Oooh! In the set of houserules we use for Chiming Minaretgame, Limit is like this; it's a bit like Frenzy in Vampire: The Requiem where you have some personalized Limit Triggers, a way it manifests and the ability to "ride the wave", so to say. Essentially; when you encounter your Limit Triggers, you make a roll to resist Limit and even a basic success lets you resist, whereas an exceptional success lets you recover a point of Willpower, failure sends you into Partial Control and dramatic failure sends you into full limit, though it can be moved to Partial Control with the expenditure of a point of Willpower.
In Limit, you are stuck acting according to specific parameters sat by your Limit Condition(s, we are unsure of whether it might be wise to give more than one Limit Condition out). But if you don't want to go out and search for some sad orphans or maidens in need or whatever, you can also just focus and draw on your cursed power to drink deep of the well of the Great Curse. In Limit Break you gain a bunch of bonuses to acting as according to your Frenzy Condition and all your Limit-OK Charms are suddenly useable for something. Of course, even when you are doing this and acting inside a controlled version of the Curse, you are still subject to your Limit Conditions but you get the benefit of setting the goal of your Limit Break instead of instantly going "I MUST BECOME ORPHAN-MAN, SAVER OF ORPHANS" or "FRENCH REVOLUTION MOTHERFUCKERS".