Add new profession proposals document (#4900)

This commit is contained in:
2026-01-28 17:19:05 -08:00
committed by GitHub
parent 558b2e54d6
commit 7bef82a419
+103
View File
@@ -0,0 +1,103 @@
# New Profession Proposals
This document proposes 5 new hero professions for Eagle0. Each profession has abilities for both the Eagle (strategic) and Shardok (tactical) game layers.
## Current Professions Reference
| Profession | Eagle Ability | Shardok Abilities |
|------------|---------------|-------------------|
| **Mage** | Control Weather | Lightning Bolt, Meteor, Freeze Water, Start Fire (enhanced) |
| **Necromancer** | Start Epidemic | Raise Dead, Fear |
| **Engineer** | (general) | Repair, Fortify, Build Bridge, Reduce (siege) |
| **Paladin** | Alms (prioritized) | Holy Wave |
| **Ranger** | Recon | Scout, Hide (enhanced), Brave Water (enhanced) |
| **Champion** | (general) | Challenge Duel |
---
## Proposed New Professions
### 1. HERALD (Morale & Communication Specialist)
**Fantasy:** The inspiring leader who rallies troops and carries messages across the battlefield.
**Eagle Ability: "Rally Province"**
- Spend vigor to boost recruitment in a province for one turn, or reduce unrest
- Synergy: Pairs well with provinces in turmoil or after losses
**Shardok Ability: "Inspire"**
- Target friendly unit within 3 hexes gains +1 action point this turn
- Creates interesting tactical choices about when to act vs. when to buff allies
- Cannot target self (prevents simple optimization)
---
### 2. ALCHEMIST (Fire & Transformation Specialist)
**Fantasy:** The mad scientist who manipulates the elements through science, not magic.
**Eagle Ability: "Transmute"**
- Convert one resource type to another in a province (gold to food or vice versa, at a loss)
- Provides economic flexibility during shortages
**Shardok Ability: "Wildfire"**
- Start a fire that spreads to 2 additional adjacent hexes immediately (not just at end of round)
- More aggressive than Mage's Start Fire but less controlled
- Cannot freeze water (that's magic, not science)
---
### 3. WARDEN (Defensive Specialist)
**Fantasy:** The stalwart defender who holds the line and protects allies.
**Eagle Ability: "Garrison"**
- A province with a Warden-led unit gets +1 to defense when attacked
- Encourages strategic placement of defensive heroes
**Shardok Ability: "Intercept"**
- Once per turn, when an adjacent friendly unit is attacked, the Warden's unit can take the hit instead
- Creates a "bodyguard" mechanic that protects valuable units
- Costs action points to maintain readiness
---
### 4. INQUISITOR (Anti-Magic & Intelligence)
**Fantasy:** The witch-hunter who counters supernatural threats and uncovers secrets.
**Eagle Ability: "Expose"**
- Reveal hidden information about enemy heroes in a province (stats, profession, vigor)
- Counter to Ranger's stealth/recon advantages
**Shardok Ability: "Dispel"**
- Cancel an active magical effect: stop a meteor cast, remove Fear from friendly unit, or reveal a hidden unit
- Direct counter to Mage and Necromancer abilities
- Creates meaningful profession rock-paper-scissors
---
### 5. BEASTMASTER (Animal Control)
**Fantasy:** The wild one who commands beasts and understands nature's fury.
**Eagle Ability: "Suppress Beasts" (Enhanced)**
- Already exists in game, but Beastmaster does it at reduced vigor cost
- Additionally: Can redirect beast attacks to enemy provinces instead of just suppressing
**Shardok Ability: "Beast Call"**
- Summon a wolf pack (weak undead-style unit) that attacks the nearest enemy
- Wolves act immediately but disappear at end of round
- Provides disposable units for screening or harassing archers
---
## Design Philosophy
These professions were designed to:
1. **Fill mechanical gaps**: Warden provides defensive depth, Inquisitor counters magic-heavy strategies
2. **Create counterplay**: Inquisitor vs Mage/Necromancer, Beastmaster vs Rangers (nature vs nature)
3. **Avoid overlap**: Each has a unique niche not covered by existing professions
4. **Support both layers**: Each ability is meaningful in its respective game mode
5. **Enable interesting decisions**: Intercept creates bodyguard tactics, Inspire creates action economy choices