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# Profession and Skill Matrix
> Contract: exactly 12 base professions (`PR-B01..PR-B12`) and 24 advanced professions (`PR-A01..PR-A24`).
> Shared state definitions and chapter IDs are authoritative in `CAMPAIGN_AND_CHAPTERS.md`.
## Profession Rules
- A recruit equips one profession and two listed active skills; the listed passive is always active.
- A base profession is learned from its chapter license. An advanced profession requires mastery of both named base professions, its chapter trial, and the stated field proof. No advanced profession is a strict statistical upgrade: each narrows targeting or adds a failure surface.
- AI text is the default deterministic policy. Players may move one condition higher or lower in the later priority editor, but may not invent unavailable targets.
- Resource maximums are per unit and reset each encounter unless stated. `Tuned` reduces the next resource cost by 1.
## Base Profession Matrix
| ID / profession | Role and resource | Active skills and passive | Targets and default AI | Counters, synergies, advancement | Silhouette, animation, VFX, audio |
|---|---|---|---|---|---|
| `PR-B01` Linekeeper | Front protector. **Brace** max 3; gain 1 when hit in Front, once per 2 seconds. | **Set the Line** (2): self and ally directly behind gain 30 Guard and Anchored; **Shoulder Turn** (1): deal 70 power and push a Front target to Mid, or Expose it if movement fails. Passive **Held Ground**: preventing movement grants 1 Brace. | Ally behind self first; otherwise lowest-Guard Front ally. Use Set the Line before an enemy forced-move telegraph; Shoulder Turn against unanchored casters or for Expose. | Counters displacement and narrow melee; vulnerable to Hush and rear pressure. Synergy with `PR-B06` Marks and `PR-B11` Links. Advances toward `PR-A01`, `PR-A02`, `PR-A09`, `PR-A23`. | Tall rectangular shield and low lantern; two planted key poses, shield-turn impact, amber ground chevron, wood/metal brace knock plus low two-note pulse. |
| `PR-B02` Wayblade | Mobile melee. **Tempo** max 3; gain 1 after changing bands or striking a different target than last action. | **Crosscut** (1): move one band toward target, deal 2x45 power; second hit Marks if target differs from last action. **Return Step** (2): deal 80 power, move to prior band, and leave a 4-second 20% speed lane for an ally. Passive **No Refrain**: alternating targets makes the second action cost 0 Tempo. | Prefer reachable Marked target, then a target different from last. Return Step if below 45% vitality or ally can use lane. | Counters fragile Rear units and static hazards; countered by Anchored zones and retaliation. Synergy with `PR-B07` cadence and `PR-B10` Flow. Advances to `PR-A03`, `PR-A04`, `PR-A18`, `PR-A23`. | Split coat tails and paired short blades; readable out/back arcs, cyan foot-trail with distinct arrowhead, dry blade clicks and a rising step chime. |
| `PR-B03` Resonant | Mid magical striker. **Pitch** max 4; gain 1 when any unit gains or loses Tuned, maximum once per second. | **Harmonic Bolt** (2): 105 power to enemy matching the last element used by an ally, otherwise 80; **Detune** (3): 60 power to Mid/Rear and apply Hush, or remove Hush from an ally and make it Tuned. Passive **Listening Field**: first allied skill of each element reveals that element above the caster. | Detune an enemy with an armed secondary clause; cleanse allied Hush before damage. Otherwise select lowest-vitality valid target for Harmonic Bolt. | Counters clause-dependent casters; weak when team repeats one damage tag. Synergy with `PR-B07`, `PR-B12`, and Echo equipment. Advances to `PR-A05`, `PR-A06`, `PR-A13`, `PR-A24`. | Tuning-fork staff and asymmetrical ear mantle; concentric line VFX with shape-coded elements, fork strike and layered glass hum, lip-sync-free vocal breaths. |
