Weapon Focus Limit Breaks
From Final Fantasy VIII-2
Contents |
Kenjutsu
Zantetsu: The Samurai moves like lightning, slashing a single opponent. Unless the target is immune to the Death status, it instantly drops to KO status. If the target has status resistance to Death, the Samurai must make an attack roll, and beat the opponent's Dodge score + the Status Bonus.
Weapon: 1
Shots: 2
Hakuden: The Samurai swings her weapon in an arc, flinging off bright sparks. All enemies in the immediate battle area are struck, and suffer the Samurai's damage, Upgrade 2.
Weapon: 1
Shots: 4
Tsukkoma: One strike, two cuts. The Samurai swings a perfect single blow that inflicts two vicious cuts on the enemy. Each hit does the Samurai's base damage plus Willpower, Upgrade 3.
Weapon: 2
Shots: 4
Shin-Zantetsu: The Samurai concentrates, then moves through the battlefield so quickly that the eye cannot follow. At the end of this run, and a single lightning fast strike, every enemy in the immediate battle area that is not immune to the Death status falls into KO, those who are immune, or resist, take U4 damage. If creatures targeted by Shin-Zantetsu have Death Resistance, the Samurai must make an attack roll, and exceed their dodge scores + the status bonus to KO them. If the Samurai does not roll high enough to KO some of the foes, those who have no resistance, or who's resistance was beaten will still fall to KO.
Weapon: 3
Shots: 3
Kattobasu: The Samurai strikes without fear of death, laying low those who fear the grave. Creatures without the Nobility status simply die when cut by the Samurai's blade, or are knocked out if he choses to be merciful (regardless of any death resistance). Creatures who have Nobility (even if they lack honor) cannot be so easily disposed of. However, they still recive a terrible blow that does Upgrade 7 to the Samurai's base damage, and inflicts Tgh 0. Dishonorable foes also have Spr 0 inflicted on them.
Weapon: 4
Shots: 4
Doudou: The name of this technique is majestic, and so it is. The Samurai calls upon his deepest heart, and strikes in a state of No-Mind, without taking the time to think or do anything but live the strike, hitting three times in a single strike. Each hit does Upgrade 5 damage + Willpower to the target and that damage is Crushing.
Weapon: 5
Shots: 4
Swashbuckling
Note: The Rapier Limit Breaks cannot be enhanced by the Rapier techniques, even if those techniques are active when the Breaks are used. Shot costs, piercing, and other abilities do not affect these limit breaks.
Glorious Acrobatics: The Rapier specialist performs some impressive acrobatic feat, doing a flip over an enemy, swinging on a rope, or sliding down a rail. There are an infinite number of athletic feats possible, the only requirement is that it be flashy. At the end of this feat, the specialist strikes for Upgrade 2 damage, and all her allies gain Their Con in hitpoints and Their Spirit and Willpower in mana as the stunt inspires them and restores their spirits. The hitpoints or mana gained cannot go above and beyond the normal maximum.
Shots: 4
Weapon: 1
Riposte: The Rapier specialist gets the Counter ability for the rest of the combat. This is not cumulative with other Counter abilities, at least not when the Rapier Specialist first learns the Break. See below.
Weapon: 1
Shots: 1
Dirty Tricks: The rapier specialist pulls the enemy's hat over his eyes, trips him, traps him behind a door or table, drops him into a ravine, whatever it takes to slow him down. The specialist makes a normal attack with his weapon, which does Upgrade 2 damage. In addition, the enemy's next action is delayed by 5 shots.
Shots: 4
Weapon: 2
Disarm: Against humans, this power takes the weapon right out of the user's hands, knocking it away and across the ground or floor. Against monsters, or brawlers, it blocks the use of a particular attack technique, preventing the creature from manifesting that attack for the rest of the combat round, or 15 shots, whichever is longer. In addition, the rapier strike does Upgrade 3 to the target. Finally, specialists who have advanced to this level may combine Riposte with other Counter abilities, but only if they spend an additional Luck Point when activating Riposte. This last effect does not require activating Disarm.
Shots: 4
Weapon: 3
Pirate's Wrath: The specialist flies into a rage, viciously attacking his foes over and over! The specialist hits once for each point of Weapon Focus skill bonus, and each attack does Upgrade 2 damage. The specialist may chose to launch all the attacks against one enemy, or spread them out. At the end of this frenzy, the specialist gets a Upgrade 1 to Strength which lasts for the rest of the battle, and is cumulative with powers that increase Strength like Cheer and Drill Fist.
