Tianshu

Cairn 1e

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approved Ruleset · v1e

Cairn 1e

9 actions 6 conditions rls_4v2j5e5won55u
Approved for play by shipped on 2026-09-02.

Cross-checks · 0 to look at

  • Vars referenced by actions but not declared
  • Vars declared but never referenced by a shared action
  • Conditions applied or removed by actions but not defined
  • Conditions defined but never applied by any action: delirious deprived enhanced impaired paralyzed
Read the ruleset · actions & conditions

Fix an action, in plain English

Say the fix the way you'd say it at the table — "crits deal max damage plus the roll", "give Morale Check a WIL save". The compiler emits an enforced change against this pack; you read what it compiled to, then Save & re-check. Saving sends the pack back to review.

Set ANTHROPIC_API_KEY to compile fixes here.
Fix log · logged on the ruleset
  1. ability score loss — STR 0: the PC dies. DEX 0: paralyzed. WIL 0: delirious. Complete DEX or WIL loss renders the character unable to act until restored through extended rest or extraordinary means.
  2. attack modifiers — Fighting from a position of weakness (cover, bound hands) makes the attack impaired: roll 1d4 regardless of the weapon's die (Impaired Attack). Fighting from a position of advantage (helpless foe, daring maneuver) makes it enhanced: roll 1d12 instead of the normal die (Enhanced Attack).
  3. attacks always hit — There is no attack roll. The attacker rolls their weapon die, subtracts the target's armor, and deals the remainder to the opponent's HP. The generic Attack action uses a d6 baseline; substitute the wielded weapon's die (e.g. a club is 1d10). Unarmed attacks always do 1d4.
  4. blast — Attacks with the blast quality affect all targets in the noted area, rolling damage separately for each affected character. If unsure how many targets can be affected, roll the related damage die for a result.
  5. critical damage — Damage that reduces a target's HP below zero decreases the target's STR by the amount remaining (overflow_to on the attack effects). The target must then make a STR save to avoid critical damage (the gated apply_condition). A PC suffering critical damage can only crawl weakly; with aid and rest they stabilize, untreated they die within the hour. Some enemies trigger special abilities when their target fails this save.
  6. death — When a character dies, the player creates a new character or takes control of a hireling, immediately joining the party.
  7. detachments — Large groups of similar combatants fight as a single detachment. Attacks by individuals against detachments are impaired (excluding blast); attacks by detachments against individuals are enhanced and deal blast damage. Critical damage routs or significantly weakens a detachment; 0 STR destroys it.
  8. initiative — At the start of combat each PC makes a DEX save (1d20 roll-under DEX) to act before their opponents; turn order then cycles in fixed rounds of roughly ten seconds.
  9. morale — Enemies must pass a WIL save to avoid fleeing when they take their first casualty and again when they lose half their number. Some groups may use their leader's WIL in place of their own. Lone foes must save when they're reduced to 0 HP. Morale does not affect PCs.
  10. multiple attackers — If multiple attackers target the same foe, roll all damage dice and keep the single highest result (the Dual Weapon Attack shape, kh1 over all dice rolled).
  11. retreat — Running away from a dire situation always requires a successful DEX save as well as a safe destination to run to.
  12. scars — When damage reduces a PC's HP to exactly 0, look up the total damage taken on the Scars table and apply its prose effect: 1 Lasting Scar, 2 Rattling Blow, 3 Walloped, 4 Broken Limb, 5 Diseased, 6 Reorienting Head Wound, 7 Hamstrung, 8 Deafened, 9 Re-brained, 10 Sundered, 11 Mortal Wound, 12 Doomed.