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69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
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# Hold the Flood — Power and Attraction: the shared rule contract
782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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ebef96 Anonymous 2026-09-07 14:43:08
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.
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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is no longer a universal contract every scene must obey, and the rows that belonged to the harvest premise are marked superseded and kept.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).**
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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[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)
782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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de6d42 Anonymous 2026-09-07 14:34:59
Power and Attraction r8: the page's standing changes to the retained rules the World Below's scenes use (no longer a universal contract; a rule still means one thing wherever used); section 4 adds the Echo Relay and the Choir Cascade as Equipment E9 and Combat section 12 wrote them, with the lead's ruling that the origin cap is the tuned landmarks the player prepared, authored per place (Combat's fixed four recorded as the alternative); a chained hit kills a stunned ordinary body; R10 stays declined; dispatch, the state table, Stop and the cascade marked superseded and kept; section 10 dispositions. Countersign by Combat and Equipment pending; PM disposes.
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**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.
782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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**What r3 established (kept).** Eight cells and player-set collection priority (D023); dispatch needs the drum and the trunk, arrivals need supply, the empty flash is a state (D024, REV104-1, -3); fixed power has a source under Answer A with the Stop cascade and the baseline return (D024, REV104-4, COL-I4); the precedence stack, bounded press, glow as one bit, the Carrier's mote, the Grounder allowed, the arc bounded (R1, R2, R4, R5, R9; R10 declined).
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5322f4 Anonymous 2026-09-07 09:33:49
Power and Attraction r7: adopt Combat's R12 (a crowd with no reachable lit beacon spreads from where it stands) and R13 (a held crowd follows a moving beacon); R11 recorded as Combat's grammar; the Exchange's found bank state (three clutches engaged) ratified; D026 mirrored; dispositions, sources and PM report
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**What r7 changes.** Section 3: R12 and R13. Section 10: the dispositions, the bank's found state, D026.
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**What r6 changed.** Section 6: the three rules above, and the Lock Flight's canal named as a switched state. Section 10: the dispositions.
8644ea Anonymous 2026-09-07 08:14:20
Power and Attraction r6: adopt the Campaign designer's three rules from Districts r7 section 3.3 into section 6 - a rescue is not an extraction (an extraction-conditioned commitment does not complete on rescue; none exists so far; the Lock Flight canal is a switched state, joined or parted on the board), one supported berth in the whole city and a berth is never a way in, every route-gating state on the refuge board before launch; dispositions, sources and PM report
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**What r5 changed.** Section 3: Stop as the brake on time; the floater stays in water. Section 1: the cable reel as U6. Section 2: the C2 request declined. Section 4: the Spark row final. Section 9: Stop without the empty flash; the lift. Section 10: the dispositions.
08d5e8 Anonymous 2026-09-06 23:12:38
Power and Attraction r5 against REV104 r4/r5: Stop chosen as the brake on the shaft that keeps time - no dispatches or flashes after Stop, the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); cable reel restated as Equipment's U6 (REV104-11); a floater never leaves water (REV104-8); the Spark row of r4 final, crossed copies Combat's to mirror (REV104-15); Combat's C2 reversal request declined with reason; the Collector's lift; dispositions and sources
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**What r4 changed.** Section 1: lines conduct when dry. Section 2: fixed power energises a lit branch's channel water continuously; the Grounder's consequences; the race is unfed, not special. Section 3: a flash needs no power; pursuit range is about ten metres; the press bound is checked against the merged third-dispatch crowd. Section 4: the intensity rule; the Spark row; collection is walking over. Section 6: what persists. Section 9: the refuge's circuit and the declined reserve; grounded runs do not persist. Section 10: the dispositions, including Equipment's countersignature and Combat's pending one.
782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
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782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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## 1. Conduction: water connects, and so do lines
782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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- Current present anywhere in a body of connected water is present everywhere in it. Two channels are one body when a valve, lock or breach joins them and both hold water. A dry bed does not conduct; a drained connection is no connection. Flowing water conducts exactly as still water does; a channel that carries no current is unfed, not non-conducting, and a district that wants a break in conduction must draw a dry one and show it.
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- Lines conduct when dry: cables and rails carry current along their length. A dry bed, loose cargo (crane parts, bundles on dry ground) and equipment housings do not.
08d5e8 Anonymous 2026-09-06 23:12:38
Power and Attraction r5 against REV104 r4/r5: Stop chosen as the brake on the shaft that keeps time - no dispatches or flashes after Stop, the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); cable reel restated as Equipment's U6 (REV104-11); a floater never leaves water (REV104-8); the Spark row of r4 final, crossed copies Combat's to mirror (REV104-15); Combat's C2 reversal request declined with reason; the Collector's lift; dispositions and sources
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- Ways to change the topology, all readable on the ground: a valve (joins or parts two channels), a drain or field pump (empties a channel), a lock (moves water between basins; Campaign 3.1), the hand pump (a carried drain, section 5), and the cable reel (Equipment's U6: one end clamped to an exposed power terminal, up to about six metres of laid line, the other end to a second terminal, so a dead line is bridged from a live one; it carries environmental power only and never charges a battery).
