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Final Fantasy VII: Neo Midgar City

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The worlds of Final Fantasy collide and new warriors join the fray. 

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Mister Querious

PostPosted: Mon Sep 26, 2005 1:36 pm


Hey guys, Kaizer here.
I asked Aerith and it seems that Limit Breaks are still usable and the such in the RP.
So what I was thinking was, why not post out a set or a limit break for your characters here so the others will know what it may look like when you do it?
I myself already have a set of limit breaks thought up for my character Kaizer.
So if you could, type up your limit breaks and post them in here yo :O
(I'll be doing the same when I finish the pictures for my limit breaks.)

Grenz's Limit Breaks

Blade Collider!- Grenz slams his blades together to make them form just one blade. Using it, he dashes forward on the enemy and unleashes a 6 way slice that forms a X in a square. Charging the blade with lightning, he stabs through the middle of it to unleash a shocking blast.

God's Hand!- Twirling his swords and slamming them into the ground, Grenz hops up onto them. Taking his left glove off, he pulls off his cross and enfuses it to his hand as he forms his whole arm into an angelic cannon. When he aims it, it fires off a beam of holy light at an enemy.

Hey, Cheer Up!- Grenz resheathes his swords and dashes towards a friendly character of his choosing. Patting them on the back and saying something motivational, they are then cured of all ailments and have most damage done to them erased. He then returns to battle.

Back Off!- Becoming angry, Grenz takes his blades and enfuses them with a rocking power that when he slams them together he unleashes a sonic boom of power. This would cause massive damage to the enemy and blow it, literally blow it, away.

Devil's Fist!- Slamming his two blades together, Grenz fuses them into his arm to create a buster cannon that is hellish in appearance. With two pipes slamming into the ground and going through it, the beam cannon fires off a beam of hell's fury at the enemy.

Final Attack: Blazing Finisher!- Connecting his blades together to form one, he slams it onto the ground to make it crack and shoot off a blast of steam which launches Grenz into the heavens above. Reaching them and starting to fall downwards, he gains the force of a comet and slams into his enemy as he finishes with a 36 way slash. This is said to be Grenz's ultimate move and hasn't been achieved yet. It has also been rumored that it will kill him if he performs it.
PostPosted: Mon Sep 26, 2005 4:49 pm


Elena Korosu:

Limit Break - Second Chance. -

When angry enough, Elena may go into her Final Second Chance Limit Break.
What will happen is the following...

This will only work when Elena is close to death. A beam of light will suddenly appear above her,as feathers float down toward her. These feathers consit of healing and gives her a few minutes of being completely 'invisable' from her attackers. Though this will only work for a few minutes, giving her enough time to get out of there or continue the fight
.


More to come as I think of some.

Aerith Gast Gainsborough
Captain

Blessed Guildswoman

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Reno Sasuki

PostPosted: Mon Sep 26, 2005 5:39 pm


Reno's Limits:

Turk Pride: When Reno (Or One of the Other Turks) gets seriously injured, Reno's speed and strengh are horribly multiplied...think of Neo from the Matrix when he's fighting off two agents with only one arm....

Turk Revenge: When Reno is near death he will draw on the massive mako treatment he had during his days as a SOLDIER...his eyes glowing brightly as he rushes his enemy, swinging his nightstick at them..and if his attack is blocked, he follows up with his gun.

Rufus' Limits

Executive Decision: Rufus smirks, loads his shotgun with a special shell that fires a net, which constricts around it's target, crushing him/her into the fetal position, then he twirls his shotgun and fires an explosive shell at his target.

Presidential Pardon: Rufus shrugs slightly, and opens a portal directly beneath his target, teleporting the target exactly one mile away.

Diamond Crusher: Rufus draws on his surprising resiliance...which he survived Diamond's attack with....and unleashes his superior combat skills he learned from the great General Sephiroth...and draws a katana from under his coat...swinging the sword...a blade of air cutting the target from the front and back
PostPosted: Fri Nov 04, 2005 10:17 pm


Korangar's Limits
(Which are actually more of Trance modes. As with Trances, they last until either the battle is finished, or until he calms down. However, due to the nature of his views on battle, if he entered into a battle to begin with, he won't calm until the battle is over, anyway..)

