Archetype Limit Breaks

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Gunblade Specialist

Weapon Focus

Renzokuken: The Gunblade specialist prepares, and charges forward, and hits a single foe with a flurry of strikes. Only one attack roll is necessary for this ability, and that attack gains a Upgrade 1 bonus to AV. If the Outcome of the attack is 10 or more, all the hits Trigger for U1 damage. If the outcome of the attack is 25 or more, all the hits Trigger for U2 damage. If the outcome of the attack is 50 or more, all the hits trigger for U3 damage. That's not nessisarily easy to do, but a Renzokuken does PLENTY of damage, even without full triggering. Damage from each hit is resisted by Toughness Separately. When the Gunblade Specialist knows more than one finishing move, he can pick and chose among his finishing moves, picking the one that is best for any particular situation. All Finishing Moves only add 1 extra shot to the cost. The Gunblade Specialist also gets an AV Bonus depending on the Finishing Move he uses.

Weapon: 1 Shots: 6

Rough Divide: The Gunblade Specialist finishes off her Renzokuken by charging the target and drawing the tip of her blade across the ground, then leaping upward as she strikes upward, through the target. This finishing move hits if the Renzokuken hit, so there's no need to make an additional attack roll. This finishing move hit does Upgrade 1 damage, and is resisted by Toughness normally.

Weapon: 1 AV: +5

Uppercut: Like the Rough Divide, the Gunblade specialist charges in and slashes upwards. This time however, the target is knocked up into the air, where the Gunblade Specialist hits again, slamming them down into the ground. This attack does two hits at Upgrade 1 damage, both of which are resisted by Toughness normally.

Weapon: 2 AV: +10

Ring of Fire: At the end of a successful Renzokuken, the Gunblade Specialist runs the tip of her blade across the ground in a circle, drawing sparks. At the end of a full circle, the blade comes up, still spinning, until it's held out level. From there the Gunblade Specialist spins in one more circle, flinging out fiery energy in a full 360 degree arc. All enemies within a number of yards equal to the Gunblade Specialist's Strength take Upgrade 2 damage in Magic Damage.

Weapon: 3 AV: +15

Bladebeam: To finish off the Renzokuken, the Gunblade Specialist cuts a fiery trail in the air with her gunblade, drawing a rune that hangs there long enough for her to plunge her gunblade through it. The rune blazes brightly when the gunblade is thrust through, and channels into the blade, coming out the tip as a powerful beam of magic. This beam hits the same target the Renzokuken was performed on. A Bladebeam deals Upgrade 3 damage in Magic Damage.

Weapon: 4 AV: +20

Lionheart: This ultimate finishing move puts enormous stress on a Gunblade, and only a blade made of the most impressive and durable materials can survive it. The Gunblade Specialist gets 8 more hits, all of which Trigger. These attacks can be spread out among the enemies close by, or focused on a single enemy, as the Gunblade Specialist prefers. Each hit does normal Upgrade 1 damage, and is resisted by Toughness separately. A final hit is applied to whichever enemy was targeted by the Renzokuken, and this hit does Upgrade 2 damage, again, resisted by Toughness normally.

Weapon: 5 AV: +30

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Leadership

Note: For all leadership limit breaks, characters other than the initiator of the break always participate at 0 shot cost, unless otherwise noted. Other costs, such as mana, must be paid normally.

Tag-Team: The Gunblade specialist makes a leadership roll, for each 5 points of the total (rounded up), 1 additional team member can participate in the Tag-Team attack. Thus, with a roll of say, 11, 3 team members plus the Gunblade Specialist can attack. Each designated member makes a normal, physical attack on the target. As a result of this teamwork and tactical practice, all participants gain Upgrade 1 to Dodge and Agility, for the rest of the combat. This bonus is given only once, even if Tag-Team is used more than once in the combat.

Shots: 4

Circle of Sorcery: The Gunblade specialist makes a leadership roll, for each 5 points of the total (rounded up), 1 additional team member can participate in the Tag-Team attack. Thus, with a roll of say, 11, 3 team members plus the Gunblade Specialist can attack. Each designated member casts a spell of his choice on the target. As a result of this teamwork and tactical practice, all participants gain Upgrade 1 to Magic Evade and Spirit, for the rest of the combat. This bonus is given only once, even if Circle of Sorcery is used more than once in the combat. The increase in Spirit is applied immediately as bonus Mana that fades when the effect fades. Everyone casting as a part of a Circle of Sorcery attack pays no mana for the spells they cast.

Shots: 4

Status Blitz: The Gunblade specialist includes her whole squad, up to a maximum number of people equal to her Charisma score.. Each Team member makes an attack against any foe of his or her choice. Along with the attack comes a weakness to a particular status effect. Immunities are reduced to Greater Resistances (Upgrade 2), Greater Resistances and Lesser Resistances(Upgrade 1), are removed entirely. The chart below indicates how large a team needs to be to inflict a particular status weakness. Each team member can choose to expose the enemy to one of the listed status, up to the highest status available to a team of their size. This status resistance reduction may be able to be resisted by some creatures with Nobility, but there is no other way to resist the effect.

  Number of Members  Status Available
         2           Drain, Slow, Poison, Zombie
         3           Silence, Blind, Sleep, Confuse
         4           Attr 1/2, Break, Berserk, Curse, Gravity
         5           Stop, Blowaway, Death, Attr Down, Attr 0

Shots: 4

Hotdogging: The Gunblade Specialist includes his whole squad, or as many allies up to the limit of his Charisma score. Each ally makes an attack on a target of his choice, doing a special move related to his own SeeD specialty, and showing off his best stuff! Players are encouraged to describe their own hotdogging moves, making them consistent with the effects listed below but otherwise just being creative. A list of special attacks by class follows. On the following chart, P will indicate a physical attack, and M a magical one. In the case of either, the Strength or Vis of the participant gets Upgrade 2, as appropriate for the attack, and only for this one attack. Magical attacks do not cost any mana, and can be used by characters at Zero mana. Any listed stat bonuses take place after the limit is over, and last for the rest of the battle. Stat bonuses are not cumulative with multiple uses of this break in a single battle, nor do multiple stat penalties stack on a single enemy. For example, if a party has three Ninja, the Darkness Spr of a single enemy can not be reduced to -150. They should choose separate targets instead.

  Archetype           Attack
  Gunblade Specialist P - Trigger; Upgrade 1 - Str
  Blue Mage           M - Enemy Spr 0
  Brawler             P - Enemy 5 Shot Delay
  Gearhead            P - Ranged; Enemy Confuse (20 shots)
  Mage Specialist     M - Piercing; Vis Upgrade 1
  Monk                P - Enemy Pain (20 Shots)
  Ninja               M - Darkness Damage; Enemy Spr -50 Dark
  Samurai             P - Piercing; Enemy Tgh 0
  Gunslinger          P - Ranged; Piercing; Per - Upgrade 1
  Tamer               P - Enemy Will 1/2; Will - Upgrade 1
  Thief               P - Steal; Pilfer Gil

Shots: 4

Elemental Polo: A whole squad, up to the Gunblade Specialist's Charisma score is included in this break. The squad unleashes a devastating series of physical attacks that nonetheless do magical, elemental damage, and are resisted by spirit. All member's Str scores are doubled for the duration of this attack, and all attacks are Piercing. After the attacks are over, everyone feels the deep friendship bond, and takes a bit of the excess magic into themselves, boosting their magical prowess greatly for the rest of the battle. All participants gain Upgrade 1 to Vis and Spirit, as with other Leadership Breaks, this bonus is not cumulative with multiple uses of this break. Each participant may attack with any element they like, excluding Meta-Elements.

Shots: 4

Slaughterball: A whole squad, up to the Gunblade Specialist's Charisma score is included in this break. The participants surround a single monster, toss it in the air, and bat it back and forth like a game ball! In the case of excessively large monsters, the participants boost each other into huge jumps and attack from above instead. The monster takes a number of hits equal to the number of participants +1, and applies Toughness to the damage only once! This has the effect of essentially making every attack after the first Crushing. The Gunblade specialist gets both the first and last hits. Further, once the attack is over, the squad is super pumped, and ready for more bloody action! All members gain +Upgrade 1 to all Body and Reflexes attributes, for 10 shots. Again, these bonuses do not stack with further casting of Slaughterball in the same combat.

Shots: 5

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Samurai

Bushido

The Mountain Does Not Move: The Samurai becomes as the mountain. Strong, impregnable, unaffected by worldly concerns. The next physical attack that does at least 1 hitpoint of damage to the Samurai is totally negated, no matter how powerful. Multi-hit attacks are considered to be a single attack, as long as all the hits occur on the same shot. Therefore, a Renzokuken would be stopped entirely, but a Brawler's combo limit would only have the first hit negated.

Shots: 2

The Mountain Endures: Like the Mountain, the Samurai will not be easily removed from this world. As the Mountain Endures, so does the Samurai. This Limit Break confers Full Cure and removes all negative status on the Samurai.

Shots: 2

The Mountain Is Solitary: The Mountain is solitary, and untouched by the world. So is the Samurai, who has the Ribbon effect for the rest of the battle, making him immune to all negative status effects. As this Limit has a 0 shot cost, it can be used at any time. In fact, it is so fast it can even pre-empt a status effect that the Samurai has JUST received, provided he declares the use immediately upon being informed about the status, and has Luck Points to spend in activating it.

Shots: 0

Avalanche: As the unwary discover when the snow or rocks come tumbling down upon them, it is not wise to anger a Mountain. This Limit Break confers Counter & Magic Counter on the Samurai. If the Samurai already possesses those abilities, thispower allows an additional counterattack with either. Avalanche lasts for the rest of the battle. Avalanche may be used before the Samurai’s first shot.

Shots: 0

Bulk of the Mountain: The Mountain is enormous, no one event can effectively reduce it's size. The Samurai's current and maximum hitpoints double for the rest of the combat. The Samurai gains the Break HP Limit ability and Undispellable Regen for the duration of this break..