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
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- In the rack, only orthogonal cell contact conducts. Equipment housings do not conduct, so any module, the insulation included, and any empty cell breaks a salvage chain; wet salvage bundles conduct into touching bundles, and a battery leaks one unit per minute per wet bundle reachable from its terminals through such a chain, capped at the charge present, shown as one drip per bundle. Two batteries reaching the same chain both leak; leakage never powers anything and never hurts the surveyor. Insulation worn as a module is also what lets the surveyor stand in energised water. (Owner of the detail: Inventory and Charge, E2.)
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- These are game rules and not a claim about real electrical safety; the Reference pages on electricity in water and drainage engineering record the caveats.
782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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**Readable signal.** Wet is wet on screen; energised water shows local arcs along its edges and contacts; a powered line glows faintly; a joined channel's lamp, where one exists, is an indicator.
782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
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## 2. Power: a device works while its channel carries current
782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
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- A device works only while the water, rail or line it stands on carries current, and stops when the current stops. Devices: dispatch beacons, hatches and doors, gates, pumps, lifts and indicator lamps.
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- Sources of current: a district's own circuit, switched from its panel, whose positions choose which branch is powered and are exclusive (one branch at a time, or off); and a coil discharge, which energises the water the surveyor is touching for two seconds and stuns the conducting bodies in it for eight (section 4). The thick cable is the power line; switching it is instant and priced by what it darkens as well as by what it lights.
08d5e8 Anonymous 2026-09-06 23:12:38
Power and Attraction r5 against REV104 r4/r5: Stop chosen as the brake on the shaft that keeps time - no dispatches or flashes after Stop, the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); cable reel restated as Equipment's U6 (REV104-11); a floater never leaves water (REV104-8); the Spark row of r4 final, crossed copies Combat's to mirror (REV104-15); Combat's C2 reversal request declined with reason; the Collector's lift; dispositions and sources
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- **A lit branch's channel water is energised for as long as the branch is lit** (Combat's question C2, ruled yes): it is why the electrician waits in the lit yard in insulation, and why a discharge into a lit channel adds a stun and no new hazard. Combat r5's recommendation that fixed power not energise open channel water was written against r3 and is declined: the collection-without-insulation rationale for the two-second window concerns water no lit branch feeds, the head basin and the flats, not the electrician's lit yard, and the scenes on both pages are priced on this row. Fixed power hurts the uninsulated surveyor and does nothing to organisms (the intensity rule, section 4).
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
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- **What supplies the district circuits (provisional, D024, Answer A).** The city runs on charge harvested from the Flood: the Collector's wheels take charge from the mass passing through, the head-works' switch-house stores and distributes it along the thick cables, and each district's panel switches its share. The store is what makes fixed power feel fixed: it outlasts any one expedition. The Stop position at the head-works ends the harvest, and the districts go dark one by one as the store drains (section 9); no district may depend on a supply the table in section 9 does not name.
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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- **The relay** is the one stated exception in the districts so far: it is a source of signal, not a consumer of power. Its drum is turned by a wheel in the race above the weir, which is unfed water: no lit circuit joins it, the valves join only below the weir, and the actual dry breaks are the weir's crest, the dry gallery and the cables themselves. Drain R stops the wheel and touches no power (World and Mystery r18 and r22, closing REV103-9). The exception is readable: the wheel turns in water that shows no arcs.
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- **A role may darken a beacon.** The Grounder (Enemies) climbs a live cable run and grounds it, so everything on that run loses power, beacon and hatch alike, until the body is killed or the branch re-switched; there is no alternate supply on a run. This passes section 7's test: it makes devices stop for want of current, and can never make a light, cause a dispatch or select an intake. Its signal is an irregular flicker that is visibly not the travelling dispatch pulse, a spark at the body's position on the thick cable, and the forecast marking the branch failing (R9 allowed, Combat's C4 ruled; World owns the body's fiction).
782139 Anonymous 2026-09-06 19:31:46
PMU004: Power And Attraction — owner expansion direction, sourced coverage and next ownership
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69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
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**Readable signal.** Steady light means powered; dark means unpowered; the thick cable is visibly thick.
