2026-09-06 23:12:38
Anonymous:
Power and Attraction r5 against REV104 r4/r5: Stop chosen as the brake on the shaft that keeps time - no dispatches or flashes after Stop, the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); cable reel restated as Equipment's U6 (REV104-11); a floater never leaves water (REV104-8); the Spark row of r4 final, crossed copies Combat's to mirror (REV104-15); Combat's C2 reversal request declined with reason; the Collector's lift; dispositions and sources
hold the flood/mechanics/power and attraction.md ..
@@ 1,13 1,15 @@
# Hold the Flood — Power and Attraction: the shared rule contract
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**r4 · 2026-09-06 · Lead Game and Systems Designer · In review · The rules every district must obey. r4 answers PMR006's blockers and the critic's REV104 r2 on the contract: the two-second coil window is confirmed canonical and countersigned by Equipment; the Spark's death is chosen as Combat wrote it, a hazard to the surveyor and nothing to organisms; the intensity rule that separates fixed power, the coil, the arc and a Spark is adopted; what persists between expeditions is stated; the refuge's place in Stop's cascade is stated and the pump reserve declined; lines conduct when dry, motes are collected by walking over them, a dark beacon still flashes, and pursuit range has a value. Validated against Design Document r15 (5f9fbb), World and Mystery r22 (da3639), Combat Rules r4 (91a866), Enemies r5 (9a72af), Inventory and Charge r2 (9b0547), Coil r2 (0696cf) and Colony r2 (12694e).**
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**r5 · 2026-09-06 · Lead Game and Systems Designer · In review · The rules every district must obey. r5 answers the critic's REV104 r4 and r5 on the contract: Stop is the brake on the shaft that keeps time, so after Stop nothing is permitted and nothing flashes, and the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); the cable reel is Equipment's U6, a bridge between exposed power terminals (REV104-11); a floater does not leave water (REV104-8); the Spark row of r4 is final and the crossed copies are Combat's to mirror (REV104-15); Combat's request that fixed power not energise open channel water is declined with its reason; the Collector's lift, not its gates. r4 answered PMR006's blockers and the critic's REV104 r2 on the contract: the two-second coil window is confirmed canonical and countersigned by Equipment; the Spark's death is chosen as Combat wrote it, a hazard to the surveyor and nothing to organisms; the intensity rule that separates fixed power, the coil, the arc and a Spark is adopted; what persists between expeditions is stated; the refuge's place in Stop's cascade is stated and the pump reserve declined; lines conduct when dry, motes are collected by walking over them, a dark beacon still flashes, and pursuit range has a value. Validated against Design Document r15 (5f9fbb), World and Mystery r22 (da3639), Combat Rules r4 (91a866), Enemies r5 (9a72af), Inventory and Charge r2 (9b0547), Coil r2 (0696cf) and Colony r2 (12694e).**
**What this page is.** The one statement of the shared rules, which every district, enemy, item and colony service must obey. Everything here is a proposal and nothing is owner-approved or played. A district may add to this contract with a readable signal and the choice the addition improves, published as a shared-rule diff (section 7); it may not change what power, signal, a beacon or charge means. Where this page states a rule in one sentence and a domain page states it in full, the domain page owns the detail and this page owns the sentence; the ownership map is in section 10.
**What r3 established (kept).** Eight cells and player-set collection priority (D023); dispatch needs the drum and the trunk, arrivals need supply, the empty flash is a state (D024, REV104-1, -3); fixed power has a source under Answer A with the Stop cascade and the baseline return (D024, REV104-4, COL-I4); the precedence stack, bounded press, glow as one bit, the Carrier's mote, the Grounder allowed, the arc bounded (R1, R2, R4, R5, R9; R10 declined).
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**What r4 changes.** Section 1: lines conduct when dry. Section 2: fixed power energises a lit branch's channel water continuously; the Grounder's consequences; the race is unfed, not special. Section 3: a flash needs no power; pursuit range is about ten metres; the press bound is checked against the merged third-dispatch crowd. Section 4: the intensity rule; the Spark row; collection is walking over. Section 6: what persists. Section 9: the refuge's circuit and the declined reserve; grounded runs do not persist. Section 10: the dispositions, including Equipment's countersignature and Combat's pending one.