Shots: 1

The Mountain Does Not Fall: Anyone who has so much as seen a mountain knows the simple truth of this. Now it applies to the Samurai as well. For the next 15 shots, the Samurai is invincible, and cannot take damage from ANY spell, attack, or ability. This break may be used Reactively, and if so, takes place before whatever incoming damage on the shot used.

Shots: 0

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Artistry

Tragedy: In famous tragedies, the hero always takes great wounds but manages to fell his foe before he falls. The Samurai increases his current Hitpoints by 50% of his maximum, rounded up, until the end of the round. After shot 1 is over, the Samurai loses as many hitpoints as he gained when he used this break.

Shots: 1

Crescendo: The Samurai shouts with the power of a thousand trumpets! Everything within a 60 degree cone, up to the Samurai's Artistic Ability AV in meters is struck by the sonic wave. Friend and foe alike take the Samurai's Charisma Upgraded 4 in Wind Elemental damage, and are afflicted with Silencestrike. The Samurai must roll Artistic Ability when this power is used, to determine if Silence Resistances can be overcome.

Shots: 4

Spectacular: For good or for ill, a single roll becomes truly spectacular. This ability can affect friend or foe, as the Samurai chooses, and may be used after the dice are rolled. The result of the dice is tripled. Thus, a friendly good roll could become truly amazing, or an enemy's bad roll could be pushed into a Critical Failure. The Samurai's player will only be told if the enemy roll was positive or Negative, the exact number will not be given. This power may affect the Samurai himself, if he wishes, but it does not stack with the Level 6 Limit Break, Cherry Blossom. This limit is used as a reaction, and need not be on the Samurai's active shot.

Shots: 0

Noh: In the Warrior Plays of Noh Theater, a dead warrior's spirit comes back to life to become part of the action of the play. Drawing upon this tradition, the Samurai imbues himself with the greatness of one of his Ancestors. The Samurai rolls Artistic Ability, any Attribute is increased by the Outcome of the roll. Noh may be used more than once in succession to raise an attribute, including Charisma.

Shots: 1

Tapestry of Color: The Elements of magic are unmistakably associated with various colors, colors that a true artist knows how to balance. The Samurai may impose one of two limitations with this power. On one hand, he can dictate that all Elements of X type become Y type. For instance, all Lightning Damage becomes Water Damage. Alternately, he can declare that all elemental attacks will become X type. So that all elemental damage would become Poison damage. Obviously, this becomes extremely useful, either for fouling the plans of monsters that use battle magic to heal, (e.g.. bombs), or for transmuting magic into a kind that will not affect or even heal an ally. This limit summons an Ancestor Spirit who maintains the effect for the Samurai. The Ancestor spirit is very difficult to attack, it is immune to all physical damage, and has a MEv of Double the Samurai’s Charisma. If successfully attacked, it cannot take much damage before it is banished, but a simple dispel is certainly not enough to send it away.

Shots: 1

Cherry Blossom: A man might spend his entire life in the search for a perfect cherry blossom, never find one, and still not find his time wasted. This kind of search impresses the ideal of Perfection on the Samurai. Using that ideal, and the Fortune granted him by Heaven, he can make one of his actions entirely, totally, and in all ways, perfect. This limit break modifies any action the Samurai himself performs. Therefore, it does not affect GF summons. The action becomes a Critical Success, and only the positive dice is rolled, the Negative is left out. Luck points may be spent as normal on an action modified by Cherry Blossom. If the roll goes critical, due to multiple 10 re rolls, the effect of the action is even further increased. Using this power in conjunction with some of the more powerful Techniques or Limits, such as Heaven & Earth or Doudou, can be truly devastating.

When used to modify non-limit actions, the Samurai chooses 3 actions, which need not be the next three he performs, as long as they are actions that occur at some point during the battle. If used to modify a limit, only one limit can be modified for a single use of Cherry Blossom.

Shots: 0

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Blue Mage

Sorcery

Apprentice: The Blue Mage can cast one Blue Magic ability, reducing the cost of the spell by 50 mana. The spell cast has all it's normal effects. Even spells that the Blue Mage doesn't normally have enough mana to cast when at full strength can be cast this way, as long as he can pay the spellcost after the reduction. The mana reduction from all breaks of this type is applied after increases from Magic Boost and Energy Burn (or similar abilities) are applied.

Shots: As Per Spell

Journeyman Apprentice: The Blue Mage casts a Blue Magic spell, reducing the cost of the spell by 50 mana. The Shot Cost of the ability is reduced by 2, to a minimum of 1.

Shots: Special

Magus: The Blue Mage casts a Blue Magic spell, reducing the mana cost by 50. The shot cost of the ability is reduced by 4, to a minimum of 1.

Shots: Special

Adept: The Blue Mage casts a Blue Magic spell, reducing the mana cost by 75. The damage, healing, and/or duration of the spell is increased by 50%, after upgrades are calculated..

Shots: As Per Spell

Master: The Blue Mage casts two Blue Magic spells, the mana cost of each is reduced by 100. The two spells must be different, the same spell cannot be cast twice. The targets of the two spells may be different, or the same, as the caster chooses.

Shots: As Per Highest Shot Cost +1

Archmagus: The Blue Mage casts a Blue Magic spell, reducing the mana cost by 150. The damage, healing, and/or duration of the spell is increased by 100%, after upgrades are calculated.

Shots: As Per Spell +1

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Instinctive Sorcery

Elemental Attunement: The Blue Mage meditates on the nature of a mystic Element, and becomes attuned to it's power. The Blue Mage gains Elementproof for the element in question, or, if he already posesses that Proof, the protection is upgraded to Elementeater. All spells of the element in question recive an additional U2 when cast. The Elemental Attunement persists until the end of the battle or until cancelled by the Blue Mage. Only one Elemental Attunement can be maintained at a time. The Blue Mage may not attune to Meta Elements.

Shots: 1

Counterspell: The Blue Mage now is able to catch and throw back magic, as long as it is of Lunar origin, meaning Blue Magic and monster spell-like powers. Some Sorceress magic may also qualify, depending on how and from what the Sorceress developed the spell in question. Though Blue Mages cannot amplify the spells they throw back, as Mages do, the power is much easier for them to learn. Omnimagical effects cannot be Counterspelled, but the part of the targeting of Multi-Magic spells that hits the Blue Mage can be sent back.
The Blue Mage is unaffected entirely by the spell, and chooses a new target to receive the full effect. As with all bounced spells, the Reflect spell does not protect against spells that have been Counterspelled. This is a reactive break

Shots: 0

Blackout: The Blue mage causes a nasty magical reaction between his own powers, and that of any other Blue Mage or Lunar being. The unfortunate side effect of this power is that it shuts down the Blue mage’s Blue Magic, both spells and Sorcery Limits, for 7 shots. However, the Blue Mage still has access to Instinctive Sorcery techs and limits, as well as any weapon skills he knows. The enemy is not so lucky. All special techs and limit breaks are disabled for 10 shots, including all spellcasting. The enemy can continue to make basic attacks or use items during that time, or even summon Guardian Forces if capable, but cannot use any of their own innate skills and powers. This power is resisted by Curse resistances, but only creatures with Nobility may resist. Also, a Curse Immunity merely adds 25 to the resistance.
To use this break, the Mage must touch the foe, rolling Sorcery at a difficulty of the Enemy’s Magic Evade + Intelligence.

Shots: 4

Spellbreaker: Combining the Shield with the Counterspell, a Blue Mage is now immune to the forces of magic! At least, for a little while. No Spells, Blue Magic Spells, or Monster Spell-Like effects can affect the Blue Mage while he is protected by Spellbreaker. The shot and mana costs are still paid, but the spells fail. Spellbreaker lasts for 10 shots, and is a reactive break.

Shots: 0

Smoldering Mark: The Blue Mage burns a Smoldering Mark into the target. Any incoming magical damage, delivered via spell, blade, Guardian Force, or other ability, causes the target's mana to be burned as per Energy Surge. In addition, half the burned mana is added back into the attack after all upgrades and multipliers have been considered. A Smoldering Mark persists for 20 shots.

Shots: 2

Chaos Aura: With a howling incantation, the Blue Mage infuses himself and his allies with Chaos! A crawling, crackling Aura of power surrounds the Mage and all he considers to be allies in the Battle Area. The Chaos Aura begins with a random element, and switches elements randomly every 2 shots. All Magical Damage done to anyone under the protection of a Chaos Aura is reduced by the Aura Creator's Vis, before any reduction by Spirit. Any Elemental attack that matches the current element of the Chaos Aura is absorbed without ever reaching or damaging the protected people. Healing Spells are actualy boosted by the Aura Creator's Vis, on all elements except Poison and Darkness. On those two elements, the Healing Spells are reduced instead.
For every 3 spells that impact the Chaos Aura, and for every spell absorbed (absorbed spells count as impact and absorbtion), a shimmering Chaos Orb forms inside the Aura, one weaving around each person within the Aura. Healing spells count as having impacted the Aura, even if they were boosted rather than dampened.
A person protected by a Chaos Aura can choose to expend the Orbs surrounding them at any time, for U1 on any attack, per orb. So if a Sniper is surrounded by three orbs, they can consume those orbs to do a standard attack at U3 with their gun. Their Mage Specialist companion standing nearby can fire off a Firaga at Upgrade 7 instead of Upgrade 4, consuming their 3 orbs. Consuming Chaos Orbs to upgrade the power of an attack causes that attack to take on the current Element of the Chaos Aura.
The Chaos Aura, once summoned, persists until the end of the battle, or until the Blue Mage dismisses it with a mental command. When the Chaos Aura ends, the Blue Mage regains a Luck Point for every three Chaos Orbs floating in the aura, across all allies, to a maximum of five points.
Shots: 3

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Tamer

Taming

Creature Beam: The Tamer's pet powers up, and fires a beam of magical energy that strikes a target, doing magical, and non-elemental damage. The Damage is the Tamer's base Attack + His pet's Vis, granting Upgrade 2 to the new combined number.