| `PR-B04` Patchworker | Mid healer/cleanser. **Remedy** max 3; gain 1 when an ally falls below 60% vitality, once per ally per recovery above 70%. | **Quick Stitch** (1): heal 70 power; at under 35% target vitality also remove Exposed. **Shared Dose** (2): heal two lowest-vitality allies for 55 and transfer one removable debuff from each to self at half duration. Passive **Known Reactions**: after surviving a transferred debuff, gain Tuned. | Save Shared Dose for two injured allies or a dangerous cleanse; Quick Stitch the ally whose projected incoming hit would defeat them, not simply lowest current vitality. | Counters attrition and Exposed chains; vulnerable to Hush and self-debuff overload. Synergy with `PR-B05` Ward zones and `PR-B11` damage sharing. Advances to `PR-A07`, `PR-A08`, `PR-A20`, `PR-A24`. | Cross-body satchel and thread-ring focus, brisk stitch and two-vial toss poses, teal knot VFX, cloth snap/glass tap and warm three-note confirmation. |
| `PR-B05` Vergewarden | Front/Mid area defender. **Root** max 3; gain 1 when an enemy enters or leaves the warden's band. | **Briar Ring** (2): band gains a 6-second zone; first enemy entering takes 75 and becomes Anchored. **Shelter Seed** (1): plant on an ally; after 3 seconds grant 25 Guard, doubled if ally did not move. Passive **Patient Border**: zone expiry without triggering refunds 1 Root and heals weakest ally 25. | Place Briar Ring on a telegraphed destination, not current enemy density; seed a stationary caster or endangered Front. | Counters dives and forced lanes; countered by ranged focus and Hush. Synergy with `PR-B06` forecasts and `PR-B08` placed devices. Advances to `PR-A09`, `PR-A10`, `PR-A21`, `PR-A01`. | Crescent pruning shield and sprout pennant; seed-to-vine three-stage animation, green linework with square boundary, branch creak and soft soil thump. |
| `PR-B06` Pathfinder | Rear tactical ranged support. **Insight** max 4; gain 1 when a newly seen telegraph or variant appears, then 1 per correctly countered telegraph. | **Survey Shot** (1): 65 power, Mark target for 8 seconds and reveal its next target rule. **Safe Bearing** (2): choose ally; it ignores the next terrain hazard and gains 20% speed after avoiding it. Passive **Margin Note**: first hit on a Marked variant adds its counter icon to encounter UI. | Mark unresearched or highest-threat enemy. Safe Bearing on the ally selected by terrain or on the only available counter unit. | Counters hidden priorities and terrain; low raw output after patterns are solved. Synergy with every precision profession, especially `PR-B01` push and `PR-B09` execution. Advances to `PR-A10`, `PR-A11`, `PR-A12`, `PR-A17`. | Long sighting rod, folded maps, narrow triangular silhouette; line-of-sight sweep, crisp white route glyph, paper flick and wooden range-click. |
| `PR-B07` Chanter | Mid cadence support. **Verse** cycles Open -> Turn -> Close; acting advances it, and each stage changes one skill clause. | **Call and Answer**: Open grants next ally 15% power; Turn grants 20 Guard; Close makes ally Tuned. **Measured Rest**: skip own attack, heal all allies 20 and hold current Verse for one cycle. Passive **Room for Breath**: a Rest prevents the next allied Hush. | Choose Call recipient whose next action occurs within 2 seconds; use Rest before mass Hush or when three allies are below 70%. | Counters timing disruption and Hush; countered by speed variance and isolation. Synergy with `PR-B02` alternating cadence and `PR-B03` Pitch. Advances to `PR-A13`, `PR-A14`, `PR-A22`, `PR-A24`. | Ribboned handbell and open stance; three stage-specific poses and subtitle-safe mouth shapes, gold/blue/white beat marks, handbell motif with optional non-vocal accessibility layer. |
