2026-09-07 14:43:08
Anonymous:
Power and Attraction r10: record PMR011's working geography where it touches a rule here: the one-held-dock-plus-one-supported-shelter cap is not inherited by The World Below without a new reason; the lower regions' shelters are the Campaign designer's to propose. Section 10 row only.
hold the flood/mechanics/power and attraction.md ..
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# Hold the Flood — Power and Attraction: the shared rule contract
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**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is no longer a universal contract every scene must obey, and the rows that belonged to the harvest premise are marked superseded and kept.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landmarks the player prepared rather than a fixed four; marks dispatch, Stop, the cascade and the fixed-power source as superseded; and records the dispositions in section 10.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).**
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**r10 · 2026-09-07 · Lead Game and Systems Designer · In review · r10 records PMR011's working geography where it touches a rule here: the one-held-dock-plus-one-supported-shelter cap in section 6 is not inherited by The World Below without a new reason, and how many shelters the lower regions support is the Campaign designer's to propose. r9: 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).**
**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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| Eight cells (E1); leakage (E2); collection priority (E3); links and activation (E4); field acquisition (E5); accounting (E6); advance preparation (E7); combat boundaries (E8) | Inventory and Charge, with Build Paths | Adopted; Inventory and Charge r2 accepts the transfer |
| The tide glass | Equipment | Deferred |
| The Floater; the Heavy | Enemies, attributed on Campaign | Kept |
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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 |
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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 for the retired campaign; PMR011: the one-plus-one cap is not inherited by The World Below without a new reason, and the lower regions' shelters are the Campaign designer's to propose (r10) |
| 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 |
| 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" |