2026-09-06 21:36:42
Anonymous:
CMB101 r3: answers PMR004 section 2. New section 0B carries Combat's half of the joint effect table PM asked Combat and Equipment to submit (fixed power, Coil, Arc, Spark against power duration, stun, damage, propagation, refresh, charge yield and readable state), and the intensity rule that separates them: energised water damages the surveyor and does nothing to an organism, only a bank-strength discharge reaches a body and it stuns rather than damages, and the arc damages by conducting the cutter's hits. Four withdrawals with reasons - R10 withdrawn as the draft rule in favour of Equipment's bounded chain, R3's short window withdrawn in favour of Equipment's eight seconds, R4 corrected so conductivity and remaining yield are separate cues, R7 and R8 restated as scoped proposals with costs rather than prohibitions. R1 extended to merged crowds. Two new open questions: whether Equipment countersigns the table, and whether fixed panel power energises a branch's water.
hold the flood/mechanics/combat.md ..
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# Hold the Flood — Combat Rules
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**CMB101 · r2 · 2026-09-06 · Combat and Enemy Designer · In review — first submission of this role.**
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r2 adds §0: every proposal re-checked against the Lead's shared-rule contract [Power and Attraction r2 69024c](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) and [Campaign 34dc09](/Hold%20the%20Flood/Campaign), which landed while r1 was being written. **R3's recommendation is revised** (one to two seconds, not one) and **one objection to the Campaign page's Heavy is withdrawn**; nothing else changed. The base role is **renamed from Drifter to Walker**. New page otherwise; it supersedes nothing. It states the shared combat grammar that [Enemies](/Hold%20the%20Flood/Enemies) and the six role pages are written against, and proposes ten numbered revisions (R1–R10) to gaps and collisions the roster exposes.
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**CMB101 · r3 · 2026-09-06 · Combat and Enemy Designer · In review — first submission of this role.**
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r3 answers [PMR004 §2](/Hold%20the%20Flood/PM%20Reviews/PMR004) in the new §0B: the joint effect table PM asked Combat and Equipment to produce, the intensity rule that separates fixed power from the coil, the arc and the Spark, and **four withdrawals — R10, R3's one-second window, R4's single cue channel, and the prohibitive wording of R7/R8**. r2 added §0: every proposal re-checked against the Lead's shared-rule contract [Power and Attraction r2 69024c](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) and [Campaign 34dc09](/Hold%20the%20Flood/Campaign), which landed while r1 was being written. **R3's recommendation is revised** (one to two seconds, not one) and **one objection to the Campaign page's Heavy is withdrawn**; nothing else changed. The base role is **renamed from Drifter to Walker**. New page otherwise; it supersedes nothing. It states the shared combat grammar that [Enemies](/Hold%20the%20Flood/Enemies) and the six role pages are written against, and proposes ten numbered revisions (R1–R10) to gaps and collisions the roster exposes.
Sources read: [Design Document r14 ec1b6c](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c) §§3–6, 8, 12–16 and Appendix A; the shared-rule contract [Power and Attraction r2 69024c](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) and its r1 seed 8afc3c; [Campaign 34dc09](/Hold%20the%20Flood/Campaign); [Design Document r15 5f9fbb](/Hold%20the%20Flood/Design%20Document?revision=5f9fbb); [Design Review REV104 r1 80a882](/Hold%20the%20Flood/Design%20Review?revision=80a882); [Enemies c63228](/Hold%20the%20Flood/Enemies?revision=c63228); [Cutter](/Hold%20the%20Flood/Weapons/Cutter); [Equipment](/Hold%20the%20Flood/Equipment); [World and Mystery r20 7699de](/Hold%20the%20Flood/World%20And%20Mystery?revision=7699de); [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief); [Design Index dd01c7](/Hold%20the%20Flood/Design%20Index?revision=dd01c7); [Tasks eb8c03](/Hold%20the%20Flood/Tasks?revision=eb8c03); [PMR003](/Hold%20the%20Flood/PM%20Reviews/PMR003); [Design Review REV103 r5](/Hold%20the%20Flood/Design%20Review); [Brief](/Hold%20the%20Flood/Brief) D013/D016/D019–D021; [Wiki Conventions](/Wiki%20Conventions).