| `PR-B08` Relaywright | Mid device controller. **Heat** 0-5; devices add Heat, venting removes it; at 5 the next device is Hushed and self takes 40 damage. | **Arc Pylon** (+2): deploy 8-second pylon that strikes nearest Marked enemy for 35 every 2 seconds. **Bleed Valve** (-3): pylon bursts for 70 in its band, or without pylon grant adjacent allies 15 Guard. Passive **Useful Waste**: venting 3+ Heat makes weakest ally Tuned. | Deploy only if a Mark or 6-second stationary window exists. Vent at Heat 4+, or early to Break a low-stability telegraph. | Counters sustained stationary threats; countered by device destruction and forced movement. Synergy with `PR-B06` Marks and `PR-B05` zones. Advances to `PR-A15`, `PR-A16`, `PR-A03`, `PR-A20`. | Compact coil-pack and tripod silhouette; deploy, crank, rupture poses, orange line arcs with visible heat gauge, ratchet, coil buzz, pressure release. |
| `PR-B09` Veilrunner | Rear assassin/disruptor. **Cover** max 3; gain 1 after not being targeted for 3 seconds or when a decoy is hit. | **Slip Between** (1): move to mirrored band, become untargetable during travel, then 70 power to lowest-Guard enemy. **Unmake Tell** (2): delay an enemy telegraph 2 seconds and apply Exposed; bosses instead lose 20% stability. Passive **Seen Elsewhere**: first target selection against self each encounter chooses a harmless decoy. | Delay a telegraph only if party has a counter coming off cooldown; otherwise attack lowest Guard. Retreat when Cover reaches 0 and projected focus is high. | Counters slow telegraphs and vulnerable backlines; countered by band-wide attacks and Mark. Synergy with `PR-B06` and `PR-B10` decoys. Advances to `PR-A17`, `PR-A18`, `PR-A22`, `PR-A11`. | Hood with split reflective scarf, diagonal low profile; smear-free dash frames, black-violet afterimage with striped decoy outline, muted cloth snap and reverse tick. |
| `PR-B10` Currentcaller | Mid position/healing hybrid. **Flow** max 4; gain 1 whenever any unit is moved by a skill, once per second. | **Draw Current** (2): pull an ally one band toward self, cleanse Drift, heal 45. **Undertow** (3): move up to two enemies one band toward Front; enemies that cannot move take 65 and become Exposed. Passive **Circulation**: first allied forced move each 5 seconds grants that ally 15 Guard. | Rescue ally from armed hazard first; Undertow only when it clusters for an allied zone or converts blocked movement to Exposed. | Counters displacement and scattered ranged enemies; countered by enemy Anchored and Hush. Synergy with `PR-B01`, `PR-B05`, `PR-B02`. Advances to `PR-A19`, `PR-A20`, `PR-A04`, `PR-A16`. | Forked water baton and layered wave hem; continuous pull arcs with destination ghost, blue-white bands with dot pattern, ceramic wash and low water drum. |
| `PR-B11` Oathbinder | Front/Mid link tank. **Bond** max 3; gain 1 when linked units take different actions within 3 seconds. | **Twin Promise** (1): link two allies for 8 seconds; 25% direct damage to either is redirected to the healthier one. **Witness** (2): linked allies copy 40% of each other's next Guard gain or healing, whichever resolves first. Passive **Terms Kept**: a link expiring with both allies alive grants 1 Bond. | Link endangered ally to healthiest non-taunting ally; avoid linking two targets of the same area telegraph. Witness immediately before a forecast heal/Guard. | Counters focused damage; countered by area attacks and healing inversion. Synergy with `PR-B04`, `PR-B12`, mixed roles. Advances to `PR-A21`, `PR-A22`, `PR-A08`, `PR-A01`. | Two-loop cord focus and half-cape; visible tether slack/tension states, paired white/coral knot VFX, cord pull and paired heartbeat knocks. |