Shots: 4

Rescue: This limit break, once activated, remains active for the duration of the combat, until used up. Two events cause the limit to activate and be used up. If the Tamer falls into KO, the pet will revive her, and the limit break will be expended. If the entire party is incapacitated by some status, such as Stop, Break, Sleep, Confuse, or Berserk, so that no one has free will, the pet will refresh the Tamer with Treatment, curing all status ailments. While this limit break is very powerful, it MUST be used before the negative event occurs, and thus it has the potential to be wasted if nothing bad happens. It can, however, be used before the Tamer’s first shot in a combat, and if it is used, and not needed, at the end of the combat it returns 1 Luck Point to the Tamer.

Shots: 0

Fire Of Loyalty: The Tamer encourages his pet, which begins to burn with a mystic fire. This fire explodes outward, burning all enemies of the Tamer with magical, and non-elemental damage. Much more powerful than Creature Beam, the Tamer Adds not only his Pet’s Vis to his Base attack, but both his and his pet’s Willpower as well. The entire combined number is granted Upgrade 2. Tamer Base (Damage + Pet Vis + Tamer Willpower + Pet Willpower)x2 = Total damage.

Shots: 4

Healing Glow: The pet and Tamer increase their bond. For the next 17 shots, the pet glows with a pure, holy light. All allies in the battle, including the tamer and pet, heal for the pet's Spirit every single shot, starting on the shot after Healing Glow was activated.

Shots: 2

Wishing Star: The pet leaps high into the sky, and is imbued with the energy of a shining Wishing Star. Now ready, the pet descends, and makes a SAVAGE attack upon the enemy. Each hit deals the Tamer's Base Damage + the Pet's Vis, upgrade 3 on the combined number, and the pet hits 13 times, striking either one foe many times, or spreading the attacks around various enemies as the Tamer directs.

Shots: 4

Invincible Moon: The pet makes a huge leap over the Tamer and her allies. If the moon is visible, it brightens considerably. If the moon is not visible, pale moonlight filters down from somewhere above, giving even daylight events a brief silvery cast. The Tamer and his allies, in either case, glow silvery for the next 10 shots, and are totally immune to all attacks, magical or otherwise, during that time. This immunity does not include positive effects like healing and support magic/techniques, or any attack that would inadvertently heal the character, such as a fire attack on a character with Fireater.

Shots: 1

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Transformation

Note: All Transformation limit breaks bring with them certain limitations of a monstrous mindset. While using one of these breaks, the Tamer cannot cast spells, or indeed do anything but attack, and use Transformation or Subdue Techniques. The Tamer will be extremely resentful of being in a supportive combat role, will prefer to attack instead. Doing anything non-aggressive requires a Willpower roll at a difficulty set by the GM. Limit Breaks cannot be used in a Transformed state, and even when Luck is buffed by a transformation, the Tamer cannot spend more luck points for Positive Dice than he had before he transformed, though he may use the full buffed number for luck rolls.
Attempting to end a Transformation Limit break before the combat ends requires a Taming roll at difficulty 20, minus the number of shots the character has already been transformed. So a character that has been in a transformed state for 5 shots need only roll a 15 or better to end the transformation.
Finally, the Tamer's Appearance drops to 3, or 1/2, whatever is lower, unless otherwise stated.

Transformation Limits: Transformation Limits require that the Tamer Merge with a monster of some kind. Some require that the Tamer merge with his chosen pet. Others allow the tamer to merge with any monster, or the pet, as he chooses. Several things are gained any time the tamer merges with a monster, pet or otherwise, and those are listed in the individual transformation breaks. All the Merging gains are cumulative. That is, the more complete a merge the tamer knows how to do, the more complete ALL his merges will be, including the lower level ones. Example: One higher level transformation teaches the Tamer how to get Monster Abilities such as 'Ribbon' out of a merge. Once that break is learned, all transformations will have that ability, even the level 1 break. Merge abilities will be listed separately from what the individual breaks do, on their own line. Finally, most breaks give an additional technique that can only be used in that break.

Lunar Aura: The Tamer glows with silvery light, gaining a definite feral cast to his features. In addition, other transformation effects occur, including but not limited to longer nails, more/longer body hair, lengthened and sharpened canines, etc. The tamer gains a +50% or +7 bonus to all attributes, whichever is greater.
Creatures: Pet only
Merge: Weaknesses to elements or status effects suffered by the merged pet or monster are not duplicated in the merged being.
Shots: 3

Raptor Transformation: The tamer's body morphs, taking on unmistakable monstrous features such as scales, fur, horns, claws, etc. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. The transformation will tend to appear lean and quick, wolf, cat, bird, and snake-like effects are common. The Tamer's Agility Triples, and all other attributes increase by 25% or +5, whichever is greater. This break adds +5 to the difficulty to end the transformation.
Technique: Raptor Lash - Melee attack dealing base damage. Mana: 5; Shots: 2
Creatures: Pet or Lunar, No Iron Giants or similar slow tanks.
Merge: The Tamer can now gain the positive Elemental resistances of the creature he merges with. When Ehlric merges with Sirgy, he will gain Watereater.
Shots: 3

Giant Transformation: The tamer undergoes a total transformation into a chimerical, but natural looking combination of humanoid form and monster attributes, no human skin is left showing, no features on the tamer's body remain in a fully human shape. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. The transformation tends toward the bulky and muscley. The Tamer's Strength triples, and all other attributes gain +25% or +5, whichever is greater. This break adds +10 to the difficulty to end the effect.
Technique: Giant Crush - A melee attack that deals critical hit damage and inflicts Delay 1.
Mana: 10 Shots: 4.
Creatures: Pet or Lunar. No Cactaurs or similar small quick entities.
Merge: The tamer now gains the Status Resistances of the creature he merged with, if they are better than his own.
Shots: 3

Blaster Transformation: The tamer undergoes a total transformation into a chimerical, but natural looking combination of humanoid form and monster attributes, no human skin is left showing, no features on the tamer's body remain in a fully human shape. In addition, the Tamer grows, easily reaching 9 to 12 feet in height or length. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. Furthermore, the Tamer gains a number of fireable spines, blaster eyes, or spore-blasters that can inflict any of the Tamer's attacks at range. This form is likely strong and compact, with protrusions or banks of spines for the ranged attacks, of course the final form depends on the individual Tamer and what he or she merged with.
The Tamer's Perception and Dexterity Triple, and all other attributes gain +25% or +5, whichever is greater. When making a ranged attack, the Tamer uses his Dexterity and Guns skill to attack, even if he merged with a Melee weapon in hand. This break adds +15 to the difficulty to end the effect.
Technique: Scattershot - The Tamer modifies an attack to hit up to three targets at once. This technique can be used with Transformation techniques. If used with Moonbeams, the damage of the attack doubles instead of gaining additional targets. Any mana and shot cost for techniques modified by this tech must still be paid in addition to Scattershot's cost. Mana: 10 Shots: 0.
Creatures: Pet or Lunar. No purely melee creatures like goblins or Iron Giants.
Merge: The Tamer may now use a "support" ability of the creature he is merged with. Support abilities are healing, protecting, or buffing abilities that do not target enemies. If the merged creature has more than one support ability, only one is chosen when the transformation occurs.
Shots: 3

Dragon Transformation: The tamer transforms completely, into a natural looking chimerical amalgam of monster forms, claws, scales, fur, wings, the works. The tamer's shape is no longer even humanoid at this point, and the tamer is quite large. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. This form is more often than not clawed, scaled, and winged like a dragon, but it does not have to be. The Tamer's Hitpoints Double, and he chooses one of the following attributes to quadruple each time he transforms: Strength; Agility; Dexterity; Toughness; Spirit, Perception, Intellegence. All other attributes gain +50%, rounded up, or +10, whichever is greater, with the exception of Speed and Luck which do not increase. The increase in Constitution does affect hitpoints, the doubled total is calculated from the new increased base. This break adds +20 to the difficulty to end the effect.
Technique: Dragon Roar - All enemies suffer MEv 1/2, and Dodge 1/2 for the Tamer's Vis in shots. Additionaly, non-dragon enemies without the Nobility ability will recive a penalty of -10 on all rolls. Mana: 25 Shots: 4
Creatures: Lunar or Pet. No "lesser" monsters such as Bite Bugs and Caterchipiller. Should the Tamer be strong enough to have subdued with a Dragon, and merge with it, he may double Two of the listed attributes, rather than one.
Merge: The tamer may use one attack ability of the monster he's merged with. In the case of Dragons, this is ALWAYS the breath weapon.
Shots: 4

Anima Avatar: The Tamer has mastered transformation, and now shifts to a somewhat humanoid morph state of the monster type he feels the greatest kinship with. The tamer's appearance remains unchanged, and he may even look more noble in this state, and at the very least impressive. The tamer is at least 12 feet tall in this state, unless the space in which the battle takes place does not permit such a large form. The Tamer's weapon becomes part of the transformation, and her barehanded claw or other attacks now do the tamer's normal base damage. The Tamer chooses any one single attribute to Quintuple, though Luck and Speed may not be chosen. All other attributes Double, with the exception of Speed which increases by 50%, and luck which does not increase. This break adds +25 to the difficulty to end the effect.
Technique: Anima Techniques are unique to the individual tamer. See your friendly neighbourhood GM for details.
Creatures: Pet only
Merge: The Tamer gains all the benifits of the "Nobility" ability.
Shots: 5

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Ninja

Shinobi-iri

Way of the Ninja: This break is the first one an aspiring Ninja learns, or rather, an aspiring Ninja who is lucky enough to be junctioned to a Guardian Force, or have an heirloom weapon that allows the use of Limit breaks. In any case, it provides a number of effects for the Ninja that make general infiltration much faster, safer, and easier. The Ninja need not choose between these effects, he can use them separately or in conjunction as necessary. Once Activated, Way of the Ninja persists for up to 3 hours, at which point it must be refreshed if still needed. Ninja Elders stress that any Ninja who needs this power for more than three hours really needs more training, as it is quite comprehensive.

