Final Fantasy: Jobs part 1
Hello! My schedule has changed and these posts will be coming a little earlier, on what is my Sunday evening. The general concept was to have them in by Monday, so nothing really changes.
Today’s addition to my Final Fantasy set is a few Hero cards, which premiered with Theros. I’ll be using the Final Fantasy Tactics: War of the Lions jobs for this, and will be splitting them in two posts.
The Hero cards are essentially the new version of Vanguard. First you pick an archetype to represent you (or multiple unique ones in the Hero case, i believe). You start the game with the card in your Command zone and can use its abilities (if any) at will, as if the card were on the battlefield. The FFT jobs felt like a nice fit for this type of card, and provided me with a wealth of content.
I hesitated with adding flavor text because it takes up a lot of space, but eventually stuck with it.
We start with a particularly tricky card. The Squire is one of your starter jobs; it’s not particularly great at anything, but it does come with the JP Boost ability, which allows you to gain Job experience faster. That’s what the mechanics represent. The reason it’s tricky is that the additional card is very powerful, and it might be too powerful even with the lower hand size. Reduced by three felt too harsh, though.
The Chemist is your second starter job and is your basic healer, throwing healing items at characters.
The Knight seems weird, but it’s part of a loose cycle. The ability represents their Arts of War skills, which can be used to destroy equipment. A reusable ability of this sort is too powerful, so i chose to make it a one-time thing.
The Archer’s Aim ability allows the character to charge for a number of turns and loose an attack that deals damage proportional to the number of turns charged.
The White Mage has a wide array of healing and protective spells, while the Black Mage is your classic magic damage dealer. Nothing too fancy here.
Another part of the one-time-use cycle, the Thief’s main abilities mostly revolve around the stealing of items.
The Monk eschews most equipment in exchange for dealing massive damage with their bare hands. They do have abilities which could be considered spells, but the restriction clause felt like a proper trade-off for their primary combat damage focus. I feel that this might be too powerful, but it does force you to build your deck around it.
The Mystic deals with all sorts of buffs and debuffs. I chose to represent their Dispel skill, which removes beneficial status ailments from the target (i.e. enchantments).
The Time Mage bends space-time to their whim. While technically the net gain of the ability is zero, because all players get an extra turn, getting two turns in a row can be extremely beneficial. It can also be a political tool depending on the playing order. Potentially too powerful, as anything involving extra turns is.
Next week i’ll post the remaining jobs. Until then!