| **R1** precedence stack | **Still needed, and needed harder.** Contract §3 states the retarget-or-spread precedence and states that "pursuit is local and short, and a crowd's outward pressure (the press) is separate from it" — but it still does not order pursuit against attraction, and the Campaign page now proposes three further roles (Floater, Heavy, Static) that each need line 2 to exist. R1 is now the stack that the Lead's own roster requires, not only mine |
| **R2** press bounded by crowd size, drawn as a ring | **Still open.** The contract names the press and separates it from pursuit; it gives it no rate and no stop |
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| **R3** the energised window | **Position revised.** Contract §2 says a coil discharge "energises the water the surveyor is touching **for the seconds the charge lasts**" — plural, where r1 of this page proposed one second. **Revised recommendation: one to two seconds, and in all cases shorter than the eight-second stun**, so that collection inside the water stays possible without insulation being compulsory. If the Lead prefers a window as long as the stun, insulation becomes mandatory equipment for the coil and Encounter A's collection beat changes; that is a defensible design and it should be chosen rather than left as "seconds" |
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| **R3** the energised window | *Superseded by §0B.* r2 recommended one to two seconds against the contract's "the seconds the charge lasts". **r3 withdraws that and adopts [Equipment's eight seconds](/Hold%20the%20Flood/Equipment/Coil)**, accepting that insulation is therefore required to collect inside a channel you discharged into |
| **R4** glow carries one bit; roles ride on silhouette | **Partly agreed, and it exposes a disagreement between the Lead's two pages.** Contract §8 says "enemy variants by size and tint"; Campaign §4 says of the same roster "readable by size, silhouette or spark, **not by tint alone**" and "health and tint are not roles". Campaign §4 is right. R4 goes one step further and is reported, not imposed |
| **R5** Carriers take uncollected motes | Unaffected. Now part of the Static/Carrier merge in [Enemies §0.3](/Hold%20the%20Flood/Enemies) |
| **R6** unwithholdable cutter, visible target line | **Unaffected and newly load-bearing.** Campaign §4 adds a second weapon, the **prod**, which "pushes and never kills". Under R6 it must publish its targeting rule: what it selects, whether it can be withheld, and what its line looks like |
| **R7** three statuses, closed | **Holds, with one ruling made here rather than routed:** the prod's push is *movement*, not a status. It has no duration and nothing reads it off a body. The list stays at three |
| **R8** no damage numbers | **Narrowed, and one objection withdrawn.** Campaign §4's Heavy takes ten hits — a hit count, which R8 permits, not a health pool with modifiers, which it does not. The Lead's economic argument for heavies persuaded me and is recorded in [Enemies §0.2](/Hold%20the%20Flood/Enemies). The one clause I still ask for is that the resistance be stated as "cannot be cleared by the cutter in useful time" rather than as a published hit-count ladder, because a ladder is what Equipment will price weapons against |
| **R9** a role may darken a beacon | **Passes the Lead's own published test.** Contract §7 lists what a district may not add: "anything that makes a lamp draw, a coil select intake, an organism shed twice, or a device work without current." The [Grounder](/Hold%20the%20Flood/Enemies/Grounder) does none of the four; it makes a device *stop* working for want of current. Still needs the explicit ruling (C5) |
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| **R10** an arc chain travels through energised water | **Still open, and more consequential.** Campaign §4 adds the **cable reel**, which "lays a conductor between two wet points across dry ground" — so a player can now decide how far energised water reaches, which is exactly what R10 turns into reach for the burst. This is a reason to rule on R10 explicitly rather than let it be inferred from clause 1 |
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| **R10** an arc chain travels through energised water | *Superseded by §0B.* r2 argued it was more consequential because of the cable reel. **r3 withdraws R10 as the draft rule** and adopts Equipment's bounded chain, on [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004)'s reasoning that a bounded chain preserves the spatial limits that make a burst a positioning decision |
**The composition budget in §7 now covers eight roles, not six.** The merged roster and its asset cost are in [Enemies §0.6](/Hold%20the%20Flood/Enemies); the per-district and per-surge caps here are unchanged, so no expedition asks a player to read more than four kinds of body at once.
