I’m working on concepts for a Final Fantasy based installment of my Session Zero zine (BTW, Issue 2 has been uploaded and is awaiting approval by DriveThru RPG).
I want to do “Limit Breaks” from Final Fantasy VII, which were sort of like super attacks in that game that you had to build up to by taking damage. I’m thinking about creating modified versions of the basic moves and some spells which must be “activated” with a point of Break. Here’s what I have so far… any and all comments are welcome!
First, the “Basic Outcomes” of dice rolls needs the following outcome added:
Double ones: Hold 1 Break
Second, the End of Session moves gets modified as such:
When you reach the end of a session, lose all held Break and choose one of your bonds…
Finally I’d have a list of the Limit Break Moves. This is the modified Hack & Slash:
Double Cut ~ Requires held Break to activate
When you make two furious swipes with your melee weapon, expend 1 Break and deal your damage, then roll+STR.
On a 10+, you deal your damage to the enemy again and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.
On a 7–9, you deal your damage to the enemy again and the enemy makes an attack against you.
Count 6- as 7-9
If the enemy is unaware or defenseless, just deal your damage again instead of rolling.
A Limit break for a wizard might be:
Meteorswarm ~ Requires 2+ held Break to activate
When you call upon the power of the cosmos against your enemies, expend 2 Break and deal 2d6 X your level damage to all enemies present, then roll+INT.
On a 10+, the cosmos hears your call and your allies are unharmed.
On a 7-9, it rains fire and rock; you and your allies take that damage as well.
Count 6- as 7-9
Noth of these need tweaking, and yeah Meteorswarm can be really powerful, but it requires you to roll 2 “snake eyes” in the same session to charge it…
What are your thoughts?