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		Hlyn rolled 20 100-sided dice:
		65, 20, 48, 42, 20, 55, 96, 82, 55, 64, 42, 42, 44, 31, 22, 50, 58, 54, 72, 91
		Total: 1053 (20-2000)
	 
 
  
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                     Posted: Tue Feb 24, 2009 6:51 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            House Rules! The first, largest and most important house rule is!d% Rolls, for checks and the likes will be done using  d100s!  Because we have that functionality when we post!  It shall make our lives that much easier rather then rolling two ten-sided die.          
        
        
		        
		         
     
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		Hlyn rolled 20 100-sided dice:
		85, 93, 71, 35, 2, 62, 5, 12, 82, 81, 53, 40, 83, 66, 70, 10, 72, 69, 74, 54
		Total: 1119 (20-2000)
	 
 
  
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                     Posted: Tue Feb 24, 2009 6:53 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            ORD Material: Limit Breaks Break Basics
  All limit breaks are categorized into 4 different categories: Consecutive Hit, Transformation, Gambler, and Special Attack/Healing. Consecutive Hit limits are based off Tifa’s limits. Transformation limits are based off of Vincent’s limits. Gambler limits mimic Cait Sith’s limits (and several Gambler class abilities). Special Attack/Healing limits encompass the ‘normal’ limits used by characters like Cloud, Barret, Aeris, etc. and have the largest variety of customizable options. 
  Most limit breaks are split up by levels ranging from one to four with each level possessing 2 limits save for the 4th limit level which possesses one limit break (the character's ultimate attack). The higher the level, the more powerful the limit break is. The catch, however, is that higher level limit breaks require more damage to charge up the limit break then the lower level ones. The way we measure the charge-up for limits is called the 'Limit Gauge'. For each point of damage sustained, one point goes toward your limit Gauge. When the gauge reaches its peak, you can unleash your limit break of choice. So just how much damage does it take to reach the limit on the Gauge? It depends on the level of the limit and your current Maximum HP.
 
 Quote: Limit lvl..........Total HP ......1................HP x 1   (100%) ......2............... HP x 1.5 (150%) ......3................HP x 2   (200%) ......4................HP x 2.5 (250%) 
  Instead of switching Limit levels and setting your limit gauge back at 0, (As in FF7, which you could use if you really wanted...) here is another way. Think of it like using a Sword Technique in FF6. You can do weaker limits immediately, or you can wait until you've taken more damage, and perform a more powerful limit. So if a character has taken 245% of his Max Life in damage, he could: 
  *Do a Level 1 Limit *Do a Level 2 Limit *Do a Level 3 Limit *Wait 5% more and do a Level 4 Limit. 
  If you are at 245%, and perform a Level 1 Limit, then your meter is reset, just like normal. Also, unlike the e-game, if you have your Limit Break available, you have the option of performing a normal attack instead of only being able access other commands. This makes much more logical sense (I can cast a spell, but I can't swing my sword...)
 
  Special Status Conditions
  Several status conditions have additional effects when the Limit Break System is used. These conditions and their effects are:  Berserk - In addition to the regular effects of Berserk, a character suffering from this status gains 2 LP toward their limit gauge for every point of damage taken. Of course, since characters can only physically attack while berserked, they can’t use their limits unless the condition is cured.  Spirit Up - The ‘invigoration of mind and soul’ caused by Spirit Up has the added effect of causing a character with this status to gain 2 LP toward their limit gauge for every point of damage taken.  Spirit Down/Break - The ‘hopelessness and depression’ caused by Spirit Down/Break has the added effect of causing a character with this status to only gain 12 the normal amount of LPs toward their limit gauge when damaged. 
 
