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Profession Catalog

Exact topology: 12 base professions, two regular advanced professions per base, and 6 hidden hybrids. A profession is a reusable combat ruleset, never a unique recruit identity.

Schema And Cadence

Each row supplies role, preferred line band, basic action, local resource, passive, upgrade transformation, target/reach rule, counter, synergy, automatic cadence, and production handoff. Core systems own numeric formulas and final timing values; content owns what changes and why the player would choose it.

fast, steady, and slow cadence are relative scheduling bands. AI clauses are evaluated left to right at action-ready time. They may inspect only visible state. If no clause is legal, the profession uses its basic against its declared fallback target.

Base Professions

ID Name; role; band Basic action; resource; passive Regular upgrades Target/reach and AI cadence Counters; synergies Production needs
PF-B01 Hearthguard; front-hold; front Shield Knock hits foremost reachable and Guard 1 neighbor. Guard gained when struck, spent to intercept one neighbor hit. Set Feet: cannot be pushed while Guarded, but steps slower. PF-A01, PF-A02 reach 1; steady: intercept lethal neighbor hit, refresh own Guard, then Knock nearest. Countered by rear pressure and Guard stripping; enables slow casters and adjacency items. P/O/A/V/S: broad shield overlay, brace/knock family, square amber guard cue, wood-metal block event.
PF-B02 Edgehand; single-pressure; front/center Testing Cut hits nearest exposed enemy. Edge gained on alternating targets, spent to finish a marked target. No Waste: overflow damage becomes one Edge, not splash. PF-A03, PF-A04 reach 1; fast: finish legal low target, alternate target for Edge, then nearest exposed. Countered by decoys and heavy protection; likes marks and enemy reorder. P/O/A/V/S: paired short-blade overlay, alternating slash poses, chevron Edge cue, dry cut/finish pair.
PF-B03 Longspoke; reach-control; center Measured Thrust strikes through one unit. Poise gained by attacking without moving, spent to extend reach or resist pull. Keep Distance: loses Poise after a step. PF-A05, PF-A06 reach 2; steady: interrupt approaching short-reach threat, pierce aligned front pair, then foremost. Countered by forced movement and rear divers; protects center damage through controlled reach. P/O/A/V/S: modular polearm, plant/thrust/pivot family, straight-line white cue, haft plant and air-cut events.
PF-B04 Wayrunner; reorder; any Passing Strike swaps with the neighbor ahead after hitting. Momentum gained per distinct position visited, spent on a long step. Open Route: allies moved through are briefly unpushable. PF-A07, PF-A08 reach 1; fast: escape marked danger, fill exposed front gap, then cycle toward least-visited position. Countered by roots and narrow safe bands; enables position triggers and rescues fragile units. P/O/A/V/S: light hooked blade, run/brake/swap family, footprint cue, cloth rush and heel-stop events.
PF-B05 Farstring; projectile-pressure; rear Draw Shot targets foremost legal enemy; each uninterrupted shot gains Aim, spent to select rearmost. Clear Arc: loses Aim when an ally is pulled behind the Farstring. PF-A09, PF-A10 line reach projectile; steady: spend Aim on dangerous rear caster, hit marked target, then foremost. Countered by projectile screens and rear intrusion; likes stable protection and target marks. P/O/A/V/S: bow family, draw/loose/reacquire, arc-and-notch cue, bow snap and distinct blocked shot.
