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Limit Break Sysem [In Testing]

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Limit Break Sysem [In Testing] Empty Limit Break Sysem [In Testing]

Post by Oblivion Tue Oct 16, 2012 12:09 am

To further attempt to integrate some of the Final Fantasy mechanics into this campaign, we're going to attempt a rather simple version of the Limit Break mechanism. This system will be open to adjustment until a finalized version is agreed on, so feel free to post or suggest alterations or improvements.

What is a Limit Break?

For the purposes of this campaign, a "Limit Break" is when a character has endured enough abuse to push themselves beyond their normal capabilities for one reason or another, hence the name - after taking a sufficient beating, one can break their limits. A Limit Break allows a character to strike more accurately, hit harder, act faster, cast better, or otherwise improve their capabilities beyond their normal extents.

BE WARNED!!! Most monsters or lower-class foes won't be able to, but some enemies will have access to this same system - as will ALL "Boss" enemies.

Limit Points

The core of the Limit Break system is Limit Points. The system is exceptionally simple: for every 10 points of Hit Point damage a character endures, they gain 1 Limit Point. This effect is both continuous and cumulative - if a character is whalloped for 31 points of damage in a single blow, they gain 3 Limit Points; if another character takes 11 damage from one hit, 7 from another, 5 from a third, and 8 from a fourth (for a total of 31) they also gain 3 Limit Points, though it takes the second example longer.

Damage stopped by Resistance or Reduction does not add to the Limit Point pool, but damage stopped by Immunity does. For example, a Fire Genasi struck by a fireball spell would not gain any progress towards gaining a Limit Point if all of the spell's damage was stopped by their Fire Resist 5; however, a Fire Elemental struck by the same spell would "absorb" the damage through its Immunity and thus gain Limit Points. The only exception to this rule is Immunity to Physical damage, provided by things like Incorporeality.

There is no maximum to how many Limit Points a character may have at one time. However, the Limit Point pool is reduced to zero any time the character becomes unconscious - whether this is from dropping below 0 HP, being knocked unconscious with nonlethal damage, or because they've gone to sleep/reverie/whatever rest their race uses. The only exception to this rule is if they have been reduced to unconsciousness as a result of an immediate combat action (such as a sleep spell) and their HP is still 1 or greater; such characters retain their Limit Points. Under most circumstances, Limit Points will remain until dropped to -1 HP or lower or until the character rests at the end of the day.

Using Limit Breaks: Activation, Spending, Levels and Restrictions

Activating a Limit Break is a Free Action that is usually used in concert with another type of action - making an attack, damage, or skill roll, casting a spell, using certain items, or the like. The most basic Limit Breaks provide a bonus on these actions or improve them in some way; the more advanced ones will either have a greater bonus, a stronger improvement, or cause an automatic success without need for a roll. See the Limit Breaks and Levels chart below for details.

To activate a Limit Break, Limit Points must be spent. A Limit Break's cost is equal to its Limit Level times ten: a 1st-level Limit Break costs 10 Limit Points, a 2nd-level costs 20, 3rd 30, 4th 40, and 5th 50.

Multiple Limit Breaks cannot be used at once at this time (this may be open to revision after the system has had some testing).

To access a Limit Level, a character must be of sufficient level. The level restrictions are listed in the chart below.

Limit Breaks and Levels

Level One: Requires Level 1 or higher
  • Add your level as a Limit Bonus to an attack or skill roll ***
  • Use any Skill as if Trained (including +3 Trained bonus)
  • Add 5 feet to movement rate for one round/level
  • Add +1 to damage with all attacks and spells for one round/level
  • Ignore 5 points of energy resistance for one round
  • Add a 1-level Metamagic (Still, Silent, etc.) without increasing the spell level

Level Two: Requires Level 4 or higher
  • Ignore Autofailure/Fumble on a Natural 1 ***
  • Automatically confirm a Critical threat ***
  • Resolve a physical attack roll as a Touch Attack ***
  • Use a Skill Trick you do not possess
  • Add 10 feet to movement rate for one round/level
  • Add +2 to damage with all attacks and spells for one round/level
  • Maximize all damage rolls for one round
  • Increase your size bonus to CMB/CMD by one category for one round/level
  • Ignore 10 points of energy resistance for one round
  • Ignore DR/Silver for one round/level
  • Add a 2-level Metamagic (Empower, etc.) without increasing the spell level
  • Add +2 to attempt to defeat SR for one spell

Level Three: Requires Level 7 or higher
  • Take a Natural 19 on a roll (cannot crit on attack rolls with this)
  • Reroll a Natural 1 ***
  • Add a single extra attack at full BAB to a full-attack action
  • Increase critical multiplier by 1 ***
  • Increase critical threat range by 2 (stacks with Keen/Imp Crit) ***
  • Use a Skill Trick you do not qualify for
  • Add 15 feet to movement rate for one round/level
  • Add +3 to damage with all attacks and spells for one round/level
  • Aura of Chaos: Reroll all max damage die and add them to total, keep rolling until no more die come up max, lasts 1 round
  • Increase your size bonus to CMB/CMD by two categories for one round/level
  • Ignore 15 points of energy resistance for one round
  • Ignore DR/Cold Iron for one round/level
  • Add a 3-level Metamagic (Maximize, etc.) without increasing the spell level
  • Add +4 to attempt to defeat SR for one spell

Level Four: Requires Level 10 or higher
  • Improve Autosuccess to full crit range ***
  • Gain Pounce for one round
  • Increase critical multiplier by 2 ***
  • Increase critical threat range by 4 (stacks with Keen/Imp Crit) ***
  • Add 20 feet to movement rate for one round/level
  • Add +4 to damage with all attacks and spells for one round/level
  • Aura of Chaos for one round/level
  • Increase your size bonus to CMB/CMD by three categories for one round/level
  • Ignore 20 points of energy resistance for one round
  • Ignore DR/Adamantine for one round/level
  • Add a 4-level Metamagic (Quicken, etc.) without increasing the spell level
  • Add +6 to attempt to defeat SR for one spell

Level Five: Requires Level 13 or higher
  • Take a Natural 20 on a roll (you CAN crit with this one)
  • Gain Pounce for one round/level
  • Increase critical multiplier by 3 ***
  • Add 30 feet to movement rate for one round/level
  • Add +5 to damage with all attacks and spells for one round/level
  • Increase your size bonus to CMB/CMD by four categories for one round/level
  • Ignore half of Damage Immunity for one round
  • Ignore DR/Crystal for one round/level
  • Ignore SR for one spell


Feel free to suggest other options, reorganization of options, etc. Note that Metamagic-based Limits do not require you to have the appropriate Feat to use.
***: May be activated after a roll is made.
Oblivion
Oblivion
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