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## 0B. Response to PMR004 (added in r3)
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[PMR004 §2](/Hold%20the%20Flood/PM%20Reviews/PMR004) reviewed [Combat 5edba0](/Hold%20the%20Flood/Mechanics/Combat?revision=5edba0) and [Enemies 0a3fc1](/Hold%20the%20Flood/Enemies?revision=0a3fc1) against [Equipment a44990](/Hold%20the%20Flood/Equipment?revision=a44990) and [Inventory and Charge 73eb77](/Hold%20the%20Flood/Mechanics/Inventory%20And%20Charge?revision=73eb77). **Four of its findings are correct and are fixed here; two more are fair and change how this page is worded. Nothing was defended that should not have been.**
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### The intensity rule — one sentence that resolves most of PMR004 §2
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Everything PM asked to be separated — fixed power, the coil, the arc, the Spark's death — separates cleanly on one principle the design already has. GDD §4's own grounding note observes that real electrofishing uses **one electrode at two intensities**, a weak field that draws and a stronger one that stuns. Applied to bodies:
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> **Current does two different things to two different kinds of body.**
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> **To the surveyor**, energised water is *damage* — one health per second, prevented by insulation, at any intensity. **To an organism**, ordinary energised water does *nothing*: an organism is made of charge, and the water is weaker than it is. Only a **bank-strength discharge** — a full battery through the coil — reaches an organism, and what it does is **stun and make it shed**, never damage. **Nothing in this game damages an organism with electricity.** The arc damages by conducting the *cutter's hits* along bodies, which is a weapon effect with a weapon's cue, not a water effect.
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This answers PM directly: fixed power is a hazard to you and nothing to them; the Spark's death cannot silently supply a chain-kill rule, because there is no rule by which energised water kills an organism; and the arc and the water are two different effects with two different cues, exactly as [Equipment's Arc page](/Hold%20the%20Flood/Equipment/Arc) asks.
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### The joint effect table — Combat's half, for Equipment to countersign
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PM asked Combat and Equipment to submit **one** table for fixed power, Coil, Arc and Spark. This is Combat's half, written to match [Coil C1](/Hold%20the%20Flood/Equipment/Coil) and [Arc A1](/Hold%20the%20Flood/Equipment/Arc) rather than against them; **it is not agreed until Equipment says so**, and where I have adopted Equipment's number over my own I say so in the row.
| **Power duration** (how long water is energised) | While the branch is switched to it — indefinite, not an interval | **8 s** — **adopting Equipment's number and withdrawing this page's 1–2 s** (see below) | **None.** The arc does not energise water or machinery ([Arc A1](/Hold%20the%20Flood/Equipment/Arc), adopted) | **2 s.** Shorter than the coil because it is one body's charge, not a full bank's — the one place this page keeps a second number, and that is its reason |
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| **Stun** | **None.** Below bank strength | **8 s**, every conducting body in the connected water | None | **None.** Below bank strength |
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| **Damage to the surveyor** | 1/s in the water, unless insulated | 1/s for its 8 s, unless insulated | None | 1/s for its 2 s, unless insulated |
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| **Damage to organisms** | **None** | **None** — it stuns, it does not hurt | The cutter's hit, conducted: **at most 3 additional bodies per direct hit**, each once per hit, each hop needing proximity and line of sight ([Arc A1](/Hold%20the%20Flood/Equipment/Arc), adopted; **this page's R10 is withdrawn as the draft rule**) | **None** |
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| **Propagation** | The whole connected water body of that circuit | The whole connected water body the surveyor touches | **Body to body only**, bounded as above | The whole connected water body the Spark stood in |
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| **Refresh / repeat** | Continuous while switched | A fresh discharge re-stuns, but a spent crowd sheds nothing more | One burst per full bank, ~10 s, no extension, no retrigger from a chained hit | Once, on death. A stunned Spark is alive and discharges if killed during the stun |
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| **Charge yield** | None | 5 units per **complete ten** stunned bodies that have not already shed | 1-unit mote from each killed body that has not already shed; **the drawn bank takes none of it** | Its own 1-unit mote if unshed — that is the *kill*, not the discharge. The discharge yields nothing |
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| **Readable state** | Steady beacon; arcs along the water's edges | Arcs; stun posture; a flat, mote-less feedback when nothing sheds, so a wasted bank reads as wasted | Direct hits distinguished from chain links; bank commitment and remaining seconds on the rack readout | Flickering outline before; arcs after; no stun posture on anything |
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**Two consequences worth stating because they are easy to get wrong.** A coil discharge into a channel that is *already* fixed-powered adds no hazard the player was not already standing in — its contribution is the stun, not the water. And an arc burst is legal and useful in a channel with no power at all, because it never touches the water.
