Carrying Capacity, or M-INV, dictates the threshold for how many kilograms a creature can carry at maximum effort for prolonged periods of time. However, under the effects of adrenaline and mortal danger, this number can be exceeded for short periods of time.



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".

Notes