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## 3. Attraction: the signal chooses the intake; light draws the crowd
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de6d42 Anonymous 2026-09-07 14:34:59
Power and Attraction r8: the page's standing changes to the retained rules the World Below's scenes use (no longer a universal contract; a rule still means one thing wherever used); section 4 adds the Echo Relay and the Choir Cascade as Equipment E9 and Combat section 12 wrote them, with the lead's ruling that the origin cap is the tuned landmarks the player prepared, authored per place (Combat's fixed four recorded as the alternative); a chained hit kills a stunned ordinary body; R10 stays declined; dispatch, the state table, Stop and the cascade marked superseded and kept; section 10 dispositions. Countersign by Combat and Equipment pending; PM disposes.
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- **Dispatch (D024, REV104-1).** *Superseded as the campaign's rule on 2026-09-07 with the harvest premise; kept as written for any retained scene that uses a drum and a forecast, whose meaning is now the Visionary's.* A district dispatches when its drum's contact closes and the trunk is carrying time: the drum makes the moment, the trunk permits it. Shut stops the drum; a dark position on the Exchange's bank withholds the trunk; either alone stops announced surges. Stop at the head-works is the brake on the shaft that keeps time, so after Stop no district is permitted: no dispatches and no flashes anywhere, the drums turn to no effect, and the Flood arrives by each district's sluice as trickles that grow, the shut regime everywhere (REV104-12, chosen; World r22's rows say the same). A dark district is in the shut regime, unannounced trickles that grow and a dark forecast, and never a district with no Flood in it; its arrivals obey ordinary targeting once inside.
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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- **Intake and supply (REV104-3).** At a dispatch the chosen intake's beacon flashes, and a surge enters there if the supply provides one. A flash with nothing behind it is the empty flash, a readable state of its own: the beacon flashes on the cadence, no bodies come, and the forecast shows the next slot. The flash is a signal event and needs no power: a dark beacon still flashes at its dispatch and is dark again after it, so a crowd that entered under it retargets or spreads. The Collector's gates decide supply (Districts, the Collector). Only the panel selects intake; powering a beacon by any other means, including a coil, lights it but never makes it flash. Every district tables its panel: position, powered branch, intake selected, beacon that flashes (Campaign, section 3).
5322f4 Anonymous 2026-09-07 09:33:49
Power and Attraction r7: adopt Combat's R12 (a crowd with no reachable lit beacon spreads from where it stands) and R13 (a held crowd follows a moving beacon); R11 recorded as Combat's grammar; the Exchange's found bank state (three clutches engaged) ratified; D026 mirrored; dispositions, sources and PM report
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- **After entry, in one order (R1).** Every body resolves the first line that applies: 0, stunned (inside the eight-second stun, and it conducts); 1, pursuit (the surveyor is within its pursuit range: chase, and drift back when out of range); 2, a role target other than light (the Floater's is the flow while water flows, and a floater never leaves water, so it pursues nothing on dry ground; the Anchor's the lowest wet ground; the Carrier's the nearest reachable loose charge within its acquisition range; the Grounder's the nearest reachable powered run); 3, attraction (walk continuously to the nearest lit beacon it can reach; hold on arrival; never leave a held beacon for a farther one; retarget to a nearer reachable lit beacon when its own goes dark); 4, spread (no lit beacon reachable: press outward from where the crowd stands, along the ground it occupies; for a crowd that never left its entry branch that is the branch, and for a crowd a lure moved it is the place the lure died, never a teleport back; Combat's R12, adopted). Holding attaches to the beacon and not to the ground: a crowd holding at a beacon that moves, the Tram's lit car, walks after it and keeps holding at it (Combat's R13, adopted). The cutter's tie-break and target stickiness are Combat's own grammar (R11). Pursuit outranks attraction, which is why harvesting inside a held crowd costs health; role targets sit below pursuit and above attraction, so up close every body is just a body. (Owner: Combat Rules.)
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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- **Pursuit range** is about ten metres, a channel's width, and each district names a landmark for it. A body outside it does not chase; a crowd does not cross a district to reach the surveyor. The first battery in any written expedition is therefore earned at a crowd's edge, inside that range, and priced in hits (REV104-8). Contact costs one health with a moment of immunity after; the surveyor has five.
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- **Press (R2).** A crowd holding at a beacon occupies a radius set by its size; when bodies join, the radius grows over a few seconds, and when bodies leave or die it shrinks. Press is that relaxation seen from outside, not an unbounded creep. A crowd with no beacon has no centre and spreads along its branch, which is the dangerous case. The forecast overlay draws one ring per crowd. The pumping district's tuning bound becomes checkable: the merged crowd after the third dispatch must not reach the causeway head before the evacuation window closes.
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- **What is a beacon.** The district's dispatch beacons, the portable beacon (armed and charged, carried or planted), and a moving beacon where a district adds one (the Tram Incline's lamp, a lure that never flashes). Every other lamp is an indicator.