Shots: 4
Weapon: 4
Ghost Crew: The specialist strikes the ground, floor, deck, what have you, piercing the very veil between life and death! From the point of the strike, a number of Ghostly Pirates arise, intent on slaying the specialist's enemies. There is one pirate for each point of the specialist's Weapon Focus skill bonus, and each one will attack whatever enemy the Specialist wants them to strike. The ghostly crew hits automatically, striking three times each, taking a four shot action to do so each time. Each crew member does the specialist's Upgrade 1 damage in Non-Elemental magic damage, which is Piercing. Attacks against the Ghost Crew will disrupt them, if powerful enough, but disrupting a Ghostly Pirate is disorienting, and inflicts Delay 2 on the attacker if the Pirate had only 1 action left, Delay 5 if it had 2 actions left. Disrupting more than one pirate at once only inflicts one extra point of delay per pirate.
Shots: 4
Weapon: 5
Ninja-ken
One Hundred Blades: The Ninja's weapon blurs through the air, striking his foes twice. Ninja may not be known for the brutal strikes that Samurai make, but they can make their opportunities count. For as long as One Hundred Blades lasts, every time the Ninja makes a normal attack, uses Strike from Darkness, or Strike the Shadow, the Ninja actualy hits twice. Each hit is resisted by Toughness separately, and rolled separately for dodges. This break lasts a number of shots equal to the Ninja’s Speed. One Hundred Blades does not trigger effects like Poison twice.
Shots: 1
Spirit Venom - Major: The Ninja's weapon becomes imbued with Wind, Earth, or Water energy, doing Elemental magic damage instead of physical, and adding triple the Ninja's Vis to the base damage. At the same time, the target's Spirit score is reduced to 0 when resisting the Opposing Elemental attacks, for the rest of the battle. This power lasts for a number of shots equal to the Ninja's Vis x2. The Ninja may choose to activate the Venom without making an attack, in which case the second listed shot cost is used.
Wind - Earth Water - Lightning
Shots: 4 / 2
Negative Blade: The Ninja’s blade is not there. In the space where it was, is a howling nothingness that sucks everything into it. Essentially, a black hole. The terrible Gravity energies that twist through the negative-blade space distort and rip the life force of any unfortunate enough to be caught by it. This attack inflicts 50% Gravity Damage, + 1% per point of the Ninja’s Vis, to a maximum of 80% Gravity.
Shots: 4
Spirit Venom - Heaven & Hell: The Ninja's weapon becomes imbued with Darkness or Holy energy, doing Elemental magic damage instead of physical, and adding double the Ninja's Vis to the base damage, and then granting the sum Upgrade 2. At the same time, the target's Spirit score is reduced to 0 when resisting the Opposing Elemental attacks, for the rest of the battle. This power lasts for a number of shots equal to the Ninja's Vis x2. The Ninja may choose to simply activate the Venom instead of attacking as well, in which case he uses the second listed shot cost.
Darkness - Holy
Shots: 4 / 3
Eviscerate: The Ninja-To goes in, and all kinds of interesting things come out. This attack is incredibly damaging, it does Upgrade 4 damage. More than that, it inflicts such a terrible wound that the foe’s entire system goes into shock. The Ninja has long learned to inflict Spiritual Venoms, now she can inflict Spiritual Wounds. The Foe in question takes it’s Highest Elemental Spirit in Crushing damage every 4 shots, beginning the shot after the Ninja's attack. This effect lasts for the Ninja’s Vis in shots. The spiritual Wound of Eviscerate can only be healed by Sorceress magic, the GF Treatment ability, and Elixirs, though falling into KO removes it.
Shots: 4
Rune: The Ninja now knows how to make a Power Rune on a target, inflicting a terrible curse. In general, Rune Curses are not instant in their effect, but a few of the more rare and difficult to learn ones are. The power and destructive force inherent in any Rune is such that only very strong blades can bear transferring them to a target. The first rune that all Ninja learn is the 10,000 step rune, it is an incredibly effective psychological weapon, in addition to eventually finishing off an enemy before his time.
Ten Thousand Step Rune: The Ninja must make an attack roll, if successful, the attack does not do damage. Instead, the Ninja carves a special, forbidden rune into the target's flesh. The wound leaves a bright red scar in the shape of the wound, regardless of the healing magic used. Each time the bearer of this rune takes a step, a tiny portion of the rune turns black. Ten Thousand steps later when the rune is all black, the victim dies, and nothing can save them. There is no known way to remove a Ten Thousand Step Rune.
Shots: 4
Rune of Subversion: The Ninja makes an attack roll, and if successful, inflicts Upgrade 3 damage. More importantly, a Rune of Subversion has been cut into the target. For a number of shots equal to the Ninja’s Weapon Focus AV, the foe loses life energy to the Ninja each time it acts. Every time the marked foe takes an action, the Ninja steals his Visx2 in life from the enemy, even if the enemy is Immune to Drain, as this Rune bypasses normal defenses. If the enemy action is a spell, or spell-like ability, then the Ninja also steals mana equal to his Vis.
