obligation -- pack tether / unfinished contract pressure (needs meter) On needs the bar is labeled obligation (internal key still duty). A full green bar means clear (with your pack / contracts). An empty red bar means overdue -- apart from preferred packmates (Sam/Dean, Scooby ties). Critical Obligation keeps Echoes glued, convoy-sating, and reuniting before solo gym / barfly loops. Finishing a haunt, bleed, board hunt, or dungeon dispatch eases the bar. How you play 1. needs / needs <name> debug see Obligation band + pack glue 2. beckon / follow / group pack reunite and convoy (help beckon) 3. Hunt / haunt / mission close the contract to ease Obligation Alias: help duty See also: help needs | help beckon | help follow | help cadence