Composure is how steady a unit is during a turn-based encounter. It replaced the real-time "startled" state and jolt timing on 1 November 2026. The tutorial rooms show it as hearts on the unit card.
How it works#
- The Ranger starts each room with 3 Composure, and a companion with 2.
- You lose 1 when a resolving threat hits your tile (a front strike, a jolt or a wave), or when you end your turn on an inflamed tile.
- At 0 you are Overwhelmed. Your next turn has movement and a bonus action, but no action. You are never removed from the board.
- Composure resets at the start of every room.
Ways to keep it:
- Settle restores 1, or 2 on supported ground.
- Ending your turn on Supported ground restores 1, once a round.
- Stand Fast makes the first hit on you cost nothing.
- Huddle lets an adjacent companion take a hit for you.
- The keeper trait (Pip) ignores the first hit each room. The Steady grip tool does the same for the Ranger.
A Ward does not protect Composure. It protects the tissue, not the cells working in it.
Numbers#
| Effect | Change |
|---|---|
| Ending a room Overwhelmed | Costs the outing 1 extra Endurance |
| Signal tuning, Alert level 3 ("Primed") | Each hit costs 2 Composure |
| Light Membrane upgrade | Ranger maximum 3 → 2 |
| Companion at stress 3 or more | Companion Composure 2 → 1 |
| Eager Friend upgrade | Companion starts at Composure 1 |
In the brain#
Composure is a game rule for being knocked off balance. It is not a measurement of stress in a real cell, and the engine's own comment says so.
Development#
Claude B proposed Composure in doc 31 §3, and the user approved doc 31 on 1 November. It is in B's turn engine, which the alpha installs. The Overwhelmed endurance cost is spendRoom(o, 'overwhelmed') in the alpha's services. How Composure is drawn belongs to the Run HUD.
See also#
Turn-based encounters · Settle · Supported ground · Endurance
Sources#
215bfbf88:docs/game-balance/31-turn-based-encounters.mdb89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.jsb89f778c2:src/main-game/alpha/public/encounter/src/services/rest.js
What links here (36)
- Basic actions
- Board grid
- Breach
- Care VFX
- Companion stress
- Dendritic Gardens
- Endurance
- Expeditions (real-time prototype)
- Hearth boards
- Huddle
- Kit history
- Lessons
- Many Hands
- Pressure & Aftermath
- Pressure Front (real-time)
- Quiet Tract (real-time)
- Quiet Tracts
- Recruitment
- Relay Chain
- Room assembly
- Run HUD
- Settle
- Signal tuning
- Stand Fast
- Studios drills
- Supported ground
- Surfaces
- Tag Garden
- Threats
- Turn-based encounters
- Upgrades
- Vessel Margins
- Ward
- Ward VFX
- Warden
- Workshop tools