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**What r5 changes.** Section 3: Stop as the brake on time; the floater stays in water. Section 1: the cable reel as U6. Section 2: the C2 request declined. Section 4: the Spark row final. Section 9: Stop without the empty flash; the lift. Section 10: the dispositions.
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**What r4 changed.** Section 1: lines conduct when dry. Section 2: fixed power energises a lit branch's channel water continuously; the Grounder's consequences; the race is unfed, not special. Section 3: a flash needs no power; pursuit range is about ten metres; the press bound is checked against the merged third-dispatch crowd. Section 4: the intensity rule; the Spark row; collection is walking over. Section 6: what persists. Section 9: the refuge's circuit and the declined reserve; grounded runs do not persist. Section 10: the dispositions, including Equipment's countersignature and Combat's pending one.
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@@ 15,7 17,7 @@
- Current present anywhere in a body of connected water is present everywhere in it. Two channels are one body when a valve, lock or breach joins them and both hold water. A dry bed does not conduct; a drained connection is no connection. Flowing water conducts exactly as still water does; a channel that carries no current is unfed, not non-conducting, and a district that wants a break in conduction must draw a dry one and show it.
- Lines conduct when dry: cables and rails carry current along their length. A dry bed, loose cargo (crane parts, bundles on dry ground) and equipment housings do not.
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- Ways to change the topology, all readable on the ground: a valve (joins or parts two channels), a drain or field pump (empties a channel), a lock (moves water between basins; Campaign 3.1), the hand pump (a carried drain, section 5), and the cable reel (a laid conductor between two wet points across dry ground; it carries environmental power only and never charges a battery).
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- Ways to change the topology, all readable on the ground: a valve (joins or parts two channels), a drain or field pump (empties a channel), a lock (moves water between basins; Campaign 3.1), the hand pump (a carried drain, section 5), and the cable reel (Equipment's U6: one end clamped to an exposed power terminal, up to about six metres of laid line, the other end to a second terminal, so a dead line is bridged from a live one; it carries environmental power only and never charges a battery).
- In the rack, only orthogonal cell contact conducts. Equipment housings do not conduct, so any module, the insulation included, and any empty cell breaks a salvage chain; wet salvage bundles conduct into touching bundles, and a battery leaks one unit per minute per wet bundle reachable from its terminals through such a chain, capped at the charge present, shown as one drip per bundle. Two batteries reaching the same chain both leak; leakage never powers anything and never hurts the surveyor. Insulation worn as a module is also what lets the surveyor stand in energised water. (Owner of the detail: Inventory and Charge, E2.)
- These are game rules and not a claim about real electrical safety; the Reference pages on electricity in water and drainage engineering record the caveats.
@@ 25,7 27,7 @@
- A device works only while the water, rail or line it stands on carries current, and stops when the current stops. Devices: dispatch beacons, hatches and doors, gates, pumps, lifts and indicator lamps.
- Sources of current: a district's own circuit, switched from its panel, whose positions choose which branch is powered and are exclusive (one branch at a time, or off); and a coil discharge, which energises the water the surveyor is touching for two seconds and stuns the conducting bodies in it for eight (section 4). The thick cable is the power line; switching it is instant and priced by what it darkens as well as by what it lights.
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- **A lit branch's channel water is energised for as long as the branch is lit** (Combat's question C2, ruled yes): it is why the electrician waits in the lit yard in insulation, and why a discharge into a lit channel adds a stun and no new hazard. Fixed power hurts the uninsulated surveyor and does nothing to organisms (the intensity rule, section 4).
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- **A lit branch's channel water is energised for as long as the branch is lit** (Combat's question C2, ruled yes): it is why the electrician waits in the lit yard in insulation, and why a discharge into a lit channel adds a stun and no new hazard. Combat r5's recommendation that fixed power not energise open channel water was written against r3 and is declined: the collection-without-insulation rationale for the two-second window concerns water no lit branch feeds, the head basin and the flats, not the electrician's lit yard, and the scenes on both pages are priced on this row. Fixed power hurts the uninsulated surveyor and does nothing to organisms (the intensity rule, section 4).
