# Roster The minions you hire are persistent named characters, not fungible workers. This is one of the most important design choices — it's where the game gets its heart. ## Identity - Named characters with portraits, traits, backstory blurbs. - Roster cap of ~10–30 (raises with Guild Rank). - Killable / loseable in the worst case (see expeditions). - You grow attached. That's the point. ## Classes (working set) - **Gatherer** — herbalist, miner, hunter, fisher subspecialties; biome-specific yield. - **Soldier** — escorts gatherers into hostile zones; defends the guild hall in raid events. - **Engineer** — operates workshops; subspecialties: smith, alchemist, weaver, jeweler, etc. Each unlocks/upgrades a station type. - **Merchant** — boosts sale prices, unlocks distant markets, runs caravans. - **Scholar / Cartographer** — generates recipe hints, scouts new zones, deciphers relics. - **Beastmaster** — tames creatures from expeditions for unique materials and companion bonuses. Subspecialties unlock at level milestones. Classes are fixed at hire; subspecs branch later. ## Traits Rolled at hire. Modify outcomes across systems. Examples: - Greedy (better loot rolls, occasional pocketing) - Brave (resists fear/morale events, lower retreat chance) - Lucky (chance to upgrade craft quality band when assisting) - Devout (better at enchanting, immune to corruption) - Ill-tempered (rivalry chance, refuses to team with certain trait combos) - Drunk (random; may sleep through an event, may roll a critical, narratively rich) Trait pool gets richer as you go. Some traits are gained or lost via expedition events. ## Paper-doll portraits Layered sprite composition (no runtime AI): - Base character art in a fixed pose/perspective. - Gear pieces (helmets, chestpieces, weapons, cloaks, accessories) are transparent overlay sprites in the same pose. - Engine composes them at runtime: `base + helmet + chest + weapon + ...`. - Hire-time variety from layered face/hair/skin/costume sprites combined combinatorically — small library, lots of unique-looking applicants. Trade-off: characters live in a fixed pose. Standard 2D RPG constraint, fine. ## Relationships (Nemesis-style texture) Emerge from shared expeditions: - **Bonds** — combat/teamwork bonuses for paired minions. - **Rivalries** — extra negative event chance when forced together. - **Mentorships** — XP transfer; senior minions train juniors. - **Grudges** — refuse to team after a betrayal event. Open question: how mechanically deep should this go? Could be flavor only, or could become a real meta-game. ## Hiring - Daily refreshed applicant pool at the Guild Hall. - Pool quality scales with Guild Rank reputation. - Each applicant: portrait + name + class + traits + one-line backstory (all from authored pools, combinatorial). - Hiring costs gold; firing costs a bit of reputation; resignations happen if morale tanks.