| `PR-B12` Signal Marshal | Rear command support. **Order** max 3; gain 1 when three allies execute different action tags in sequence. | **Priority Flare** (1): Mark an enemy and make the next allied single-target skill prefer it if legal. **Fallback Bell** (2): cancel an ally's queued basic attack, move it one band away from danger, and advance its next active skill by 1 second. Passive **Clear Dispatch**: Orders targeting three different allies grant self Tuned. | Flare Breakable or summoning target; Fallback only from a lethal forecast or to align a counter, never for small damage. | Counters target confusion and timing checks; countered by Hush and chaotic target bans. Synergy with varied-role parties and `PR-B03` Pitch. Advances to `PR-A23`, `PR-A24`, `PR-A12`, `PR-A14`. | Pennant spear and signal shutters; large readable point/recall poses, red-white geometric flare, bell strike and clipped drum command with no required speech. |
## Advanced Profession Matrix
| ID / profession | Role and resource | Active skills and passive | Targets and default AI | Counters, synergies, prerequisites | Silhouette, animation, VFX, audio |
|---|---|---|---|---|---|
| `PR-A01` Covenant Bulwark | Front link defender. **Article** max 3; gain when linked allies take different action tags. | **Shared Rampart** (2): self and linked ally gain 35 Guard; excess Guard becomes 1 Bond on `PR-B11` ally. **No One Cast Out** (3): intercept next hit on each band at 60% power. Passive **Plural Terms**: each different profession role among allies adds 5 Guard to first rampart, max 20. | Use intercept only against simultaneous forecast hits; link weakest role not already protected. | Counters multi-band bursts; area damage after intercept is its risk. Synergy `PR-B01`,`PR-B11`. Requires mastery `PR-B01`+`PR-B11`, `CH-03` trial, prevent three forced moves without repeating target. | Broad split shield joined by cords; three-band intercept silhouettes, amber/coral clauses as bracket VFX, shield chorus of three distinct knocks. |
| `PR-A02` Rift Lancer | Front puncture controller. **Reach** 0-3; gain per empty band between self and target. | **Long Measure** (all): 80+35 per Reach, pierces intervening enemies; **Pin the Gap** (2): spear a destination, first enemy moving through takes 90 and Anchored. Passive **Measured Distance**: forced movement never reduces Reach below 1. | Prefer maximum-distance aligned target; Pin only on forecast path. | Counters columns and dives; weak when surrounded. Synergy `PR-B01`,`PR-B06`. Requires `PR-B01`+`PR-B06`, `CH-03`, Break an elite from two bands away. | Extremely long collapsible lance; telescoping anticipation, ruler-line VFX, cable snap and resonant spear twang. |
| `PR-A03` Pulse Duelist | Mobile device fencer. **Beat** alternates Quick/Heavy; device triggers do not advance it. | **Quick Circuit**: 3x35 and move; on Quick gain Tempo. **Heavy Closure**: 125 to Marked target; on Heavy vent 2 Heat from allied device. Passive **Offbeat Entry**: crossing a pylon lane makes next strike ignore 20% Guard. | Alternate skills; break alternation only to escape lethal zone. | Counters single targets near devices; device loss reduces identity. Synergy `PR-B02`,`PR-B08`. Requires both masteries, `CH-03`, trigger pylon and melee hit within 1 second three times. | Rapier plus wrist coil, blue thrust/orange closure frames, square pulse trails, electric pluck followed by bass clasp. |
| `PR-A04` Gale Harrier | Mobile displacement striker. **Wake** max 4 from any moved unit. | **Slipstream Raid** (2): move through all bands, 45 to one enemy per band. **Crosswind Claim** (3): swap two units; enemies take 70, allies gain 20 Guard. Passive **Tailwind Debt**: two moves in 4 seconds apply Exposed to self. | Raid when 2+ bands occupied; swap for hazard counter before damage optimization. | Counters spread summons; self-Exposed punishes spam. Synergy `PR-B02`,`PR-B10`. Requires both, `CH-03`, rescue an ally with movement then defeat its attacker. | Winged scarf and hooked blades, clean band-to-band arcs, arrowed wind ribbons, flutter snap and three descending whistles. |