69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
49
- **Arrival.** A surge is forty to a hundred and forty organisms entering over about half a minute, on the schedule the forecast shows.
50
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
51
**Readable signal.** Flashing means a dispatch; the thin cable is visibly thin; a crowd's target is the light it walks toward, and its ring is drawn.
69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
52
53
## 4. Charge: once per organism, ten per battery
54
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
55
- **The intensity rule** (Combat's proposal, adopted). Current does two different things to two kinds of body. To the surveyor, energised water is damage, one health per second at any intensity, prevented by insulation. To an organism, ordinary energised water does nothing; only a bank-strength discharge reaches it, and what a discharge does is stun it and make it shed, never damage it. Nothing in this game damages an organism with electricity; the arc damages by conducting the cutter's hits along bodies, a weapon effect with a weapon's cue.
56
- Organisms carry charge and shed it once per expedition; an unshed body glows and a shed body does not, and that is all glow says (R4). A kill drops a small mote of one unit. A stun in water sheds one large mote of five units per ten organisms stunned. Motes fade in seconds and are collected by walking over them where they fell; nothing is collected from a distance or from a moving step.
57
- A battery holds ten units. **Collection goes by a priority the player sets at a shelter (D023, E3):** batteries are ordered in a visible list, the first eligible battery fills before the next, unlinked storage included; a large mote is five successive units split across batteries as needed, and only the excess is lost; a full, planted or active-arc battery is ineligible; with no eligible battery the charge is lost. The list cannot be reordered in the field.
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
58
- 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.
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
59
- **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.
60
- **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.
a47de3 Anonymous 2026-09-07 14:40:39
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.
61
- **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.
08d5e8 Anonymous 2026-09-06 23:12:38
Power and Attraction r5 against REV104 r4/r5: Stop chosen as the brake on the shaft that keeps time - no dispatches or flashes after Stop, the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); cable reel restated as Equipment's U6 (REV104-11); a floater never leaves water (REV104-8); the Spark row of r4 final, crossed copies Combat's to mirror (REV104-15); Combat's C2 reversal request declined with reason; the Collector's lift; dispositions and sources
62
- **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.
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
63
- 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.
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
64
- Accounting, on every written expedition: dropped, collected, stored, spent, and lost, with lost annotated as fade, overflow, leakage, interruption or dock (E6).
69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
65
66
## 5. The rack
67
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
68
- Eight cells, two rows of four, from the campaign's start (D023, E1). One module or one bundle per cell; the coil takes two orthogonally adjacent cells; the cutter sits outside the rack in the primary cradle, and an alternative primary uses that cradle and one cell for its brace; one primary at a time; any number of batteries, at most one of each other module. There is no rack expansion.
69
- Each battery links to one module and each module accepts one link; links may cross any cells. Arrangement, links, primary, cell order for pickups and collection priority are set only at shelters; in the field the surveyor uses what is fitted, may drop a bundle or an inert find at their feet, and may not shuffle cells (E4, E5). The portable beacon is armed or disarmed by interaction, drains a unit every ten seconds while lit, and is planted with its battery, freeing two cells; retrieval is a deliberate interaction that needs two free cells (Utility Modules U3).
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
70
- Starting issue: the cutter and an empty battery, plus the workshop's starting module where the colony has one. Recorded racks are reissued on revisits only, capped at six issued cells, so first visits keep their discoveries (D023, COL-I2; Colony and Equipment own the boundary).
69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
71
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
72
## 6. The expedition frame, and what persists
69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
73
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
74
- Fifteen minutes; three dispatches on the forecast's schedule where the district's relay runs; docks are hard stops for the Flood; extraction banks cargo and loses charge. Nothing decays between expeditions and nothing is charged for departure or return.
8644ea Anonymous 2026-09-07 08:14:20
Power and Attraction r6: adopt the Campaign designer's three rules from Districts r7 section 3.3 into section 6 - a rescue is not an extraction (an extraction-conditioned commitment does not complete on rescue; none exists so far; the Lock Flight canal is a switched state, joined or parted on the board), one supported berth in the whole city and a berth is never a way in, every route-gating state on the refuge board before launch; dispositions, sources and PM report
75
- **What persists between expeditions (PMR006 3).** Four kinds of state, and the rule for each: (a) *temporary electrical effects* end with their timers, never later: discharge windows, stuns, bursts, a Spark's hazard, a planted beacon's light; (b) *ordinary switched state* persists exactly as left: panel positions, valves, locks and basin levels, drains, gates, the Exchange's bank, the tram's position; (c) *authored commitments* persist and are one-way where their district says so, and the warning before one says whether rescue can undo it: shut, fix and hold, the barrier gates shut, the Collector's outfall, Stop, Keep and Leave. A rescue is not an extraction: a commitment defined as completing at extraction does not complete on a rescue, while the physical state behind it persists as left; no district so far defines such a commitment, and the Lock Flight's canal is a switched state, joined when L2 stands open and the head basin has drained into the Middle, shown on the board joined or parted (Districts r7, rule 1); (d) *carried things* reset: charge is lost at the dock, finds and cargo not banked are lost on rescue, items left in the field are gone at the expedition's end, and the starting issue is reissued. Entered crowds do not persist: between expeditions the mass drains to the Collector (World and Mystery), so a district is found with its levers as left and its water as the campaign's outcomes set it, and its Flood arrives again on the schedule. A Grounder's run therefore recovers between expeditions with the rest of the mass. Colony mirrors this rule and keeps no blanket reset sentence.