Decimation: Ever see how distructive it is when the chain snaps on a chainsaw that's moving at full speed? Imagine that, only with every single chain that Korangar wears. Granted, they do not move in a fashion that causes damage to him, even when he's moving, but anything else that enters within the range of the chains is subjected to the devastating force of many thick chains imacting them at speeds in excess of sound.

Obliteration: This is when he coats whatever weapon he is using with his essences. Anything that is coated with his fire essence is very much like a lightsaber, burning through anything in an instant. Anything that is coated with his shadow essence will continue to function as normal, only with one distinct difference. Whatever is touched by the shadowed weapons during this status will make shadows devour the target. These shadows, in 'devouring' the target, actually tear it apart on the subatomic level, rending even the nucleus into pieces.

Annihilation: This is by far his most deadly Trance form. If he ever enters into this mode, it should be known that he is highly ticked, and may not care if any allies are within striking range. Needless to say, he would have to be very, very upset or enraged to achieve this status. What the viewer will witness is as follows. An immense sphere of shadow forms over Korangar, marked only by streaks of fire that arch around the surface. While this is going on, four massive hilts for swords erupt from the ground, forming almost a square pattern around the orb. One appears in front, one behind, and one to either side. This may not seem bad as so far mentioned, until one realizes that the bredth of these blades span approximately six feet. Besides that, there are no blood gutters, so that the swords are nothing more than massive slats of metal, sharpened on both ends, and having a hilt placed on one end. However, the length of these weapons cannot be determined just yet. Returning attention to the sphere, a large helmet, completely black except for the flame pattern that lines the thin visor rises from the center of the sphere. Behind the visor, nothing can be seen except darkness. From within the sphere, four massive hands shoot out, each gripping the hilt of one of the giant blades. These hands are each heavily gauntleted with the same material as the helmet is formed from. The sphere now shrinks, forming into a thick set of armor of the same design as both helmet and gauntlets, defending what is now an enlarged body of Korangar. How much enlarged it is depends on his opponent, but it is a minimum of twenty feet in height, once standing, although as of yet, it is in a low kneel. Against his back, two colossal wings have become visible. Along the edge of these wings, jagged armor, again, of the same material previously mentioned, lines what would normally be thought of as delicate sheets of organic flesh. However, within the armor, these wings are actually rifts in the cosmos, each showing a view of space, lightyears away. As the wings unfurl, the scene within them shifts, as if they were only windows. In fact, that is what they are, as anything unfortunate enough to contact them would soon discover, as the victim would fall through the rift. Rising to his feet, Korangar unscheathes the massive blades from the ground, revealing their length to be a little more than his own height. However, weilding each blade in a single-handed fashion, with his set of (now) four arms, he enters a stance to resume the fight.

Zaxoth Arturos


Terran_Branford

PostPosted: Mon Jan 16, 2006 5:56 pm


Updated 11/20/06

Terran's Limit Breaks:

Espardian Rage: Terran's hair and eyes turn red, and he is enveloped in a red aura. His magic moves about him with such force that it lifts his hair. Materia usage is limited to his Crest Materia, as it is believed that any other materia would crack under the strain. All abilities receive a tremendous boost. As magic is drained, the effect is increased, and Terran fails more often to identify friend from foe.

It may seem like a bit much, but it takes alot to trigger it.

Save the Prince: When Terran is on the brink of death, he is enveloped in a silver aura. While this aura is present, an Espardian soldier may block attacks headed his way. After 10 blocks, the aura will turn gold, and Terran will be aided constantly by Espardian soldiers. After 20 blocks, Terran will become magic proof. Once triggered, it won't stop unless Terran is safe, or Espardian Rage is triggered.

Once again, it may seem to be too great, but it takes ALOT to trigger it. In HP/MP terms, 1 HP and less than 10 MP.

Superior Mimicry: Put simply, Terran mimics a fighting style he's studied, copying every aspect of it, even ones he doesn't have. The difference between this and mimicry is that mimicry doesn't copy attributes he doesn't have.

Beserker Omega: While under enormous stress, and feeling intense anger, there is a good chance Terran will enter the Beserker Omega state. In this state, Terran resembles a ruby-red hulk, and is about as powerful.

Lord of Ragnarok: By draining a large portion of his own magic, Terran can turn the weapon in his hand into the Ragnarok Blade, which can cleave it's way through most metals and barriers.
PostPosted: Sat Apr 01, 2006 11:37 pm


Marth's limit breaks:

Pain: Marth immobilizes his enemy and begins a trance spell on his enemy, giving them the feeling of being stabbed over and over again for what seems to them as three days but only three minutes in real life. This is mostly for draining the enemy and sending them into a panic.