The ninja can move across walls and ceilings with ease, and as quietly as walking, though he must be on all fours whenever he’s moving across a surface that is vertical or inverted. The ninja can move in incredible bursts of speed, up to 24 miles per hour, and still keep silent as if he were sneaking slowly. The Ninja can cross water, provided it isn’t being batted around by massive waves, as if it were solid ground. The Ninja can inscribe a rune on any surface, creating a door in that surface which vanishes after the Ninja and any allies have passed through. The Spirit Door can only penetrate walls of 20 foot thickness or so at the maximum, it is impossible to Spirit Door through an entire mountain. Finally, the Ninja may reduce his weight so that he can crawl across the thinnest Rice Paper without breaking through it. However, this weight reduction should not be used outside, or at least not to such an extreme extent. A ninja who weighs only an ounce or two can easily be swept aside by winds.

Shots: 1

The Shadow is Many: When the Ninja activates this limit break, a number of Shadows take on the form of the Ninja, and also of any companions she might have. The copies are destroyed if stuck by any damaging effect, technique, or spell, but until struck there is no way to distinguish them from the real people except by the laborious method of scanning them one at a time. Omnimagical effects do not break the shadows, but multi-magical ones do, as they are specific targeting effects.

The copies move around and act as the people they are copying would, and are just as hard to hit as the person they are mimicking. Dispel will destroy a single copy, if targeted on it, casting Dispel on the real Ninja has no effect on this break. The Ninja gets a number of copies equal to half his Vis, rounded up. The copies last until the end of the battle, 10 minutes out of combat, or until the Ninja wishes them to vanish.

Shots: 2

The Shadow Hungers: The Ninja calls out a hungry shadow to steal light or sound from the area. If stealing light, a ball of tarry darkness appears, changing size and shape randomly so that it is difficult to pinpoint the center of it. Anyone inside the ball is treated as if they were Blind until they leave the effect. Alternately, the Shadows can steal away sound, creating an area where no sounds may be made, as they are all eaten by the Darkness. All within the area are treated as if they were Silenced until they leave the effect, the edges of which can be determined with a simple Awareness roll, at 1 shot cost.

The Ninja is always immune to either effect, and he chooses who else will be unaffected by the shadows, either picking individual people, or making as simple a choice as “all allies”. The size of either effect is the Ninja’s Vis in yards, though the areas of effect can be made smaller if the Ninja likes. Either effect may be dropped in a stationary spot, or attached to the Ninja, but objects and people who are not the originating Ninja may not be targets of this spell. The Shadow Hungers lasts for shots equal to the Ninja’s Vis in combat, and for one minute per Vis point out of combat.

Shots: 3

The Shadow is Manifest: The Ninja becomes a creature of darkness through and through. While he counts as such for spells and techniques that care about that, he takes no weakness to Holy magic. The Ninja gains the Darknesseater and Gravityeater abilities. He gains all the benefits of the Shadowplay ability, with double the bonus to Intimidation and Intrusion. All the Ninja’s attacks are Darkness Elemental, unless otherwise changed by a spell or technique.

All Darkness Magic and Darkness Based Techniques now have their damage Upgraded 1 for the Ninja. As long as the effect in question delivers Darkness Damage, it recives the Upgrade. Creatures of Darkness will probably not choose to target the Ninja, though he will be immune to most of their abilities anyway. The Ninja gains total immunity to the following Status Effects: Death, Doom, Curse, Blowaway, and Blind. Allies casting some Holy effects might end up targeting the Ninja as an enemy if they are not careful. The Shadow Is Manifest lasts for shots equal to the Ninja’s Vis.

Shots: 4

The Shadow is Insubstantial: The Ninja is well and truly invisible. No known effects or abilities can detect the Ninja, regardless of her actions, though it might still be a bad idea to count on escaping the Sorceress Rinoa's gaze. The Ninja does not make any noise, and cannot be smelled, or even felt by those she comes in contact with, unless the contact is hard enough to do damage. Master Zentsuko Tamachi once used this power to walk up to a Ruby Dragon, slap it smartly across the muzzle, and take a golden goblet from it's horde, before walking away, totally undetected. This power lasts for the Ninja's Vis in minutes, or for his Vis in shots, if in Combat. Anyone attempting to attack the Ninja Physically takes at least a -20 to his AV, and Magical attacks take at least a -15, unless some circumstance conspires to make it obvious where the Ninja is. For example, if the Ninja is afflicted with Stop, and the attacker knows exactly where that Stop spell hit, then they would be able to attack the same spot at no penalty, but such situations are obviously rare.

Shots: 3

The Shadow is All: The Ninja exploits a nearby Shadow to create a terrible Well of Darkness, with a Radius equal to his Vis in Yards. Most humans would flee in terror from such a thing, for it is like seeing a little bit of the Abyss made manifest in front of you. Certainly, anything that isn’t a creature of darkness will feel at least some fear, and even creatures of darkness will be made uncomfortable. What the Darkness well does is strip away the protections that anyone might have against Darkness itself. Even the favored children of Darkness may feel it’s sting when inside The Shadow is All. Everyone but the Ninja and his allies inside the well has their resistances to Darkness greatly reduced. Creatures with Darknesseater are reduced to Darkness Ward. Creatures with Darknessproof and Darknessward are reduced to Spirit of 0 against Darkness. Those who had no protection (Any Darkness Elem-Def junction counts as Darknessward), have their Spirit reduced below Zero by an amount equal to the Ninja’s Vis. Should the creature already be so vulnerable to Darkness that it had a negative spirit to that element, then the vulnerability is doubled, and the Ninja’s Vis is subtracted on top of that. The Shadow Is All lasts for 15 shots. It is not a complex effect, but it exposes anything at all to the Ninja’s most powerful weapons. It cannot be resisted, not even by creatures with Nobility, not even by Endgame bosses.

Ninjitsu

Three Roads Crossing: A crossroads with three roads, rather than just two, signifies a great turn of fortune. Good or bad depends on the Gods, the Ancestors, and one's own actions. The Ninja brings forth this great symbol of possibilities with three quick unarmed strikes to the same spot on the enemy. The attack deals U3 damage, and the Ninja choses one of two effects. Either the Ninja gets an extra Positive Die on his next 7 rolls, or the enemy gets an extra negative die on the same number. Extra dice can explode the same as the normal ones.

Shots: 4

Five Ring Shattering: The Five Elemental Rings of Ninjitsu. Earth, Wind, Wave, Flame, and Void. The Ninja shatters all of these elements of the Enemy's Chi with a series of powerful Unarmed strikes. The attack deals U2 damage, but reduces all the enemy's attributes to 75% of normal, rounding down. This reduction persists for the rest of the battle, and can only be resisted by creatures with Nobility, and even then, only if they possess Curse Resistances.

Shots: 4

Burning Rush: With the speed of a Flame, the Ninja moves in and strikes her foe! This powerful unarmed attack delivers U3 damage and greatly refreshes the Ninja. The Ninja recovers hitpoints and Mana in the amount of Gross damage done.

Shots: 1

Crush Dance: Unsubtle to those who are highly attuned to spirit forces, but appearing beautiful and graceful to the eye, the Crush Dance is no less than the Way of Destruction made manifest in a series of attacks. The Ninja makes 3 Unarmed attacks, each with U1 damage. Each of the attcks is Crushing.

Shots: 4

Moon Strike: A strike imbued with deadly Lunar power. Against all foes, it delivers a powerful unarmed blow, U5, and Lunar Meta-elemental. Against Gaians on the Earth or Lunars on the Moon, it removes the protection of their native sphere that stops all damage at 0 hitpoints. Attacks go right through the 0 hp barrier, knocking the foe into KO if reduced to 0 hitpoints or less, but potentialy killing them in one strike as well.

Shots: 4

Tenchu: The Wrath of Heaven. Upon learning this Technique, the Ninja ALWAYS adds an additional U1 to all attacks against foes who have been marked as Criminals by Heaven. In addition, the Ninja can make a Holy Strike at any time, simply willing any attack that is already Elemental to be of the Holy Element. Finally, When the Ninja activates this Limit, and strikes with Tenchu, all his attacks gain an additional U2 for the duration of this limit. The Ninja can maintain Tenchu for a number of shots equal to his Willpower, and then he must make another sacrifice of Luck to regain that extra power.

Shots: 1

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Thief

Limit Breaks

Master Thief: This break is identical to the Master Thief Technique, except that it doesn't cost any mana, and can be used by a much less experienced thief.

Shots:4

Shadowy Steps: The thief, when using this break, is surrounded by a minor shadowy darkness that adds +10 to all intrusion rolls as long as the Thief remains more or less in dark areas. This break lasts 10 minutes.

Shots: -

Take the Forgotten: The thief can steal an item, and the owner forgets that they ever owned it. If reminded by an outside source, the owner will remember as with GF memories, but otherwise the owner will never remember that the item is missing.

Shots: 4

Steal Visage: As with Steal Voice the Thief copies the face of a target perfectly. This power requires a touch, and a successful Deceit roll versus the target's Dodge rating +5, but it can be used at the same time as Steal Voice if the Thief spends a Luck point then. As with Steal Voice, the altered face remains until the thief chooses to let it go, and cannot be put back on until the thief touches the target again and activates this Limit Break.

Shots: 1

Hidden Image: The thief tucks his image away, and vanishes from sight, becoming invisible for a while. This invisibility will be negated for any individual the thief damages, but remains in effect for anyone else. The invisibility lasts for 10 minutes, or until the thief wishes it to end.

Shots: 5

Mirror Technique: The Thief takes his miming of others so far that until the end of the combat round, (or 1 minute, if out of combat) the thief actually becomes a perfect copy of any other being within his visual range. During this time, the Thief can use ANY power, technique, spell, or ability that the copied target can use, with the exception of GF summons, because that power is actually generated by the GF, not the user.

