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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.