Thursday, December 30, 2010

Limit Break!

"This isn't anger... isn't hatred..."- Galuf Halm Baldseion
"Well... my time is almost up. Time to die, everyone!" - Trance Kuja
"I... I can fight! ... I realize we must fight for the future of the children." - Terra Branford

Limit Breaks are a final desperation move for a character who is near death or in a highly emotionally charged state. Such states include direct and real threats against a loved one ("MJ and I, we'll have a hell of a time!"- The Green Goblin) or against something which the character has previously proven to be something of deep emotional connection to the character (the dependant flaw could work, or someone who threatens to destroy the entire world, etc). This can also be used by a character who is at 10 boxes of physical damage.

To use Limit Break!, the character must have at least 3 points of karma pool available. He permanently burns those three points of good karma, and enters Trance Mode

During trance mode, the character can use 1 karma pool for free on EVERY roll. (Basically letting him reroll failures on every roll!) He gains immunity to natural weapons (at double his essence), and gets a -3 bonus to all TNs. He also ignores all wound penalties. He continues this carnage even as he takes overflow boxes of damage. The character cannot be healed during this time, nor can he break off combat.

Naturally this makes the character into a combat monster. He also goes into a berserker style rage, where he must fight to destroy the offending enemy (or all visible enemies), which lasts until the encounter ends (which may be dragged out sligtly in extended foot chase scenes). During any time which the emotional state ends or the encounter ends, the trance ends. (so the trance state cannot be used to chase the enemy in your helicoptor, unless you're crashing the copter into the villain!, nor can it be used to sneak through a facility or disable maglocks- only to recklessly destroy!).

When trance ends: the character collapses from exhaustion (and this is reliant on other PCs to carry them out). If the character had 10+ boxes of physical damage he dies. (If he had a cranial bomb, it detonates!). The character cannot be awakened for 24 hours after collapsing.

Trance can be used in place of hand of god for special way for a charcter to die to save the team or to kill the big bad guy. Since the PC can't break off combat (and can't die!) he affortds the rest of the team a chance to escape (at least), and may do considerable damage on his way out. (Might be better than a TPK!)

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