Enemies under the effect of a Rune of Subversion find it difficult to concentrate. Any time the enemy uses it’s most powerful spell, technique, or power, it must make a Willpower roll versus the Ninja’s Weapon Focus AV, or the attempted skill fails. The Ninja can spend a 2 shot reactive action to add a second negative dice to the Foe’s roll. Limit Breaks are immune to this concentration problem.
Shots: 4
Bojutsu
Double Jump: The Monk leaps into the sky much higher, to deliver a stronger attack than the Jump technique can. When the monk hits, he does triple his base damage to the target. As with Dragon's Back, the Monk is essentially out of the combat for the first half of this power's shot cost, the attack does not occur until the 6th shot. This limit break requires an attack roll.
Weapon: 1
Shots: 10
Gust of Wind Dance: The monk whirls his spear in a dizzying pattern, stirring up Wind elemental energies and catching them on the head of his spear before plunging it into the target. The base damage of the monk's attack is tripled, and the damage is Wind Elemental. This limit break requires an attack roll.
Weapon: 1
Shots: 5
Badu Spirit Breaker: The monk spins and moves in a blur of motion. Suddenly, and quite unexpectedly for most foes, the head of his spear lashes out to strike an enemy. This strike cleanses the enemy of any positive magic, and the monk of any negative spells. In addition to doing triple the monk's base damage, it casts Dispel on the target, and Esuna on the monk. This limit break requires an attack roll.
Weapon: 2
Shots: 6
Demon's Dance: The Monk now knows much about the underworld, enough to be very dangerous when pressed. The monk moves in a deliberate, almost hypnotic dance, as red and black energies collect on the blade. When the spear hits, it does triple the base damage as Darkness Elemental, and carries the following status-strikes: Curse, Death, Doom, Berserk, Zombie, Poison, Blind, and Silence. This limit break requires an attack roll.
Weapon: 3
Shots: 7
Summon Four Gods: The Monk makes a summoning dance with his spear while gods appear to attend him, and strikes a target automatically. The spear does quadruple the base damage, once for each god. When it is done, the Monk receives a minor blessing from each god, increasing his Strength, Toughness, Spirit, and Vis by until the end of the battle. Using this break again in the same battle will deal the damage again, but not get the monk any further blessings.
Weapon: 4
Shots: 7
Nine Dragon's Spear: The Monk whirls in his final, ultimate spear dance, while Spirit Dragons appear and coil around the weapon. During the dance the Monk strikes 9 times, each time with a different element. In order, the strikes are Fire, Ice, Lightning, Water, Wind, Earth, Holy, Darkness, and Poison. Each elemental attack does the same amount of damage as the Monk's base spear damage, and each attack automatically hits.
Weapon: 5
Shots: 8
Segmented Staves
Hurricane Stance: The Staff Master spins about, and attacks everything around him! This Limit attacks every foe in the battle area with a basic attack. In addition, it is very fast, and Ranged.
Weapon: 1
Shots: 3
Strike Without End: Most opponents do not realize that if they dodge the first strike a Staff Master makes, they must also be forced to dodge the return blow as the staff comes back. While this limit is active, the Staff Master gains the Ranged attribute to all strikes, and U1 to damage. Further, if any strike misses, or the Dice Roll is negative, the Staff Master may roll again with a +10 to the roll. Strike Without End actualy does end, lasting for a number of shots equal to the Staff Master's Weapon Focus AV.
Weapon: 1
Shots: 2 (To Activate)
Strength of Focus: Strength of Focus is another Staff Stance that is incompatable with Strike Without End. While this Staff Stance is active, the Staff Master adds his Willpower to his Strength before any upgrades are applied, for the purpose of calculating damage. In addition, he may add 1 shot to any attack in order to boost the damage of the attack by an additional U2. Like Strike Without End, Strength of Focus lasts for shots equal to the Staff Master's Weapon Focus.
Weapon: 2
Shots: 2 (To Activate)
Entangle: Segmented Staves can entangle, but this Limit calls upon that skill so intensely that the attacker actualy turns to stone! This attack inflicts U3 damage, and attempts to inflict the Break status. If the enemy is immune to, or restists Break, then it attempts to inflict Slow Petrify. If the Statuses are inflicted or not, the enemy suffers Delay 5, as they fight off the terrible entanglement of staff and Petrifying Chi energy. Of course, petrified enemies will care little that their active shot was delayed.
