Jobs and company building

Working design. New events, appearances, mechanics, and political details remain proposals. See canon ledger.
Character level provides broad competence. Job rank unlocks abilities with earned JP. A unit equips one primary command set, one learned secondary command set, one reaction, one support trait, and one movement trait. Give the UI a complete explanation of job requirements. A character can change jobs freely in camp; field changes require returning to a safe location. Learned abilities persist.
Avoid permanent stat-growth traps: long-term character stats come mainly from character level and equipment, while the current job supplies a reversible modifier. A player experimenting with a healer should not ruin a swordsman. Ordinary equipment has strong identities and small upgrade ladders; avoid a constant flood of randomized loot.
Proposed launch job roster: twelve shared jobs
The later Academy class tree is canon for its own period. This proposal uses historical battlefield professions; it does not assert that future institutions already exist.
| Job | Tactical identity | Sample ability | Campaign use |
|---|---|---|---|
| Vanguard | Shield positioning and safe approaches | Interpose: protect adjacent ally | Train defensive militia |
| Archer | Elevation and lane control | Pinning Volley: restrict movement | Patrol roads |
| Scout | Mobility, flank attacks, observation | Mark Route: safe traversal | Reveal raid routes |
| Apothecary | Finite supplies, stabilization | Field Dressing: stabilize and remove bleed | Reduce recovery time |
| Acolyte | Controlled elemental offense | Ember Line: narrow delayed strike | Evaluate local elemental hazards |
| Sage | Protection and sustained recovery | Hearth Ward: temporary safe area | Improve recovery camps |
| Knight | Guard breaking and holding ground | Shield Break: damage Guard | Fortification inspection |
| Lancer | Reach and positional commitment | Brace: punish approach | Train anti-charge levies |
| Engineer | Structures, bridges, siege devices | Field Ramp: temporary traversal | Repair roads and mills |
| Standard Bearer | Resolve and formation support | Rally Standard: area resolve recovery | Reduce desertion |
| Spellblade | Weapon magic and costly burst | Tempered Edge: elemental next strike | Train mixed detachments |
| Envoy | Surrender, support, misdirection | Terms of Mercy: conditional surrender | Negotiate passage and prisoners |
Pyrrhus starts with a personal Wayfarer command set alongside ordinary jobs. Later Oathbearer abilities reflect relationships and hard-earned command, not proof that his blood makes him superior. Named companions get a small personal ability package rather than twelve additional bespoke jobs.
Example builds: a Knight with Apothecary rescue tools holds a corridor; an Archer with Scout movement reaches the mill roof; a Standard Bearer with Sage wards steadies a refugee escort; a Spellblade with Vanguard protection trades burst damage for an endangered ally's survival.
Recruitment comes from villages, freed captives, surrendered enemies, and contracts. Every recruit has a name, home province, one background trait, and a short personal note. Losing their home alters dialogue and willingness to accept harsh orders. Do not generate sprawling procedural biographies that the game cannot meaningfully acknowledge.
Equipment and progression boundaries
Five equipment slots: weapon, off-hand, armor, accessory, and supply kit. Two-handed weapons occupy the off-hand. Consumables draw from the equipped kit during combat and national supplies when replenishing at camp. Cosmetic armor variants are limited by job family; every item does not require a new body animation set. Personal keepsakes can carry narrative identity without occupying the strongest combat slot.
Earn most experience and JP from completing objectives, participating, and rescuing allies—not repeatedly striking a friendly unit. Training catches reserves up to a moving floor below the company median. Optional contracts consume campaign days and have finite rewards. This supports experimentation without an infinite grinding loop that makes war pressure meaningless.
Source document: 01-game-design.md