Coordination
Coordination is the Action-faculty skill for the part of the body that calculates. Different limbs acting in concert — climbing, jumping, dodging, staying on the bike when a tuk tuk swerves at you. Where Instincts is the body that already moved, Coordination is the body that planned the move a fraction of a second before. It's the spine of any Kinetic build and the difference between an operant who looks composed under pressure and one who eats the pavement.
Stats
| Faculty | Faculty of Action |
| Resource | Fatigue (red) |
Strengths
- +Anchor stat for any Kinetic build — every preset Kinetic spec starts with Coordination at 4.
- +Handles the moment-to-moment physical fluency: dodging, balancing, footwork in tight spaces.
- +Pairs naturally with Instincts and Sensors for a body-first operant.
Costs
- −Burns Fatigue (red), the Action-faculty stress resource. Heavy use pushes you toward losing skill points permanently if the meter caps.
- −Doesn't help you in a conversation. Charismatic and Analytical builds get more mileage from leaving Coordination at 2–3 and investing elsewhere.
Description
Different parts of your body acting in concert. Agile and fluid movement.
Coordination is one of the five Action-faculty skills, alongside Doppelgäng, Instincts, Sensors, and Shadowplay. It's the conscious side of the body — the part that calculates movement.
Instincts is the part that already jumped. Coordination is the part that planned the jump a fraction of a second earlier — that placed your foot on the right brick, picked the angle, kept the rest of the limbs out of the way.
Where Instincts is a jittery rabbit, Coordination is the body's quiet professional. Doesn't shout — just lines up the next move. Expect it on the small physical interactions other skills skip: planting a foot, balancing on a moving deck, sitting down without scraping the chair. Climbing ledges, threading the Bootleg Bazaar crowd, footwork in a brawl, riding shotgun on a tuk tuk taking a corner harder than you'd like.
For 14-year CASCADE, Coordination is also the muscle memory of the job. The body knows where the doors are, where to sit so the room is in your line of sight, how to walk past a checkpoint without giving the carabineros anything to read. Five years in the Freezer hasn't erased that — but the rust is in this skill more than any other Action stat.
Faculty
Faculty of Action
Mechanics
Coordination checks resolve deliberate physical action — climbing, balancing, dodging, footwork. Burns Fatigue (red), the Action-faculty stress resource. Each check spends a bit of Fatigue; failed checks spend more. If the Action faculty stress meter caps at 20, the game permanently downranks one of the five Action skills — potentially Coordination itself. Preset starts: Kinetic 4, Charismatic 3, Analytical 2.
Builds & playstyles
**Kinetic (Action 4):** keep it there. The Kinetic identity is the operant who actually has a body that works, and Coordination is the load-bearing skill for that.
**Charismatic (Action 3):** enough to not embarrass yourself. Don't push higher unless rerolling into a hybrid.
**Analytical (Action 2):** you're going to fall over occasionally. Plan to talk past the physical scenes you'd otherwise fail.
No named Conditioning Thought buffs Coordination in the documented set. Spec through Skill Points, not Thoughts.