Weapon: 3
Shots: 4
Three Blossom Flower: Yet another Stance, again, it is not compatable with Strength of Focus or Strike Without End. While Three Blossom Flower is active, each time the Staff Master makes a normal Weaponfocus attack, he actualy strikes 3 times. These strikes can be directed against different foes, or all piled on a single enemy. Three Blossom Flower lasts for a number of shots equal to the Staff Master's Weapon Focus + Willpower.
Weapon: 4
Shots: 3 (To Activate)
Thrash Strike: The Staff Master strikes, and causes his weapon to Thrash, striking several times in one attack for massive damage as he pours all his training and Soul into the attack. The staff hits 7 times, doing U5 damage each time. There is nothing fancy about a Thrash Strike, but only the greatest Staff Masters can obtain a focus strong enough to flail an enemy so severly in a single attack.
Weapon: 5
Shots: 4
Sniper Weapons
Revolvers
Trigger Happy: The basis of the Revolver limits is a Break that focuses on pumping lead into your opponent's chest with two guns at once. It allows the Sniper to make many attacks in a short space of time, but it does require a bit of recovery. Much like the Renzokuken, Trigger happy inflicts many small attacks on an opponent that add up to big damage.
When this break is first learned, the Sniper can make 8 attacks, though only one special aiming action can be added. They can be modified by special ammunition, assuming the guns can survive firing it. Using Trigger Happy's most basic level requires that the Sniper's revolvers be loaded with at least 4 rounds each, as he is not yet good enough to re-load in the middle of such a furious attack. Toughness or Spirit counts against each attack.
The sniper makes only one roll when activating this break. If it is a critical success than each of the 8 attacks benefits from the crit. Otherwise, on a success all 8 attacks simply hit and do normal damage. Unlike the Renzokuken, any elements on the weapon and effects on the target remain in effect when Trigger Happy is used.
Weapon: 1
Shots: 6
Trigger Focus: With this level of mastery, the Sniper can fire even more shots, and reload if necessary in the middle of a Trigger Happy. All 6 shots from both revolvers are expended for an amazing 12 attacks! Furthermore, the Sniper hones his technique to the point that he can reload in the middle of a Trigger Happy attack without even slowing down. The most popular method is to toss a pre-set bundle of rounds into the air, and swing the open chamber into them. Irvine, however, is known to just let rounds spill out of his pocket, and catch them perfectly in a spinning chamber. A Trigger Focus break is rolled the same way as the earlier Trigger Happy, except that up to two special aiming actions can be added to the attacks.
Weapon: 1
Shots: 7
Montage: This ability only works against enemies that come in groups. It is of no help against the lone assassin, bosses, or great heroes, unless they have supporting minions. Against lesser enemies who fight in groups, there is only a quick montage of shots, and a number of minions down or gone. The Sniper spends the Break's luck cost, and charges up 6 full revolver rounds with incredible power against those who serve others. These six shots must be used during the same combat, or they will lose their power, and they will have no special effect against those who believe themselves to be more than a minion, so it is reccomended that the Sniper use his other revolver against greater foes.
Against minions, the charged up rounds do U5 damage, and attempt to inflict Death and Blowaway. This break, unlike many breaks, may be combined with whatever passive or 'stance' type techniques the Sniper has access to, as well as any special ammunition. The shot cost in question is for 'charging up' the ammunition. After that the Sniper is free to use those charged bullets to destroy minions at will.
Weapon: 2
Shots: 1
Trigger Discipline: In a seemingly impossible feat combining speed and precision, the Sniper can now fire at the full Trigger Focus rate, while still taking time to place every single bullet exactly where he wants it. The Sniper makes an attack as per Trigger Focus, and can add two special aiming actions to the attack at no additional shot cost. Additional special aiming actions add shots as normal.
Weapon: 3
Shots: 8
Between the Eyes: A quick shot right between the eyes fixes all kinds of problems. This break isn't fancy, and repeated uses can get really expensive, but it will certainly do some serious damage in a short time. The Sniper makes a gun attack at U2 AV and U4 damage. All elemental effects from ammunition and junctions apply. All special bonuses from techs and ammo also apply.
Weapon: 4
Shots: 1
And Stay Down!: A dual-gun attack that will not only brutally wound the enemy, but put them down on the ground for a good long while. This powerful attack is rolled at U3 AV and inflicts U6 damage. As with Between the Eyes, all modifiers from Junctions, Ammunition, and Techs apply when adding damage and/or status. If the enemy manages to survive the attack, they must still contend with Delay 5 status, which is inflicted unless the target is completely immune. Shot cost reductions from Gun Techs do not apply to 'And Stay Down!'. Using Pulse Ammunition with this Break increases the ammo's contribution to the damage to U8 from it's usual U6.
Weapon: 5
Shots: 6
