High-risk tools in Ttt
17 of the 35 tools in Ttt are classified as high risk. This page profiles those tools specifically, with recommended policy actions and the attack patterns that target them.
Every operation listed below is an action PolicyLayer recommends controlling at the transport layer. Open any tool to see the full profile, risk score, and YAML policy snippet.
Tools at high risk
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bs_claude_fireExecuteFire the Navy cannons at the given coordinates on the pirate fleet. Claude chooses the target — reason about it in chat first, then call this. Returns hit/miss/sunk — and if sun...
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bs_human_fireExecuteFire the pirate cannons at the given coordinates on the Navy
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bs_new_gameExecuteStart a new Battleship game: Pirates vs the Royal Navy. Both fleets are placed secretly. Each ship carries hidden cargo revealed only when sunk. Pirates fire first.
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cc_catchExecuteAttempt to catch the creature currently encountered. Only usable when a creature has appeared
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cc_exploreExecuteSearch the current area for wild creatures. May trigger an encounter or a near-miss.
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cc_moveExecuteMove to an adjacent area by direction. Moving resets the explore counter for the new area.
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cc_new_turnExecuteReset the action counter to begin a new turn. ONLY call this after you have summarized the
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ms_new_gameExecuteStart a new Fluffling minefield crossing. 9×9 field, 10 hidden mines. The first step is always safe — mines are placed after it. Call ms_reveal_cell to send the first scout.
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ms_next_turnExecuteThe Flufflings catch their breath and check in with the player. Resets the step counter and gives 8 fresh steps. Must be called after reaching the turn limit — chat first, then ...
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ot_cross_riverExecuteChoose how to cross the current river. Ford=fast but risky. Caulk=float the wagon, medium risk. Ferry=safe but costs $15. Wait=lose 2 days and food but calmer water. Narrate the...
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ot_huntExecuteStop to hunt for food. Takes half a day, uses ammo, and the results are unpredictable. Narrate the hunt to the human.
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ot_make_wishExecuteMake your wish at the Well at Eldenmoor. Only available after reaching the Well. The outcome is uncertain. State your wish clearly. Narrate the ending based on the outcome retur...
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ot_new_gameExecuteBegin the journey to the Well at Eldenmoor. Provide the human player
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ot_restExecuteMake camp and rest for 1–3 days. Recovers health for everyone but costs food and time. Worth it when someone is struggling.
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ot_travelExecuteHit the trail for 3 days. Always costs food and may affect health — plan supplies before calling. Costs: easy=-6 food, +9hp each; steady=-9 food, 0hp change; hard=-12 food, -21h...
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ot_use_medicineExecuteUse one dose of medicine on a party member. Restores significant health. Use it when someone is struggling or worse.
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ttt_make_moveExecutePlace the current player
Attacks that target this class
High-risk tools in any server share these documented attack patterns. Each links to the full case and the defensive policy.