Shots: 1

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Monk

Sorcery

Force of Magic: The Monk's melee attacks become ranged, for the rest of the battle.

Shots: 1

Fortune's Sting: The Monk rolls a number of dice equal to his current Luck Score, +1 and adds the result to the damage of any melee or spell attack, or any special technique. If a technique or spell is used, all costs for the technique in question must be paid normally, except for Shot Cost. The Monk uses either the shot cost of the Technique, or of Fortune's Sting, whichever is longer.

Shots: 4

Greater Spirit Guide: The Monk summons forth a greater spirit, which attacks his enemies, and then retreats. If summoned out of combat, the spirit will instead perform a task of some kind or answer a question relevant to it's element. The Monk can summon a spirit of any of the following Elements. Fire, Lighting, Ice, Water, Earth, Wind or Storm. The Monk can summon a spirit powerful enough to inflict 3x his Spirit score in magic damage to up to 5 foes. Out of combat, that damage rating should be used as a guide for the relative strength of the spirit.

Shots: 4

Curse of Sorcery: The Monk curses a magic using enemy. Any time that enemy casts a spell or uses a technique that costs mana, the enemy takes crushing damage equal to the amount of mana the technique cost. The Curse of Sorcery lasts until the end of the battle, or until the Enemy is KO'd. Only Elixirs, or certain powerful Sorceress Spells can remove a Curse of Sorcery early.

Shots: 3

Magic Channel: The monk uses this limit as a reaction to having a spell or magical attack hit him. The monk takes no damage from the attack, and instead converts that damage to Mana. If there is more damage than the Monk can hold as Mana, than the excess is converted to hitpoints. Any additional excess after healing is lost.

Shots: 0

Greater Seal: The Monk inflicts Magic Null on a single target. This ability will afflict any creature, and cannot be removed until the next moonrise or sunrise, whichever comes later. Only Sorceresses and creatures with the Nobility ability may have some chance to resist. In that case, the Monk must overcome the target's Willpower with a Sorcery roll. All others will merely have their magic and luck stripped away.

Shots: 4

Martial Arts

The Spirit Limits of a Monk all last for the rest of the battle, once used. They cannot be removed by a normal Dispel or Short Out, but there are some powers that can remove them. If the Monk is KO'd, then the effect ends early. Only one Spirit may be active at a time, and the Monk cannot use a limit twice to stack the effects. The Spirit Limits are cumulative with Martial Arts Techniques, when applicable. Any percentage increases round up.

Spirit of the Crane: The Monk adds +50% to his Speed attribute.

Shots: 1

Spirit of the Fox: The Monk's dodge increases by 50%. All active dodges grant +7 to the dodge rating.

Shots: 1

Spirit of the Boar: All the Monk's melee attacks are Critical. Critical hits inflict Double Damage. If the Monk knows Way of the Boar, and his hitpoints are low enough, all attacks inflict Double damage, and critical hits inflict Triple.

Shots: 1

Spirit of the Tiger: The Monk's Strength doubles.

Shots: 1

Spirit of the Phoenix: The Monk acquires the Autolife status. This break must be used during or after the Monk's first active shot. Thereafter it can be used any time, even in the split second before the Monk is KO'd, when she has taken enough damage to be knocked out.

Shots: 0

Spirit of the Dragon: The Monk is immune to Death, Doom, Slow Petrify, Attribute Down, Attribute 1/2, Spr 0, Vit 0, Drain, Gravity and gains the Ribbon Ability. The Monk also gains Fireater, Windproof, and Darkness Ward.

Shots: 1

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Gearhead

Fix-It

Mix: The Gearhead can take two minor magical items and mix them together... for good or ill. There are far too many items in the world for all the interactions to be known, so beyond a few well known interactions, the Gearhead is on his own. In fact, there's even a belief that changing magical conditions may change some interactions, especially places like the Trabia Crater, or Lunatic Pandora.

Shots: 3

Powder: Emergency supplies for a Gearhead, these various powders can create a variety of effects when energized and thrown. Unlike items which are Used or Mixed, the Gearhead does not need special Lunar materials to create powders. As long as the Gearhead has had at least semi-regular access to shops and civilizations, the chemicals for these powders should be assumed to be on hand. Gearheads may learn how to make more powders through experimentation or perusing the notes of others. Below are some examples.

Anti-Mana Powder: This powder disrupts magical energies quite efficiently, by a combination of absorbtion of magical energy and shorting out the local energy fields. When applied to a foe, it inflicts Silence, Dispel, and drains mana equal to the Gearhead's Intellegence. The mana drained is simply lost, it is not absorbed by the Gearhead.
Flux Powder: Dangerous in the extreme, this powder reacts violently with the magical fields that permeate living creatures. It is just as dangerous to the necromantic energies of the dead. It will have little effect on non-magictechnical machines however. When applied to a subject with a magical field, that field is disrupted, in a small explosion. The subject takes Crushing damage equal to their Spirit, and gets three negative dice on their next action. The action after that gets two negative dice, and the one after that only one, at which time the effect has cleared.
Superconducting Powder: This powder instantly transmits electrical impulses, and thus, when poured into a machine, makes thousands of connections that were never intended to connect, resulting in a massive short-out. Machines subjected to this powder are instantly destroyed unless they were shielded against EMP or have Lightningproof or better resistance to electricity. Even if the machine is protected, it suffers Delay 5.

Shots: 3

Augment Weapon: A gearhead can grab a companion's weapon and give it a quick once-over, boosting it for a short time with some sort of technological augmentation, like hooking up a live wire to the metal blade, adding a laser to a gun, etc. The weapon does critical hit damage for the rest of the combat. In the case of gunblades, they do double damage on a critical hit after being augmented, and 150% damage when the trigger is missed. During the three shots that this break takes place, the weapon in question cannot be used.

Shots: 3

Spider Grenade: A spider grenade is a simple steel ball with six tentacle like legs protruding from the bottom. It scuttles up to a target, wraps it's legs tightly around some convenient point, and explodes. The target of a Spider Grenade takes Gearhead's Fix-It in fire damage, U3. Due to the extremely focused nature of the explosion, resistances to fire do not protect as well against a Spider grenade as they would against spells and the like. Resistances are decreased by 1 rank, for this explosion only. Fireater becomes Fireproof, Fireproof becomes Fireward, and Firewards are removed. Creatures with no resistance to fire gain a vulnerability equal to the Gearhead's Fix-It. Creatures with a vulnerability have that vulnerability doubled. Once the explosion has ended, the enemy has a gaping hole in their Spirit that can easily be exploited. The Spider Grenade inflicts Spr 0, for a number of shots equal to the Gearhead's Intellegence.

Shots: 3

Smart Bombs: A vast improvement on Spider Grenades, Smart Bombs are a series of small capsules tossed up which fly off like little rockets and explode against various targets. Smart Bombs pick their own targets from among the Gearhead's foes. For every 5 points of Fix-It the Gearhead has, rounded up, 1 smart bomb is thrown. Each bomb does The Gearhead's Fix-It in non-elemental damage to a randomly selected enemy target. Targets struck by multiple bombs resist the whole damage amount at once, not separately.

Shots: 3

BFG: Sometimes you should walk softly, and sometimes it's time to vent raw plasma onto your enemies. The Gearhead whips out a plasma rifle and vents superheated particles directly onto a VERY unfortunate foe. The target takes the Gearhead's Fix-It AV in non-elemental magic damage, U5, and suffers Toughness 0.

Shots: 3

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Engineering

Detect Weakness: This limit break functions exactly as the Linchpin ability of the Fix-It path, except that it has no mana cost, and the roll is Engineering, not Fix-It.

Shots: 4

Energy Shield: The Gearhead pulls out a portable, one-shot shield generator, and turns it on. For the next 20 shots, the Gearhead is protected by a Protect and Shell effect that cannot be dispelled.

Shots: 4

Gadget Pack: The Gearhead whips out a backpack that can do one of the following things. Extend 4 flexible mechanical arms to aid in climbing, attack with the gearhead's Engineering Av and do his Intelligence +5 base damage, for the next 30 shots. Become a rocket pack, allowing the Gearhead to fly for 30 minutes, at up to 50 miles per hour. Provide a full environment suit that will survive anything from the bottom of the sea to outer space to near (but not touching) lava for 30 minutes.

Shots: 4

Improbable Tools: The dream of every kid who watches spy movies, the Gearhead pulls out an exploding cufflink, laser pen, one-shot bullet cigar, or similarly improbably very small tool, that just happens to be exactly perfect for the situation he finds himself in.

Shots: 3

Capsule Tech: The Gearhead targets a vehicle or other large piece of equipment or gear with a special device, and shrinks it to a tiny capsule that can fit comfortably in the palm of a person's hand. This limit break must be used again to restore the item or items, but anything in a capsule is preserved indefinitely until needed. Living beings cannot be capsulized.

Shots: 6

Nano-Mecha: An extension of the Gadget Pack, the Gearhead now has a suit that will suddenly expand and morph to provide the Gearhead with mechanized Battle Armor for the rest of the combat. The Gearhead gets +7 toughness, +5 spirit, and +10 Strength when in the Mecha. The Mecha has an assault rifle built in, with 60 total rounds, which cannot be reloaded. It can give the Gearhead a short burst of flight, sufficient to get him up three stories or cross a 100 yard canyon. Unfortunately, the Spirit increase does not apply to Lightning elemental damage.

Shots: 3

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Mage Specialist

Sorcery

Note: Mage Limit Breaks stack. That is to say, after the Desperate Efforts break, multiple breaks can be used at once to add multiple attributes to a spell. All Mage breaks result in the spell being cast having a Zero mana cost.. Only the highest shot cost of the breaks in question is used, but in the case of multiple breaks, the highest luck cost is used, with 1 extra luck point for each additional break added in.