76
- The colony holds one dock dry per district reached, and may support one further dry shelter, one in the whole city and never one per district, at a surveyed compatible connection while its one advanced service is assigned there (COL-I1; Districts r7, rule 2; Colony owns the service, Districts the connections). A berth is a place to stop, never a way in: districts open by physical access, and no colony purchase opens one. Changing the held dock is a one-time refit, not a recurring payment.
77
- Every persistent state that gates or prices a route appears on the refuge's board before the expedition launches: the Collector's ways-on, gauges and level; the Exchange's bank; each district's relay state; the Stop cascade's schedule; the canal's state and the berth's eligibility. A player never learns at the dock that a planned route is closed (Districts r7, rule 3).
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
78
- The baseline return is by gravity and dry ground: a gravity-drained dock and a dry route home exist in every district and at the refuge and survive any power shutdown (COL-I4, section 9). Powered conveniences go dormant without supply; banked progress never does.
79
- A district may change the schedule's shape (the Tidal Barrier adds the tide) but not the frame.
69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
80
81
## 7. What a district may add, and the shared-rule diff it must publish
82
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
83
A district page states, in one short table, what it adds (a device, a way to change topology, an enemy role, a module, a second clock), what it changes (ideally nothing), the signal that announces each addition, and the choice each improves; and it tables its panel (section 3). The test the critic applies: a written expedition in that district whose choices could not occur in another. Additions adopted so far: locks and basin levels; a powered rail and a moving beacon; the Exchange's bank; the Collector's gates and the empty flash; the tide; and eight enemy roles on the merged roster (Walker, Floater, Heavy, Carrier, Anchor, Crust, Spark, Grounder), each with a precedence line and a signal, owned by Combat with the Floater's definition attributed on the Campaign page until transferred. Additions that fail: anything that makes a lamp draw, a coil select intake, an organism shed twice, or a device work without current. Passing that test is necessary and not sufficient: an addition must also say what loses power, what supplies it and how it recovers, as the Grounder now does.
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
84
85
## 8. Readable state
86
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
87
Steady means powered, flashing means a dispatch, dark means unpowered; the empty flash is a flash with no bodies behind it and the forecast still counting. Wet and dry read by tint and by a second, non-colour channel (proposed: surface motion on wet ground; energised water already reads by its arcs). Four facts about a body want cues and brightness carries one (Combat's C9, ruled): glow says what is left to take; encrustation says whether current reaches it (the Crust); a flickering outline says a discharge is imminent (the Spark); silhouette, attitude and position say the role; scale says the Heavy. Never by tint or brightness alone. The dispatch flash is a slow pulse of about one to two per second; arcs are local sparks along edges, never a whole-screen flash (REF106). Each crowd's ring and each body's current target are drawn on the forecast overlay, and the cutter draws a thin line to its target.
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
88
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
89
## 9. Power and dispatch: the state table (Lead with World; World r22 carries the same table with the fiction)
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
90
de6d42 Anonymous 2026-09-07 14:34:59
Power and Attraction r8: the page's standing changes to the retained rules the World Below's scenes use (no longer a universal contract; a rule still means one thing wherever used); section 4 adds the Echo Relay and the Choir Cascade as Equipment E9 and Combat section 12 wrote them, with the lead's ruling that the origin cap is the tuned landmarks the player prepared, authored per place (Combat's fixed four recorded as the alternative); a chained hit kills a stunned ordinary body; R10 stays declined; dispatch, the state table, Stop and the cascade marked superseded and kept; section 10 dispositions. Countersign by Combat and Equipment pending; PM disposes.