Rage: Marth sends himself into blinding rage to charge and kill his enemy with quite a few blows that follow up after another.

this is all i have for now >_>" cha...more later

DemonknightMarth


Menorious

PostPosted: Mon Jul 24, 2006 11:02 pm


Okay, so Menorious is the son of the Goddess of Air, and an archer/swordsman. He's also a skilled hand-to-hand fighter.


Limit Level 1:

Thunder Kick: Menorious charges an opponent as his right foot glows with the voltage of lightning. He dive kicks the opponent sending the electrical currents into his/her body as a loud thunder clap is heard.

Air slice: Menorious jumps in the air, and comes down with a crash sending a wind blade from his sword at an opponent.


Limit Level 2:

Thunder Clap: Menorious spreads his arms wide, and brings them together emitting the enhanced sound of a thunder clap, knocking back all opponents dealing damage to them and gives the status effect of silence.

Lightning Arrow: Menorious pulls back his bow, and a small figure of an arrow forms from static. When Menorious releases the bow, there is a blinding flash as the arrow changes into a lightning bolt streaming at one opponent.

Limit Level 3:

Angel Prayer: Menorious concentrates, and a light beam shoots from his forehead straight into the sky, creating a ring of clouds around it. Feathers fall on all allies reviving the KO'd and completely healing all members.


Fury of the Skies: Dark clouds flood over the battle and lightning begins to strike and the winds pick up. All opponents are barraged by a hailstorm of ice balls bigger than grand pianos.


Limit Level 4:

Mama's Boy: Menorious flies into the air as a thick, dark cloud forms behind him. the cloud dissipates and a woman is hovering where the cloud was. She has dark skin, white hair, and strange tattoos on her body. She is wearing a white robe. Both she and Menorious raise their hands into the air and dark clouds swirl above, the winds pick up, and flashes are seen in the clouds. Suddenly, the clouds part and a lightning storm as wide as the battle scene strikes all enemies.
PostPosted: Wed Aug 16, 2006 1:34 pm


Limit Level 1:

Ice Boulder:
Raea forms a gigantic, icy boulder in her hand, and slings it at an
opponent.

Shadow Cannon:
Raea raises one arm to an opponent, and her hand is completely covered
darkness. The dark cloud swirls and swirls, rapidly increasing its size.
All of the shadow is then sucked into her hand, and a large shadow
ball is launched.

Limit Level 2:

Dark Hail:
Raea raises one hand to the sky, which becomes completely covered in
darkness. Sharp, blades of ice, fall from the clouds, and remain
covered in the darkness as they fall.

Dark Blizzard:
A powerful wind begins to blow around Raea. She glares at her
opponents as the winds blow and grow colder. She extends her arms,
and thousands of dark icicles come out of her hands, and are carried
by the winds. So many are caught up in the wind that Raea is no longer
visible. The blizzard increases in size until Raea's targets are captured
in it. The winds suddenly stop, and the icicles fall on the enemies.

Limit Level 3:
Icy Beat-Down:
Raea charges an opponent, and uses several forms of martial arts
against them. As she attacks them, her hands and feet are covered in
ice.

Shadow Flare:
Raea glares at her target as they burst into dark flames. The flames
continue to burn, but the opponent cannot move, so he/she cannot put
them out. The flames extinguish on their own, but the opponent still
the same intensity of the burns for several minutes.

Limit Level 4:
Elemental Rage:
Raea unleashes a series of attacks, using every element she chooses,
bending each one into a different forms: different weapons, natural
disasters, objects, creatures, etc.

Raea_Alaira


PrototypeHastur

PostPosted: Wed Aug 16, 2006 1:57 pm


Wriph's Limit Breaks
Fall in 2 catagories, each with 3 sublevels, giving Wriph 6 total limit breaks. These are the most advance levels of spells in Wriph's Novel of Offense and Book of Defense.

Novel of Offense
Level 1 ~ Panic Reign: For the remainder of the fight, the battlefield is a active source of psychic waves that are similar to abnormal brain patterns. These psychic waves are effective only to those with non-Jenova cells. Side effects include occasional: dizziness, headaches, flight sickness, spiritual drain, fatigue, itchiness, vomitting, and possible psycho-inflictted wounds.