  Building the better Limit Break
  Back to business at hand: creating limit breaks. Each of the different forms of limit breaks possess their own section below. Each category has their own unique options and you are allotted 15 x limit lvl creation points to purchase whichever options you want for that limit. We’ve provided the game mechanics, now you just need to put the limits together and use your imagination.  Most limits involve the use of certain weapons or martial art moves. Usually, they are modeled for one specific type of weapon that the character is fond of. Using limits with different weapons is okay as long as it isn't something completely different from the original weapon for the limit.  Okay: Cloud using a katana instead of a sword.  Not Okay: Cloud trying to use one of Yuffie’s shuriken instead of a sword... 
  There are also several other important things to note in regards to Limit Breaks.
 
 Quote: Limit Breaks that have no damage altering options attached to them do the same damage as a regular physical attack.  Limit Breaks do not require an attack roll, and as such always hit.  It is not possible to Mimic a Limit Break.  All weapon properties other than those that directly increase the character's stats are ignored  when performing a Limit. 
 
  Limit Break Styles
  Consecutive Hit
  Learned at lvl: 1/1-1, 1/2-10, 2/1-20, 2/2-30, 3/1-40, 3/2-50, 4/1-60  This is mostly used by martial artists and is modeled after Tifa's limit breaks. With Consecutive Hit breaks, you deliver one attack after another for a combination of moves. The drawback of this style is you only get half normal Creation Points rounded down (5/15/20/30) for designing techniques (since you're pulling off a series of attacks, they start off doing less damage then similar level limit breaks) and there is a potential to miss with each attack as well as deliver extra damage. The way this works is that for each attack, you roll a d10. The results depend on the level of the break- the higher level the break, the more likely you'll miss.
 
 Quote: Level 1.....................Level 2:........Level 3 & 4: 1-3: miss!..............1-2: Miss!...........1: Miss! 4-7: Hit!.................3-8: Hit!.............2-9: Hit! 8-10: Yeah!............9-10: Yeah!........10: Yeah! 
  Miss! results in a miss, a Hit! results in a hit at 50% damage, and Yeah! results in a hit at normal damage. I'd like to stress that the limits should come out as a 7-hit Combo. For instance, Tifa starts off with an uppercut (beat rush), then a Kick (somersault), then a sweep kick (water kick), then a suplex (meteo drive), a follow-up uppercut (dolphin blow), another strike (meteo strike), and then the final strike (final heaven).
 
  Transformation
  Learned at lvl: 1/1-1, 1/2-10, 2/1-20, 2/2-30, 3/1-40, 3/2-50, 4/1-60  First off, players who take this style should put some thought into how and why they can transform. A couple examples include a half-esper's alternate forms, a robot that can transform into bigger nastier forms, or characters like Vincent who were genetically altered. This style causes the character itself to transform into a different being when the limit break is unleashed. For this limit type, you get 15 x limit level CP for each limit as well as limit lvl+1 TP (Transformation Points – more about these later). You must use your CP to purchase two separate attacks per form. No more than ¾ (rounded down to the nearest multiple of 5) of your CP may be spent on one single attack (e.g. 1=10, 2=20, 3=30, 4=45). While transformed, the character may only use these two attacks, and must roll to see which attack is used and what enemy is targeted.  A Transformation ends either at the end of combat or when the character is knocked unconscious. Additionally, while transformed the character’s limit gauge cannot increase. In addition to the two limit attacks per form, Transformation offers further customization options. When creating a transformation limit, the player can choose to alter his base statline by small amounts, in order to create an alternate form that is very strong, fast, etc. Any changes to statistics must be balanced out through equal reductions (e.g. STR+4, MAG-4). A single stat may be increased or decreased by up to limit lvl+1 points, and the maximum number of stat points that can be moved is equal to (limit lvl x 2)+2. The player may NOT increase any stat higher than 30 in this manner.  The final aspect of Transformation Limits is TP. As mentioned above, the character receives limit lvl+1 TP (Transformation Points) per form. which may be used to either by extra stat points on a 1-1 ratio or other abilities from the list below. However, no more than 6 stat point per limit lvl may be purchased using TP, and these still do not allow the player to advance any stat past 30.
 