| `PR-A05` Prism Savant | Mid adaptive magic. **Facet** stores last three allied damage tags, unique only. | **Refract** (2): 45 per stored Facet with matching tag; **Blank Light** (3): consume facets to remove that many enemy buffs, then deal 50 each. Passive **Many-Colored Proof**: three unique facets make self Tuned. | Use Blank Light at 2+ meaningful buffs; otherwise target weakness matching rarest facet. | Counters layered buffs; uniform teams starve facets. Synergy `PR-B03`,`PR-B12`. Requires masteries, `CH-04`, resolve three tags inside one Break. | Triangular lens staff and segmented cape; color plus shape encoding, glass chord where each facet is separately audible. |
| `PR-A06` Echo Scribe | Rear repeat editor. **Margin** max 3 from non-Echo allied actives. | **Quoted Action** (2): create 40% Echo of chosen last ally skill. **Errata** (3): cancel an armed enemy Echo/repeat and make source Exposed. Passive **No Infinite Footnote**: own repeats cannot grant Margin or trigger repeats. | Quote highest utility legal skill, never pure damage below 80 power unless it Breaks. Errata before any enemy repeat. | Counters repeats and multiplies utility; Hush blocks quoted secondary clauses. Synergy `PR-B03`,`PR-B07`. Requires both, `CH-04`, finish a fight with three different Echo tags and no duplicate source. | Floating folio strips, writing gesture then translucent reenactment, ink-outline VFX, pen scratch resolving into source skill's softened audio. |
| `PR-A07` Lifewright | Mid delayed healer. **Graft** max 3 from overheal prevented. | **Future Scar** (1): mark ally; 60% of damage over next 4 seconds returns as healing after delay, cap 120. **Second Pulse** (3): revive a defeated summon/device or heal living ally 140; cannot revive recruits. Passive **Nothing Wasted**: overheal becomes up to 25 Guard. | Mark forecast focus target; never use Second Pulse on device if an ally forecast is lethal. | Counters predictable burst; delayed heal fails under Hush/timing displacement. Synergy `PR-B04`,`PR-B08`. Requires both, `CH-04`, recover 300 delayed damage without a defeat. | Grafting hook and luminous thread spool; wound trace reverses visibly, heartbeat swell without medical alarm mimicry. |
| `PR-A08` Balm Judge | Mid triage arbiter. **Case** max 3, gain when debuff is transferred or link expires. | **Provisional Relief** (1): heal 60 and suppress one debuff for 5 seconds; it returns if battle persists. **Final Finding** (3): remove all suppressed debuffs and deal 50 per removed clause to their sources. Passive **Due Process**: cannot target same ally twice consecutively. | Provisional on most dangerous clause, rotating allies; Final at 2+ returns or before boss phase. | Counters debuff stacks; repeat-target ban creates triage risk. Synergy `PR-B04`,`PR-B11`. Requires both, `CH-04`, cleanse four distinct debuffs from three allies. | Scales-shaped medicine case, stamp and pour poses, cream/red docket icons, woodblock stamp and calming bottle tone. |
| `PR-A09` Briar Bastion | Front reactive zone tank. **Thorn** max 4 when zone is entered. | **Living Parapet** (2): Front zone grants 15 Guard per second to stationary allies, 5 seconds. **Root Reprisal** (3): 90 to all enemies that moved this cycle and Anchor them. Passive **Welcome Gate**: allies entering zone cleanse Exposed. | Establish before movement wave; Reprisal after 2+ enemy moves. | Counters dive waves; stationary artillery and Hush bypass it. Synergy `PR-B05`,`PR-B01`. Requires both, `CH-05`, protect all three bands with one zone cycle. | Tower shield grown through trellis, vertical vine rampart, deep root thud and rattling seed warning. |