- **What supplies the district circuits (provisional, D024, Answer A).** The city runs on charge harvested from the Flood: the Collector's wheels take charge from the mass passing through, the head-works' switch-house stores and distributes it along the thick cables, and each district's panel switches its share. The store is what makes fixed power feel fixed: it outlasts any one expedition. The Stop position at the head-works ends the harvest, and the districts go dark one by one as the store drains (section 9); no district may depend on a supply the table in section 9 does not name.
- **The relay** is the one stated exception in the districts so far: it is a source of signal, not a consumer of power. Its drum is turned by a wheel in the race above the weir, which is unfed water: no lit circuit joins it, the valves join only below the weir, and the actual dry breaks are the weir's crest, the dry gallery and the cables themselves. Drain R stops the wheel and touches no power (World and Mystery r18 and r22, closing REV103-9). The exception is readable: the wheel turns in water that shows no arcs.
- **A role may darken a beacon.** The Grounder (Enemies) climbs a live cable run and grounds it, so everything on that run loses power, beacon and hatch alike, until the body is killed or the branch re-switched; there is no alternate supply on a run. This passes section 7's test: it makes devices stop for want of current, and can never make a light, cause a dispatch or select an intake. Its signal is an irregular flicker that is visibly not the travelling dispatch pulse, a spark at the body's position on the thick cable, and the forecast marking the branch failing (R9 allowed, Combat's C4 ruled; World owns the body's fiction).
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## 3. Attraction: the signal chooses the intake; light draws the crowd
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- **Dispatch (D024, REV104-1).** A district dispatches when its drum's contact closes and the trunk is carrying time: the drum makes the moment, the trunk permits it. Shut stops the drum; a dark position on the Exchange's bank withholds the trunk; either alone stops announced surges. A dark district is in the shut regime, unannounced trickles that grow and a dark forecast, and never a district with no Flood in it; its arrivals obey ordinary targeting once inside.
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- **Dispatch (D024, REV104-1).** A district dispatches when its drum's contact closes and the trunk is carrying time: the drum makes the moment, the trunk permits it. Shut stops the drum; a dark position on the Exchange's bank withholds the trunk; either alone stops announced surges. Stop at the head-works is the brake on the shaft that keeps time, so after Stop no district is permitted: no dispatches and no flashes anywhere, the drums turn to no effect, and the Flood arrives by each district's sluice as trickles that grow, the shut regime everywhere (REV104-12, chosen; World r22's rows say the same). A dark district is in the shut regime, unannounced trickles that grow and a dark forecast, and never a district with no Flood in it; its arrivals obey ordinary targeting once inside.
- **Intake and supply (REV104-3).** At a dispatch the chosen intake's beacon flashes, and a surge enters there if the supply provides one. A flash with nothing behind it is the empty flash, a readable state of its own: the beacon flashes on the cadence, no bodies come, and the forecast shows the next slot. The flash is a signal event and needs no power: a dark beacon still flashes at its dispatch and is dark again after it, so a crowd that entered under it retargets or spreads. The Collector's gates decide supply (Districts, the Collector). Only the panel selects intake; powering a beacon by any other means, including a coil, lights it but never makes it flash. Every district tables its panel: position, powered branch, intake selected, beacon that flashes (Campaign, section 3).
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- **After entry, in one order (R1).** Every body resolves the first line that applies: 0, stunned (inside the eight-second stun, and it conducts); 1, pursuit (the surveyor is within its pursuit range: chase, and drift back when out of range); 2, a role target other than light (the Floater's is the flow while water flows; the Anchor's the lowest wet ground; the Carrier's the nearest reachable loose charge within its acquisition range; the Grounder's the nearest reachable powered run); 3, attraction (walk continuously to the nearest lit beacon it can reach; hold on arrival; never leave a held beacon for a farther one; retarget to a nearer reachable lit beacon when its own goes dark); 4, spread (no lit beacon reachable: press outward along the entry branch). Pursuit outranks attraction, which is why harvesting inside a held crowd costs health; role targets sit below pursuit and above attraction, so up close every body is just a body. (Owner: Combat Rules.)