Desperate Efforts: This break, quite often called upon by young mages when they get in trouble, allows the mage to cast any spell in his matrix for Zero mana cost.

Shots: 4

Magic Boost: The mage can now cast a spell that is Magic Boosted, it's damage or duration is increased by 50%, rounded up.

Shots: 4

Long Range Magic: The Mage casts a spell that is extended to Long Range. It can hit any target within her sensory range, regardless of distance.

Shots: 4

Multi Magic 5: The Mage casts a spell, splitting it to hit five targets for full effect, rather than just one.

Shots: 4

Omnimagic: The mage can now split spells to every target within his Sorcery Av x10 yards, every chosen target receiving the full effect of the spell.

Shots: 4

Crushing Magic: This potent break allows the Mage to cast a spell which utterly ignores the Spirit, and Spirit armor of a foe.

Shots: 5

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Awareness

Psychometry: This Break allows a mage to touch an item and get a sense of the owners it has had, as well as any major or emotionally charged events it was involved in. Extremely charged items may be painful to examine in this way.

Shots: 2

Sacred Sight: This break allows the Mage to see magical auras, and pick out those that belong to beings that are evil, unjust, or untrustworthy. Sacred Sight can provide a very impressive analysis of someone's character, and will also identify items that have a far greater potential for evil than good. Conversely, it can also be used to detect paragons of virtue. Sacred Sight lasts for the Mage's Vis in minutes.

Shots: -

Elemental Spirit: The mage calls upon her knowledge of the spirit world, summoning a minor Elemental spirit to her call. The spirit has Attributes as listed below, and will fight to the death for her. The mage may choose between the elements of Fire, Ice, or Lightning for her spirit. The spirit persists for half an hour, or until the end of the battle. All summoned spirits have a Luck score of 0, and zero luck points.

  Body     Mage's Vis/2   Tgh  Mage's Vis   Con  Mage's Visx2
  Mind     Mage's Vis/2   Per  Mage's Vis   Will Mage's Visx2
  Magic    Mage's Vis     Spr  Mage's Visx2 MEv  Mage's Vis/2
  Reflexes Mage's Vis/2   Spd  Mage's Vis   Evd  Mage's Vis/2

Attacks: The Spirits have the three spells of their own element, for instance a Fire Spirit knows Fire, Fira, and Firaga. They also have the Magic Absorb skill. They have no physical attacks.

Other: The spirits have the Elementeater ability, with respect to their own element. They have Spr 0 with respect to their opposing element. They are immune to the Silence, Confuse, Berserk, Zombie, and Poison status effects. They have no spellshards that can be drawn.

Shots: 5

Counterspell: Fast enough to see spell coming, the Mage can grab the raw magical energy of the spell, twist it about, and hurl it back at the target. This is a reactionary Break, and therefore does not cost any shots. Whenever attacked by magic of any kind, even monster abilities that are purely magical, the Mage can spend a Luck Point to take hold of the spell and send it back at the caster, or any other target. The spell must have actually targeted the mage to be counterspelled. Once counterspelled, a spell gains the Piercing attribute, and is Boosted. It also ignores Reflect spells.

Shots: 0

Greater Elemental Spirit: The mage calls upon her knowledge of the spirit world, summoning a Greater Elemental spirit to her call. The spirit has Attributes as listed below, and will fight to the death for her. The mage may choose between the elements of Earth, Poison, Wind, or Water for her spirit. The spirit persists for half an hour, or until the end of the battle. All summoned spirits have a Luck score of 0, and zero luck points.

  Body     Mage's Vis   Tgh  Mage's Vis+5  Con  Mage's Visx3
  Mind     Mage's Vis2  Per  Mage's Vis+5  Will Mage's Visx3
  Magic    Mage's Vis+5 Spr  Mage's Visx3  MEv  Mage's Vis/2
  Reflexes Mage's Vis2  Spd  Mage's Vis+5  Evd  Mage's Vis/2

Attacks: The Spirits have two magical attacks of their own element. The spell pertinent to their element, Quake, Bio, Tornado, or Water, and a Multi Magic 3 version of the same. They also have the Magic Absorb skill, and the Focus Self skill. They have no physical attacks.

Other: The spirits have the Elementeater ability, with respect to their own element. They have Spr 0 with respect to their opposing element. They are immune to the Silence, Zombie, Stop, Sleep, Confuse, Berserk, and Poison status effects. They have no spellshards that can be drawn.

Shots: 6

Spirit of Power: The mage calls upon her knowledge of the spirit world, summoning a spirit of the Forbidden elements to her. The spirit has Attributes as listed below, and will fight to the death for her. The mage may choose between the elements of Holy or Darkness for her spirit. The spirit persists for an hour and a half, or until the end of the battle. All summoned spirits have a Luck score of 0, and zero luck points.

  Body     Mage's Vis   Tgh  Mage's Visx2  Con  Mage's Visx4
  Mind     Mage's Vis   Per  Mage's Visx2  Will Mage's Visx4
  Magic    Mage's Visx2 Spr  Mage's Visx3  MEv  Mage's Vis
  Reflexes Mage's Vis   Spd  Mage's Vis+10 Evd  Mage's Vis

Attacks: The spirits have either the Holy spell, or the Darkness spell, identical to Holy, but Darkness elemental damage. They also have an Omnimagical version of their primary spell attack that costs double the mana. They have the Magic Absorb skill, the Focus Self skill, and can cast Dispel. They have no physical attacks.

Other: The spirits have the Elementeater ability, with respect to their own element. They have Spr 0 with respect to their opposing element. They are immune to the Silence, Confuse, Berserk, Zombie, Stop, Sleep, Death, Break, Blowaway and Poison status effects. They have no spellshards that can be drawn.

Shots: 7

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Geomancer

Sorcery

Mana Burst: The Geomancer blasts an enemy within melee range with pure magic, calling upon weaves of magic already in the area, and so sparing himself from needing to use his own reserves. Mana Burst does the Geomancer's Vis x2 in damage.

Shots: 2

Mana Bolt: The Geomancer uses local magic weaves to strike any creature within range of his spells with a bolt of pure bright mana. The damage is the Geomancer's Vis x3.

Shots: 4

Mana Ball: The Geomancer causes an explosion of local magic energy. Up to five enemies within range of the Geomancer's spells are burned by the explosive burst. The damage is the Geomancer's Vis x3.

Shots: 4

Mana Venom: The Geomancer twists magical weaves around a creature, causing it's own energies to harm it. Every time the creature has a chance for action, it loses it's Spirit in Mana, and takes Crushing damage in the same amount. The venom continues until the creature dies, or runs out of mana. Mana Venom can be removed by Elixirs, the Esuna spell, or other more powerful Treatment abilities, but Remedies and Antidotes will not avail.

Shots: 2

Curse of Rage: There is no profit in anger. Rage, unleashed carelessly and without regard for balance, turns back on the user. The Geomancer curses a single creature, and thereafter, each time it attacks physically or magically, it takes as much crushing damage as the net damage the target takes. Shots: 3

Phylactery: The Geomancer uses this break to prepare a special Mana Crystal, and hides it somewhere safe. Even if the Geomancer is killed past KO, to true death, the crystal will hold his spirit safely. To revive the Geomancer, her allies must merely bring her body to the crystal, or any soulless body, and put the crystal in contact with the body, then use a Recovery spell such as Life, Full Life, or Autolife. Similarly, a Phoenix Pinion or Phoenix down will also serve. Should the Geomancer die with Luck Points remaining, there is some chance that she will be able to send her soul back to her body on her own, but great distance between the body and crystal will make this difficult or impossible, as will magical wards.

Shots: Special

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Awareness

Threads of Fate: This Limit break has two uses. In combat, it places the blessing of fate on the Geomancer. All rolls are at +1 for the duration of the combat. Out of combat, it makes the Geomancer aware of people, creatures, things, even places that have some great part to play in the Fate of Gaia, for good or ill.

Shots: 2

Patternweave: Like the Mime ability, the Geomancer repeats some recent event. The Event must have occurred within 1 minute, or within 7 shots, if in combat. The following types of events CANNOT be repeated. Limit Breaks, GF Summons, Sorceress magic. Almost anything else can be copied, brought out of the patterns of time to happen once more, before it fades naturally. If the Geomancer wishes the target of the effect to change the second time around, he must roll Awareness, and meet a difficulty determined by the GM.

Shots: 4

Fold Space: While traveling, the Geomancer can substantially change the speed of the journey, by making little 'folds' in the fabric of space. The break is used once, at the beginning of the journey. Thereafter, the speed of the journey is increased or decreased by 20% for as long as the Geomancer accompanies the journeying party. A 'journey' is defined as travel from one place to another, where the second place is some goal of the travelers. Thus, this break does not need to be recast each time the travelers rest, or come to a new city, but rather each time the Geomancer and his companions set out for a new place, after having reached the previous one.

Shots: Special

Poet's Curse: Poetic Justice. The Geomancer curses a target, and forces them to meet their destiny, right here, and right now. This is a risky power to use. For example, it could have been Ultimecia's destiny to conquer all of Time. In that case, it would be Squall's stronger destiny that destroyed her. Or perhaps it WAS her destiny to fall to his blade. Still, a Geomancer has ways of investigating a person's life and fate, and in many cases, a person's destiny is fairly plain. It is the destiny of most soldiers to die in battle. It is the destiny of most murderers to be hung. It is the destiny of most truly good people of strong will to achieve their dreams. It is the destiny of those who love to be together. NOTE!: Poet's Curse, unlike most Limit Breaks, costs a permanent point of Luck to use. Lost luck can be regained with experience. Regardless of any Luck junction, no Geomancer can spend luck he does not have naturally in this way.

