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)
- Check sources
- Set or remove states
- Apply resists
- Resolve effectiveTier
- 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:
- World sets [ FRONTLINE_PRESSURE ].
- Debug does not override it due to priority.
- [ BLEED ] reduces [ effectiveTier ] from 2 to 1.
- 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.