Creature stats

What are a creature's letters worth? Each stands for a number. The letter picks a band, and the creature sits somewhere inside it: an S on Health is a base of 575 to 725, a C 425 to 525. With a small S and a large C the order flips, 460 against 630, so the letter is not the whole story.

Trait Potential, the large letter above the three grades, is no fourth roll. It adds up the other three.

The number behind it

A wild creature starts inside these bands.

GradeCombat EffectivenessAgilityHealth
C100 to 12020 to 50425 to 525
B120 to 14040 to 60475 to 625
A160 to 18050 to 80550 to 650
S180 to 20060 to 100575 to 725
The base of a wild creature, before its own roll and its size.

Combat Effectiveness lands anywhere in its band and stops there. Health and Agility take two more steps. A roll of the creature's own moves both ends of the band by up to 20%, and then size picks the place: a bigger creature holds more Health and less Agility. Size counts from 0.4 to 4 on the game's scale, and past either end a creature stays at the end of its band.

The name, the grades, and that roll belong to the species. Size belongs to each animal, so two of one species can differ in Health and Agility under the same letters.

GradeCombat EffectivenessAgilityHealth
C100 to 12016 to 60340 to 630
B120 to 14032 to 72380 to 750
A160 to 18040 to 96440 to 780
S180 to 20048 to 120460 to 870
The base of a wild creature with its own roll at both ends.

The bars on the card show the number, not the letter. We have seen a creature 6.6 m tall with an S in Agility whose bar is shorter than the A of one 1.1 m tall.

The letter

All three grades roll from the same odds, each apart from the others. Where to find the top ones is under creature grades.

GradeChance
C30%
B30%
A25%
S15%
The same for all three grades.

Levels

A wild creature stands at level 0 in each grade, and each gene edit raises one grade a level. Each grade rises to level 10, thirty levels in all, and a level adds a fixed amount by its letter, so the gap between letters widens as you go.

GradeCombat EffectivenessAgilityHealth
C+41+13+175
B+48+22+225
A+63+25+275
S+70+30+325
Added at each level of that grade, up to level 10.

At the top an S reaches 900 Combat Effectiveness, 420 Agility, and 4120 Health.

GradeCombat EffectivenessAgilityHealth
C510 to 530146 to 1902090 to 2380
B600 to 620252 to 2922630 to 3000
A790 to 810290 to 3463190 to 3530
S880 to 900348 to 4203710 to 4120
The same reach at level 10 of each grade.

What each grade does

Health is what a creature can lose, and Agility is its speed. Combat Effectiveness scales the damage of its moves, and affinity multiplies that again. How Agility acts in a battle is not measured yet.

Trait Potential

Count C as 0, B as 1, A as 2, and S as 3, and add the three grades. A sum of 7 or more shows S, 4 or more A, 1 or more B, and 0 shows C. So S, A, A shows S, and 6.9% of creatures carry that letter, far more than hold all three at S. Only C, C, C shows C, 2.7% of them. The card calls it Trait Potential on a wild creature and Battle Abilities once tamed.

Trait PotentialSum of the three gradesChanceFor example
S7 to 96.9%S, A, A
A4 to 647%A, B, B
B1 to 343%C, A, C
C02.7%C, C, C
C counts 0, B 1, A 2, S 3.

Grades never look at the planet. The one thing a planet does hand its creatures is creature affinity.