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1 | # Hold the Flood — Spark |
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3 | **CMB101 · r3 · 2026-09-06 · Combat and Enemy Designer · In review — proposed role, new. Depends on [R3](/Hold%20the%20Flood/Mechanics/Combat) and, for its late payoff, [R10](/Hold%20the%20Flood/Mechanics/Combat).** |
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4 | Source rules it is built on: [Design Document r14 ec1b6c](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c) §§3–6; shared grammar and the precedence stack: [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat). |
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| 5 | [Enemies](/Hold%20the%20Flood/Enemies) · [Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Glossary](/Hold%20the%20Flood/Glossary) |
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| 7 | **Name is a functional placeholder.** [World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery) owns the Flood's identity and fiction. |
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| 8 | ||||||||
| 9 | ## The assumption it deletes |
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| 11 | > **"My weapon firing can only help me."** |
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| 13 | This is the role that makes the automatic attack a decision. The cutter fires by itself at the nearest organism in reach and, under [R6](/Hold%20the%20Flood/Mechanics/Combat), **cannot be withheld**. So while a Spark is in the water you are standing in, and inside your reach, you are not choosing whether to shoot it. You already chose, by standing there. |
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| 15 | ## Trigger, action, threat |
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| 17 | | | | |
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| 18 | | --- | --- | |
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| 19 | | **Trigger** | Being **killed while standing in water**. Not proximity, not a timer, not a wind-up it performs on its own | |
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20 | | **Action** | Precedence line 3 while alive: entirely ordinary, nearest reachable lit beacon, chase within pursuit range. On death in water: **the connected water is energised for two seconds** — shorter than a coil discharge's eight because it is one body's charge, not a full bank's | |
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| 21 | | **Threat** | The **surveyor**, and only the surveyor. An unprotected surveyor in energised water loses one health per second (GDD §3), so this is two of five, delivered by their own weapon, in water they walked into. Killed on dry ground it does nothing at all | |
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22 | | **Hit count** | Three. No more health than anything else | |
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| 23 | | **Conducts?** | Yes, ordinarily. It is stunned by a discharge like anything else, and a stunned Spark is not dead, so it does not discharge | |
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24 | | **Charge** | Sheds once like anything else: killing it drops its 1-unit mote if it has not already shed. Its death **discharge** is not a shed and yields nothing of its own | |
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| 25 | | **What the discharge does NOT do** | **Specified in r3, at [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004)'s request.** It does **not stun** — one body's charge is below the bank strength a stun needs. It does **not damage other organisms**: under the intensity rule in [Combat Rules §0B](/Hold%20the%20Flood/Mechanics/Combat), energised water harms the surveyor and does nothing to a body made of charge. **So this role supplies no chain-kill rule and never did**; the open question that used to propose one is withdrawn below | |
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| 27 | ## Telegraph |
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| 28 | ||||||||
| 29 | Three layers, in the order the player receives them: |
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| 30 | ||||||||
| 31 | 1. **The outline flickers.** Under [R4](/Hold%20the%20Flood/Mechanics/Combat) glow carries only "has charge to shed", so a Spark cannot be signalled by being brighter — it is signalled by *motion in the silhouette*, which reads at crowd density where brightness does not. |
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| 32 | 2. **The cutter's target line** ([R6](/Hold%20the%20Flood/Mechanics/Combat)) draws to the body the weapon has selected. Seeing the line snap onto a flickering outline standing in the same water you are standing in is the warning, and it arrives about half a second before the hit lands. |
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| 33 | 3. **A rising whine** as it enters reach. This is the cue I would most like and the one I cannot promise: GDD §14 states sound is not designed. **Recorded as a gap.** Without it, layers 1 and 2 must carry the whole warning, which I believe is enough and cannot claim is enough. |
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| 35 | ## Counterplay, and what each costs |
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| 36 | ||||||||
| 37 | | Counterplay | Cost | |
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| 38 | | --- | --- | |
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39 | | **Wear insulation** — the module's **existing** job, not a new one: it already protects a surveyor in energised water, whatever energised it | One rack slot, which is a bundle of cargo or a second battery not carried. **Corrected in r3:** r1 called this a second job for insulation, and PM is right that it is the same job | |
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40 | | **Kill it from dry ground.** The cutter's reach crosses the channel edge; the discharge energises the water, not the bank | You are not in the channel, so you are not collecting motes and not discharging the coil | |
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| 41 | | **Leave it alive.** Nothing makes a Spark dangerous except killing it | You cannot leave it alive, because the cutter cannot be withheld — so this counterplay is really "do not be within reach of it", which is a movement decision, continuously | |