Shots: 6

Gate: Though Gaia has it's own magical weaves, and natural rhythms, it is also not only susceptible to the opening of Gates, but in fact it is a natural conduit for such. Gates can be to other dimensions, the Realm of the Dead, or even to the Moon, the most famous application of which is the Lunar Cry. Geomancers can open up Gates, but they have no control over what is happening on the other side, or creatures and spirits that might inhabit the places they open gates to. Study and reconnaissance are recommended before opening a Gate.

Shots: 10

Fortune Drain: More than any but Thieves, Geomancers understand the ways of fate and luck. To try and compete with a Geomancer on that basis is not very wise. The mightiest of Geomancers can make an Awareness roll to attack an opponent's luck directly. For every 7 points of the roll, rounded up, the Geomancer transfers one Luck die away from the target to himself. The Geomancer cannot hold more luck points than his maximum. Resistances and Immunities to Curse block this ability.

Shots: 4

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Brawler

Martial Arts: Combos

Note: Brawler Combo limits are cumulative in the sense that any attacks learned at the lower levels may be used during a higher level limit break, to vary things up or take advantage of some unique feature of that attack. Attacks that are noted as a Finishing Move must be the last attack used. Any time a Finishing Move attack is used, the combo limit immediately ends, regardless of how many attacks remain. No Combo attack can be used twice in a row, each combo hit must be different than the one immediately before it. Also, it is important to note that while all Brawler Combo Limits are multi-hit attacks, each hit does take one shot to deliver, and the combat will continue as the attacks progress. Thus, when a Brawler Activates a Combo Limit, she will be making one attack every shot until she runs out of Limit Attacks. The number of attacks a Brawler can string together at any particular limit is noted right above the shot cost. Actively dodging or performing any other action besides Combo Hits also ends a Combo Break. Missing any attack also ends the Combo Break, as does switching targets. Combo breaks cannot be combined with the Combo technique bonuses. Additional Note: Brawler Combo Limits have a 5 shot cost. That is, after executing the last move of the Combo Limit, the Brawler must wait 5 shots to act again.


Beginner's Combo: This is the beginning of the True Rage of combos. The Brawler learns three separate Combo Attacks that he can use to beat his enemies with, but no Finishing Moves as of yet.

Beat Rush: The Brawler strikes with a flurry of fists! Though this attack is not super damaging, it is difficult to avoid. +U1 AV for the attack.

Booyah: The Brawler turns and delivers a vicious and unexpected Elbow Jab. +U1 to the attack Damage, and the damage is Piercing.

Heel Drop: Dropping your heel on the enemy's skull or spine is a good way to get results. A Heel Drop does U2 damage.

Combos: 3

Shots: Special


Apprentice's Combo: Still no finishing moves, but an increase in the length of the combo, and a few new moves with which to cripple the enemy.

Mach Kick: A nasty disorienting kick to the face, or sensory organ region. U1 to the Base Damage, and the enemy gets -1/2 AV to it's next Physical attack. Must be preceded by a Level 1 attack.

Quivering Palm: This attack is a vicious nerve strike. The attack is U2, and piercing. Must be preceded by a Level 1 attack.

Head butt: Not to be attempted by the unskilled, lest the attacker get hurt as badly as the target. This unexpected attack is at U2 AV, and cannot be actively dodged. Must be preceded by a Level 1 attack.

Combos: 5

Shots: Special


Wanderer's Combo: Now that the Brawler has left the Dojo, it's time to learn a Finishing Move!

Dolphin Blow: Attack with the memory of your sea-water friends from Balamb! This attack delivers U3 Damage, in Water Elemental damage. Must be preceded by a Level 2 attack.

Crushing Blow: Not fancy at all, this is just hitting really, really hard. U1 Av and U4 Damage. Must be preceded by a Level 2 attack.

Burning Rave (Finishing Move): Charge up and strike with fire! This fast paced, fiery combo is something of a signature move of Zell's, as he really enjoys pulling it off to finish up a combo. Burning Rave attacks at +U1 AV, and adds +U1 to the Base Damage for the total number of combo attacks pulled off. So if the combo got strung out to the full 7 attacks available at this level, Burning Rave does +U7 damage! Must be preceded by a Level 3 attack.

Combos: 7

Shots: Special


Instructor's Combo: With two finishing moves and a variety of killer attacks under her belt, the Brawler is ready to take on a student or two. That, or just show her enemies how really dangerous she's become.

Meteor Strike: Pick the enemy up and slam them into the ground! This attack does U5 Damage and the damage is Earth Elemental. Sadly, it doesn't work on Flying foes very well. Must be preceded by a Level 3 attack.

Throat Strike: Almost everything needs to breathe. This attack does U4 damage, and inflicts the target with a special status that causes escalating suffocation damage every time the target has an active shot. This can be cured by Esuna, Remedies, or other more powerful treatments. It is ineffective against the Undead and anything with the Extra Terrestrial ability. Must be preceded by a Level 3 attack.

Meteor Barret (Finishing Move): Hit them from above, hit them from below! This nasty finisher U2 damage + U1 damage per combo hit. The damage is Wind or Earth elemental, whichever the target resists more poorly to. Must be preceded by a Level 4 attack.

Combos: 9

Shots: Special


Master's Combo: He who once was a student, is now a master. Though it will not necessarily be easy to structure the combos correctly to get the Master level finisher, the reward is well worth the effort.

Shadowfist: Black energy blasted into the target. This attack does U5, Darkness elemental, and is Piercing. Must be preceded by a Level 4 attack.

Painfinger: A nerve strike that inflicts a lot of damage and a much-feared status. This attack does U4 damage, has a U1 to hit, and carries the Painstrike ability. Must be preceded by a Level 4 attack.

Different Beat (Finishing Move): The brawler goes into a rage of attacks, hitting the target with brutal blows from all sides. This combo does U3 damage, and adds +U1 for each combo pulled off. It also disorients the enemy, delaying it's next shot by 2. Must be preceded by a Level 5 attack.

Combos: 11

Shots: Special


Hero's Combo: Only the greatest of warriors can hope to master these techniques and the finisher. Those who do are respected world-wide. No one who has ever seriously trained with a weapon will fail to recognize such a person's poise and training, which show through her every movement and action.

Holystrike: The brawler strikes with White Fire. This attack does U5 in Holy Damage, has U2 AV, and inflicts Vit 0. Must be preceded by a Level 5 attack.

Bonecrusher: Grand Masters needn't always be subtle. The Brawler picks up the enemy and just starts breaking it. He'll let it know when he's done. The attack does U6 damage and is at U2 AV. Must be preceded by a Level 5 attack.

My Final Heaven (Finishing Move): Pure, unstoppable Chi energy flows up from the earth and imbues the Brawler with the mandate of Gaia herself. The attack gains U5 damage, gains U3 AV, and adds U1 to the combo for each successful combo move. At a full My Final Heaven, that would be U13 + the base U5 for a total of U18! Better invest in some gloves with Break Damage Limit. Of course, that takes a lot of shots and careful managing of combos to pull off. Must be preceded by a Level 6 attack.

Combos: 13

Shots: Special

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Martial Arts: Weapons

Brawler Weapon breaks grant the brawler a powerful magical buff for the rest of the combat, provided he is using the weapon type the break is named for, and that the Brawler do nothing but use the weapon, use items and dodge. Three things break the intense combat focus that makes the buff possible. Casting spells or doing some other similar non-melee action, other than using items, being KO'd, and extremely powerful and sophisticated Sorceress spells. Though in all likelihood, any Sorceress capable of breaking a master Brawler's pure and potent weapon focus can far more easily put the brawler in KO. The imbued effect of these breaks is otherwise totally un-dispelable. The dedication to the craft of weapons allows the brawler to take on something of the spirit of that weapon itself, as if a minor GF of weapons was watching over them.

Aspect of the Hammer: Imbue: Protect

Weapons Allowed: Hammers, Maces, Mauls, Clubs, Jo Staves.

Shots: 3


Aspect of the Staff: Imbue: Wall

Weapons Allowed: Staves, Quarterstaves, Spears, Some Polearms

Shots: 2


Aspect of the Chain: Imbue: Ribbon

Additional Effect: Weapon Level Raised to at least 2.

Weapons Allowed: Chain, Whip, Segmented Staff, Manriki Guri, Kusari Kama

Shots: 2


Aspect of the Dagger: Imbue: Haste; Immune to Slow, Stop, Delay, All Speed, Agility, and Dexterity reducing effects.

Additional Effect: Weapon Level Raised to at least 3.

Weapons Allowed: Dagger, Knife, Throwing Knife (melee), Stiletto, Shiv

Shots: 1


Aspect of the Sword: Imbue: Regen; Immune to Death, Blowaway, Zombie, Gravity, Break, Poison, All Constitution or Toughness reducing effects.

Additional Effect: Weapon Level Raised to at least 4.

Weapons Allowed: All Swords, including Katana, No-Dachi, & Ninja-To

Shots: 1


Aspect of the Fist: Imbue: Aura; Immune to Curse, All Attribute Reducing effects.

Additional Effect: Weapon Level Raised to at least 5.

Weapons Allowed: Brass Knuckles, Combat Gloves, Cestus, Bare Fists

Shots: 1

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Sniper

Guns

Gun breaks provide two bonuses. Each has an active component that is gained from spending Luck to use the Break. In addition, each time a limit break is learned, the Sniper gets access to more powerful special ammunitions. Some of these ammunition types are considered to be unlimited, as with regular bullets. Extremely powerful ammunition, like Pulse Ammo, will require some kind of consumable component.

Gun Techs that reduce shot costs cannot be used to reduce the shot cost of Gun Breaks, but any upgrades to damage, accuracy, etc from Gun Techs can be used to enhance the Limit Breaks.


Cruel Intentions: Snipers can shoot for maximum damage, but they can also fire for nerve clusters and mystic nodes that will cause a nasty ailment. When this break is activated, the Sniper focuses on causing maximum pain or debilitation in addition to doing damage. For the rest of the fight, the Sniper may add a negative status effect to all gun attacks, choosing a new one every attack if he wishes. This break grants only a single negative status at a time, though it will stack with Status Attack junctions any any negative status abilities granted by a GF or weapon. The types of status effects that can be inflicted depend on the kind of weapon the Sniper is wielding.

