A Weapon is a specialized Tool whose purpose has been honed to a single, terrible point: the enactment of Violence. It is a physical argument, an instrument designed to resolve a Conflict by force.

Within ATET, a weapon is a choice made manifest. To draw a weapon is to make a statement about how one intends to engage with the world. A crude, scavenged pipe tells a story of desperate survival. A perfectly balanced, ornate dueling pistol speaks of a culture of formalized violence and honor. A terrifying, inhuman rifle made of living bio-matter whispers of a Faith that has collapsed the distinction between predator and prey.

The Dual-Axis Model

The existence of a weapon is the physical admission that persuasion, negotiation, and reason can fail. The effectiveness of a weapon in ATET is determined by a Dual-Axis Model, separating the weapon’s inherent nature from the skill of the person wielding it.

  • Intrinsic Properties (The Object’s Story): These are the physical facts of the weapon, determined by its design, materials, and any modifications it has received.
  • Wielder’s Competence (The User’s Story): This is the wielder’s learned mastery and innate capability, governed by their Skills and Attributes.

Intrinsic Properties (The Object’s Story)

These are the core stats of the weapon as an object, determined at the moment of its creation and alterable through crafting.

A. For Conventional Firearms

  • Muzzle Velocity & Barrel Length: A primary determinant of base damage and effective range.
  • Rifling & Stability: Governs Inherent Accuracy.
  • Reliability (Malfunction Chance): The quality of a weapon’s internal mechanisms.
  • Handling & Ergonomics: Affects aim speed, recoil, and follow-up shots.
  • Durability: Its structural integrity.
  • Modification Slots: Most firearms are designed with modularity in mind, featuring slots for attachments. This system is the primary interface with Modification & Enhancement.
    • [Optic Slot]: For scopes and sights that affect accuracy and zoom.
    • [Stock Slot]: Affects handling and recoil control.
    • [Barrel Slot]: Can be swapped to alter muzzle velocity and accuracy.
    • [Magazine Slot]: Affects capacity and reload speed.
    • [Muzzle Slot]: For attachments like suppressors or compensators.

B. For Melee Weapons

  • Edge Sharpness / Point Integrity (Base Damage Multiplier): A direct measure of the weapon’s condition. A primary way quality affects damage.
  • Balance & Weight: Affects swing speed and stamina cost.
  • Material Hardness: Affects durability and parrying effectiveness.
  • Component Slots: Melee weapons can be modified via Modification & Enhancement and Metallurgy & Engineering.
    • [Grip Slot]: A custom grip wrap can reduce stamina cost.
    • [Guard Slot]: A heavier guard can improve defensive capabilities.
    • [Pommel Slot]: A weighted pommel can shift the weapon’s Balance.

C. For Thrown & Archery Weapons

  • Aerodynamic Profile: Governs accuracy and range.
  • Draw Weight / Potential Energy (for Bows): Determines maximum potential damage.

Wielder’s Competence (The User’s Story)

This is how an Incarnation’s abilities interact with the weapon’s properties.

A. For All Weapons

  • Effective Accuracy (Critical Chance): A wielder’s relevant combat skill (Firearms, BladeWeapons, etc.) represents their ability to strike vital areas. This is the primary way skill influences damage. Higher skill dramatically increases critical hit chance and damage.

B. The Mismatched Axis Principle

The interplay between weapon quality and wielder skill creates emergent challenges and progression arcs.

  • High Intrinsic / Low Wielder (The Unforgiving Masterpiece): A novice using a high-performance weapon may struggle. A masterwork dueling sword might feel “too lively” in a novice’s hands, increasing their stamina cost. A high-tolerance rifle might have a higher Malfunction Chance for a low-skill user who fails to maintain it perfectly.
  • Low Intrinsic / High Wielder (The Master’s Scraps): An expert can make a poor tool work, but its flaws impose a hard ceiling. A master can clear a jam instantly (Malfunction Response), but they can’t stop the unreliable pistol from jamming. They can use perfect Edge Alignment, but their damage with a rusty sword will always be penalized by its low Edge Sharpness Multiplier.

How Attributes Shape Experience

An Incarnation’s innate Attributes directly affect how they experience a weapon’s Intrinsic Properties, making the same tool feel different to different beings.

  • Strength vs. Handling & Weight: A weapon’s weight and recoil are not absolute; they are relative to the wielder’s Strength.

    • Mechanics: An Incarnation with low Strength wielding a heavy machine gun will suffer penalties to aim speed, movement, and will experience severe recoil. For an Incarnation with high Strength, these penalties are reduced or even eliminated.
    • Subjective Feel: The low-Strength character’s aim sways heavily, and the screen shakes violently when firing. The high-Strength character’s aim is rock-steady.
  • Agility vs. Balance: A weapon’s Balance interacts with the wielder’s Agility.

    • Mechanics: An Incarnation with high Agility can take full advantage of a nimble, well-balanced blade, potentially unlocking faster attack combos. A low-Agility character trying to use the same “lively” blade may find their parry window is smaller and their attacks are easier to interrupt.
    • Subjective Feel: For the agile character, the rapier is an elegant extension of the arm. For the clumsy character, it feels frantic and difficult to control.
  • Intellect vs. Complexity: Advanced weapons (especially Energy and Psychic types) have a Complexity rating.