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- **After entry, in one order (R1).** Every body resolves the first line that applies: 0, stunned (inside the eight-second stun, and it conducts); 1, pursuit (the surveyor is within its pursuit range: chase, and drift back when out of range); 2, a role target other than light (the Floater's is the flow while water flows, and a floater never leaves water, so it pursues nothing on dry ground; the Anchor's the lowest wet ground; the Carrier's the nearest reachable loose charge within its acquisition range; the Grounder's the nearest reachable powered run); 3, attraction (walk continuously to the nearest lit beacon it can reach; hold on arrival; never leave a held beacon for a farther one; retarget to a nearer reachable lit beacon when its own goes dark); 4, spread (no lit beacon reachable: press outward along the entry branch). Pursuit outranks attraction, which is why harvesting inside a held crowd costs health; role targets sit below pursuit and above attraction, so up close every body is just a body. (Owner: Combat Rules.)
- **Pursuit range** is about ten metres, a channel's width, and each district names a landmark for it. A body outside it does not chase; a crowd does not cross a district to reach the surveyor. The first battery in any written expedition is therefore earned at a crowd's edge, inside that range, and priced in hits (REV104-8). Contact costs one health with a moment of immunity after; the surveyor has five.
- **Press (R2).** A crowd holding at a beacon occupies a radius set by its size; when bodies join, the radius grows over a few seconds, and when bodies leave or die it shrinks. Press is that relaxation seen from outside, not an unbounded creep. A crowd with no beacon has no centre and spreads along its branch, which is the dangerous case. The forecast overlay draws one ring per crowd. The pumping district's tuning bound becomes checkable: the merged crowd after the third dispatch must not reach the causeway head before the evacuation window closes.
- **What is a beacon.** The district's dispatch beacons, the portable beacon (armed and charged, carried or planted), and a moving beacon where a district adds one (the Tram Incline's lamp, a lure that never flashes). Every other lamp is an indicator.
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- A Carrier that reaches a mote on the ground takes it and carries it; killing that Carrier drops it again (R5). Nothing but the surveyor and a Carrier can take a mote.
- **A coil discharge** needs a full linked battery and spends it. It energises the water the surveyor is touching for two seconds and stuns every conducting body in that water for eight (R3, ruled at r3 and confirmed: Equipment countersigned at Coil r2 and Equipment r2; Combat's effect table still carries eight seconds of powered water and is to be brought to this row, PMR006 1). An uninsulated discharge costs two health; after the two seconds the surveyor can collect inside the water without insulation. Stunned bodies that have already shed yield nothing; stunning again buys control, not charge.
- **The arc** drains a full linked battery over about ten seconds, one burst per battery; a body hit while the burst runs is chained and the hit conducts onward to at most three further bodies within a short reach, body to body, needing proximity and line of sight; the chain does not travel through energised water and the arc never energises water (R10 declined; the bounded model preserves spatial limits and is recorded as the alternative's counterpart). The burst returns no motes from bodies that have shed. Starting a burst reserves its battery until it ends; an interrupted burst discards the unused fuel. The Glossary's "about twenty seconds" is wrong; ten is the number.
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- **A Spark killed in water** energises that water for two seconds, the same window as a discharge, and by the intensity rule it stuns nothing and damages no organism; it hurts an uninsulated surveyor standing in that water and it makes no chain (PMR006 2, chosen as Combat wrote it; r3's stun clause is withdrawn). Its own kill mote is the yield, if it had not shed.
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- **A Spark killed in water** energises that water for two seconds, the same window as a discharge, and by the intensity rule it stuns nothing and damages no organism; it hurts an uninsulated surveyor standing in that water and it makes no chain (PMR006 2, chosen as Combat wrote it; r3's stun clause is withdrawn; this row is final, and the Combat and Spark pages' carrying of the r3 row was a crossing written against r3 six minutes after this page ruled, theirs to mirror back, REV104-15). Its own kill mote is the yield, if it had not shed.
- Charge never leaves a district with the player; charge left in a battery at extraction is lost at the dock. What a district's own machines meter or move is that district's design.
- Accounting, on every written expedition: dropped, collected, stored, spent, and lost, with lost annotated as fade, overflow, leakage, interruption or dock (E6).
