4.0 KiB
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:
- Fill mechanical gaps: Warden provides defensive depth, Inquisitor counters magic-heavy strategies
- Create counterplay: Inquisitor vs Mage/Necromancer, Beastmaster vs Rangers (nature vs nature)
- Avoid overlap: Each has a unique niche not covered by existing professions
- Support both layers: Each ability is meaningful in its respective game mode
- Enable interesting decisions: Intercept creates bodyguard tactics, Inspire creates action economy choices