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### What this page withdraws, and why
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- **R10 (an arc chain travels through energised water) is withdrawn as the proposed draft rule**, and PM's reasoning is better than mine: a bounded chain preserves spatial limits, which is the property that makes an arc burst a *positioning* decision rather than a screen-clear. Equipment's cap — three additional bodies per hit, proximity and line of sight — is adopted. R10 stays documented in §6 as an alternative, with the note that it is not an implied property of electricity, and the [Spark](/Hold%20the%20Flood/Enemies/Spark)'s late payoff is rewritten around the bounded model.
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- **R3's 1–2 second window is withdrawn in favour of Equipment's 8 seconds.** One number is better than two, and Equipment's is tied to the stun interval the source scene already uses. The consequence is real and I accept it: **insulation is effectively required to collect inside a channel you have discharged into**, which is exactly the shape [GDD §5](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c)'s electrician rack already has (coil, battery, insulation).
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- **R4 is corrected: conductivity and remaining yield are two channels, not one.** PM is right that confusing a [Crust](/Hold%20the%20Flood/Enemies/Crust) with a spent Walker is *not* harmless — one resists a stun the other still receives. Corrected in §4: **glow carries remaining yield** (a Crust glows until it is killed, like anything else), and **encrustation carries non-conduction**, independently. My "the one confusion that costs is carried by the strongest cue" was wrong because I had assigned both facts to one cue.
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- **R7 and R8 are restated as scoped proposals, not prohibitions.** PM is right that the owner's brief bans neither numerical growth, nor further statuses, nor bosses, and that a compact grammar is a proposal rather than proof the alternatives are bad. The wording in §6 and the elites recommendation in [Enemies §6](/Hold%20the%20Flood/Enemies) are corrected to say what they cost rather than that they are forbidden.
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- **Pursuit is now assessed against merged crowds, not a first surge.** Added to R1: pursuit range is a property of each body, so a branch holding two merged surges presents a contact edge proportional to its length, not to a surge. The [R2](/Hold%20the%20Flood/Mechanics/Combat) ring is what makes that readable, and the [GDD §15](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c) tuning bound should be checked against the third dispatch's merged crowd rather than the first.
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- **Both written encounters had errors and both are corrected** on [Enemies](/Hold%20the%20Flood/Enemies): Encounter A wrongly let a fixed-powered channel go inert, and Encounter B's bank arithmetic left two empty banks where the rules leave one full one. PM found both; neither is a matter of taste.
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### The Floater, since PM asked for one disposition
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Already given, and it is not a deletion: [Enemies §0.1](/Hold%20the%20Flood/Enemies) adopts the Lock Flight's flow-carried Floater **unchanged and owned by Campaign**, as a precedence-line-2 role whose target is the flow while the flow runs. The roster is eight roles, not six replacing four — Walker, Floater and Heavy are Campaign's, Carrier is the merge of Campaign's Static with this page's Carrier, and Anchor, Crust, Spark and Grounder are new here.
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## 1. The central risk, answered first
The strongest thing about this design is that one rule answers four questions, and every reviewer on this wiki has said so. **A roster of enemies is the most likely way to wreck it.** The usual way a survivorlike grows a bestiary is by adding rules — this one flies, this one shields, this one summons — and after six of those the player no longer has one rule, they have a lookup table, and the district stops being readable.
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**Cost of R1:** none to the player; it removes an ambiguity. **Risk:** if pursuit range is generous, line 1 swallows lines 2–4 near the player and the roles read as identical up close. The mitigation is a short pursuit range, which the source already proposes. That is a tuning bound, and it is unverified.
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**Merged crowds, added in r3 at [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004)'s request.** Pursuit range is a property of each body, not of a crowd, so a branch holding two or three merged surges presents a contact edge proportional to **the length of the occupied branch**, not to the size of one surge — and a player crossing it is inside some body's pursuit range for the whole crossing rather than for a moment. Two consequences: [R2](/Hold%20the%20Flood/Mechanics/Combat)'s ring is what makes that legible before the player commits, and GDD §15's tuning bound should be checked against the **third dispatch's merged crowd**, not the first surge, because that is where the crossing is actually unsurvivable. Neither is verified; both are checkable on paper once press has a bound.