 Quote: TP OptionsHP +10%: -1TP R: Element: -1 TP I: Single status effect: -1 TP Auto Float (for flying forms): -1TP I: Element: -2 TP Convert 10% MP to HP: -2TP A: Element: -3 TP I: status category (e.g. Mystify, Transform): -3 TP SOS Status: Varies -1TP: Protect, Shell, Spirit Up, Armor Up, Mental Up -2TP: Haste, Magic Up, Power Up, Agility Up, Reflect -3TP: Aura, Regen, Vanish  
  In addition to these, the character may take negative effects to give them additional TP. However, a character cannot gain more than limit lvl+6 extra points in this manner.
 
 Quote: W: Element: +1 TP HP -10%: +1 TP Rampage: +1-3 TP Auto Zombie: +1 TP MP=0: +1-2 TP When the character reverts to their original form their MP is automatically reduced to 0.  This gives 1 TP to most characters, but 2TP to the following classes: Any of the Mage Jobs as well as Red Mage and Blue Mage. Rampage: While transformed, the character enters a fit of absolute rage in which he cannot determine friend from foe.  Whenever the character attacks, they have to roll 1d6 to determine whether they strike an enemy or an ally. 1 TP Version: 1 = Attack ally, 2-6 = Attack enemy 2 TP Version: 1-2 = Attack ally, 3-6 = Attack enemy 3 TP Version: 1-3 = Attack ally, 4-6 = Attack enemy None of these effects may be taken more than once. 
 
  Gambler
  Learned at lvl: 1-1, 2-20  Built after Cait Sith's limits, The Gambler Style only possesses one level 1 limit (Dice) and one level 2 limit (Slots). Other styles could be made up if the player wants (one based on cards for instance), but it would have to replace Slots. 
  Dice This Limit starts with one d6 at Level 1, and receives an additional die at Levels 10, 20, 30, 40, 50, and 60. Roll the respective d6's and multiply the result by 10, ignoring the enemy's Armor and M. Armor ratings. This is the amount of damage the dice inflict. The multiplier on the dice’s damage increases to 15 at lvl 20, and to 20 at lvl 40. 
  Slots This type of Limit Break is very similar to the Gambler class ability of the same name; however it’s much more customizable. The limit works as follows: To determine the attack used, roll 2d6 and consult the table below: Combination Result Power
 
 Quote: 1-1.............5 CP + 5 / 20 lvls (max 15CP).......Counts as Lvl 1 Limit 2-2.............10 CP + 5 / 20 lvls (max 20CP).....Counts as Lvl 2 Limit 3-3.............10 CP + 5 / 10 lvls (max 30CP).....Counts as Lvl 2 Limit 4-4.............15 CP + 5 / 10 lvls (max 40CP).....Counts as Lvl 3 Limit 5-5.............20 CP + 5 / 10 lvls (max 50CP).....Counts as Lvl 3 Limit 6-1.............Joker’s Doom     6-6.............25 CP + 10 / 20 lvls (max 70CP)...Counts as Lvl 4 Limit All.......................Roll 1d6 Others.................1 = 5 CP.............................Counts as Lvl 1 Limit ...........................2-5 = 10 CP........................Counts as Lvl 1 Limit ...........................6 = 15 CP...........................Counts as Lvl 1 Limit NOTE: for the purpose of your Limit Gauge, consider Slots a second level limit. 
  Joker’s Doom: This Limit will instantly kill a number of targets equal to half the targets on the battlefield. It does not discriminate between friend and foe. This counts as a Death effect, but is not blocked by any natural or equipment based resistance or immunity to Death effects (e.g. I biggrin eath) except that granted to Super Boss type creatures and possibly some Boss type creatures.
 
