The Coordinator is the specialisation that delegates. Its skills work through a companion: a cell that joined you through its own story. Before the first recruit, the Coordinator is locked, and only the Sentinel and Warden are playable.
How it works#
| Skill | Slot | Effect |
|---|---|---|
| Direct | Bonus, every round | Your companion gets an extra move-and-act now, toward any target it can reach |
| Swap | Bonus, cooldown 3 | Trade places with your companion along an open line |
| Huddle | Reaction, once per 3 rounds | When a threat would hit you and your companion is adjacent, it takes the hit |
The Coordinator's flex choices are Engulf, Glide and Flex Ward.
Any class can bring a companion and give it orders by contact, pointing at a target within your own reach. Only the Coordinator can send it from a distance.
The lock#
On 31 October the user decided: "Keep it locked". The Coordinator, Direct, Swap and Huddle stay locked until the first companion is recruited, and the Studios Coordinator floor stays hidden. The user's reason: "having a helper too early game may make the game too easy".
- Recruitment is a quest outcome (see Recruitment). The first real recruit unlocks the class.
- One supervised try: in Act II (II3), a supervising resident may offer one Direct-style order to Mote, once. It grants no class, no Swap or Huddle and no reward.
- Kit v5 not approved: Claude B proposed a "solo-first" Coordinator that could direct support cells or a beacon. The user did not approve it as a pre-recruit class, but said its ideas "can also be integrated after coordinator is unlocked after the recruitment of the first helper".
Development#
- 27 October: a starter class that replaced the legacy Signal Beacon with a companion and Direct.
- 29 October (kit v4): Steer was removed; Swap was added.
- 2 November, lead's audit: two alpha hosts disagreed: one accepted the Coordinator at home and created a free generic companion, the other refused it in a room. The reconciled integration fixed this: the Coordinator and companions are gated by real recruitment, and no free generic helper exists.
- The bots drive only the Ranger, so Coordinator upgrades (Eager Friend, Shared Turn) are not measured.
See also#
Recruitment · Direct · Swap · Huddle · Kit history
Sources#
b89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.js215bfbf88:docs/game-balance/31-turn-based-encounters.md215bfbf88:docs/game-balance/28-recruits-rest-stops-economy.md215bfbf88:docs/ops/agent-messages/2026-10-31-claude-b-solo-skills-helper-income.mdb89f778c2:src/main-game/game/encounters.js- docs/ops/agent-messages/2026-11-02-lead-full-project-reconciliation-audit.md (working copy, not in Git)
What links here (51)
- Act I: The Long Wake
- Act III: What Stays After the Signal
- Act IV: The Interval
- An Errand That Was Already Underway
- Anchor & Pull
- Aster
- Attune
- Basic actions
- Care
- Direct
- Engulf
- Fen
- Flex Ward
- Glide
- Huddle
- Imprints
- Inventory HUD
- Kit history
- Lessons
- Link
- Live preview site
- Location verbs
- Long Reach
- Many Hands
- Memory Meadow
- Microglia
- Mote
- Orders VFX
- Pip
- Prologue: The Last Regular Evening
- Quests VFX
- Ranger
- Recruitment
- Rill
- Sentinel
- Settle
- Signal tuning
- Someone Else's Shift
- Stand Fast
- Studios
- Studios drills
- Survey
- Survey ribbon
- Swap
- The Uninteresting Ones
- Typography
- Upgrades
- Ward
- Warden
- Who Takes the New Road?
- Withdrawn story directions