PF-B06 Riftcaller; area-pressure; rear Rift Spark hits foremost and echoes lightly to its neighbor. Charge gained while wind-up completes, spent to widen an area. Unstable Weave: interruption clears Charge. PF-A11, PF-A12 line spell reach; slow: widen against clustered pair, punish summoned unit, then Spark highest cluster value. Countered by interrupts and forced retarget; likes time protection and grouping effects. P/O/A/V/S: focus rod, two-stage channel/cast, forked diamond cue, rising tone with captioned discharge.
PF-B07 Kindhand; restore; center/rear Tending Pulse heals lowest-vitality reachable ally. Remedy gained when healing actual loss, spent to cleanse one hindrance. Honest Care: overheal grants no Remedy. PF-A13, PF-A14 reach 2 allied; steady: prevent lethal forecast, cleanse action-blocking status, then heal lowest ratio. Countered by split pressure and heal denial; likes Guard, shared damage, and predictable cadence. P/O/A/V/S: satchel and hand-lamp, assess/tend/cleanse, open-circle cue, soft chime plus captioned cleanse.
PF-B08 Bondwright; enable; center Joining Thread lightly damages an enemy and links the caster to one neighbor. Bond gained when linked units use different action tags, spent to share Guard or Remedy. Tension: same-tag repeats fray the link. PF-A15, PF-A16 reach 2; steady: repair broken useful link, share resource before threshold, then hit linked enemy. Countered by isolation and repetitive parties; amplifies mixed roles and alternating cadences. P/O/A/V/S: knot-frame focus, cast/tie/release, braided line cue with shape dashes, two-tone pluck event.
PF-B09 Coilsmith; construct; center/rear Tool Tap attacks nearest threat. Parts gained every second basic, spent to deploy a one-footprint device behind self. Pack Up: stepping salvages half unspent Parts but removes device. PF-A17, PF-A18 reach 1 basic; steady: replace destroyed device, trigger safe utility, then Tap nearest device threat. Countered by rear compression and device hunters; likes stable order and Parts equipment. P/O/A/V/S: tool rig and compact device kit, place/tune/pack, cog-square cue, ratchet and device-state events.
PF-B10 Gloamreader; impair; rear Dimming Word damages the enemy with highest current cadence and applies Hindered. Omen gained when a debuff expires, spent to extend a different debuff. No Echo: cannot extend own same tag twice. PF-A19, PF-A20 line spell reach; slow: stop imminent major action, extend ally-applied status, then dim fastest enemy. Countered by cleanse and staggered immunity; likes varied statuses and long fights. P/O/A/V/S: tablet veil, inscribe/close/release, broken-ring cue, whispered consonant texture with captions.
PF-B11 Bellkeeper; tempo; center Time Bell strikes nearest and advances the slower neighbor's next basic. Verse gained when allies act in three different cadence bands, spent to delay an enemy wind-up. Offbeat: repeated band gives no Verse. PF-A21, PF-A22 reach 1/line delay; steady: delay major action, advance restorative neighbor, then strike nearest. Countered by silence and uniform-speed builds; enables slow wind-ups and cadence alternation. P/O/A/V/S: handbell frame, strike/listen/cutoff, three-bar cue, pitch-coded but fully captioned bell events.
PF-B12 Packwarden; supply; center/rear Rationed Blow hits nearest; every third basic creates one Supply, spent to refresh a neighbor's item cooldown or grant a safe retreat step. Inventory Rule: cannot target self twice in succession. PF-A23, PF-A24 reach 1; steady: enable urgent item, move endangered rearward neighbor, then build Supply. Countered by item lock and isolation; supports proc gear and replaceable front lines. P/O/A/V/S: pack-frame and tally tags, handoff/strike/guide, stacked-tab cue, buckle and counted click events.