@@ 84,12 86,12 @@
| --- | --- | --- | --- | --- |
| Fixed power | The head-works' switch-house store of harvested charge, filled by the Collector's wheels | Thick cables from the switch-house to each district's panel and on to its branch; a lit branch's channel water is energised | The district panel (which branch); a Grounder (one run, until cleared or re-switched, within an expedition); the head-works' Stop (all districts, as the store drains) | Panel positions persist as left; a grounded run recovers between expeditions with the mass |
| Hydraulic flow | The reservoir over the weir | Races, weirs, locks and drains | Locks and drains, including drain R; the governor's cadence lever under Keep | Lock and drain states persist; they are district outcomes |
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| Trunk permission | The head-works' governor, keeping time on its shaft | The thin trunk cable through the Exchange's bank to each district's relay | The bank's positions; the governor's Stop, Keep or Leave; Fix at a district clamps what the permit can do there | Bank positions persist |
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| Trunk permission | The head-works' governor, keeping time on its shaft | The thin trunk cable through the Exchange's bank to each district's relay | The bank's positions; the governor's Stop, Keep or Leave; Fix at a district clamps what the permit can do there | Bank positions persist; after Stop nothing is permitted |
| Local timing | Each district's drum, turned by its race | The drum's contact to the district's signal cable and its beacons | Shut (drain the race); Fix (clamp the lever); Hold | Persists; the incoming pulse on a stopped drum is the first campaign clue |
| Enemy supply | The Collector's basins, where the Flood is cycled; the sea, admitted by the Barrier | Outfalls and channels to each district's intake | The Collector's gates and outfall; the Tidal Barrier's gates | Gate states persist; an empty supply gives the empty flash |
| Observed warning | The forecast: the drum's cadence displayed where the relay is repaired | The district's board and the refuge's board | Repair; Shut; a dark bank position (no forecast there) | Repairs persist |
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**Stop, the cascade, and the refuge.** Setting the head-works to Stop ends the harvest. The store drains and each district's circuit dies in turn, one district per expedition, nearest the head-works first, shown on the refuge's board before the player launches; powered doors, hatches, lifts and the colony's powered pump go dormant; gravity drains, dry docks, the culvert, every hand-worked lock, gate and valve, the cutter, the coil and planted beacons keep working, so every district and the refuge still have a dry way home and nothing banked is lost. The drums keep turning on flow, so timing survives Stop; supply does not, because the Collector's wheels stop cycling the Flood without the harvest that drives its gates: Stop is the empty flash everywhere, for good. **The refuge's circuit** is fed with the pumping district's, whose dock it is, and dies with it, late in the cascade; the world designer's proposed salvage-fed pump reserve is declined, as Colony recommends (PMR006 4), so after Stop the refuge keeps its dry landing and manual bench and loses its powered forecast, pumped berth and advanced tooling, on the board's schedule. **Keep** makes the player the thing upstream that keeps time, a standing setting that persists like the relay's and is the one reversible outcome; **Leave** changes nothing and is recorded (the Head-works page).
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**Stop, the cascade, and the refuge.** Setting the head-works to Stop ends the harvest. The store drains and each district's circuit dies in turn, one district per expedition, nearest the head-works first, shown on the refuge's board before the player launches; powered doors, hatches, lifts and the colony's powered pump go dormant; gravity drains, dry docks, the culvert, every hand-worked lock, gate and valve, the cutter, the coil and planted beacons keep working, so every district and the refuge still have a dry way home and nothing banked is lost. The brake stops the shaft that keeps time, so after Stop no district is permitted: no dispatches and no flashes anywhere; the drums keep turning on flow to no effect; the Flood arrives by each district's sluice as trickles that grow, and the Collector's wheels stop cycling it because nothing is dispatched to pass through them, so the harvest ends and the Collector's powered return lift dies with the power (the Collector page). The empty flash stays what section 3 defines, a permitted dispatch the Collector did not supply, and is not Stop's image; Stop's image is dark boards and trickles, and the Head-works page's "the empty flash everywhere" is to be dropped. **The refuge's circuit** is fed with the pumping district's, whose dock it is, and dies with it, late in the cascade; the world designer's proposed salvage-fed pump reserve is declined, as Colony recommends (PMR006 4), so after Stop the refuge keeps its dry landing and manual bench and loses its powered forecast, pumped berth and advanced tooling, on the board's schedule. **Keep** makes the player the thing upstream that keeps time, a standing setting that persists like the relay's and is the one reversible outcome; **Leave** changes nothing and is recorded (the Head-works page).
