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An Otter Wiki
Hold The Flood
Mechanics
Page Index - Mechanics
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C
Combat
What this page is for
1. The central risk, answered first
2. The precedence stack [Proposal R1 — a clarification, not a change]
3. Crowd pressure: press gets a bound and a drawing [Proposal R2]
4. Charge and the once-per-organism rule [Proposals R4, R5]
R4 — glow carries one bit, and roles ride on silhouette
R5 — a Carrier takes an uncollected mote
5. Beacon routing: what a role may and may not do to a light [Proposal R9]
6. The closed grammar — the interface with Equipment
Targeting [R6]
Damage [R8]
Status [R7]
Charge — the interface, restated as a copy
Conduction and the arc [R10] — a consequence of clause 1, made explicit
7. Composition — the interface with Campaign
8. What the player actively decides while the attack is automatic
9. Presentation and asset consequences — stated as a cost, not a request
10. Open questions, and what I would rule
11. Where the rest of this submission is
I
Inventory And Charge
Authority and transfer state
Source baseline being transferred
EQP101 working rules and reasons
E1 — Eight cells from the outset; no expanding capacity ladder
E2 — Keep one physical risk, expose it before committing
E3 — Player-selected collection priority, independent of cell order
E4 — Links are plans; activation is a field decision
E5 — Field acquisition permits choices without field sorting
E6 — Charge stays expedition fuel
E7 — Advance preparation, not compulsory stat replacement
E8 — Combat and world boundaries
Written boundary examples
Transfer request to Lead and Editor
P
Power And Attraction
1. Conduction: water connects
2. Power: a device works while its channel carries current
3. Attraction: the signal chooses the intake; light draws the crowd
4. Charge: once per organism, ten per battery
5. The rack
6. The expedition frame
7. What a district may add, and the shared-rule diff it must publish
8. Readable state, and two thresholds recorded by the Reference Researcher
9. Validation of PM's seed, and what changed
Bookkeeping
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