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## 3. Crowd pressure: press gets a bound and a drawing [Proposal R2]
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**[Proposal R4].** Collapse the cues where the consequences collapse.
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- **Glow carries exactly one bit: has charge to shed, or does not.** An unshed body glows; a shed body does not. That is all a player needs from brightness, because the only decision brightness informs is *is there anything to take here*.
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- **Glow carries remaining yield, and only that: has charge to shed, or does not.** An unshed body glows; a shed body does not. A [Crust](/Hold%20the%20Flood/Enemies/Crust) glows until it is killed, like anything else — it is non-conducting, not spent.
- **Role identity rides on silhouette and attitude, never on colour or brightness.** The Anchor is half-submerged and still; the Grounder is on a cable, off the ground, and its position alone identifies it; the Carrier leans toward what it wants, and the forecast draws its target; the Crust is the base outline broken by encrustation; the Spark's outline flickers, which is motion, not brightness.
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- A player who confuses a spent Walker with a Crust loses nothing — both mean "no charge here". A player who confuses a Crust with an *unspent* Walker is punished, and the crusted outline is what prevents it. The one confusion that costs is carried by the strongest cue.
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- **Conductivity is a second, independent channel: encrustation.** r1 of this page put both facts on brightness and then argued the resulting confusion was harmless; [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) is right that it is not — a Crust *resists a stun that a spent Walker still receives*, so a player who confuses them commits to a collection window that four bodies are walking through. **Two facts, two channels: glow says what is left to take, encrustation says whether current reaches it.** They are independent because the answers are independent.
**Cost:** six readable silhouettes, which is the real asset consequence of this submission (§9). **Competing choice:** none for the player; this is a presentation rule that makes the others fair.
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- There are **no resistances, no multipliers, no elements, no armour values**. A body either conducts or does not; a body either can be reached or cannot.
- The player has five hits of health. Contact costs one, with a moment of immunity after. Unprotected energised water costs one per second. (Adopted, GDD §3.)
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**Why.** With no XP and no weapon-damage ladder, damage numbers would be a system with one number in it and nowhere to go — and the first thing anyone would do with it is build the stat progression the [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) explicitly warns against ("a catalogue of damage bonuses alone does not solve this"). Closing the door now is cheap; closing it after Equipment has thirty items priced in percentages is not.
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**Why.** With no XP and no weapon-damage ladder, damage numbers would be a system with one number in it and nowhere to go — and the first thing anyone would do with it is build the stat progression the [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) warns against ("a catalogue of damage bonuses alone does not solve this"). Agreeing this early is cheap; unwinding it after Equipment has thirty items priced in percentages is not.
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**Corrected in r3, after [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004): this is a recommendation with a cost, not a ban, and the owner's brief forbids none of it.** Different **hit counts** are inside R8 and always were — [Campaign](/Hold%20the%20Flood/Campaign)'s Heavy takes ten, and its economic job is a good one ([Enemies §0.2](/Hold%20the%20Flood/Enemies)). What R8 argues against is a *published ladder* of numbers for weapons to be priced against, because that is the thing that grows on its own.
**The cost of R8 is real and I will state it:** it removes the easiest lever for making a late district harder, and puts the whole difficulty burden on composition, topology and the clock. §7 and the campaign arc in [Enemies](/Hold%20the%20Flood/Enemies) are my argument that this is enough. If PM or Equipment think it is not, this is the decision to have now rather than later.
### Status [R7]
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**[Proposal R7]: the status list is closed at three, and Equipment may not extend it without a revision of this page.**
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**[Proposal R7]: three statuses for this draft, extended only by a revision of this page that states the reason.**
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*Reworded in r3.* [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) is right that nothing in the owner's brief bans further statuses, and that a compact grammar is a scoped proposal rather than proof the alternatives are bad. **The claim is a cost, not a prohibition:** each status added is another thing a player must read off a crowd of a hundred and forty, and this design spends its readability budget on *where bodies are*. If a fourth buys more than it costs, it should be added — through this page, so there is one list.
| Status | Caused by | Duration | Effect |
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| **Spent** | Having shed, by any means | Rest of the expedition | Yields no further charge; does not glow (R4) |
| **Chained** | Being hit while an arc burst is running | The burst | The hit conducts onward to another body |
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No slows, burns, poisons or fears. Three is a small number on purpose: this design's interest is in *where bodies are*, not in what conditions they carry, and every added status is another thing to read off a crowd of a hundred.