| `PR-A10` Trail Architect | Rear terrain planner. **Plan** three tiles; placing fourth replaces oldest. | **Switchback**: place lane; first ally crossing moves twice and gains Anchored. **False Trail**: place enemy lure; next unbossed enemy path chooses it, then becomes Exposed. Passive **Mapped Escape**: one plan may be moved per encounter without cooldown. | Place against known telegraph destinations; never overlap plans. | Counters deterministic movement; random/immune bosses reduce value. Synergy `PR-B05`,`PR-B06`. Requires both, `CH-05`, make one hazard defeat another enemy. | Survey tripod and ribbon stakes; top-down plan overlay in battle plane, chalk tap and unfolding-map sweep. |
| `PR-A11` Farline Seer | Rear predictive sniper. **Horizon** max 3 from revealed target rules. | **Before the Step** (2): 130 to enemy if it has not acted this cycle, else 65. **Afterimage Census** (3): reveal next targets of all enemies and create decoy for each targeting Rear. Passive **Patient Sight**: not acting for 2 seconds adds 1 Horizon. | Fire on dangerous unacted target; Census at 3+ hidden targets or 2+ Rear threats. | Counters openers; fast retargeting and Hush. Synergy `PR-B06`,`PR-B09`. Requires both, `CH-05`, interrupt three enemies before first action. | Extra-long sighting frame and mirrored hood, narrow anticipation line, distant string pluck and soft shutter cascade. |
| `PR-A12` Quarry Warden | Rear focus commander. **Claim** max 3 from allies hitting Marked target with different tags. | **Name the Threat** (1): Mark, reveal stability and lowest resistance. **Measured Volley** (3): each ally queues 35-power tag-specific strike; only legal allies fire. Passive **No Wasteful Hunt**: overkill strikes retarget summons. | Claim highest forecast danger; Volley at three different eligible tags or during Break. | Counters priority elites; decoys and target bans fragment volley. Synergy `PR-B06`,`PR-B12`. Requires both, `CH-05`, coordinate four roles on one Mark. | Signal crossbow and quarry pennant, radial ally lines, four timbral clicks then unified impact. |
| `PR-A13` Chorus Keeper | Mid cadence stabilizer. **Harmony** stores up to 3 distinct resource types spent by allies. | **Common Meter** (2): next three allies act at fixed 1-second spacing and each gains 10 Guard. **Borrowed Note** (3): chosen ally gains 1 of a stored resource matching its profession. Passive **Different Voices**: duplicate resource types do not add Harmony. | Meter before linked telegraphs; Borrow only to enable a ready counter skill. | Counters timing disruption; uniform resource teams weaken it. Synergy `PR-B07`,`PR-B03`. Requires both, `CH-06`, complete six-action sequence with no repeated tag. | Three-ring bell frame, conductor pose with numbered ticks, polyrhythm resolving into a stable chord. |
| `PR-A14` Dissonant Envoy | Mid anti-buff support. **Discord** max 3 from enemy repeated action tags. | **Contrary Motion** (1): 70 and invert target's next speed buff into equal slow. **Unison Refused** (3): enemies repeating same tag become Hushed and lose 20 stability. Passive **Useful Argument**: first allied different-tag response gains Tuned. | Track repeated enemy tag; cast before buff or 3-unit unison. | Counters synchronized waves; varied enemies deny resource. Synergy `PR-B07`,`PR-B12`. Requires both, `CH-06`, Break an elite by interrupting a repeated tag. | Offset double bell and jagged mantle, opposing wave lines, controlled beating tones that resolve cleanly. |
| `PR-A15` Relay Smith | Mid deployable support. **Parts** max 4; devices expiring intact return 1. | **Bridge Node** (2): link two bands; first allied projectile through gains 40 power. **Salvage Recall**: remove device, heal it into weakest ally at 60% remaining duration value. Passive **Field Standard**: only one of each device type. | Bridge when ranged action queued; recall before destruction or phase move. | Counters distant armor; device pressure and movement. Synergy `PR-B08`,`PR-B11`. Requires both, `CH-06`, keep two different devices alive for 10 seconds. | Folding bridge antenna, magnetic assembly frames, orange/coral circuit lines, tool clacks and rising relay hum. |
