CCHS – Rulebook

CoreCode Human System

Note: This document is the rulebook (the “physics”).
The accompanying CCHS Manifesto describes the stance.

🟢 CCHS Rulebook v1.0 — Foundation


English · Final (Rulebook)

1) Purpose

CCHS defines deterministic state rules that

  • work reliably in software and
  • can be simulated at a tabletop.

It is a shared foundation for design (playability) and engineering (implementation)..


2) Core Principles

  • Deterministic: the same inputs always produce the same result.
  • State‑based: effects are derived from active states and resists.
  • Source → State → Effect: sources set states; states drive effects.

3) Central Terms

  • State: a named situation that can be active on a character.
  • Resist: a modifier that reduces the impact of states.
  • Source: the origin of a state (system, world, debug).
  • Meta: static definition data (e.g., tier, duration, tick).
  • Computed: runtime outputs (e.g., effectiveTier).
  • Tier: the base intensity of a state (meta).
  • EffectiveTier: the resolved tier after modifiers (computed).
  • Tick: the evaluation step interval.
  • Duration: how long a state persists once applied.

4) Source Priority (Hard Rule)

  • Priority order: [ system > world > debug ]
  • Per state name, exactly one active state exists.

5) State Rules

  • States describe situations, not raw numbers.
  • States do not contain effect math.
  • State meta fields: [name ], [ tier ], [ tags ], [ duration ], [ tick ], [ source ].

6) Resist Rules

  • Resists are reactive, never a trigger.
  • Resists modify impact, not state meta.
  • Resists may affect:
    • [ effectiveTier ]
    • [ duration ]
    • [ range ]

7) Effect Resolution (Playable)

Textual logic:

  • [ BaseTier = state.tier ]
  • [ Modifiers = total resist reductions ] (plus environment modifiers, if present)
  • [ EffectiveTier ] = max(0, BaseTier – Modifiers)
  • Effects read [ EffectiveTier ], to scale outcomes.

8) Tick Flow (Tabletop Compatible)

  1. Check sources
  2. Set or remove states
  3. Apply resists
  4. Resolve effectiveTier
  5. Execute effects

9) Example: 3 vs 8

Three Warriors hold a frontline against eight enemies.

  • World sets [ FRONTLINE_PRESSURE ] on all three.
  • [ BLEED ] and [ IMPACT ] resists reduce [ effectiveTier ] on some Warriors, but the state remains active.
  • Each state name resolves once, so the system scales without duplicating meta or uncontrolled stacking.

10) Warrior Example

  • State: [ FRONTLINE_PRESSURE ] (tier 2, source world)
  • Resist: [ BLEED ] (level 3)

Step‑by‑step:

  1. World sets [ FRONTLINE_PRESSURE ].
  2. Debug does not override it due to priority.
  3. [ BLEED ] reduces [ effectiveTier ] from 2 to 1.
  4. Meta remains unchanged; only computed outputs change.

11) Do / Don’t

Do

  • Express new ideas as states first.
  • Ensure every resist is explainable.

Don’t

  • Attach raw numbers directly to state meta.
  • Mutate meta at runtime.
  • Use debug as a gameplay source.


🔹 CCHS – Regelwerk – License (English)

© Sven Fleshman
First publication: 21.01.2026

This rulebook is part of the CCHS – CoreCode Human System.

This work is licensed under the Creative Commons Attribution–NonCommercial–ShareAlike 4.0 International (CC BY-NC-SA 4.0) license.

This means:

  • Use, sharing, and non-commercial adaptation are permitted
  • Attribution to the author is required
  • Derivative works must be distributed under the same license

The full license text and related documents (manifesto, examples, world context) are available at: https://svenfleshman.com

Any commercial use, integration into monetized products, or closed systems requires a separate agreement with the author.

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