Genesys: Final Fantasy VII - Limit Breaks?

By Kawiie, in Genesys

Hey guys!

So, I'm making a Final Fantasy VII setting for Genesys, and while I have most of my ideas in place, such as how to work materia into the magic system and such, I'm a little stuck on Limit Breaks.

The idea was that Limit Breaks function much like, and replace, the Archetype abilities of the core book, in that you need a story point to activate them. Limit Breaks come in 4 levels, just like FFVII, with two Limit Skills of each level required to move to the next, for a total of 7 Limit Breaks at Limit Level 4.

The way you get them is simply through the automatic spendure of XP. So far it's every 50 above 100. So 150, 200, 250 XP used total and so on.

However, actually making an exhaustive list to choose from is tough, and while some of the Limit Breaks of the game can be repurposed, not all work that easily into the system. An example of a Limit Level 1 skill is this:

Beat Rush: Using a Brawl attack, the character may spend a Story Point to add the Auto-fire quality to the attack, increasing the difficulty as normal.

Of course, I would love some non-damaging Limit Breaks as well. Anyone have any ideas for new Limit Breaks, or maybe feedback on the entire thing? Both?

Love
Kawiie

I'm thinking this would be something along the lines of a signature ability from swrpg. Granted they don't exist yet in genesys, but I suspect they are coming.

That would just not allow them to start with any, or gain more than maybe two...

How are you going to do Materia?

I'm interested because i'm doing something similar.

My idea is that Materia is a spellcasting skill; only you need an actual item in order to make use for it. It then follows special rules for magic, like:
Fire: can use the "attack" and "utility" spells. When using attack, you may only add the Blast, Range, Fire, Close combat upgrades. (possibly at a lower difficulty than normal)

1 hour ago, Madeiner said:

How are you going to do Materia?

I'm interested because i'm doing something similar.

My idea is that Materia is a spellcasting skill; only you need an actual item in order to make use for it. It then follows special rules for magic, like:
Fire: can use the "attack" and "utility" spells. When using attack, you may only add the Blast, Range, Fire, Close combat upgrades. (possibly at a lower difficulty than normal)

I have three magic skills: Black Magic, White Magic and Summoning. Int, Will and Presence based respectively. Each type of Materia is based on one of these three. You can hold a number of materia equal to the amount of Slots your gear has. Each materia works kinda like normal spellcasting, though with some alterations...

For instance, Fire is a Black Magic attack spell with the Burn trait added already. You can then upgrade as normal.

Then there's Cure, which is a White Magic Heal spell as normal (though it has had the revival of incapacitated allies implemented, instead of having a Revive materia)

Time is also a White Magic materia, which has you choose between the Haste, Slow(Can't use a second maneuver) or Stop (Immobilized) to determine the base difficulty before adding things like range and stuff.

Summon materia is obviously used for summoning. This needs a little tweaking to make it balanced, though.

Edited by Kawiie
2 hours ago, Kawiie said:

That would just not allow them to start with any, or gain more than maybe two...

I'd be fine with that, one should work towards learning a limit break. God knows I never learned more than a couple of Aerith's before she got SPOILERED by SPOILERHAIR

1 minute ago, Jimmifett said:

I'd be fine with that, one should work towards learning a limit break. God knows I never learned more than a couple of Aerith's before she got SPOILERED by SPOILERHAIR

Well, it is a possible way to do it. Not my prefered one, but sometimes you gotta kill your darlings, eh?