    • Mechanics: An Incarnation whose Intellect is below a weapon’s Complexity threshold may only be able to use its primary function. A high-Intellect user unlocks its full potential: alternate firing modes, diagnostic information, or the ability to safely overcharge it.
    • Subjective Feel: For the low-Intellect user, the weapon’s advanced functions are grayed out or marked with [?] in the UI. For the high-Intellect user, the UI is rich with data, displaying heat levels, charge cycles, and tactical options.

The Consumable Element

Ammunition is a critical component of the damage equation, with its own set of intrinsic properties.

  • Firearm Cartridges:
    • Caliber & Type: The primary source of a firearm’s base damage. Specialized types like Armor-Piercing (AP), Hollow-Point (HP), or Incendiary offer tactical trade-offs.
    • Propellant Quality: Poorly made powder can lead to inconsistent muzzle velocity (variable damage) or outright duds, increasing the weapon’s effective malfunction rate.
  • Arrows & Bolts:
    • Arrowhead Type: The choice of head is crucial. A Broadhead is devastating against unarmored flesh but poor against armor. A Bodkin point excels at piercing armor but creates a smaller wound channel.
    • Shaft Straightness & Fletching: Higher quality arrows have better aerodynamic properties, directly improving inherent accuracy.
  • Thrown Weapons: In many cases, these are both weapon and ammunition. Their properties are defined in the sections above.

Damage Types and Effects

Weapons inflict different types of damage, effective against different defenses.

  • Physical (Kinetic/Blade)
  • Energy (Plasma/Laser)
  • Psychic (Telepathic/Eidic)
  • Biological (Poison/Toxin)

A Living History

A weapon is not a static object; it is a witness. This system bridges the gap between a simple tool and a true Artifact, allowing a weapon to accumulate its own story through use. A weapon’s journey is the first step on the path to becoming a Living History.

Deeds & Milestones

A weapon passively tracks key statistics related to its use, such as enemies killed, critical hits landed, or specific types of foes vanquished. Reaching certain milestones can unlock unique traits.

Emergent Quirks

A Quirk is a minor, emergent property that reflects the weapon’s history.

Quirk NameUnlock ConditionMechanical Effect
HeadhunterScore 50 headshot kills with this rifle.+5% critical damage on headshots.
Giant-SlayerLand the killing blow on 10 enemies larger than you with this sword.Deals a minor bonus damage to large-sized enemies.
Eidetically-AttunedSlay a powerful psychic entity with this weapon.The weapon now deals a tiny amount of psychic damage on every hit, its material form forever stained by the Eidos of its foe.

The Naming Rite

After a weapon has unlocked its first Quirk, the agent is given a one-time opportunity to bestow a custom name upon it. This is a significant narrative moment, cementing the bond between wielder and weapon. The object’s name in the UI is permanently changed from “MK IV Plasma Rifle” to “Vera.”

The Path to Artifact

A weapon with a significant history, multiple Quirks, and a given name is a narratively charged object. If such a weapon is present during a moment of profound Eidic significance: the death of its wielder, a world-changing choice, a ritual at a Symbolic Locus; it has a high chance of awakening fully, transitioning from an object with a history into a true Living History with its own will and purpose.

Maintenance & Subjective Attunement

Dynamic Degradation

A weapon’s peak performance must be maintained. This system is governed by the principles of Assembly & Maintenance.

  • Firearms: Firing reduces Reliability. Agents must use [Weapon Cleaning Kits] to restore it.
  • Melee Weapons: Use and parrying reduce Edge Sharpness / Point Integrity. Agents must use a [Whetstone] or visit a blacksmith to restore it.

Subjective Attunement & Aversion

The wielder’s relationship with a weapon is a core part of their Cognitive state.

  • Attunement (Positive): As an Incarnation uses a specific weapon and builds its Legacy, their familiarity grows. This grants a small, passive “Attunement” bonus (e.g., slightly faster reloads, reduced stamina cost), representing the weapon becoming an extension of the self.
  • Aversion (Negative): A traumatic Memory associated with a weapon type (e.g., a catastrophic jam in a key moment) can create a psychological block. When wielding that weapon type, the Subjective Interface might manifest this as a slight input lag during moments of high stress or a wavering aim, representing the character’s hesitation. This can be overcome through a personal Quest or by forging a new, positive legacy with the weapon.

The Subjective Experience

All of these systems are rendered through the Subjective Interface, ensuring the player feels their relationship with their weapon.

  • The Feeling of the Tool: The same weapon feels fundamentally different in the hands of different Incarnations. A heavy bolter that feels sluggish and kicks wildly for a lithe scout is a stable, devastating tool for a hulking brute. The UI, from aiming sway to animation speed, directly reflects this subjective match between wielder and weapon.
  • Perception by Condition: An Incarnation with a high BladeWeapons skill will perceive a dull sword with immense frustration. The UI might render it with a “chipped” visual effect, and attempted strikes might produce a grating, ineffective sound.
  • The Named Companion: Once a weapon is named, its UI card might gain a unique border or glow. The player’s Incarnation might have unique internal monologue lines about it, cementing the feeling of attachment.
  • Perception by Trauma: To a terrified survivor, a weapon is a source of horror. Its description might read, “Heavy. Cold. It still smells of blood.” This subjective experience is deepened by the Aversion mechanic, giving it a tangible gameplay effect.