  Special Attack / Healing
  Learned at lvl: 1/1-1, 1/2-10, 2/1-20, 2/2-30, 3/1-40, 3/2-50, 4/1-60  This set of limit breaks basically covers all the ‘normal’ limit breaks that do not fall under the specialized types listed above. It consists of 7 limit breaks, 2 first lvl, 2 second lvl, 2 third lvl, and 1 fourth lvl. You are allotted 15 x limit lvl CP to purchase Attack Options for these limits. The Attack Options chosen thus define the effect of your limit breaks, be it extra damage or a ranged spell-like attack.  Healing limits are the same as Special Attack limits, except they are restricted to the Healing Options list.
 
  Attack Options
  Applicable for: Consecutive Hit limits, Transformation limits, Special Attack limits, Gambling limits 
  Double Damage  CP Cost: 5  Available: level 1+ Transformation, Special Attack, or Gambler limits  The character pulls off an attack, inflicting 200% damage. This cannot be combined with: any other X Damage attributes (250% Damage, Triple Damage, Supreme Damage) or Magic Damage attributes 
  250% Damage  CP Cost: 15  Available: level 2+ Transformation, Special Attack, or Gambler limits  The character pulls off an attack, inflicting 250% damage. This cannot be combined with: any other X Damage attributes or Magic Damage attributes 
  Triple Damage  CP Cost: 25  Available: level 3+ Transformation, Special Attack, or Gambler limits The character pulls off an attack, inflicting 300% damage. This cannot be combined with: any other X Damage attributes or Magic Damage attributes 
  Supreme Damage  CP Cost: 35  Available: level 4 Transformation, Special Attack, or Gambler limits  The character pulls off an attack, inflicting 350% damage. This cannot be combined with: any other X Damage attributes or Magic Damage attributes 
  Extra Damage 1  CP cost: 5  Available: all Consecutive Hit limits  The character pulls off an attack, inflicting an extra 25% damage. (e.g. a hit dealing 50% damage would instead do 75% damage, NOT 50% x 1.25) This cannot be combined with: Extra Damage 2 
  Extra Damage 2  CP cost: 10  Available: level 3+ Consecutive Hit limits  The character pulls off an attack, inflicting an extra 50% damage. (e.g. a hit dealing 50% damage would instead do 100% damage, NOT 50% x 1.50) This cannot be combined with: Extra Damage 1 
  No Damage  CP cost: -5  Available: All Transformation, Special Attack, or Gambler limits  The attack inflicts no combat damage. This cannot be combined with: any X Damage attributes, any Magic Damage attributes, Foe-Bane, HP or MP Drain, Split Damage, Magic Breaker, Piercing, or Ignore ARM/MARM. (Most of which because it would be pointless to combine them) 
  Extra Attack  CP Cost: 20-40  Available: level 3+ Transformation, Special Attack, or Gambler limits  Notes: 3 attacks at level 3, 4 at level 4 max.  The character pulls off a second attack (20 CP) and may be multiple times extra attacks for another 10 points per attack (i.e. 4 attacks would require 40 CP). This cannot be combined with: any Magic Damage attributes  NOTE: If this limit option is taken, any other limit options must be purchased separately for each attack. (e.g. 2 attacks both with Double Damage would cost 30 CP) 
  Magic Damage 1  CP Cost: 5  Available: level 1+ Transformation, Special Attack, or Gambler limits The character can pull off a long ranged attack- a laser beam, a lightning bolt, a stream of energy, and so on. The attack does ((8 + 2 per 7 lvls - max 12) x MAG) + (level x 1.5) + 2d6 elemental damage. This cannot be combined with: any other Magic Damage attributes or any X Damage attributes. Progression: lvl 1 - 8xMAG, lvl 7 - 10xMAG, lvl 15 - 12xMAG 