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No slows, burns, poisons or fears **in this draft**. One ruling made here rather than routed: the [prod](/Hold%20the%20Flood/Weapons/Alternative%20Tools)'s push is **movement, not a status** — it has no duration and nothing reads it off a body — so the prod does not make a fourth.
### Charge — the interface, restated as a copy
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**One gap I could not close from the source, and it belongs to the Lead [Proposal R3].** How long does a coil discharge keep the water energised? The stun is 8 seconds, but the *water's* energised window is never stated — and the uninsulated player's cost, one health per second in energised water, cannot be computed without it. This matters directly: the electrician loadout spends a slot on insulation, and the price of not spending it is currently unknowable.
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**I propose 1 second**, so that an uninsulated discharge costs 1 health — a real but survivable mistake — and so the water is inert for the 8 seconds the player spends collecting inside it. If the Lead prefers the water to stay hot for the whole stun, insulation becomes close to mandatory for the coil, which is a different and defensible balance of the rack. It should be chosen, not left blank. My recommendation is stated rather than routed (Wiki Conventions §11a); I proceed on 1 second and the encounters in [Enemies](/Hold%20the%20Flood/Enemies) say where it is load-bearing.
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**Settled in r3: 8 seconds, adopting [Equipment's Coil C1](/Hold%20the%20Flood/Equipment/Coil).** r1 of this page proposed 1 second and r2 revised it to 1–2; both are withdrawn. Equipment's number ties the powered interval to the stun interval the source scene already uses, and one number is better than two. **The consequence is real and accepted: insulation is effectively required to collect inside a channel you have discharged into**, which is exactly the shape GDD §5's electrician rack already has — coil, battery, insulation. The full row is in the joint effect table in §0B.
### Conduction and the arc [R10] — a consequence of clause 1, made explicit
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**[Proposal R10].** While a body of connected water is energised, an arc chain propagates **through that water as well as body to body**, so it reaches every conducting body the water connects, not only the bodies adjacent in the chain.
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**[Proposal R10 — WITHDRAWN as the draft rule in r3; retained as a documented alternative.]** The proposal was: while a body of connected water is energised, an arc chain propagates **through that water as well as body to body**, reaching every conducting body the water connects. **[PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) recommends the bounded model instead and its reasoning is better than mine** — a bounded chain preserves spatial limits, which is what makes a burst a positioning decision rather than a screen-clear. **Adopted in its place, from [Arc A1](/Hold%20the%20Flood/Equipment/Arc): at most three additional bodies per direct hit, each once per hit, each hop needing proximity and line of sight, and the arc never energises water or machinery.** The paragraphs below record the withdrawn proposal and why it was attractive; they are not the current rule.
This is not a new clause. Clause 1 already says current flows through water to everything the water connects, and an arc hit is current. But the document never states what happens when the arc's current and energised water meet, and the answer is the single largest power spike in this submission, so it should be written down rather than discovered. **This is a proposal to the Lead, who owns clause 1.**
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Where it bites: a [Spark](/Hold%20the%20Flood/Enemies/Spark) killed in water energises that water for 1 second (R3's window, the same quantity). A burst run through a channel crowd that still contains living Sparks therefore keeps re-energising the channel, and the chain stops being local. That is the late-campaign crowd-clearing payoff, and it costs five separate preparations to reach: the arc, a full battery, Sparks deliberately left alive, a crowd routed into connected water, and insulation or dry footing. Encounter B in [Enemies](/Hold%20the%20Flood/Enemies) walks it through against these rules.
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Where it would have bitten: a [Spark](/Hold%20the%20Flood/Enemies/Spark) killed in water energises that water, so a burst run through a channel crowd containing living Sparks would have kept re-energising the channel and the chain would have stopped being local. It was attractive because it made the late payoff cost five separate preparations — the arc, a full bank, Sparks deliberately left alive, a crowd routed into connected water, and insulation or dry footing. **It was also a screen-clear with a story attached, which is what PM saw and I did not.**
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**If the Lead rejects R10**, the roster still works: the Spark remains the role that makes the automatic weapon a liability, and the late payoff falls back to the adopted coil-then-arc double in GDD §13. R10 is the upside, not the foundation.
