A Threat is a perceived potential for significant harm. It is a state of narrative, physical, or social tension that arises when an agent’s Action Appraisal concludes that an external source poses an imminent danger to one or more of its core Needs.
Within ATET, Threat is a fundamental driver of action, second only to Need itself. It is the catalyst for Conflict, the impetus for Faction formation, and the crucible in which an Incarnation’s courage, cunning, or cowardice is revealed. It is not limited to the simple act of coercion; it is the universal experience of vulnerability in the face of a hostile or indifferent reality.
The Philosophy of Peril
The experience of Threat is entirely subjective. A looming storm is a simple Fact, but it only becomes a Threat when it is perceived by a being who has a ShelterNeed
. A charismatic leader is just a person, but they become a Threat when their Fiction challenges the foundational Faith of a society.
The Threat system is designed to create a rich and varied ecosystem of danger. The struggle to Survive is not just a matter of finding food; it is a constant process of identifying, appraising, and neutralizing the myriad forces that seek to cut a Thread short.
The Anatomy of a Threat
Threats are categorized by their source and nature. The type of Threat dictates the appropriate response, turning every dangerous encounter into a unique tactical, social, or existential puzzle.
1. The Coercive Threat (Intentional & Social)
This is the conscious, deliberate use of potential negative consequences as a tool of intimidation. It is an attempt to resolve a social Conflict by forcing compliance. This is the act of threatening.
- The Mechanics of Coercion: This is a contest of Leverage versus Resolve.
- Leverage (Force of the Threat): The coercer’s credible power, derived from their perceived strength, Weapons, Faction backing, reputation, or possession of damaging information.
- Resolve (Target’s Resistance): The target’s ability to withstand the threat, derived from their
Willpower
, allies, desperation, or a defiant Faith.
- The Resolution: The target appraises the cost of defiance versus the cost of compliance. Failure to intimidate can lead to immediate escalation into physical Violence.
- The Verb: This threat is enacted through the Conversation and Intervene verbs.
2. The Predatory Threat (Intentional & Physical)
This threat is posed by a conscious actor whose goal is not compliance, but the physical harm or consumption of the Incarnation.
- The Source: A hungry beast, a rival assassin, a military unit with orders to eliminate you. The predator is not making an argument; its very existence and intent are the threat.
- The Mechanics: This is a direct physical Conflict. The predator’s “Leverage” is its combat capability. The target’s “Resolve” is its ability to fight or flee.
- The Resolution: Resolved through Violence or a successful escape. The goal generated is almost always a high-priority
SeekSafetyGoal
.
3. The Environmental Threat (Unintentional & Factual)
This threat is posed by an impersonal condition of the Tapestry. It is a Fact about the world that is hostile to the Incarnation’s survival.
- The Source: A collapsing starship hull, a lethal radiation zone, a planet’s toxic atmosphere, a failing life support system. The environment has no malice; its properties are simply incompatible with your Vessel’s Needs.
- The Mechanics: This is a survival puzzle. The “Leverage” of the threat is its intensity (e.g., radiation level). The “Resolve” is the Incarnation’s resistance (e.g.,
Constitution
, specialized equipment). - The Resolution: Resolved through avoidance, engineering solutions (Craft), or finding shelter.
4. The Narrative Threat (Intentional or Systemic & Metaphysical)
This is a threat that attacks not the body, but the mind, the reputation, or the social standing of an Incarnation. It is a danger posed by a powerful story.
- The Source: A charismatic demagogue spreading a Fiction that brands you a heretic. A prophecy that foretells your doom. A bureaucratic error that declares you a non-person. The curse of a dying shaman.
- The Mechanics: This is an ideological or social Conflict. The threat’s “Leverage” is the power and reach of its narrative. The “Resolve” is the target’s
Willpower
, their social support, and their ability to craft a compelling counter-narrative. - The Resolution: Resolved through social action, propaganda, political maneuvering, or the performance of a Ritual to break a curse. Failure can lead to social ostracization, a loss of sanity, or being hunted by believers of the hostile narrative.
The Subjective Experience of Threat
The Subjective Interface is crucial for communicating the nature of a Threat to the player, allowing them to feel the specific texture of the danger they are in.
- A Coercive Threat might cause the threatening agent to appear physically larger or more imposing in the UI, their words dripping with a menacing visual effect.
- A Predatory Threat might trigger a tunnel-vision effect, with the edges of the screen blurring and darkening, and the sound of the player’s own panicked heartbeat becoming audible.
- An Environmental Threat might be represented by a persistent, UI-wide “static” or “corruption” effect, like a cracked screen or a Geiger counter’s clicking integrated into the soundscape.
- A Narrative Threat could manifest as intrusive whispers in the audio, or the UI being populated with the hateful written words of your enemies, reflecting the psychological burden of being targeted by a hostile story.