Regular Advanced Professions

ID Name; parent; transformation Role/band; action and resource change Target/reach and automatic cadence Counters; synergies; branch opposition Production needs
PF-A01 Gatebearer; PF-B01; interception becomes directional front-hold/front; Gate Arc intercepts only attacks crossing the bearer, refunding Guard when prediction is correct. reach 1; reserve Guard for crossing attacks, then protect neighbor behind. Rear-origin attacks bypass it; superb with fragile unit directly behind. Opposes PF-A02 aggression. O/A/V/S: tall gate shield, swing-open brace, doorway cue, resonant latch block.
PF-A02 Ramward; PF-B01; Guard becomes forward displacement control/front; Driving Wall spends Guard to push foremost enemy and follow into the new front. reach 1; push channeling or short-reach threat, otherwise maintain Guard. Immovable enemies waste its conversion; groups enemies for area roles. Opposes PF-A01 protection. O/A/V/S: convex shield, two-step drive, wedge cue, shove impact layers.
PF-A03 Lastlight; PF-B02; Edge wagers on execution finish/front/center; Final Measure reserves all Edge; kill refunds half, survival leaves user Exposed. reach 1; wager only when visible forecast crosses defeat threshold. Barriers and death prevention punish wager; marks improve forecast. Opposes PF-A04 patience. O/A/V/S: narrow dueling blade, held finish pose, closing-line cue, silence-then-hit event.
PF-A04 Turnblade; PF-B02; Edge becomes a deterministic counter pressure/front; Turn Aside reserves one Edge as an explicit Block charge against the next eligible direct component targeting self. Trigger TURNBLADE_RETURN declares observed_role=actual_recipient, outcome_ids=AO_BLOCKED, component_tags=direct+block_eligible, once_scope=action, and allow_derived=false; it queues Return Cut against the source next tick. reach 2 counter; reserve Edge only for a telegraphed Block-eligible component due before the next basic; fire Return Cut only while its source remains legal and reachable, otherwise log the suppressed source reason. Unblockable/area components and sources beyond reach deny the return; readable single-target telegraphs and reach control enable it. Opposes PF-A03 execution. O/A/V/S: guard-ring blade, brace/return family, AO_BLOCKED square-to-arrow cue, parry scrape and return cut.
PF-A05 Hookmarshal; PF-B03; Poise controls enemy order reach-control/center; Crook Pull spends Poise to pull a reach-legal enemy one position forward. reach 2; pull protected caster when counterline can absorb it, then thrust. Pull immunity and front traps punish it; empowers Edgehand and short reach. Opposes PF-A06 static damage. O/A/V/S: hooked polearm, catch/haul, hooked-line cue, chainless wood-and-cloth pull.
PF-A06 Sunlance; PF-B03; Poise becomes piercing setup pressure/center; Noon Line spends all Poise to pierce every intervening enemy with declining effect. line reach; fire only through two or more legal targets, else build Poise. Spacing and forced movement collapse value; grouping and stable front enable it. Opposes PF-A05 reorder. O/A/V/S: long bright spear, extended plant/cast, straight sunbar cue, layered pass-through hits.
PF-A07 Relayknife; PF-B04; movement hands timing to allies enable/any; Pass The Turn spends Momentum on swap, advancing the swapped ally's basic while delaying own. adjacent ally; rescue endangered unit or advance a ready counter before cycling. Roots or selfish carry builds reduce value; slow high-impact basics benefit. Opposes PF-A08 self-routing. O/A/V/S: baton knife, tap-and-pass motion, paired footprints, handoff click.