91
*Superseded on 2026-09-07: this table describes the harvest network. Its rows for fixed power's source, trunk permission and enemy supply, and the Stop paragraph below it, are kept as design material; no World Below scene uses them unless it says so.*
92
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
93
| State | Source | Connection | What changes it | What survives exit |
94
| --- | --- | --- | --- | --- |
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
95
| Fixed power | The head-works' switch-house store of harvested charge, filled by the Collector's wheels | Thick cables from the switch-house to each district's panel and on to its branch; a lit branch's channel water is energised | The district panel (which branch); a Grounder (one run, until cleared or re-switched, within an expedition); the head-works' Stop (all districts, as the store drains) | Panel positions persist as left; a grounded run recovers between expeditions with the mass |
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| Hydraulic flow | The reservoir over the weir | Races, weirs, locks and drains | Locks and drains, including drain R; the governor's cadence lever under Keep | Lock and drain states persist; they are district outcomes |
08d5e8 Anonymous 2026-09-06 23:12:38
Power and Attraction r5 against REV104 r4/r5: Stop chosen as the brake on the shaft that keeps time - no dispatches or flashes after Stop, the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); cable reel restated as Equipment's U6 (REV104-11); a floater never leaves water (REV104-8); the Spark row of r4 final, crossed copies Combat's to mirror (REV104-15); Combat's C2 reversal request declined with reason; the Collector's lift; dispositions and sources
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| Trunk permission | The head-works' governor, keeping time on its shaft | The thin trunk cable through the Exchange's bank to each district's relay | The bank's positions; the governor's Stop, Keep or Leave; Fix at a district clamps what the permit can do there | Bank positions persist; after Stop nothing is permitted |
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
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| Local timing | Each district's drum, turned by its race | The drum's contact to the district's signal cable and its beacons | Shut (drain the race); Fix (clamp the lever); Hold | Persists; the incoming pulse on a stopped drum is the first campaign clue |
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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| Enemy supply | The Collector's basins, where the Flood is cycled; the sea, admitted by the Barrier | Outfalls and channels to each district's intake | The Collector's gates and outfall; the Tidal Barrier's gates | Gate states persist; an empty supply gives the empty flash |
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
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| Observed warning | The forecast: the drum's cadence displayed where the relay is repaired | The district's board and the refuge's board | Repair; Shut; a dark bank position (no forecast there) | Repairs persist |
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08d5e8 Anonymous 2026-09-06 23:12:38
Power and Attraction r5 against REV104 r4/r5: Stop chosen as the brake on the shaft that keeps time - no dispatches or flashes after Stop, the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); cable reel restated as Equipment's U6 (REV104-11); a floater never leaves water (REV104-8); the Spark row of r4 final, crossed copies Combat's to mirror (REV104-15); Combat's C2 reversal request declined with reason; the Collector's lift; dispositions and sources
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**Stop, the cascade, and the refuge.** Setting the head-works to Stop ends the harvest. The store drains and each district's circuit dies in turn, one district per expedition, nearest the head-works first, shown on the refuge's board before the player launches; powered doors, hatches, lifts and the colony's powered pump go dormant; gravity drains, dry docks, the culvert, every hand-worked lock, gate and valve, the cutter, the coil and planted beacons keep working, so every district and the refuge still have a dry way home and nothing banked is lost. The brake stops the shaft that keeps time, so after Stop no district is permitted: no dispatches and no flashes anywhere; the drums keep turning on flow to no effect; the Flood arrives by each district's sluice as trickles that grow, and the Collector's wheels stop cycling it because nothing is dispatched to pass through them, so the harvest ends and the Collector's powered return lift dies with the power (the Collector page). The empty flash stays what section 3 defines, a permitted dispatch the Collector did not supply, and is not Stop's image; Stop's image is dark boards and trickles, and the Head-works page's "the empty flash everywhere" is to be dropped. **The refuge's circuit** is fed with the pumping district's, whose dock it is, and dies with it, late in the cascade; the world designer's proposed salvage-fed pump reserve is declined, as Colony recommends (PMR006 4), so after Stop the refuge keeps its dry landing and manual bench and loses its powered forecast, pumped berth and advanced tooling, on the board's schedule. **Keep** makes the player the thing upstream that keeps time, a standing setting that persists like the relay's and is the one reversible outcome; **Leave** changes nothing and is recorded (the Head-works page).