| `PR-A16` Stormwright | Mid weather engineer. **Pressure** -3 to +3; movement pushes sign toward its direction. | **Headwind Coil** (2 absolute): push enemies one band; at positive Pressure also 70 damage. **Calm Engine** (set 0): cleanse Drift and give all units 10 Guard, allies twice. Passive **Forecast Debt**: using same sign twice Hushes next skill. | Choose sign to counter forecast movement; Calm when 3+ allies Drift or before sign repeat. | Counters weather, self-Hush punishes spam. Synergy `PR-B08`,`PR-B10`. Requires both, `CH-06`, cross both pressure extremes without ally defeat. | Barometer backpack and vane staff, signed arrow VFX, wind machine swell and pressure-valve cadence. |
| `PR-A17` Gloam Agent | Rear research assassin. **Secret** max 3 from revealing hidden rules without being targeted. | **Redacted Entry** (2): 100 to researched enemy; suppress its variant clause 5 seconds. **Witness Gone** (3): decoy takes next targeted skill and Marks attacker. Passive **Known Weakness**: +30 power against fully researched identity, not bosses. | Suppress dangerous variant before damage; decoy forecast targeted skill. | Counters variants; band-wide attacks and unresearched bosses. Synergy `PR-B06`,`PR-B09`. Requires both, `CH-07`, clear a variant encounter without triggering its clause. | Archive tabs on dark scout coat, paper-cut decoy, black/white redaction bars, page tear and damped impact. |
| `PR-A18` Mirrorfox | Mobile decoy duelist. **Reflection** max 3 when enemy hits decoy or mirrored band. | **Borrowed Stance** (2): copy target's Front/Mid/Rear preference for 6 seconds and gain 20 Guard. **Wrong Answer** (3): place decoy in mirrored band; hit explodes for 100 and swaps self there. Passive **One Original**: duplicate own skill is always Hushed. | Copy preference to evade focus; decoy only into forecast line. | Counters rigid target scripts; area attacks and Hush. Synergy `PR-B02`,`PR-B09`. Requires both, `CH-07`, cause four attacks to miss via two movement methods. | Fox-tail-shaped mirror ribbons, explicit striped decoy, glass tap and playful two-beat displacement motif. |
| `PR-A19` Undertow Sage | Mid enemy-position controller. **Tide** cycles Flood/Ebb. | **Floodgate**: pull all enemies toward Mid; moved enemies take 45. **Ebb Sentence**: push all away from Mid; blocked enemies Hushed. Passive **Moon Turn**: using opposite Tide within 4 seconds refunds 1 Flow to currentcallers. | Alternate; select action that moves 2+ or blocks a key clause. | Counters formations; Anchored enemies and scattered immunity. Synergy `PR-B10`,`PR-B03`. Requires both, `CH-07`, move every enemy twice in opposite directions. | Wide tide fan and moon dial, mirrored blue/silver arcs, surf inhale/exhale with firm click at turn. |
| `PR-A20` Brine Oracle | Mid cleanse/position healer. **Salinity** max 4 from cleansed movement/debuff effects. | **Salt Path** (2): chosen band cleanses one debuff from entrants for 5 seconds. **Preserving Current** (3): pull lowest-vitality ally, heal 100, and make its current buffs pause 2 seconds. Passive **Measured Dose**: same ally cannot receive both skills in 6 seconds. | Path before mass debuff; Current on lethal forecast or expiring key buff. | Counters debuff terrain; repeat-target restriction. Synergy `PR-B10`,`PR-B04`. Requires both, `CH-07`, preserve three different buffs through a hazard. | Salt-glass staff and flowing apron, crystalline lane not particle fog, shell chime and water draw. |