PF-A08 Backdraft; PF-B04; full-line route becomes attack reorder-pressure/any; Wake Cut damages each unique enemy passed while sprinting rear to front, then becomes Exposed. line traversal only when path is open; retreat after wake if threatened. Occupied path and focus fire punish it; Guard and pull setup open routes. Opposes PF-A07 ally timing. O/A/V/S: scarf blade, full-line sprint, tapered wake cue, sequential rush hits.
PF-A09 Pinseeker; PF-B05; Aim selects action parts precision/rear; Joint Pin spends Aim to delay a telegraphed movement or interruptible wind-up instead of dealing full damage. line projectile; pin highest-impact legal telegraph, otherwise preserve Aim. Screens and uninterruptible actions counter it; Bellkeeper extends pin windows. Opposes PF-A10 coverage. O/A/V/S: pin bow, low draw, joint-cross cue, taut snap with delayed thunk.
PF-A10 Rainbow; PF-B05; Aim becomes distributed volley area/rear; Falling String spends Aim to strike three distinct legal targets; cannot repeat one target. line projectile; volley at three targets, otherwise basic to build Aim. Single durable enemy wastes breadth; debuff-on-hit gear multiplies it. Opposes PF-A09 precision. O/A/V/S: split-limb bow, upward release, three-notch cue, staggered arrow rain.
PF-A11 Stormledger; PF-B06; Charge chains by cadence area/rear; Rolling Sum jumps to the next enemy whose action is later, losing power each jump. line spell; start on fastest enemy when at least two later targets exist. Uniform timing and isolation limit chain; tempo delays reshape the sequence. Opposes PF-A12 focused channel. O/A/V/S: page-rod, sequential cast, numbered bolt cue, pitch-descending chain.
PF-A12 Hollowstar; PF-B06; Charge is stored through interruption at a cost pressure/rear; Held Rift preserves Charge when interrupted but applies self Hindered; release focuses one target. line spell; retain through one interruption, release at marked high-threat enemy. Repeated interrupts compound delay; Guard and cleanse protect payoff. Opposes PF-A11 distributed chain. O/A/V/S: dark aperture focus, brace/release, hollow diamond cue, muted charge then bass impact.
PF-A13 Fieldmender; PF-B07; Remedy follows moving patients restore/center; Walking Triage heals a target then swaps it one step rearward if the space relation is legal. allied reach 2; extract lowest-vitality exposed ally, otherwise cleanse. Reorder locks and rear pressure counter extraction; front replacements benefit. Opposes PF-A14 delayed care. O/A/V/S: sling lamp, support-and-step, rear arrow in circle, bandage rustle and step.
PF-A14 Aftercare; PF-B07; Remedy schedules future healing restore/rear; Promise Dose spends Remedy now to heal after target's next action, stronger if it takes damage first. allied reach line; schedule on forecast target, never duplicate an active promise. Burst before trigger defeats it; predictable tanks and action acceleration enable it. Opposes PF-A13 immediate extraction. O/A/V/S: sealed vial lamp, tag-and-release, hourglass-cross cue, delayed glass chime.
PF-A15 Chainhost; PF-B08; one Bond links three different roles enable/center; Third Knot extends a link through both neighbors; any same-tag repeat frays both sides. adjacent network; build only with three distinct action tags, share to weakest side. Displacement and role duplication break it; mixed cadence lines gain coverage. Opposes PF-A16 pair focus. O/A/V/S: triple knot frame, three-hand sweep, tri-braid cue, three-note pluck.
PF-A16 Burdenmate; PF-B08; Bond transfers a chosen cost protect/center; Take The Clause moves one visible hindrance or item cooldown from neighbor to self, gaining Bond. neighbor only; take action-blocking cost if self can still act, then share resource. Isolation and nontransferable boss tags stop it; cleanse and self-cost equipment enable it. Opposes PF-A15 network breadth. O/A/V/S: split knot frame, pull-to-chest, divided-circle cue, tension snap.
