hold the flood/mechanics/inventory and charge.md ..
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# Hold the Flood — Inventory and Charge
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**2026-09-07 · Game Visionary · Siphon exception simplified.** E4 and the boundary examples now follow [current U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined): any carried wet salvage bundle can be consumed; no neighbor-cell test. Rack capacity, wet-cargo leakage, shelter-only fitting and battery priority are unchanged. [Prior revision 9cebc1](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge?revision=9cebc1) preserves the earlier state; the source-baseline table below remains historical.
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**EQP102 / Inventory and Charge r3 · 2026-09-07 UTC · Equipment and Build Designer · Adopted inventory ownership retained; project-cargo interface and current effect references reconciled. Catalogue and new scenes remain in review.**
### E4 — Links are plans; activation is a field decision
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One-to-one links may cross any cells; no adjacency requirement or link-length bonus. Change links, primary, orientation, and collection priority only at a shelter. In the live world the player may choose a fitted active item and use it; that does not rewire anything. Battery-to-battery transfer is forbidden. A Siphon uses a temporary one-to-one feed into one chosen battery at shelter, as specified on its item page.
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One-to-one links may cross any cells; no adjacency requirement or link-length bonus. Change links, primary, orientation, and collection priority only at a shelter. In the live world the player may choose a fitted active item and use it; that does not rewire anything. Battery-to-battery transfer is forbidden. A Siphon uses a temporary one-to-one feed into one chosen battery at shelter, as specified in [U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined). At activation it consumes one selected wet salvage bundle from anywhere in the carried rack, regardless of adjacency. It cannot consume ground cargo or unique project parts; using it changes no link or occupied-cell arrangement except freeing the two consumed cells.
All powered devices have explicit on/off or trigger controls with state labels. A linked beacon is initially off; arming makes it a live lure even while carried. Coil discharge and arc burst require full batteries. Starting an arc reserves its battery until the burst finishes; no collection, relinking or fuel substitution during that burst. Early interruption discards the unused committed fuel. Battery charge does not recover with time. Hand Pump commits five for a drain rather than requiring a full bank. The cable reel connects environmental power only; it cannot recharge batteries.
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| Same forty organisms have already shed; discharge again | Ten spent; no new charge. Damage afterward cannot restore the spent yield | Control may still buy passage; it cannot fund itself |
| Arc bank is active; separate storage has eight and a five-unit mote is reached | Storage reaches ten; three overflow. Burst duration is unchanged | Another battery buys storage but displaces cargo |
| A charged bank touches a chain of three bundles for twenty seconds | One unit leaks: three units/minute × one-third minute. A full coil ceases to be ready as soon as charge falls below ten | Accept the extra cargo on the home stretch, or keep the terminal isolated |
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| Empty eligible Beacon bank; fitted Siphon; one carried wet bundle two cells away from the Siphon and isolated from the bank; activate conversion | Consume Siphon and bundle; bank reaches three; both consumed cells become free. No item must be moved first | Give up bankable salvage for at most thirty seconds of portable light; retaining the bundle remains legal |
| Plant beacon/battery, then fill both freed cells with salvage | Beacon continues drawing crowds until switched off or empty; retrieval requires making two cells free | Leave gear for that expedition, or abandon cargo; no remote refund |