The Building Blocks of Being
A Genetic Component is the fundamental, archetypal building block of a physical Vessel. It is a discrete, biological or mechanical part that, when slotted into a Vessel’s anatomy, serves as a bundle of potential, granting a specific set of functions, predispositions, and capabilities. These components are the bridge between the high-level concept of a body plan and its tangible, mechanical expression in the game world.
This document outlines the design philosophy behind Genetic Components and defines the core facets of their data structure from a designer’s perspective.
Core Philosophy: The Principle of Archetypal Biology
Genetic Components are built on the principle of Archetypal Biology. They are not “human arms” or “Choral shells.” They are universal, archetypal concepts like [Grasping Appendages]
or a [Resonant Carapace]
.
The species of the ATET universe are not predefined racial templates; they are emergent cultural and biological patterns that have formed around specific, successful combinations of these universal components. A Choral is not a species that has a resonant carapace; rather, the culture we call “Choral” is the story that arose from a people whose existence has been defined by the universal [Resonant Carapace]
component for generations.
This “first principles” approach decouples lore from mechanics, empowering the player to become a true bio-engineer, designing unique life forms from a universal periodic table of life.
The Anatomy of a Genetic Component
From a design standpoint, every Genetic Component is a collection of five key facets. These facets define how the component integrates with and influences the Incarnation’s other systems.
1. Morphological Slot & Sub-Slot Provision
This defines where the component fits and how it expands the body’s blueprint.
- Morphological Slot: The primary category the component belongs to (e.g.,
[Head]
,[Torso]
,[Limbs]
). - Provided Sub-Slots: A component can create new, more granular slots for further customization, enabling hierarchical design (e.g., a
[Bipedal Leg Assembly]
component in the[Lower Body]
slot might provide[Knee]
and[Foot]
sub-slots).
2. Functional Tags
These tags are the universal language of capability. They describe what the component does, ensuring it can interact with other game systems like Apparel and the environment, regardless of its specific name or appearance.
- Example: A component might possess the
[innate:natural_armor]
tag, signaling to the combat system that it provides damage resistance. Another might have[locomotion:climbing]
, allowing the agent to traverse vertical surfaces.
3. Attribute Influence
A component does not grant a simple +10 Strength
. Instead, it provides a thematic influence on the final derived value of one or more of the nine core Attributes. This creates a more organic and systemic feel.
- Example: A
[Dense Muscle Weave]
component would contribute a strong positive influence to the finalStrength
score and a minor positive influence toConstitution
, while a[Hollow-Boned Avian Frame]
would contribute a strong positive influence toAgility
but a negative influence toStrength
.
4. Aptitude Provision
Components can make an Incarnation naturally talented at certain tasks by providing an Aptitude for specific Skills. An Aptitude typically increases the rate at which a skill is learned.
- Example:
[Multi-jointed Servitor Arms]
might provide an Aptitude for theCrafting
skill, reflecting their innate precision.[Gecko-Grip Pads]
on the hands could grant an Aptitude for theClimbing
skill.
5. Ability Grants
This is the most direct expression of a component’s unique nature. A component can grant one or more unique, active or passive Abilities that define what the Incarnation can do in the world.
- Example: A
[Venom Gland]
component could grant the[Ability: Poison Spit]
action. A[Psionic Antennae]
component might grant the passive[Ability: Sense Emotions]
.
Putting It All Together: An Example Component
This framework allows for the creation of rich, mechanically diverse components from a simple set of design facets.
Facet | [Resonant Carapace] - Design Definition |
---|---|
Component Name: | [Resonant Carapace] |
Morphological Slot: | [Torso] |
Provided Sub-Slots: | None |
Functional Tags: | [innate:natural_armor] , [communication:resonant_frequency] |
Attribute Influence: | Constitution: +++ (Major Positive), Agility: - (Minor Negative) |
Aptitude Provision: | Provides an Aptitude for the Resonance Manipulation skill. |
Ability Granted: | Unlocks the [Ability: Resonant Ward] , a defensive ability that can be activated to harden the carapace against incoming kinetic damage for a short duration. |
Design Intent
This component-based system for the Vessel’s anatomy is designed to:
- Foster Player Creativity: Move beyond a rigid class or species system to an expressive, mix-and-match toolkit for designing life.
- Ensure Systemic Integration: Provide a clear and robust set of data points (
Functional Tags
,Attribute Influence
, etc.) that all other game systems can reliably query and interact with. - Create Narrative Through Form: Ensure that the physical makeup of an Incarnation has a direct and tangible impact on its story, skills, and capabilities, making the body itself a primary source of narrative expression.