Beyond Your Limits! Image
Prerequisite: Max 3 purchases (need +5 perform skill per purchase past first)
 

To activate a Beyond Limit Attack! it will require a full turn action (though some spells and abilities can give you more actions). You can only activate a beyond limit attack while your health is 50% or less and you have built up enough Limit to reach 100%.This is built and designed on purchase and cannot be changed after being finalized. (Added limited use so you can track built up limit, 10 uses is 100 percent since it increases by 10s, just drop it to 0 if not built.)


All Beyond Limit Attacks must be built up before they can be used. Every attack that does at least 10 damage to you increases your limit gauge by 10 (20 if you use a boost or under the effect of an ability or spell) but you MUST be hit by an attack of at least 10 damage for it to build (DR can still be applied after said hit) and you can only gain 10 PER attack that hits even if damage exceeds 5 in an attack.
You can still heal afterwards without losing the built up Limit.
The amount built up in a battle and not used carries between encounters up to 100% which is part
of what is required for a Beyond Limit Attack to activate. This charge will last for up to 24 hours before it resets to zero so you can save up to use your limit whenever you need it. Using your attack fully drains this bar back to zero.

Beyond Limit Attacks are considered unsoakakable abilities unless stated otherwise, so they ignore Damage Resistances your target has.The limit bar cannot be activated OR CHARGED while another limit break is in effect (like some that have durations, status effects count. Attacks you take while a limit is in effect simply add no increases). After using a limit in a round you will not gain limit for the remainder of that initiative round until it returns to the top of the Initiative order. Remember, Using your attack fully drains the bar back to zero.


You can purchase the Limit break feat a max of 3 times and only once per +5 in the performance skill after the first.

You will select the effect(s) and then give it a name.
Enemies hit with a Beyond Limit Attack and not entangled can attempt a DC 17 Athletics check to halve any damage
they would take from the ability.
You have 12 points to build your Beyond your Limits attack although you can take some negative effects to give you more points.

LIMIT EFFECT PRICE COST LIST:

1.) Attack Damage (3pts): 3 points must be spent per 10 damage (max 100 physical damage total split between all attacks although you can describe as many “strikes” as you wish to deal this damage) although this is not required if you want to do a full utility limit for healing, buffs, etc.
2.) Spell Attack (4pt): Want to infuse your attack with a spell or get that big finish explosion? Maybe shield or shell yourself or the party? Want to heal yourself or your party of wounds or status? This is your effect. 4 points per Spell included in the attack. Spell lasts as long as the spell would normally but can substitute perform skill for casting bonus (max of 4th level for spell, can be mixed with attack but range is based on blast).
3.) Blast Property (1pt): Sometimes you want to hit an enemy who is not standing right next to you, blast can allow you to do so by launching your attack or gaining ground, sadly pesky flying monsters can still remain out of your range since this only covers horizontal movement.1 point per Range of Distance (all limits, even spells with range are considered engaged distance effects if you do not buy any points in this)
4.)Entangle Effect (3pt): Sometimes you need to hold your enemy in place so they cannot avoid the power of your move, this allows you to do so via EnergyCage/Stickiness/Tangling etc. 3 points per 10 foot of Entangle
(This can be used to hold an enemy in place and prevent them from trying to avoid your attack with the Athletics roll)
5.) Leaping Attack (2pt): You leap for height and distance; this can let you avoid obstacles and reach enemies above you. 2 points each range (5 foot each purchase) of Height leaped (can be mixed with Blast for attacks where you move to the enemy via jumping and allow you to hit airborne enemies that are flying)
6.) Invincible (3pt): Want to give your hero an immunity of some sort? This is the skill you need. (Physical damage type, Magical damage type, Elemental type, Status type)
3 points for every round you want the Invincibility to last.
7.) Soakable Damage (-1pt): If you want the enemy to be able to still soak some of your attack. -1 to Limit cost for every 10 points of soak(DR) not ignored.
8.) Dazing -2pts): After you finish your Limit you are DAZED
-2 limit cost for every full turn of daze applied to character after. (Daze makes you roll at disadvantage and cuts movement in half)
9.) Energy Source (-2pts): You must use an item or ingredient up to be able to use your limit. -2 limit cost for every ingredient required
10.) Health Eater (-3pts): Give to get. Sacrifice more of your hp to activate your skill. -3 limit for every 5 wounds drained to activate Limit.

(Edited for balance -Kyo)

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Beyond Your Limits! Image