Commit a47de3

2026-09-07 14:40:39 Anonymous: Power and Attraction r9: PMR011's stun-kill question ruled. Execution needs the pulse: a chained hit kills a stunned ordinary body only while the water under both bodies is energised (the Coil's two seconds), wherever the chain begins; global, not a Relay exception. The hand-made cascade without the Relay is stated (surveyor in the footprint, about sixteen at most from one origin); the Relay buys an origin at every tuned landmark across the footprint with no one in the water. Survivors listed (Crust, Heavies, bodies outside the footprint or arriving after the pulse, past three hops). Combat's unconditioned version recorded as the alternative; Equipment's seven at the Bell House noted as the landmark ruling applied. Countersign pending; PM disposes.
hold the flood/mechanics/power and attraction.md ..
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# Hold the Flood — Power and Attraction: the shared rule contract
- **r8 · 2026-09-07 · Lead Game and Systems Designer · In review · The one statement of the retained rules the World Below's scenes use. Since the owner's direction of 2026-09-07 and the Visionary's replacement proposal ([Brief](/Hold%20the%20Flood/Brief#visionary-replacement-proposal-the-world-below)), this page is no longer a universal contract every scene must obey, and the rows that belonged to the harvest premise are marked superseded and kept. r8 adds the Echo Relay and the Choir Cascade to section 4 as Equipment ([E9](/Hold%20the%20Flood/Equipment/Echo%20Relay)) and Combat ([section 12](/Hold%20the%20Flood/Mechanics/Combat)) wrote them, with the lead's ruling that the origin cap is the tuned landmarks the player prepared rather than a fixed four; marks dispatch, Stop, the cascade and the fixed-power source as superseded; and records the dispositions in section 10. The lead's assessment and the layered progression are on [Campaign, section 0](/Hold%20the%20Flood/Campaign). r7 adopted two Combat proposals the Tram's scenes need (R12: a crowd with no reachable lit beacon spreads from where it stands; R13: a held crowd follows the beacon it holds to when that beacon moves), records Combat's R11 as its own targeting grammar, and notes the Exchange's found bank state and D026. r6 added three rules from the Campaign designer's answer to Colony (Districts r7, section 3.3): a rescue is not an extraction, so a commitment defined as completing at extraction does not complete on a rescue, and no district so far defines one; one supported berth in the whole city, a place to stop and never a way in; every route-gating state on the refuge's board before launch. r5 answered 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).**
+ **r9 · 2026-09-07 · Lead Game and Systems Designer · In review · r9 rules PMR011's question on the stun-kill: execution needs the pulse, so a chained hit kills a stunned ordinary body only during the Coil's two seconds, wherever the chain begins; the hand-made version without the Relay is stated, the survivors are listed, Combat's unconditioned version is recorded as the alternative, and Equipment's seven at the Bell House is noted as the landmark ruling applied there. r8: The one statement of the retained rules the World Below's scenes use. Since the owner's direction of 2026-09-07 and the Visionary's replacement proposal ([Brief](/Hold%20the%20Flood/Brief#visionary-replacement-proposal-the-world-below)), this page is no longer a universal contract every scene must obey, and the rows that belonged to the harvest premise are marked superseded and kept. r8 adds the Echo Relay and the Choir Cascade to section 4 as Equipment ([E9](/Hold%20the%20Flood/Equipment/Echo%20Relay)) and Combat ([section 12](/Hold%20the%20Flood/Mechanics/Combat)) wrote them, with the lead's ruling that the origin cap is the tuned landmarks the player prepared rather than a fixed four; marks dispatch, Stop, the cascade and the fixed-power source as superseded; and records the dispositions in section 10. The lead's assessment and the layered progression are on [Campaign, section 0](/Hold%20the%20Flood/Campaign). r7 adopted two Combat proposals the Tram's scenes need (R12: a crowd with no reachable lit beacon spreads from where it stands; R13: a held crowd follows the beacon it holds to when that beacon moves), records Combat's R11 as its own targeting grammar, and notes the Exchange's found bank state and D026. r6 added three rules from the Campaign designer's answer to Colony (Districts r7, section 3.3): a rescue is not an extraction, so a commitment defined as completing at extraction does not complete on a rescue, and no district so far defines one; one supported berth in the whole city, a place to stop and never a way in; every route-gating state on the refuge's board before launch. r5 answered 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).**
[Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Campaign (DES104)](/Hold%20the%20Flood/Campaign) · [Design Document](/Hold%20the%20Flood/Design%20Document) · [World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery) · [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat) · [Inventory and Charge](/Hold%20the%20Flood/Mechanics/Inventory%20And%20Charge) · [Enemies](/Hold%20the%20Flood/Enemies) · [Colony](/Hold%20the%20Flood/Colony) · [Glossary](/Hold%20the%20Flood/Glossary)
**What this page is.** The one statement of the retained shared rules: a rule stated here means the same thing in every scene that uses it. Under the owner's direction of 2026-09-07, a scene uses these rules where it earns them and is not bound to use all of them; what a scene may not do is use a rule here to mean something else. 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.