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
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104
## 10. Rule ownership, and the dispositions this revision makes
105
106
| Rule | Owner page | Disposition |
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| --- | --- | --- |
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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| Conduction, power, attraction, charge: the four clauses; persistence; the state table | This page | Lead |
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| Precedence stack, press, targeting, damage, status grammar (R1, R2, R6, R7, R8) | Combat Rules | Adopted at r3; R8 as a recommendation against a priced ladder, hit counts permitted (PMR005) |
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| The intensity rule | This page, section 4 | Adopted from Combat r4 |
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| Energised window (R3, C1) | This page, section 4 | Two seconds; Equipment countersigned (Coil r2 0696cf, Equipment r2 ae4543); Combat's table pending (PMR006 1) |
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| A Spark's death | This page, section 4; Enemies/Spark | Combat's row chosen: hazard only, no stun, no chain (PMR006 2) |
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| Fixed power in a lit branch's water (C2) | This page, section 2 | Yes; hazard only, by the intensity rule |
114
| The Grounder's consequences (C4) | This page, section 2 | Everything on the run; no alternate supply; recovery by kill or re-switch; recovers between expeditions |
115
| Cues (C9) | This page, section 8 | Glow, encrustation, flicker, silhouette and position, scale: stated |
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| Glow and silhouette (R4); the Carrier's mote (R5); the Static and Carrier merge; the Heavy's hit count | Enemies | Adopted; the Heavy's count stays a number (PMR005) |
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| A role may darken a beacon (R9, C5) | This page, section 2 | Allowed; World names |
de6d42 Anonymous 2026-09-07 14:34:59
Power and Attraction r8: the page's standing changes to the retained rules the World Below's scenes use (no longer a universal contract; a rule still means one thing wherever used); section 4 adds the Echo Relay and the Choir Cascade as Equipment E9 and Combat section 12 wrote them, with the lead's ruling that the origin cap is the tuned landmarks the player prepared, authored per place (Combat's fixed four recorded as the alternative); a chained hit kills a stunned ordinary body; R10 stays declined; dispatch, the state table, Stop and the cascade marked superseded and kept; section 10 dispositions. Countersign by Combat and Equipment pending; PM disposes.
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| Arc through energised water (R10, C7) | This page, section 4 | Declined; Combat has withdrawn it; the Echo Relay seeds origins instead (r8) |
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
119
| Names (C6); arc duration (C10) | World; Glossary | Placeholders; ten seconds |
120
| 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 |
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| The tide glass | Equipment | Deferred |
122
| The Floater; the Heavy | Enemies, attributed on Campaign | Kept |
ebef96 Anonymous 2026-09-07 14:43:08
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.
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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) |
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
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| Reusable service loop (COL-I5) | Colony | Adopted as D023 selects |
125
| 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 |
08d5e8 Anonymous 2026-09-06 23:12:38
Power and Attraction r5 against REV104 r4/r5: Stop chosen as the brake on the shaft that keeps time - no dispatches or flashes after Stop, the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); cable reel restated as Equipment's U6 (REV104-11); a floater never leaves water (REV104-8); the Spark row of r4 final, crossed copies Combat's to mirror (REV104-15); Combat's C2 reversal request declined with reason; the Collector's lift; dispositions and sources
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| 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" |
127
| The cable reel (REV104-11) | Inventory and Charge, U6 | Adopted as Equipment wrote it |
128
| A floater stays in water (REV104-8) | Enemies/Floater | Stated here; Combat to carry it on the Floater page |
129
| Fixed power in open channel water (Combat r5's reversal request) | This page, section 2 | Declined, with the reason |
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| The Spark crossing (REV104-15) | Combat, Enemies/Spark | Nothing to rule: r4's row is final |
8644ea Anonymous 2026-09-07 08:14:20
Power and Attraction r6: adopt the Campaign designer's three rules from Districts r7 section 3.3 into section 6 - a rescue is not an extraction (an extraction-conditioned commitment does not complete on rescue; none exists so far; the Lock Flight canal is a switched state, joined or parted on the board), one supported berth in the whole city and a berth is never a way in, every route-gating state on the refuge board before launch; dispositions, sources and PM report
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| Rescue against extraction-conditioned commitments; one berth city-wide; the board before launch (Districts r7; Colony r4) | This page, section 6, with Districts and Colony | Adopted; the Lock Flight's canal named as a switched state |
5322f4 Anonymous 2026-09-07 09:33:49
Power and Attraction r7: adopt Combat's R12 (a crowd with no reachable lit beacon spreads from where it stands) and R13 (a held crowd follows a moving beacon); R11 recorded as Combat's grammar; the Exchange's found bank state (three clutches engaged) ratified; D026 mirrored; dispositions, sources and PM report
132
| 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 |
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| 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 |
de6d42 Anonymous 2026-09-07 14:34:59
Power and Attraction r8: the page's standing changes to the retained rules the World Below's scenes use (no longer a universal contract; a rule still means one thing wherever used); section 4 adds the Echo Relay and the Choir Cascade as Equipment E9 and Combat section 12 wrote them, with the lead's ruling that the origin cap is the tuned landmarks the player prepared, authored per place (Combat's fixed four recorded as the alternative); a chained hit kills a stunned ordinary body; R10 stays declined; dispatch, the state table, Stop and the cascade marked superseded and kept; section 10 dispositions. Countersign by Combat and Equipment pending; PM disposes.
