24 KiB
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.