    Weapon Level:            Status Effects:
      1                        Blind, Sleep, Silence, Berserk, Slow, Confuse
      2                        Attribute 1/2; Poison, Zombie, Stop, Frog, Slow Petrify, Doom
      3                        Death, Break, Blowaway, Mini, Attribute 0, Curse

In addition to the active effect, a Sniper who has trained in this break has access to the most basic types of special ammunition. Armor Piercing, Anti-Personnel, Tracer, and Pancake rounds are all avaliable. These ammunition types are considered to be unlimited, as with regular ammunition.

Shots: 1


The Breakshot Club: Through the use of special ammunition, or quick firing, Snipers can blow away multiple foes at once. Once this limit is activated, the Sniper has 40 shots of MM5 applying to all attacks, meaning he can take apart a multitude of weaker foes in seconds.

At this level of break, the Sniper can now use Minor Elemental ammunition. Fire, Lightning, and Ice ammunitions for easy access to some of the more common weaknesses.

Shots: 1


Dude, Where's My Arm? Status effects are neat and all, but there's a certain special kind of debilitation you can only get by shearing off an actual 'piece' of an enemy. By powering up a massive and precise shot, the Sniper blows a chunk out of, or off of his foe. Damage is high, and the debilitation is nasty. This attack does U4 damage, and inflicts Delay 1, as well as some other debilitating effect as determined by the GM. This may include a longer delay, the target bleeding out, loss of the ability to use certain attacks, a penalty to either damage or attack AV, etc. Creatures with Nobility will be less affected, but will still be debilitated in some way. Creatures without Nobility, especially non-boss foes, are essentially at the mercy of whatever horror flick the GM most recently watched.

At this level, Explosive Ammo becomes available.

Shots: 6


I Know What You Did Last Shot: An important part of any gunfight is making the other guy keep his head down. That's accomplished by returning fire whenever fired upon, to limit enemy mobility after they made YOU take cover. With this Break, the Sniper gets into a rhythm, snapping back shots at whoever dares to attack him. For the rest of the battle, the Sniper gains the Counter or Magic Counter ability. He can use this break again to have both Counter and Magic Counter.

At this level, the Sniper can use Major Elemental Ammo. Wind, Water, Poison, and Earth forces are his to command... and fire out of precision tubing at high velocities.

Shots: 2


Trabian Pie: A legendary dish. Snipers make sure to always finish, because you never know if you might get interrupted! Used in normal combat, this special breakshot isn't very impressive, doing only U4 damage. Against a foe at 1/3 health or below, it tears into them for a mighty U7! Once activated, Trabian Pie lasts for three sweet attacks.

Once this break is achieved, the Sniper can use Forbidden Ammo. The Forbidden elements of Holy and Darkness, just like the forbidden taste of Trabian Pie.

Shots: +1 (To each upgraded attack action)


Sniper's Day Off: This break is so named because after you use it... well, you'll be sure to be able to take the day off. That's what half the corps belives. The other half thinks it's because it's like that perfect day off, everything going your way. Either way, it's best not to mess with a Sniper who has this active. The Sniper's next 7 attacks, Limit Break or otherwise, are Crushing. Three of those attacks, Sniper's choice, gain an additional U2 above anything else they are modified with. It's hard to get back on-pace if the fight continues after this break is done, however. The second shot-cost listed is a cool down period after the break ends, where the Sniper can do nothing but actively dodge.

At the final level of Mastery, the Sniper can use Pulse Ammunition.

Shots: 1 / 3


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Way of the Woman

As with Way of the Girl, the Limit Breaks here are used with either Intimidation or Seduction. In cases where the effect is different, the description of the break will explain the distinction. Also as with the Way of the Girl techniques, these breaks cannot affect Undead, Robots, Chimeras, most Lunars, and anyone with a Protective Inhibitor installed. They also do not affect any being with Nobility.


Awe: Look at me! You can't ignore someone with Awe up, unless you're extremely strong willed, and even then you'll probably pay at least a little attention to them, as a result of everyone else staring if nothing else. Awe makes the character the center of attention, seemingly important to everyone around. It's difficult for anyone else to get things done, and the person using Awe can get the attention of the crowd in an instant. Anyone who has succumbed to Awe is more pliable to further manipulations, losing the ability to resist with a Skill AV, instead using only Willpower to resist.
To activate Awe, the Sniper rolls and compares his total to the Willpower scores of those around him. Those with a lesser Will than the outcome succumb to the Awe. Those with higher suffer no bad reaction, but need not pay attention to the Sniper if they don't want to. Crowd dynamics being what they are, they may end up doing so anyway. Awe lasts for one scene, and while the mood of people may be pretty well set by the time it ends, the special compulsion will fade, and the Sniper will not be able to directly command attention without re-activating this Break.
Shots: 1


Deja-Vu: With a little bit of effort, a Sniper can make themselves feel familiar. Where have I seen you before? Didn't we meet three years ago? Oh yes, I remember now. People will often outright lie in order to save face socially, if they think they've forgotten someone who remembers them. Deja-Vu makes the Sniper seem familiar to one particular target, someone that the person remembers as being important to them, or at least friendly. Though Deja-Vu is not as direct or strong as many Way of the Girl or Way of the Woman powers, it has no resistance. The Sniper need merely activate the Break and confront the person as someone familiar. Depending on how the situation is approached, the target may or may not be willing to make time for the Sniper, but initial reactions will almost certainly be much more friendly and less suspicious.
Shots: 1


Summon Less intensive than the Tamer Call ability, this break makes it known to a subject that the Sniper wants them to travel to his location. It works best on Conditioned subjects, but can be used on anyone at all. However, subjects that are enemies of the Sniper will be able to shake off the compulsion if they have to travel any real distance at all. Those who dislike the sniper, or are indifferent to him, will be even less affected, as this power kindles emotion. Because of that, it is quite dangerous to Summon enemies. After all, against enemies it works by kindling their dislike or hate, and gives them a general idea of where to find the Sniper. Once sent out, the Summoning is complete, the compulsion is laid, and what happens next is up to the target. If the Target follows the compulsion, they will be able to find the Sniper eventually, having a sort of fuzzy homing sense as to his location. This is great for both being resuced when lost or captured, and also for finding lost comrades.
In combat, it can be used to pull an enemy out of the back lines without having to cut through an honor guard or the like.
Shots: 3


Forget: Love is like going on a major bender, fear can make you repress memories. A Sniper can wipe out a few memories from a subject, making them forget the Sniper was ever there, or just fuzzing out the details of their interactions. Forget cannot destroy the knowledge that comes with having Entrance wear off. It's a great tool for moving about in infiltration missions, or bypassing inconvenient law enforcement. The effects of Forget are limited to memories that include the Sniper, and the Sniper cannot create new memories. Subjects who lose a particularly important memory may try to recover it magically or otherwise. To activate the power, the Sniper rolls against the subject's Willpower, Intelligence, or Sorcery, whichever is higher. Success indicates that the memory is fuzzed out. A success of U1 over the resistance attribute leaves a gap in the subject's memories with little or no information. Success of U2 or greater over the resistance makes the memory very hard to retrive by any means, and leaves no information with which to figure out what happened.

Shots: 4


Terrible Aspect: Deadly beauty or mind-quaking visage, the Sniper can achieve with a major effort what Eria and Teriel sold their souls to get. Looks that will stop anyone in their tracks. Terrible Aspect inspires the same kind of attention as Awe, but it doesn't get resisted by anything. That doesn't make it mind-control, subjects need not do what the person with Terrible Aspect active says, but they cannot be ignored. For the duration of a scene, the Sniper has U2 to Charisma and Appearance, gains all the benefits of Awe to anyone who can see him and is affected by Way of the Woman powers, and inspires a basic emotion in all who see. Seduction based Terrible Aspects make the character dangerously desirable, someone to be careful around but irresistible in the way that moths cannot resist a flame. Intimidation based Terrible Aspects are horrifying, the avatar of a terrible monster, something that the average person ought to flee or grovel before. Needless to say, the effects of this power are not in any way subtle. Snipers using this power to cow crowds or enemy forces should be careful about where they are when it wears off. The ending of this Break can be seen as a sudden and exploitable weakness, as the Sniper is revealed to not in fact be a demonic temptress or a god of unspeakable horrors.
Shots: 4


Nobility: At the end of the day, when all the flash and pomp has been forgotten, those who will be remembered as truly great will have had some measure of self-restraint. Some inner calm and balance that made them stand apart from others and seem a power unto themselves, having enough strength not to need others. This is the ultimate expression of the Way of the Woman, the power to be one of those great persons, at least for a little while. When this power is activated, the Sniper takes on an aura like Terrible Aspect, but rather than being an overwhelming thing, it instead sets the Sniper apart. It engenders more respect that fear, even when Intimidation is used to activate it. Rather than demonic temptress, the sniper seems like a regal and beautiful queen. Rather than a horrible terror, the sniper seems like a stern and powerful ruler.
Nobility lasts a scene when activated, and confers several very important benefits on the Sniper. First of all, the Sniper gains the Nobility ability for the duration, with all the protections that implies, including immunity to Way of the Girl and Way of the Woman. Second, it becomes very difficult to attack the Sniper. Attempting to harm the Sniper while this break is active requires a Willpower or Leadership roll, at a difficulty of the Sniper's Intimidation or Seduction, whichever was used to activate Nobility. If that roll fails, no attack can be made against the sniper. The combatant can try again next shot, or choose to make some other action. Even if the roll succeeds, the Sniper gains U2 to MEv and Dodge against the attack. Socially, it is just as difficult to rebuke or insult the Sniper as it would be to attack him. In general, those with low Willpower in comparison to the Sniper's Intimidation or Seduction will be quiet and respectful for the duration of this break.
Shots: 4


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