  Magic Damage 2  CP Cost: 15  Available: level 2+ Transformation, Special Attack, or Gambler limits Similar to Magic Damage 1, but the attack does ((8 + 2 per 5 lvls - max 22)x MAG) + (level x 2) + 3d8 elemental damage. This cannot be combined with: any other Magic Damage attributes or any X Damage attributes.  Progression: lvl 20 - 16xMAG, lvl 25 - 18xMAG, lvl 30 - 20xMAG, lvl 35 - 22xMAG 
  Magic Damage 3  CP Cost: 25  Available: level 3+ Transformation, Special Attack, or Gambler limits  The next to ultimate Magic attack, it does ((12 + 2 per 5 lvls - max 34)x MAG) + (level x 2.5) + 4d10 elemental damage. This cannot be combined with: any other Magic Damage attributes or any X Damage attributes.  Progression: lvl 40 - 28xMAG, lvl 45 - 30xMAG, lvl 50 - 32xMAG, lvl 55 - 34xMAG 
  Magic Damage X  CP Cost: 35  Available: level 4 Transformation, Special Attack, or Gambler limits  The ultimate Magic Damage attack, it does ((20 + 2 per 5 lvls - max 52)x MAG) + (level x 3) + 5d12 elemental damage. This cannot be combined with: any other Magic Damage attributes or any X Damage attributes.  Progression: lvl 60 - 44xMAG, lvl 65 - 46xMAG, lvl 70 - 48xMAG, lvl 75 - 50xMAG, lvl 80 - 52xMAG  NOTE: Magic Damage 1-X require a specific element to be chosen. Magic damage 1 and 2 may choose from Fire, Ice, Lightning, Wind, Water, Bio, Holy, or Dark for free, while lvl 3 and 4 can take Non-elemental for free. 
  Elemental Affinity  CP Cost: 0-5  Available: All limits  The strike has an affinity to a certain element. Fire, Ice, Lightning, Wind, Water, Bio, Holy, and Dark cost 0 and Non-elemental costs 5. Non-elemental cannot be applied to Physical attacks. 
  Status Attack  CP Cost: 5-20  Available: Varies  The strike has a (Magic% - 50)% OR a 50+lvl+(AGI x 2) M.Evasion chance to inflict a certain status condition. This may be purchased multiple times to inflict multiple status conditions.  +5 (any lvl): Any one ‘Down’ status condition (4), Poison (U), Berserk (6), Blind (6), Silence (6), Sleep (6), Immobilize (6), Slow (6),  +10 (any lvl): Any one ‘Break status condition (4), Confuse (6), Curse (4), Disable (6), Unaware (2)  +15 (lvl 2+): Time Slip (6), Stop (4), Charm (4), Mini (4), Petrify (4), Venom (4)  +20 (lvl 3+): Meltdown (4), Toad (4), Stone (U), Condemned (4), Frozen (2), Heat (2)  NOTE: The success formula is chosen at limit creation and must be the same for all status attacks attached to that limit. 
  Near-Fatal Attack  CP Cost: 15  Available: All Transformation, Special Attack, or Gambler limits  The strike has a (Magic% - 50)%, M.Defense chance of reducing the target to 1HP. This cannot be combined with Fragmentation. This effect is blocked by I: Fatal. If the limit deals damage as well, the damage is applied first. 
  Fatal Attack  CP Cost: 20  Available: All Transformation, Special Attack, or Gambler limits  The strike has a (Magic% - 50)%, M.Defense chance of instantly killing the target. This cannot be combined with Fragmentation. This effect is blocked by I: Death 
  HP Drain (minor)  CP Cost: 5  Available: All limits  The character drains 15% of the damage done in an attack as HP. 
  HP Drain (major)  CP Cost: 15  Available: All limits  The Character drains 30% of the damage done in an attack as HP. 
  MP Drain (minor)  CP Cost: 10  Available: All limits  The Character drains 15% of the damage done in an attack as MP. 
  MP Drain (major)  CP Cost: 20  Available: All limits  The Character drains 30% of the damage done in an attack as MP. 
  Split Damage  CP Cost: 5  Available: All limits  Half of the damage inflicted by the attack is MP damage instead of HP damage. 