Level 2 ~ Window to Heaven: Wriph's weapon cycles a portal to the divine gates of heaven. Holy energy is fired from the open gates, creating a photon ray, smiting all within the sight of the window. The laser caliber is powerful enough to blow a hole into the deepest cravish of the earth.

Level 3 ~ Evanescence: Wriph's anima is gathered into the central core of his mind, abling him to probe the minds of his enemies with a tremor of psychic waves. These psychic waves reveal the mortality and the true evanscence of the victim's life, possibly inflicting aboslute terror, ripping of organs in the internal body, or the total destruction of their mind.


Book of Defense
Level 1 ~ Great Blessing: The substance that Wriph steps on becomes bathed in light that rains down for the heavens. A limited radius from Wriph's body is then rejuvunated both physically and spirituality and will continue to restore wounds for a limited time. This spell also cures status ailments and imbues anyone within the spell radius with greater speed for a limited time.

Level 2 ~ Mirror of Atlantis: A targe-sized mirror rotates around Wriph for the remainer of the battle until the mirror is destoryed. Physical single-hit attacks are blocked by the mirror, and the attack is repeled back at the striker with half the initial force. Magical spells are also absorbed into the mirror, breaking up the essence of that spell and restores a little bit of Wriph's spiritual power. The Mirror can only survive around 20 physical hits and absorb 30 spells.

Level 3 ~ Merciful Grace:
Imbuing Wriph with the guidance of the Goddess of Mercy, Wriph is clouded with white mist. Within the mist, all attacks and spells that enter the zone of the mist, around 5 feet from Wriph, enter a half-ethereal world. Thus, their attacks only cause half their intended damage. In return, The Wing of Grace will counterback any attack with a flurry of sharp feathers, like razor-edged knives throttled at full speed against the victim.
PostPosted: Sat Oct 07, 2006 12:47 pm


Limit Breaks of Aros

1:Hawk Dive- He flies into the air. Then he starts spinning holding his katanas out at high speed and dives into an enemy.

2:Guardian Wind- A Tornado surrounds him and every one of his allies and hurts every enemy close to it.

3:Katana Tornado- He holds out one of his katanas and spins it really fast, causing a tornado. He cannot move it to strike other enemies besides the ones in front of him.

4:Twin Tornados- He holds out his two katanas on opposite sides of his body. They start spinning, creating two tornados and striking enemies in its path.

5:Wind of Life- He creates a light wind that heals all allies to full health.

6:Katana Hurricane- He jumps into the air and combines the two katans. he starts spinning it causing a hurricane. it strikes any enemies directly below him.

7:Katana Storm- He flies into the air and combines his 2 katanas together. He then makes 6 copies of them and places them around him. They start spinning really fast and create 6 seperate hurricanes striking all his enemies.

Reyjin the Dragonsoul



Tay Lorien


Lonely Knight

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PostPosted: Sun Oct 29, 2006 4:48 pm


Tay's Limit Breaks

Level 1

1. Coldstab - Using his high speed training, Tay dashes in and stabs an opponent with his sword, possibly freezing them if the sword cuts through flesh.

2. Solemn Prayer - Similar to his Empath ability, but can revive an ally as well. Tay kneels at the side of an injured/fallen ally, and gives them a portion of his hit points.

Level 2

3. Windchill - Tay swings his ice sword around above his head, then points it at the enemy. A blast of icy wind pushes the enemy back, possibly freezing or paralyzing them (Blowback, cold, paralysis).

4. Aura Defense - Used on all allies and self. Temporarily deflects elementally-based spells. Tay puts out an open hand, and a translucent-blue spherical aura surrounds the party.

Level 3

5. Crystal Storm - Tay takes a high jump, another one of the things he was trained for, and starts spinning his ice sword while in mid-air. When he points the sword down at the opponent(s), a barrage of ice shards appear at the tip of his sword to blast the enemy.

6. Purification - Summons a waterfall on one ally by making a hand sign while crossing his heart, then pointing at that person. That ally gains their limit break, and Cure, Heal, Haste.