## 10. Rule ownership, and the dispositions this revision makes
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| One held dock plus one supported shelter; one-time refit; baseline gravity return; player-selected defence; no pump reserve (COL-I1, I4, I6; PMR006 4) | Colony, with Districts | Adopted; World's reserve proposal declined |
| Reusable service loop (COL-I5) | Colony | Adopted as D023 selects |
| Dispatch and supply; the empty flash; the fixed-power source; the state table (REV104-1, -3, -4) | This page with World | Stated as rules; World r22 carries the fiction |
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| Stop's reading (REV104-12) | This page, sections 3 and 9 | The brake stops time: no dispatches or flashes after Stop; the Head-works page to drop "the empty flash everywhere" |
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| The cable reel (REV104-11) | Inventory and Charge, U6 | Adopted as Equipment wrote it |
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| A floater stays in water (REV104-8) | Enemies/Floater | Stated here; Combat to carry it on the Floater page |
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| Fixed power in open channel water (Combat r5's reversal request) | This page, section 2 | Declined, with the reason |
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| The Spark crossing (REV104-15) | Combat, Enemies/Spark | Nothing to rule: r4's row is final |
| The mystery's answer | World and Mystery | Answer A provisional (D024); B preserved |
| District set and count; the ending's three positions | Districts, with the Campaign page | Seven external districts and the refuge at stake (D022); Stop, Keep, Leave (Head-works r4) |
| Presentation categories | Campaign, section 7 | One list for the Reference audit (D025) |
## Bookkeeping
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**Sources read for r5.** Design Review REV104 r4 c3fc80 (archived) and r5 4508fd; Combat Rules r5 80835f; Enemies r6 e82646; Enemies/Spark r4 730ee8; Enemies/Floater r1 3ba723; Equipment r3 dc3aa2 and Arc r3 fc64bb; Colony r3 06acdb; World and Mystery r23 d108c1; Districts r5 136fa9 and the Exchange r1 5bc625; Reference/Asset Audit REF110 fa674c; Clarity r20 a462dc (Q51).
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**Sources read for r4.** PM Reviews PMR006 a28870 and checkpoint da9eb5; Tasks b72189; Brief 77e392 (D025); Design Review REV104 r2 908e01; World and Mystery r22 da3639; Combat Rules r4 91a866; Enemies r5 9a72af and the role pages at their r3 and r4; Inventory and Charge r2 9b0547; Equipment r2 ae4543; Coil r2 0696cf; Utility Modules 087718; Colony r2 12694e; Districts r4 c58832; the Head-works r4 706ce6; the Collector r4 75c09e; External Critique r10 fc95e6.
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**PM report.** Task: the Lead's reconciliation of PMR006's five blockers as they fall on the contract, and of REV104 r2's four contract notes; artifact: this page r4 (r3 59f895 and earlier in history). Changed decisions: none canonical; one r3 clause withdrawn (the Spark's stun) in favour of Combat's row; the persistence rule and the intensity rule added; the refuge's cascade position stated and the pump reserve declined. Evidence: written design against the cited revisions; no player data; nothing built. Risks: the ten-metre pursuit range is a proposal every written scene now leans on; the cascade cadence is a guess; Combat's table still carries eight seconds until countersigned. Next handoff: Combat to countersign the two-second window and the Spark row in its effect table; Colony to mirror section 6's persistence rule and the cascade; World to carry "a grounded run recovers between expeditions" in its table; the critic on this revision with the Campaign's r3; PM's next review.
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**PM report.** Task: the Lead's answers to REV104 r4 and r5 as they fall on the contract; artifact: this page r5 (r4 29f5b0 and earlier in history). Changed decisions: none canonical; Stop's reading chosen (the brake stops time; no dispatches after Stop), which removes one clause from r4's section 9 and asks one clause of the Head-works page; the cable reel restated as Equipment's U6; one floater clause; the Spark row confirmed final. Evidence: written design against the cited revisions; no player data; nothing built. Risks: Stop's image, dark boards and trickles, is the campaign's last picture and is now the one both World and this page state; the two-second window and the fixed-power row are countersigned by Equipment and, for the window, by Combat. Next handoff: Combat to mirror the Spark row and the floater clause and acknowledge or contest the fixed-power row; the Campaign designer to drop the empty-flash clause on the Head-works page; the critic on this revision with the Campaign's r4; PM's next review.