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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.
- - **The Echo Relay and the Choir Cascade** (Equipment E9 at [Echo Relay e3ffcf](/Hold%20the%20Flood/Equipment/Echo%20Relay?revision=e3ffcf); Combat section 12 at [600893](/Hold%20the%20Flood/Mechanics/Combat?revision=600893); adopted at r8 as the working rule, countersign pending, PM disposes). The Relay is a one-cell module that stores no charge and takes no link. Its legal chassis is the coil with its own full battery, the arc with its own full battery, and the Relay: six cells, one bank per module as the link rule already says. Fired at a connected wet footprint with at least one tuned landmark visible, it spends both banks at once: the coil's two-second pulse energises the footprint and stuns every conducting body in it for eight seconds, and each visible tuned landmark in the footprint becomes an origin that seeds one ordinary arc chain, three further bodies within reach, body to body, line of sight, nearest first, one origin per body, origins resolved nearest the surveyor first. **A chained hit kills a stunned ordinary body outright** (Combat's ruling: the stun is what makes the arc lethal); an unstunned body takes one ordinary hit; a Heavy is not an ordinary body and survives; the Crust is neither origin, target nor hop; the chain still never travels through energised water and the arc never energises it, so R10 stays declined and the Relay does what unbounded propagation was asked for by seeding origins instead. The Relay is then spent until the next shelter whatever the batteries do. **The origin cap is the lead's ruling.** Combat proposes a fixed four, at most sixteen bodies, and records it as the dial; the lead rules instead that every tuned landmark the player prepared and can see in the footprint is an origin, and that the number is authored per place, seven at the Bell House and, in the furnace hall, enough for the hall's crowd. The clear then scales with the player's own preparation, which is the reaction the owner named, and stays legible because each origin is a landmark the player tuned by hand and Equipment's preview numbers them. The furnace hall's first Cascade must be able to clear the ordinary Flood in its footprint as the Brief writes it, and the place's landmark count is authored to its crowd. The price is unchanged: twenty charge, six cells, the Relay spent, no Kit or insulation unless the last two cells hold them, Heavies and the second wave surviving. Combat's four is the recorded alternative; damage numbers (R8) stay closed; nothing on any page says what a given count feels like.