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| 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) |
a47de3 Anonymous 2026-09-07 14:40:39
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.
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| 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) |
de6d42 Anonymous 2026-09-07 14:34:59
Power and Attraction r8: the page's standing changes to the retained rules the World Below's scenes use (no longer a universal contract; a rule still means one thing wherever used); section 4 adds the Echo Relay and the Choir Cascade as Equipment E9 and Combat section 12 wrote them, with the lead's ruling that the origin cap is the tuned landmarks the player prepared, authored per place (Combat's fixed four recorded as the alternative); a chained hit kills a stunned ordinary body; R10 stays declined; dispatch, the state table, Stop and the cascade marked superseded and kept; section 10 dispositions. Countersign by Combat and Equipment pending; PM disposes.
136
| 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) |
137
| 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) |
5322f4 Anonymous 2026-09-07 09:33:49
Power and Attraction r7: adopt Combat's R12 (a crowd with no reachable lit beacon spreads from where it stands) and R13 (a held crowd follows a moving beacon); R11 recorded as Combat's grammar; the Exchange's found bank state (three clutches engaged) ratified; D026 mirrored; dispositions, sources and PM report
138
| 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) |
59f895 Anonymous 2026-09-06 21:37:12
Power and Attraction r3: embodies PMR004 D023 (eight-cell rack, player-set collection priority, E2/E4/E5 leakage, links and field handling) and D024 (dispatch = drum AND trunk; arrivals need supply; empty flash; fixed power from harvested charge under Answer A); REV104-1/-3/-4; R1 stack, R2 bounded press, R3 ruled two seconds, R4 glow one bit, R5 Carrier, R9 Grounder allowed, R10 declined (bounded arc); power/dispatch state table with Stop and the baseline return (COL-I4); rule-ownership and dispositions table
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| The mystery's answer | World and Mystery | Answer A provisional (D024); B preserved |
29f5b0 Anonymous 2026-09-06 22:17:26
Power and Attraction r4 against PMR006 and REV104 r2: two-second coil window confirmed canonical (Equipment countersigned; Combat pending); Spark's death chosen as Combat wrote it (no stun, no chain); intensity rule adopted; fixed power energises a lit branch's water (C2); Grounder consequences (C4); cues stated (C9); lines conduct when dry; collection is walking over; a dark beacon still flashes; pursuit range about ten metres; press bound against the merged third-dispatch crowd; what persists between expeditions (PMR006 3); the refuge's place in Stop's cascade and the pump reserve declined (PMR006 4); grounded runs recover between expeditions; dispositions table updated
140
| District set and count; the ending's three positions | Districts, with the Campaign page | Seven external districts and the refuge at stake (D022); Stop, Keep, Leave (Head-works r4) |
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| Presentation categories | Campaign, section 7 | One list for the Reference audit (D025) |
69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
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afa7b4 Anonymous 2026-09-07 13:23:54
Remove 299 words of submission status, provenance and handoff under the owner's 2026-09-07 instruction that discussion moves to chat and articles stay on the design. Removed: Bookkeeping. Nothing is lost: the full text is at revision 5322f4 and in history, and a pointer to it is left on the page. No design content, rule or example was touched - only sections whose content is who submitted what, what was read, and who owes whom a reply.
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69024c Anonymous 2026-09-06 19:58:11
Power and Attraction r2: the Lead validates and adopts PM's r1 seed as the shared rule contract (conduction, power, attraction, charge, rack, expedition frame, readable state), validated against Design Document r14 ec1b6c and World r18/r20; the relay carried as the one stated exception (flowing water, REV103-9 closed); REV104-2 resolved (charge never leaves with the player); REV104-1 and -4 recorded as open; exceptions must publish a shared-rule diff; REF106's two presentation proposals; editor's Glossary link kept
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afa7b4 Anonymous 2026-09-07 13:23:54
Remove 299 words of submission status, provenance and handoff under the owner's 2026-09-07 instruction that discussion moves to chat and articles stay on the design. Removed: Bookkeeping. Nothing is lost: the full text is at revision 5322f4 and in history, and a pointer to it is left on the page. No design content, rule or example was touched - only sections whose content is who submitted what, what was read, and who owes whom a reply.
145
*299 words of submission status, provenance and handoff were removed from this page on 2026-09-07 by the wiki editor, under the owner's instruction that discussion belongs in [chat](/Chat%20Rooms) and articles belong to the design. Sections removed: *Bookkeeping*. **Nothing is lost** — the full text is at [revision 5322f4](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=5322f4) and in this page's [history](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction/history). Discussion continues in the `hold-the-flood` room.*