  Magic Breaker  CP Cost: 5  Available: All limits  All of the damage inflicted by the attack is MP damage instead of HP damage. 
  Foe-Bane  CP Cost: 5  Available: All limits  The attack deals an extra 50% damage against one category of monster. 
  Piercing  CP Cost: 5  Available: level 2+ limits  This ability allows the limit break to ignore half the target’s ARM and MARM. 
  Ignore ARM/MARM  CP Cost: 10  Available: level 3+ limits  This ability allows the limit break to ignore ARM and MARM. 
  Overflow  CP Cost: 5  Available: level 3+ Transformation, Special Attack, or Gambler limits  This ability allows the limit break to break the damage cap (Note: This is not available for Consecutive Hit limits because the stacked damage from a 7 hit combo is already impressive enough) 
  Area Effect  CP Cost: 0-10  Available: All Transformation, Special Attack, or Gambler limits  Through buying this option, the limit gains one of 3 different area effects.   +0: Single Target (automatic)  +0: Random Target (exactly what it says)  +5: Fragmentation* (special)  +10: Multi Target (all targets)
  Fragmentation effects works like Cloud's 21 Blade Beam limit. The attack inflicts normal damage to one target and 1/2 damage to all other targets.
    Healing Options
  Applicable for: Healing limits 
  Cure 1  CP Cost: 5  Available: level 1+ Healing limits  The limit restores 6(+2 per 7 lvls - max 10) x MAG) + (level x 1.5) + 2d6 HP  Progression: lvl 1 - 6xMAG, lvl 7 - 8xMAG, lvl 15 - 10xMAG 
  Cure 2  CP Cost: 15  Available: level 2+ Healing limits  The Limit restores 6(+2 per 5 lvls - max 20) + (level x 2) + 3d8 HP  Progression: lvl 40 - 24xMAG, lvl 45 - 26xMAG, lvl 50 - 28xMAG, lvl 55 - 30xMAG 
  Cure 3  CP Cost: 25  Available: level 3+ Healing limits  The Limit restores 8(+2 per 5 lvls - max 30) + (level x 2.5) + 4d10 HP  Progression: lvl 40 - 24xMAG, lvl 45 - 26xMAG, lvl 50 - 28xMAG, lvl 55 - 30xMAG 
  Cure X  CP Cost: 35  Available: level 4 Healing limits  The Limit restores the target to full HP. 
  Remedy  CP Cost: 10  Available: all Healing limits  Automatically removes any negative status ailments. 
  MP Charge  CP Cost: 15  Available: level 2+ Healing limits  Restores (10 x MAG) + (level x 2) + 3d6 MP. 
  MP Restore  CP Cost: 30  Available: level 4 Healing limits  Restores (16 x MAG) + (level x 2.5) + 3d8 MP. 
  Life  CP Cost: 15  Available: level 2+ Healing limits  Same as the spell. 
  Life 2  CP Cost: 30  Available: level 3+ Healing limits  Again, same as the spell. 
  Area Effect  CP Cost: Varies  Available: All Healing limits  Through buying this option, the limit gains one of 3 different area effect status.
  -5: Self Only  +0: Single Target (automatic)  +5: Ripple* (special)  +10: Multi Target (all targets)
  Ripple: The limit functions normally on its primary target, but only has a 50% effect on all other targets (e.g. 50% healing, 50% chance to remove status ailments or add positive status effects, 50% chance to cast Life/Life2). 
  Status condition  CP Cost: 5-25  Available: Varies  The character automatically gains a beneficial status condition. You can buy multiple positive status conditions, but you may not buy more than one of the +25 conditions.  +5 (any lvl): Protect (6), Shell (6), Float (6), Agility Up (6), Armor Up (6), Magic Up (6), Mental Up (6), Power Up (6), Spirit Up (6), Berserk (6)  +10 (any lvl): Regen (6), Reflect (4), Haste (6)  +15 (lvl 2+): Aura (2), Wall (4), Reraise  +25 (lvl 3+): Quick, Shield (2), Vanish (4)         
        
        
		        
		         
     
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