Limit Breaks


Limit Breaks are special abilities, which require no MP to use and are only accessible after a character sustains a substantial amount of damage. There are two different methods of achieving Limit Breaks (it is suggested that the GM choose one method and use only that one).

METHOD ONE
Limit Breaks are accessed through the build up of a special Limit Meter that increases when damage is taken. When the Limit Meter is completely filled, the Limit Break will be available whenever the character is next able to perform an action. Limit Breaks do not need to be used immediately, and even if the battle ends, the character will still be able to access his Limit Break whenever he starts battle again; however, as long as the Limit Break is accessible, a character cannot use Techs or his normal attack.

The Limit Meter has a maximum value equal to twice a character's maximum HP. Once a character's Limit Meter reaches its Break Level (in other words, when it is full), the meter does not fill up anymore.

When a character is hit by a weak-damaging attack (one that takes away less than 25% of the character's max HP), the Limit Meter increases at a one-to-one ratio with the loss of HP. For stronger attacks (25-50% of the character's max HP), the Limit Meter increases at double the rate of the loss of HP. For extreme attacks (those that take 50% or more of a character's max HP), the Limit Meter increases at three times the rate of damage.* (Therefore, if a character looses more than two-thirds of his max HP in a single blow, he will immediately access a Limit Break.) Also note that damage inflicted by an allied character (even if confused) does not increase a character's Limit Meter. When a Limit Break is used, or if the character dies, the Limit Meter resets to zero.

* Additional option: If a character below his Break Level is attacked and receives enough damage to increase Limit Meter to twice his Break Level or more, then the character's Limit Break will inflict twice the damage (or heal twice as much) as it normally would. In this case when a character is hit with an attack that takes over 75% of his max HP, his Limit Meter will increase at four times the rate of damage.

METHOD TWO
This method is more like that of FF8 and FF6 (yes, there were limit breaks in 6, but they were unbelievably rare). Limit Breaks are randomly accessed while making your attack's accuracy roll (much the same way as critical hits), or when using a Tech. If triggered, the character will immediately use his Limit Break instead of his chosen action. Note that this negates the MP cost of using a Tech.

The likelihood of accessing a Limit Break increases as the character's HP decreases. Until the character has less than 50% HP, there is no chance of a Limit Break. From 25-50% HP, the character must roll between a 1 and 5 on his accuracy. Between 10 and 25% HP, he must roll a 10 or less. Under 10% HP, any value 20 or less will cause a Limit Break. If the character is using a Tech, make a seperate roll on a percentile dice to determine if the Limit Break is triggered. Weapons, Armor, Relics, or other items do not affect a character's chance of accessing a Limit Break.

EFFECTS
A Limit Break may have almost any effect normally found in Zodiac. It may heal, revive, cause physical damage, magical damage, status effects, etc. It is created as though it were a normal Tech with a level equal to two greater than the highest level tech in the character's possession (with a maximum level of 8)**. Limit Breaks may not involve the following secondary effects: Amplify, Limited Uses, or Sacrifice.

**The GM may decide to allow characters to retain older Limit Breaks when they gain a new one. If so, the character may choose to use any one of the Limit Breaks in his possession when they become accessible.

ADDITIONAL OPTIONS
Should the GM desire a more FF7-like feel to Limit Breaks, the following options may be applied (note: these are modifications to Method One):

FF7 (1) - Break Levels
In this method, a character's Limit Meter does not always max out at the same level. Instead, the Break Level (the point on the Limit Meter where the character's Limit Breaks are accessed) varies with the level of the Limit Break. In essence, the stronger the Limit Break, the more damage the character must sustain to access it.

Limits are broken down into 4 groups. The first group (referred to as "Limit Level" 1) will contain the equivalent of a level 2 Tech, and a level 3 Tech. Limit Level 2 will have a 4 and 5 Tech; Limit Level 3 a 6 and 7 Tech; and Limit Level 4 an 8 Tech. The character must decide what Limit Level he is trying to achieve before battle begins, and he may only use the attacks on that level.

The Break Level for each Tech is proportional to the Limit Level of the attack. Limit Level 1 is equal to 100% of the character's max HP. Level 2 is equal to 150%; 3 is equal to 200%; and 4 is equal to 250%. Remember that the build up of the Limit Meter is the same as in Method One.

FF7 (2) - Gaining Limits
In this method, Limit Breaks are not gained based on what Techs a character possess; rather, they are gained based on the number of times the character uses his Limit Breaks and the number of battles he wins. To gain the next attack on the same Limit Level, the character must have used the previous attack at least 6 times. To gain the next Limit Level, the character must destroy 20 enemies. This means that he must have the last attack against the enemy.

Side note: if you wish to use this method but not FF7 (1), you may have the character advance Limits whenever they have used their previous Limit Break 8 times.

FF7 (3) Ultimate Limit
At the GM's discretion, the characters might not gain their final Limit Breaks when they achieve a certain Limit Level. Instead, the characters must find a specific item (usually in a side quest) that gives them that Limit Break. However, should the character find his item early, he may not learn it until he would be able to acquire the limit normally.