PF-A17 Sentrymaker; PF-B09; Parts create rear projectile device construct/rear; Needle Post occupies one footprint behind user and shoots user's last basic target. mirrored line reach; deploy only with rear room, retune when target invalid. Rear compression/device hunters remove it; marks stabilize target. Opposes PF-A18 frontline trap. O/A/V/S: fold-out post, plant/aim/fold, tripod cue, clockwork shot events.
PF-A18 Snarewright; PF-B09; Parts arm a vacated position control/center; Latch Tile triggers when an enemy is pushed or pulled across its indexed line position. position target; arm ahead of predicted reorder, otherwise conserve Parts. No displacement means dormant value; Hookmarshal and Ramward trigger it. Opposes PF-A17 repeated shots. O/A/V/S: flat latch kit, place/arm/spring, toothed-square cue, clamp event.
PF-A19 Paleoracle; PF-B10; Omen copies expiry timing impair/rear; Borrowed End makes a different hindrance expire when the copied source expires, sharing cleanse risk. line spell; pair long ally status with urgent enemy status. Cleanse removes both schedule value; varied debuff durations enable planning. Opposes PF-A20 consumption. O/A/V/S: twin tablet, cross-inscribe, linked broken rings, paired whisper cutoff.
PF-A20 Dreadtaster; PF-B10; consumes hindrance for burst pressure/rear; Bitter Proof removes one enemy hindrance to damage and expose it based on remaining duration. line spell; consume just before cleanse or kill window, never erase needed control early. Premature use wastes setup; many short debuffs and finishers enable it. Opposes PF-A19 duration control. O/A/V/S: tasting needle and veil, draw/strike, collapsing ring cue, inhale-to-crack event.
PF-A21 Marchbell; PF-B11; Verse synchronizes basics tempo/center; Common Step spends Verse so both neighbors' next basics resolve together after the slower one. neighbors; synchronize complementary basics, avoid simultaneous overkill. Area interrupts and redundant targets punish sync; combo tags and shared target rules benefit. Opposes PF-A22 enemy denial. O/A/V/S: broad bell, two-side conducting, paired bars cue, merged beat event.
PF-A22 Quietus; PF-B11; Verse cancels sound-tagged wind-ups control/center/rear; Held Clapper spends all Verse to interrupt one sound or command telegraph, then self-silences. line control; reserve for preview-tagged major action, otherwise advance ally. Non-sound threats bypass it; forecast and cleanse support the self-cost. Opposes PF-A21 ally acceleration. O/A/V/S: wrapped bell, catch-clapper pose, crossed-wave cue, sudden mix duck with caption.
PF-A23 Trailfactor; PF-B12; Supply alters post-battle offers supply/rear; Field Sample marks first defeated enemy family; post-battle shop guarantees one matching counter tag, spending stored Supply. battle reach 1; sample novel threat, use Supply on urgent item refresh. Repeated familiar enemies lower value; diverse routes and missing counter gear reward it. Opposes PF-A24 immediate line logistics. O/A/V/S: sample pack, tag/scoop/ledger, specimen-tab cue, cork and pencil events.
PF-A24 Lineporter; PF-B12; Supply moves equipment triggers enable/center; Hand Carry transfers one unused once-per-battle item trigger to a legal neighbor; item itself stays equipped. neighbor only; move a trigger to the unit with legal target, else retreat-step endangered ally. Bound/self-only items cannot transfer; proc gear and mixed eligibility benefit. Opposes PF-A23 future offers. O/A/V/S: open-frame pack, pass token, hand-arrow cue, clasp-release event.

