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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.