construct() takes a seed, not a stat block. It rebuilds the RNG and rolls the attributes itself, so it never trusts a number handed to it (§2) and the same seed yields an identical character, hidden Luck included (§10). The whole character is reproducible from four primitives: seed, race_id, calling_id, spend. The rng parameter is dropped — the seed is now the only source of randomness. The roll is 3d6 with a hard floor of 8. Straight 3d6 puts ~9% on a primary the +3 pool cannot rescue, and a character bad at the one thing he is FOR is not grit — it is the fine §7 forbids, paid for twenty hours. LCK is unspendable, not merely hidden: spending on it is a validation error. GameState.stats becomes GameState.sheet. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
/client — Godot 4.7 game client
GDScript. Holds ALL game state and ALL game rules (charter §2, §4). The AI never mutates state; the client validates and applies everything.
Open: Godot 4.7, import this folder as the project (project.godot).
Responsibilities
- All state: stats, HP/MP, inventory, quest flags, Luck, disposition/approval (§8, §9)
- All rules: deterministic combat, Luck branch-selection, move validation (§6, §7, §10)
- The canon log — compact structured fact list, code-maintained, injected into every call (§11)
- Talks to
/apiover HTTP. No API key, ever. Knows one base URL + role endpoints (§4) - Degrades to authored fallback text (from
/content/fallback) when the API is down (§13)
Key rule — never do this (charter §2)
If an AI response directly sets a variable that persists, stop. Parse → validate → apply or discard.
See docs/ for scene structure, input model, and combat wiring.