The original Limit Break System was designed by Robert Pool (rpool@bayserve.net) with the help of Matt, Dave, Rodger, Bleach, and Blair. The following is simply a clarification and remodelling of the system using what is already there. With that in mind...
Note: This section is basically copied directly from the original system.
Limit breaks are powerful attacks that can be unleashed once a character has taken a specific amount of damage. As the character takes damage, their limit meter begins to fill. A limit meter can only be filled to 200%. The meter's 100% point is equal to the character's max HP. When a limit break is used, the entire meter is depleted. How high the meter is determines the maximum limit level that can be done.
| Limit Guage Cost | Limit Level |
| 50% Guage | Level 1 |
| 100% Guage | Level 2 |
| 150% Guage | Level 3 |
| 200% Guage | Level 4 |
A limit break meter goes down by 50% each week as rage eventually goes down and battle injuries are forgotten.
The following status ailments have an effect on limit breaks.
Fury
Beneficial
A character affected by the fury status effect gains 2 points in their meter for every damage they take.
Sadness
Detrimental
A character affected by the sadness status effect gains only 1/2 a point in their meter for every damage they take.
Aura
Beneficial
A character affected by aura only loses the percentage of the limit break level from their meter. This can result in the use of multiple limit breaks. For example...
Venrir, Rising Phoenix terrorist, is fighting a group of Revaldarin laser knights. His HP total is 80 and his meter is 160. He is thus at 200% limit meter. At the moment, he is also affected by aura. Thus, he can blow all his points on a rather spectacular level 4 limit break (From the Ashes), or he can spend it on lower level limits. He decides that he'll use a level 1 limit (Powerball Smokebomb) four times in a row instead.
The character may continue limit breaking as long as they have points left.
Seal
Detrimental
A character affected by seal cannot use any limit breaks.
Berserk
Beneficial
A character in a berserk state gains 2 points in their meter for every damage they take. They still cannot use limit breaks within this state, however.
Zombie
Detrimental
When a character is 'zombified', their meter is reduced to zero and they cannot gain any points until they are cured.
Petrified
Neutral
A character in a petrified state neither gains nor looses any points in his meter. It is effectively frozen.
Wounded
Neutral
A character put into a wounded state has a random chance to automatically trigger a limit break each time they attack. This limit break is effectively 'free' and is the highest one the character can use. This occures only if the character's roll is exactly equal to the number they need to pass. This attack does not do the normal critical hit damage.
Dead
Detrimental
A character who is killed has their limit meter reduced to zero.
Note: A lot of this material was taken from the original. It has simply been modified slightly.
Characters must chose a limit break type. The type is a template which the limit will follow.
Mainly Attack Based
This is the most common limit break. A character may have a few odd attacks in it such as one that causes berserk or haste, but they are mostly attacks. Characters get 30 x limit level points to divide among the two limit breaks for each level. They gain their various limit breaks according to the chart below.
Limit Level 1: 01, 10
Limit Level 2: 20, 30
Limit Level 3: 40, 50
Limit Level 4: 60
Below are a list of new moves allowed using this limit system. A complete list of the old moves can be found here.
Note: These moves were taken from the original but modified so they could fit into the attack limit break.
Cure 1
CP: 20
This cost more then it does for strictly healing limit breaks. The limit restores 3d10 + (level x 2) + (willpower) HP.
Status condition
CP cost: varies
The character automatically gains a beneficial status condition or indirect spell. You can buy multiple also by buying them seperately except for +25 conditions for game balance.
+5: Haste, Regen, Barrier, Mbarrier, super sprint
+10: Reflect, Flight
+15: Wall, Comet Rush
+25: Vanish, Quick
Consecutive Hits
Note: This remains unchanged from the original. It is only repeated here for the sake of convienance. This type of limit break allows the player to consecutively hit an opponent. To see which hits were actually successful, roll on the chart below a d6 for each one.
| Level 1 | Level 2 | Level 3 & 4 |
| 1: Miss! | 1-2: Miss! | 1-3: Miss! |
| 2-5: Hit! | 3-4: Hit! | 4-5: Hit! |
| 6: Yeah! | 6: Yeah! | 6: Yeah! |
Limit Level 1: 01, 10
Limit Level 2: 20, 30
Limit Level 3: 40, 50
Limit Level 4: 60
Transformation Limit Breaks
A character with a transformation limit break transforms into something else during the limit break. The character automatically recieves a berserk status and an additional +50% HP (which are taken out of first with the left over lost at the end of the transformation). In addition, they are cured to full. On the downside, the berserk is permenant for the battle or until knocked out or killed. Characters recieve 30 x limit level points to divide among the two abilities for that level. Once a limit level is achieved, both abilites may be used. They are used at random during the transformation.
Limit Level 1: 01
Limit Level 2: 20
Limit Level 3: 40
Limit Level 4: 60
Random Limit Breaks
A character with this limit break has a particular random limit break. This differs from other limit breaks in that the abilities are automatically there. There are no points to spend. There are also only two limit break levels.
Limit Level 1: Random Damaging Attack
Through some means, the character inflicts [level/10]d6 x 3 damage to one target.
Limit Level 2: Random Effect
Through some means, something happens. [System not finished yet]
Healing Limit Breaks
A character with a healing limit break either heals/protects the other party members, or they attack the enemy with status effects. See the original article for a list of the powers. A character has 30 x limit level points to divide between the two limit breaks for a particular level. The chart below shows their advancement.
Limit Level 1: 01, 10
Limit Level 2: 20, 30
Limit Level 3: 40, 50
Limit Level 4: 60