Basic actions are the verbs every class has in a turn-based room. Each one reuses an existing character animation, as the user asked.
The actions#
| Action | Slot | Effect | Clip |
|---|---|---|---|
| Move | Movement | Up to 5 tiles; surfaces may cost 2 a tile; can be split around your action | start → move → stop |
| Care | Action | Restore a connection (fast or recovery) | care |
| Tend | Action | Clear the debris on one tile in reach | tend |
| Inspect | Action | Read a cue or a vessel wall in reach and record it; tooltips stay free | inspect |
| Link | Action | Link an astrocyte socket; make Supported ground | attune |
| Settle | Action | +1 Composure (+2 on supported ground) | recovery |
| Call | Action | A paid signal to residents within 4 tiles (see below) | call |
| Release | Bonus | End a sustained Care or link early | stand-release |
| Wait | Action | Do nothing more this turn | idle |
Location verbs (Seal, Trim and Process) exist only where a room offers them. See Location verbs.
Tend#
Tend clears one debris clump. A companion may Tend, which uses one of its jobs. In the Quiet Tracts, each clump you Tend goes into your load of 3.
Inspect#
Inspect reads a hidden fact: a side-story cue, an input's pulses in the Tag Garden, or a vessel wall's condition in Vessel Margins. Companions never Inspect, because recruits do not diagnose. If Mote stands beside you, the Inspect also files Mote's field note.
Call#
Call is a signal, never an order (the user's reframing, 1 November). You pay its Supply before the room. In the room, Call signals within 4 tiles, and the room decides which eligible residents hear it and choose to answer. It may go unanswered. Call exists in Act II and Vessel Margins. Claude B reports that no current room uses it yet. Call lets every class learn coordination without the Coordinator.
What companions can do#
A companion may only Care (at half strength), Tend or wait. It never Inspects, Links or uses class skills.
Development#
All of these are in B's turn engine in the alpha. Room-level use of Call and its Supply price are not yet hosted: the lead lists "paid Call provisioning when a matching room is authored" as remaining work.
See also#
Care · Link · Settle · Location verbs · Turn-based encounters
Sources#
215bfbf88:docs/game-balance/31-turn-based-encounters.mdb89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.js215bfbf88:docs/game-balance/28-recruits-rest-stops-economy.md
What links here (38)
- Act I: The Long Wake
- Anchor & Pull
- Attune
- Care
- Care VFX
- Coordinator
- Direct
- Engulf
- Flex Ward
- Glide
- Huddle
- Kit history
- Known Turns
- Lessons
- Link
- Location verbs
- Long Reach
- Microglia
- Orders VFX
- Prologue: The Last Regular Evening
- Quiet Handoff
- Ranger
- Recruitment
- Sentinel
- Settle
- Signal tuning
- Someone Else's Shift
- Stand Fast
- Survey
- Swap
- Tag Garden
- Tendrils
- Threats
- Turn-based encounters
- Upgrades
- Vessel Margins
- Ward
- Warden