Hidden Hybrid Professions

Hidden hybrids are optional rule conversions, not a third branch owed to every base. A recruit must master both listed bases, complete the visible run deed, and accept the listed lock. Every base participates in exactly one path.

ID Name; required bases; visible deed; lock Role/band; core rules Target/reach and automatic cadence Counters; synergies Production needs
PF-H01 Warmantle; PF-B01 + PF-B07; prevent a lethal hit then restore that unit in one battle; locks personal direct damage item triggers front-restore/front; intercepted loss becomes Care Debt; basics pay debt before generating Guard, and paid debt heals the protected neighbor. reach 1; intercept only survivable debt, pay oldest debt, then Shield Knock. Anti-heal turns debt dangerous; delayed-heal gear and stable adjacency excel. P/O/A/V/S: mantle shield, brace/tend cycle, stitched-square cue, block resolving into heartbeat.
PF-H02 Danceshear; PF-B02 + PF-B11; alternate three targets on three cadence bands; locks heavy Guard equipment tempo-pressure/front/center; Edge is gained by landing exactly between neighbor actions; spend to cut an enemy wind-up shorter or longer. reach 2; alter a telegraph only when it changes collision with ally timing, else alternate targets. Silence and uniform cadence deny setup; Marchbell and multi-hit gear create windows. P/O/A/V/S: bell-hilt blades, beat-step cuts, split metronome cue, blade/bell hybrid events.
PF-H03 Horizon Reaver; PF-B03 + PF-B05; defeat a rearmost enemy without changing party order; locks reach-1-only equipment projectile-reach/center/rear; plants polearm as a guide, making next shot pierce to rearmost, then must recover the guide with a basic thrust. line reach; guide only when rear target matters, recover before another guided shot. Forced movement cancels recovery; stable front and marks enable precise rear removal. P/O/A/V/S: bow-spear assembly, plant/draw/recover, horizon line cue, taut shot with haft return.
PF-H04 Switchwright; PF-B04 + PF-B09; trigger a device from three different positions; locks immobile-device items reorder-construct/any; carries one device while stepping; each new indexed position changes its mode: guard, strike, then pull ally rearward. adjacent/device reach; choose route by needed third mode, avoid cycling through danger. Roots and full lines stop modes; position-trigger gear compounds planning. P/O/A/V/S: backpack automaton, carry/drop/switch, numbered footprint cue, three-mode mechanical motif.
PF-H05 Eventide Scholar; PF-B06 + PF-B10; interrupt a charged cast and use the retained hindrance to win; locks instant-cast items area-impair/rear; interrupted Charge becomes Shadow Text that can be placed on an enemy; its next hindrance expiry releases the stored area cast. line spell; accept one safe interrupt, place text on durable target, then seed expiry. Cleanse before expiry erases cast; Aftercare timing and varied hindrances support it. P/O/A/V/S: split light tablet, collapse/inscribe/release, eclipsed diamond cue, reversed charge audio.
PF-H06 Covenant Factor; PF-B08 + PF-B12; share three different resources without repeating a recipient; locks self-only item refresh enable-supply/center; Bond tracks declared loans of Guard, Remedy, Parts, Verse, or Supply; repayment on recipient action yields one flexible Credit. neighbors then reach 2; loan what recipient can spend next, use Credit on broken link or item cooldown. Resource lock and isolation create bad debt; mixed professions and proc gear reward it. P/O/A/V/S: ledger-knot frame, loan/mark/close, linked tabs cue, stamped pluck events.

Topology And No-Filler Audit

Base Regular choices Hidden participation Decision split
PF-B01 PF-A01, PF-A02 PF-H01 intercept direction vs forward push vs care debt
PF-B02 PF-A03, PF-A04 PF-H02 execution wager vs counter timing vs cadence cut
PF-B03 PF-A05, PF-A06 PF-H03 pull vs pierce vs guided projectile
PF-B04 PF-A07, PF-A08 PF-H04 ally handoff vs route attack vs mobile device
PF-B05 PF-A09, PF-A10 PF-H03 telegraph pin vs broad volley vs guided pierce
PF-B06 PF-A11, PF-A12 PF-H05 timing chain vs retained focus vs delayed expiry cast
PF-B07 PF-A13, PF-A14 PF-H01 immediate extraction vs delayed heal vs care debt
PF-B08 PF-A15, PF-A16 PF-H06 network breadth vs cost transfer vs resource loans
PF-B09 PF-A17, PF-A18 PF-H04 rear sentry vs crossed-position trap vs mobile modes
PF-B10 PF-A19, PF-A20 PF-H05 expiry pairing vs status consumption vs stored cast
PF-B11 PF-A21, PF-A22 PF-H02 ally synchronization vs sound denial vs cadence cut
PF-B12 PF-A23, PF-A24 PF-H06 future counter offers vs trigger transfer vs resource loans

No advanced row is a scalar upgrade. Each exchanges targeting, timing, order, resource flow, or risk ownership, and each production brief exposes that change through motion, shape, audio, captions, and reduced-motion alternatives.