| `PR-A21` Covenant Weaver | Mid multi-link support. **Clause** max 4 from linked units choosing different actions. | **Threefold Accord** (3): link one ally per band; first heal/Guard on one shares 30% to others. **Amendment** (2): change one linked unit's incoming forced move into Tuned. Passive **No Majority Rule**: repeated role tags halve shared value. | Link varied roles; Amendment on key position holder. | Counters distributed pressure; uniform parties and area dispel. Synergy `PR-B11`,`PR-B05`. Requires both, `CH-08`, keep three-role link alive through boss telegraph. | Loom-frame focus with three colored cords, knot transitions, harp triad where each line remains distinct. |
| `PR-A22` Severance Adept | Rear anti-link disruptor. **Cut** max 3 from Hush prevented or enemy link broken. | **Clean Break** (1): remove one link/redirect; deal 90 to its source. **Merciful Silence** (3): Hush all units 2 seconds, allies gain 25 Guard, enemies lose 20 stability. Passive **Aftercare**: ally leaving Hush becomes Tuned. | Break enemy redirection immediately; global Hush only against decisive clause wave. | Counters links/repeats but delays allies too. Synergy `PR-B07`,`PR-B09`. Requires both, `CH-08`, prevent Hush then deliberately use it to Break. | Cord-cutting crescent and quiet veil, clean snapped-line VFX, single shears click followed by near-silence and soft return chord. |
| `PR-A23` Field Captain | Front mobile commander. **Initiative** max 3 from ally moving into commanded band. | **Advance by Names** (2): choose two different roles; they move toward selected band and gain 20 Guard. **Hold the Difference** (3): next three different action tags deal +35 power; repeated tag ends effect. Passive **Lead from Here**: first Fallback each cycle costs marshal 1 less Order. | Move only units outside armed hazards; activate Difference with three queued unique tags. | Counters formation checks; repeated tags waste window. Synergy `PR-B12`,`PR-B01`,`PR-B02`. Requires three masteries? Requires `PR-B12`+either `PR-B01` or `PR-B02`, `CH-08`, resolve a three-role linked telegraph. | Pennant-shield hybrid, sweeping group direction poses, colored role chevrons, field drum plus named nonverbal instrument cues. |
| `PR-A24` Concord Mediator | Rear capstone support. **Concord** max 4, one per distinct role action; duplicates reset count to 1. | **Working Agreement** (4): preserve two otherwise exclusive allied buffs together for 6 seconds. **Right to Reply** (2): after enemy skill, queue lowest-speed ally immediately at 70% power. Passive **Stable Difference**: at four distinct roles, party resists first Hush each 10 seconds. | Agreement only on actual exclusive buffs; Reply with ally holding a legal counter, else damage role. | Counters uniformity tests; fragile in duplicate-role teams. Synergy all mixed parties. Requires `PR-B12`+`PR-B03` or `PR-B07`, `CH-08`, complete three linked telegraphs with four roles. | Open circular staff with unmatched colored segments, interlocking-not-merging VFX, ensemble chord whose instruments remain separable. |
## Profession Coverage Audit
| Dimension | Coverage result |
|---|---|
| Exact counts | 12 rows beginning `PR-B`; 24 rows beginning `PR-A`; 36 total. |
| Active/passive completeness | Every row names two actives and one passive with a trigger, cost, state change, or exact power value. |
| Target/AI completeness | Every row states legal target intent and a default conditional priority. |
| Counterplay | Every row names at least one counter or failure surface; no profession is a pure upgrade. |
| Advancement | Base rows name branches; every advanced row names base mastery, chapter, and field proof. |
| Production | Every row specifies silhouette, authored action requirements, non-color-only VFX, and an audio identity. |
| Differentiation | Resources include accumulators, alternators, cycles, signed tracks, stored tags, placed plans, and links; no two rows share the same full decision loop. |