The Stat Block explained

It figures that since I plan on posting monsters here using a customized stat block, that I should offer some explanations on how to use it.

First things first, though: this stat block is heavily inspired by the one published by Humabout on Above the Flatline. A through explanation as to why it is designed the way it is can be found on the previous link, all credits to him. Some basics are summarized below, along with explanations on some additions I've made.

All in all, I feel the stat block is quite intuitive and can be used nearly instantaneously. Without further ado, here it is.

The STATS section shows the main attributes and Skills, as well as any Advantages that don’t fit in other categories.

The FIRST ENCOUNTER section shows things that are used for detection (senses) and that apply to pretty much all rolls in combat. Some bear a little explaining:

  • E. Height: effective height of the creature, as determined by Pyr #3-77 “Combat Writ Large”. Use this value to calculate Vertical Difference between combatants (B402), if you use that.
  • Morale: an intrinsic modifier to a Morale Check, as defined on B572 (the modifiers listed there should also apply).
  • FC/Reac. FC shows the modifier for PCs when rolling Fright Checks against the creature. Reac shows the Reaction Modifiers the creature has (useful if the creatures tries an Influence roll on a PC – B359, also see this Kromm post.
  • Qualities: here and elsewhere, are to be used as detailed by Humabout on his blog (see below).

The DEFENSE section shows the info required to assess Penetrating damage and Injury, as well as Advantages/Disadvantages that bestow or modify defensive capabilities. 

First Active Defenses are listed. Note that parry is also show along weapon stats under OFFENSE, as it may vary by weapon. A “+” indicates the DB of a shield, if used.
  • DR is broken down by Hit Location, be it by following Basic Set or Low-Tech rules. 
  • Wounds shows injury thresholds, to be used with a system I’m tinkering on based on Pyr #3-120 “Conditional Injury”. If you dislike that, simply ignore it and check HP below!
  • KO/Death show the values for unconsciousness and deaths checks respectively.
  • Reading it top to bottom is how the damage workflow works.
The OFFENSE section lists Damage (thrust and swing) and then
  • MOVE: shows any movement a creature is likely to use in combat. A parenthesis indicates enhanced move. G = Ground, A = Air, C = Clinging, S = Swim.
  • After that the most common attacks are listed. BLACK is for unarmed melee attacks, RED is for armed melee attacks (or strikers), GREEN is for ranged attacks and PURPLE is for either power, magic or psi attacks (or any other “supernatural” category.) DR for shields lists DR/Cover DR.
  • Lastly, any traits with direct offensive capacity are listed here. 
Finally, creatures with SM other than zero might have two additional blocks – These add complexity and are very much optional!
  • The EFFECTIVE HEIGHT MODIFIERS block summarizes the rules for Vertical Difference given on B402, always using SM0 character as frame of reference and giving the stats for three melee weapon reaches. So, on the example in the picture, a SM1 creature attacking a SM0 foe with a reach 1 weapon has +1 to hit the Head, -2 for Feet and Legs, and defends at +1. This assumes the combatants are on the same ground level.
  • The COMBAT WRIT LARGE OPTIONS block shows what options from Pyr #3-77 “Combat Writ Large” switch “on” for this difference in SM. You’ll need that article to use most of these – some are detailed in the Basic Set, such as the melee to hit modifier and trampling. 
And that's if for the Stat Block. I hope you find it useful in running your encounters.