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**R10 was the upside, not the foundation, and the roster is unaffected by losing it:** the [Spark](/Hold%20the%20Flood/Enemies/Spark) remains the role that makes the automatic weapon a liability — which was always its main job — and the late payoff is the adopted coil-then-arc double in GDD §13, aimed by the bounded chain's need for density and line of sight. R10 is not an implied property of electricity, and it should not be reintroduced by inference from clause 1; if it ever returns it needs its own ruling.
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| # | Question | Owner | My position, on which I proceed unless ruled otherwise |
| --- | --- | --- | --- |
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| C1 | How long does a coil discharge keep water energised? (R3) | Lead | **One to two seconds** — revised in r2 against the contract's "the seconds the charge lasts". In all cases shorter than the eight-second stun, or insulation becomes compulsory for the coil and Encounter A's collection beat changes. |
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| C1 | ~~How long does a coil discharge keep water energised?~~ (R3) | — | **Closed in r3.** Eight seconds, adopting [Equipment's Coil C1](/Hold%20the%20Flood/Equipment/Coil). Insulation is therefore required to collect inside a channel you discharged into, and that is accepted. |
| C2 | Is press bounded by crowd size (R2), or simulated? | Lead | Bounded, with a drawn ring. Less simulation, and it makes the §15 tuning bound checkable on paper. |
| C3 | Do damage numbers exist? (R8) | Lead + Equipment | No. Decide now; cheap today, expensive after a catalogue. |
| C4 | Is the status list closed at three? (R7) | Equipment | Yes, and I will extend it only by revising this page with a reason. |
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| C5 | May a role darken a beacon? (R9) | Lead + World | Yes, under the three limits in §5. It removes a light and can never make one, so the panel's monopoly and W1 both stand. |
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| C5 | May a role darken a beacon? (R9) | Lead + World | Yes, under the three limits in §5, and it passes the contract's own §7 test. **Corrected in r3 at PMR004's request:** darkening a beacon does not by itself make a crowd spread — the crowd first re-evaluates line 3 and retargets to any other reachable lit beacon. It spreads only when there is none, which in the pumping district means the panel is exclusive and the other branch is dark. |
| C6 | Are the role names final? | World | No. Walker, Anchor, Carrier, Crust, Spark and Grounder are **functional placeholders**, chosen so the mechanic is in the name. World owns the Flood's fiction and identity and should rename freely; I will follow. |
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| C7 | Does an arc chain travel through energised water? (R10) | Lead | Yes — clause 1 already says current does, and the arc is current. It is the biggest single power spike I propose, so it needs an explicit ruling rather than an inference. The roster survives a No. |
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| C8 | The [Glossary](/Hold%20the%20Flood/Glossary) says the arc drains a battery over "about twenty seconds"; GDD §6 r14 says about ten, and §13's scene is built on ten. | Editor + Lead | Ten. **Reported, not edited** — the Glossary is not mine. Encounter B in [Enemies](/Hold%20the%20Flood/Enemies) uses ten. |
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| C7 | ~~Does an arc chain travel through energised water?~~ (R10) | — | **Closed in r3: no.** [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) recommends the bounded arc and its reasoning is better than mine. Equipment's cap is adopted; R10 is a documented alternative and must not be reintroduced by inference from clause 1. |
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| C8 | The [Glossary](/Hold%20the%20Flood/Glossary) says the arc drains a battery over "about twenty seconds"; GDD §6 r14 says about ten, §13's scene is built on ten, and [Arc A1](/Hold%20the%20Flood/Equipment/Arc) says ten. | Lead (the Editor reports being paused) | Ten. **Reported, not edited** — the Glossary is not mine. Encounter B in [Enemies](/Hold%20the%20Flood/Enemies) uses ten. |
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| C9 | Does the joint effect table in §0B match Equipment's intent? | Equipment + Lead | It is written to match [Coil C1](/Hold%20the%20Flood/Equipment/Coil) and [Arc A1](/Hold%20the%20Flood/Equipment/Arc), adopting Equipment's numbers over this page's wherever they differed. **PM asked for one table jointly submitted; this is half of one.** Equipment countersigns, amends or rejects; the Lead resolves anything left. |
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| C10 | Does fixed panel power energise a branch's channel water continuously? | Lead | **Yes**, and it is why GDD §5's electrician wears insulation while waiting in a lit yard. Stated because the whole of Encounter A turns on it and no page says it outright. |