Level 4

7. Glacial Zone - Tay first summons his ice armor, to give him reinforced strength. He then summons a giant ice axe, which he holds with only one hand, though it seems impossible to do so. He takes a very high jump, and throws the ice axe into the ground. The force of the axe hitting the ground, as well as its ice power, encases the area in ice, and all enemies for a long distance are frozen by the spreading glacier, and take cold and impaling damage (from large spikes of ice appearing from the ground). There is a 25% chance of Tay fainting after using this attack, so he only does it when he is surrounded in a way that there is no other way to escape. There is also a slight chance that, if he hasn't fainted yet, he will use it's second ability, Icebreaker, where any enemies frozen by this effect automatically shatter into small fragments and are destroyed.

*

Poe's limit breaks, if it ever gets that far... 1. Surging Rage- use when ally is hurt. Poe attacks all enemies blindly with continuous, random magic spells. 2. Talon Blitz - extreme speed long fingernails claw multiple attacks. 3. Abyssal Cloak - one non-boss enemy is sucked into a black hole, instant death. 4. Alias - Poe becomes one of my other rpg characters and gains their abilities for that battle. That character cannot gain a limit break. 5. Mightiest Pen - Copies one ally's limit break. 6. Infinite Return - Triggers a counter attack in boss battle only. Next big attack is backhanded and reflected at enemy(enemies). 7. The One - Gathers all personas into one body to perform a final huge attack. Poe isn't meant to be a regular character though, since he is so powerful... more like an npc that shows up from time to time.
PostPosted: Wed Feb 07, 2007 5:13 pm


Xetrina's Limits (sorted by threat level)

Warring Soul - An angel and a demon appear, the enemy between them, and begin to attack each other, striking the enemy in the process.

Prismatic Warrior - Xetrina and her spear are infused with the 6 basic elements, and are enveloped in a prismatic glow. In this state, all attacks delivered by Xetrina inflict fire, water, wind, earth, light, and darkness damage.

Blood Lust - This limit is not used by choice, but rather, is triggered by a rapid drop in blood levels. Xetrina loses control of herself, becomes several times faster and stronger than normal, and begins attacking anything with a heart beat in a savage attempt to get at its blood.

Xetrina_Xirtonia


oOTennantOo

Familiar Lunatic

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PostPosted: Sat Feb 24, 2007 5:11 pm



Limit Break:
Dions limits are based off of the charms he collects on his journey. For every charm he collects, a new limit break is unlocked.

Lvl. 1
Protection Charm-(the charm given to him by his father) Covers allies with a protective barrier that repels all status affects.

Lvl.2
Agression Charm-Sends Enemies into a berserk confusion, making them attack eachother and themselves.

Lvl.3
Serenity Charm- Covers allies in a vail of light, healing them.

Lvl.4
Power Charm- Boosts allies stats for 5 turns(5 turns for each person)

Final
Destruction Charm- Dion Hexs the ground under all enemies, creating a fissure that swallows them whole.
PostPosted: Sat Mar 03, 2007 6:01 pm


Meltice

Limit Break Lv 1

Rebirth Tremor: Flaring Eploxion that demolish all and rebuild the world from the begining. Deals damage to the enemy and fully revive allys.

Cleansing Star: A shining blue Star from the North that nullify magic and give immunity of status aliments for certain time.

Limits Breaks Lv 2

Pyromatic Drowsiness: Multiple hits of fire on foes heads that make damage and put them to sleep for the rest of the battle.

Earthlink Flare: An earthquake that cause big explosions surrounding Meltice and expanding 5 meters around. Don't make damage to allies.

Limit Breaks Lv 3

Holy Star: 12 Ray of Holy flowing from Meltice soul. Make vast amounts of damage to all targets.

Ultima: Summon Ultima Spirit. Stay in play until is dismiss.

Limit Break Lv 4

Only Me: Force glowing from inside making Meltice Shy like the Light of the Sun and putting foes blind and silence.Null magics attacks. Status improve at double (str, def, mag, int, dex, agl, spr).

***if isn't accept notify me***

Imperial ArchAngelus


Mysterious Mercenary

PostPosted: Mon Jun 25, 2007 5:16 pm


Azurite the Clandestine's Limit Breaks: Azurite's limit breaks are basically morphs that he shared with his half brother but Azul only had one which was a Behemoth. Azurite has a few which can only turn into certain monsters after he's fought them

Morph Level 1: Wolf "Obtained"
User Image

Morph Level 2: Chimera "Not Obtained"
User Image

Morph Level 3: Bahamut "Not Obtained"
User Image

Morph Level 4 "Secret": Omega "Not Obtained"
User Image
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