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| 42 | | Stun the crowd first and collect around the stunned Sparks | A stunned Spark is still alive and still lethal the moment your automatic weapon reaches it | |
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| 44 | The third row is the one that makes the role. **The counterplay to a Spark is not an action; it is a position**, held continuously, in a game whose weapon takes the shooting decision away from you. |
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| 46 | ## Machinery and equipment |
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| 47 | ||||||||
| 48 | - **Cutter:** the interaction. This role exists so that "the weapon aims itself" has a cost as well as a convenience, which is what the [Cutter page](/Hold%20the%20Flood/Weapons/Cutter) asks Combat to supply. |
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| 49 | - **Insulation:** promoted from a rack-management module to a field-survival module. Currently insulation's main job is stopping leakage between a battery and wet bundles; this role gives it a second job the player feels. |
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| 50 | - **Coil:** a discharge stuns Sparks with everything else, and the stun does not kill, so a discharge does not set off a chain of them. The two systems do not fight. |
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51 | - **Arc. Rewritten in r3.** r1 proposed [R10](/Hold%20the%20Flood/Mechanics/Combat): that an arc chain would travel through the water a dying Spark energised, reaching everything the channel connects. **That is withdrawn** — PMR004 recommends the bounded chain, and its reasoning is better than mine, because a bounded chain keeps a burst a positioning decision rather than a screen-clear. Under the adopted model ([Arc A1](/Hold%20the%20Flood/Equipment/Arc)) the arc never energises water and chains to at most three additional bodies per hit, so a Spark and a burst barely interact: the burst kills Sparks like anything else, and each one it kills in water makes the channel dangerous **to the surveyor** for two seconds. That is still a real interaction — a burst fired from inside a channel with Sparks in it is a burst fired into your own feet — and it needs no new rule. |
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52 | - **Field pump:** draining a channel disarms every Spark in it. A cheap, non-obvious counterplay that costs a bundle. |
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| 54 | ## Placement (for Campaign) |
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56 | - **Zero Sparks in a surge entering dry ground.** A Spark that cannot reach water is a [Walker](/Hold%20the%20Flood/Enemies/Walker) with a worse silhouette, and placing one is a wasted role slot. This is a hard constraint in the composition budget, not a preference. |
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| 57 | - Arrives in a surge; counts toward the limit of two non-Walker roles per surge. |
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58 | - Proportion: around 7% in [Encounter B](/Hold%20the%20Flood/Enemies) (10 of 140). Enough that a channel crowd reliably contains some; few enough that a player wading a channel is not in continuous danger. |
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| 59 | - **Not in the opening district's first expeditions.** A player still learning that water is a weapon should not simultaneously learn it is a trap. Middle campaign is the right entry point, and by then insulation is a module they have met. |
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| 61 | ## Asset note |
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| 63 | A **silhouette edit of the base body**: the same outline with a flicker. The flicker is motion rather than a second sprite. Whether editing a sprite is permitted depends on the individual asset's licence rather than its host's general statement (GDD §14; [Asset Licences](/Reference/Asset%20Licences)). **No asset has been located, inspected, downloaded or created**, and no availability is claimed. The audio cue is a recorded gap, above. |
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| 65 | ## Open questions |
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67 | - **Does a Spark killed in water hurt other organisms? Withdrawn in r3: the answer is no.** r1 argued yes, from clause 1, and it was wrong in the way PM identified — an open question cannot be allowed to supply a chain-kill rule by inference. The intensity rule in [Combat Rules §0B](/Hold%20the%20Flood/Mechanics/Combat) settles it: energised water is a hazard to the surveyor and nothing to an organism, which is made of charge. The role's job is to turn your own automatic weapon against you, and it does that without damaging anything else. |
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68 | - **Does a stunned Spark killed during a stun discharge?** My position: yes. Stun prevents acting, not physics; the body is still full of charge. Flagged because a designer implementing "stunned bodies do nothing" would get this wrong. |
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69 | - **Why two seconds and not eight?** The coil's window is eight, adopted from [Equipment's Coil](/Hold%20the%20Flood/Equipment/Coil). This is the one place the roster keeps a second number, and its reason is stated rather than arbitrary: a bank holds ten units, a body holds one. If the Lead prefers a single number, eight works and makes the role considerably harsher. |
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| 71 | ## Reconciliation with DES104 (added in this revision) |
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| 73 | The Lead published [Campaign 34dc09](/Hold%20the%20Flood/Campaign) and the shared-rule contract [Power and Attraction r2 69024c](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) while this page was being drafted. Two consequences for this page. **The rule source is now the contract, not GDD §4** — where this page cites the Design Document for a shared rule, cite the contract; the rules are the same and it is the one to cite. **The base role is called Walker there**, and this page's Drifter is the same role; Walker is the surviving name and [the role page is at Walker](/Hold%20the%20Flood/Enemies/Walker). The full reconciliation — what held, what conflicts, and the merged roster — is in [Enemies §0](/Hold%20the%20Flood/Enemies). |
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