not sure if this is intended or discussed already (i checked like three or four pages back in this forum and didn't see anything that stood out to me as addressing this), but i noticed a funny quirk while adventuring.
so i run adventure often with a bard, a scout, and two rangers. usually i make sure my scout has high perception, but sometimes i end up using a bard with higher perception than the scout just because their spite stat was really good and i didn't want to find another cat with lower perception.
that setup puts me in an awkward situation: i rally using my bard on one of my rangers, while the other ranger one is too far to be included. on my scout's turn, i then want to call to action to buff my remaining ranger. this is probably intended, but the call to action will overwrite the rally (despite rally being the bigger buff), which is slightly annoying, but understandable.
i don't put block on my scouts and bards. so one time, after buffing with my scout the previous turn and then buffing with my bard on the current turn, i thought to myself, "i should just skip my scout's current turn because i'd rather have the +2 die on just one cat atm"
apparently if you do just that, the call to action just doesn't go away, no matter how many turns pass? this only seems to happen if the buffing cat does not take any action on their turn other than "do nothing". taking damage or being attacked does not affect this.
tried it with rally, and same result. you can have a permanent rally +2 die on your cats as long as the bard does not move or take any action for the rest of the encounter.
not terribly gamebreaking, definitely pretty interesting, so i wanted to share it here.
edit: here's a video of it happening! i don't get the enemy to hit me in this one but it shouldn't break the loop on the buff either. i used an action to break the infinite loop of the buff at the end.