+ - **The Echo Relay and the Choir Cascade** (Equipment E9 at [Echo Relay e3ffcf](/Hold%20the%20Flood/Equipment/Echo%20Relay?revision=e3ffcf); Combat section 12 at [600893](/Hold%20the%20Flood/Mechanics/Combat?revision=600893); adopted at r8 as the working rule, countersign pending, PM disposes). The Relay is a one-cell module that stores no charge and takes no link. Its legal chassis is the coil with its own full battery, the arc with its own full battery, and the Relay: six cells, one bank per module as the link rule already says. Fired at a connected wet footprint with at least one tuned landmark visible, it spends both banks at once: the coil's two-second pulse energises the footprint and stuns every conducting body in it for eight seconds, and each visible tuned landmark in the footprint becomes an origin that seeds one ordinary arc chain, three further bodies within reach, body to body, line of sight, nearest first, one origin per body, origins resolved nearest the surveyor first. **A chained hit kills a stunned ordinary body outright while the water under both bodies is energised, that is, during the Coil's two seconds** (Combat's ruling that the stun is what makes the arc lethal, conditioned at r9 on the pulse: the current is in the water, and after the two seconds a chained hit on a still-stunned body is one ordinary hit again). This is a rule of the arc and the energised window, not a Relay exception: without the Relay the surveyor can stand in the footprint, insulated or at two health, and fire the arc into the discharge for a two-second, reach-bounded clear of about sixteen bodies at most from the one origin; the Relay's difference is an origin at every tuned landmark for the whole pulse across the whole footprint, with no one standing in the water. Combat's unconditioned version, any chained hit killing any stunned ordinary body for the stun's eight seconds, is the recorded alternative, declined because it makes the five-cell build a full wipe over the burst's ten seconds and leaves the Relay only reach to buy. An unstunned body takes one ordinary hit; a Heavy is not an ordinary body and survives; the Crust is neither origin, target nor hop; the chain still never travels through energised water and the arc never energises it, so R10 stays declined and the Relay does what unbounded propagation was asked for by seeding origins instead. The Relay is then spent until the next shelter whatever the batteries do. **The origin cap is the lead's ruling.** Combat proposes a fixed four, at most sixteen bodies, and records it as the dial; the lead rules instead that every tuned landmark the player prepared and can see in the footprint is an origin, and that the number is authored per place, seven at the Bell House and, in the furnace hall, enough for the hall's crowd. The clear then scales with the player's own preparation, which is the reaction the owner named, and stays legible because each origin is a landmark the player tuned by hand and Equipment's preview numbers them. The furnace hall's first Cascade must be able to clear the ordinary Flood in its footprint as the Brief writes it, and the place's landmark count is authored to its crowd. The price is unchanged: twenty charge, six cells, the Relay spent, no Kit or insulation unless the last two cells hold them, Heavies and the second wave surviving. Combat's four is the recorded alternative, and Equipment's seven at the Bell House (Echo Relay 5383e7) is this ruling applied there; damage numbers (R8) stay closed; nothing on any page says what a given count feels like. Survivors, and why: the Crust, which does not conduct; a Heavy, ten hits; bodies outside the footprint or beyond a dry gap, and bodies arriving after the pulse, never stunned; bodies past a chain's three hops.
- **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).
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| Spread from where the crowd stands (R12, C13); a held crowd follows a moving beacon (R13, C14); the cutter's tie (R11) | This page, section 3; Combat Rules | R12 and R13 adopted; R11 Combat's |
| The Exchange's found bank state (REV104-18) | The Exchange page, ratified on the Campaign page 3.4 | Three clutches engaged on the pumping district, the Lock Flight and the Tram; a fourth seized |
| The Echo Relay's origins; a chained hit kills a stunned ordinary body; eligibility and order; the origin cap (E9; Combat section 12) | This page, section 4; Echo Relay; Combat Rules | Adopted as written, with the lead's ruling on the cap: the tuned landmarks in the footprint, authored per place; Combat's fixed four recorded as the alternative; countersign pending; PM disposes (r8) |
+ | Execution needs the pulse (PMR011's question: global or Relay-specific) | This page, section 4 | Global, conditioned on the Coil's two seconds; the hand-made cascade stated; Combat's unconditioned version the recorded alternative; countersign pending (r9) |
| The harvest rows: fixed power's source, the trunk, the Collector's supply, dispatch's meaning, Stop and the cascade | This page, sections 2, 3 and 9 | Superseded with the premise on 2026-09-07; kept as design material (r8) |
| Fixed power in a lit branch's water (C2), the Spark's death and the intensity rule, opened for build expression | This page, sections 2 and 4 | Open; Campaign section 0.4 lists the prices; no change until a World Below scene needs one (r8) |
| D026: comparison in the base receiver; one assembly between tooling and the berth | Colony, mirrored on the Campaign page 5 | Adopted; no fitting sells bank permission, which the board shows free (section 6) |
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