Revisions to Limit Break Design System v1.0 by Eliot Lefebvre [Break Basics] Limit Breaks can be broken down into three different approaches - Attack, Healing, and Indirect. These three are all fairly obvious in their application. Attack Breaks are those that involve physically or magically attacking enemies. Healing Breaks involve healing allies - restoring HP, MP, status conditions, or sometimes multiple things. Indirect Breaks give your party beneficial status conditions (Haste, Barrier, Wall, etc.), your enemies negative status conditions (Slow, Stop, Poison, etc.), or other effects that do no direct damage. In addition, Limit Breaks are arranged by one of four styles - Normal, Consecutive, Transformation, and Gambler. We'll get into the specifics of those styles later - for the time, let's focus on Normal Breaks, the most common. Limits have four levels, 1-4. Levels 1-3 each contain two Breaks, while Level 4 contains only one (usually rather spectacular) Break. (Note: This is only the standard convention for Breaks. If GMs want to have three Breaks per level, fine - but assume the specifics above are in effect.) Breaks, however, do not come free - they require something from the character first. To be blunt: getting beaten senseless. For every point of damage the character takes, they gain one point on their Limit Gauge. Depending on what Break level is being used, a certain percentage of their HP must be taken as damage. Note that this damage must be TAKEN, not necessarily IN EFFECT. (Otherwise, anything besides Level 1 Breaks would be fatal.) Level of Break % of HP Needed 1 50% 2 100% 3 150% 4 200% Example: A character has exactly 200 HP at max (it's a HYPOTHETICAL example.) Following the rules above, they would need 100 points on the Limit Gauge for a Level 1 Break, 200 points for a Level 2 Break, 300 points for a Level 3 Break, and 400 points for a Level 4 Break. Assuming that an attack hits them hard for 137 points of damage, their Gauge would go up 137 points, and they would be able to perform a Level 1 Break (although they might want to heal first). Limit Gauges remain at their current level until used, but are instantly reduced to 0 when a Break is used. ("Stockpiling" damage is pointless.) Advancement in Breaks is completely independent of level advancement. A character could be at Level 99 and still only have their Level 1/1 Break, while a character at Level 1 might have access to their Level 4 Break already (though it's seriously doubtful either situation would occur). Breaks advance as follows: To get the second Break of the level, you need to use your first Break a certain number of times - 8 for Level 1, 6 for Level 2, 4 for Level 3. To get up to a new Break level, you must have both Breaks, and defeat 80 enemies. Yourself. It doesn't matter HOW, but you need the battle experience to move on. ("Defeat" is left to the GM's discretion.) {NOTE TO SELF:This was the progression used in the game. Might this be a bit more difficult to work with in the RPG?} Two things work differently from FF7. One: Your character has access to ALL the Breaks they know at any given time. You do not need to "switch Break levels", and can use them as you wish, although ANY Break will reduce your gauge to empty. (I can use my Level 2/1 Break or my Level 1 Breaks as the gauge allows, but a Level 1 Break will empty the gauge just like a Level 2.) Two: Your character can still fight. This, logically, makes sense. [Status Conditions] The following two conditions are specific to Limit Breaks, and as such only merit inclusion if the mechanic is being used. Fury Cure: Tranquilizer The character is seething with rage, but is still able to maintain some amount of control. Their Limit Gauge flies up at twice its normal speed - two points are gained for every point of damage inflicted. Sadness Cure: Hyper Depression rocks the character, although they are able to make some attempts at action regardless. Their Limit Gauge crawls up much more slowly - one point is gained for every two points of damage inflicted. Also worth noting is the fact that Berserk carries with it the Fury status condition as another component to its benefits and disadvantages. [Building Limit Breaks] Before you begin to design your character's Limits, you need to decide the style of their Breaks. The four styles - Normal, Consecutive, Transformation, and Gambler - were mentioned earlier, but are detailed fully below. Normal Breaks advance as detailed above, and have no really special components. When the Gauge is full enough to accomodate a Limit Break, one is selected and executed, simple as that. Normals have level x 15 creation points, or CPs, to design their Breaks. Consecutive Breaks are a series of Breaks executed at once, in hopes of achieving greater net results than a single Break. These Breaks advance as detailed above, but gain only (level x 15) / 2 CP for each Break. The advantage, however, is that multiple Breaks can be used at once. When the Break is used, only Breaks up to the level the Limit Gauge is filled to will be activated. (Thus, if you have your 3/2 Break, and execute your Limit Break at the point where you could use a Level 2 Break, you will use 1/1, 1/2, 2/1, and 2/2, but not 3/1 or 3/2.) Each Break, in addition, has a chance to work normally, miss, or act in an exceptional manner. For each Break, the GM should roll a d6, reading the results as follows: Level 1 Level 2 Level 3 & 4 1: Miss 1-2: Miss 1-3: Miss 2-5: Hit 3-5: Hit 4-5: Hit 6: Yeah! 6: Yeah! 6: Yeah! Once the results are rolled, the Limit Break starts working. Starting at 1/1, all Breaks activated will be cycled through. A Miss keeps the Break from activating at all. A Hit means the Break works normally. A Yeah! gives a bonus to the Break, though what exactly the bonus is can vary. Typically, this is +1 DC to a physical attack, and stepping up the rolled die one level for healing or magical attacks (for example, d4 becomes d6, d6 to d8, etc). Indirect are a little more difficult to gauge - generally, it should be something related to the condition, or an enhancement of the condition. Example: My character has all of their Breaks, and gets their Limit Gauge filled. Activating the Break, I roll Hit, Hit, Miss, Hit, Yeah!, Miss, Hit. My 1/1 Break (hasting everybody) activates, as does my 1/2 Break (vanishing everybody). Moving along, 2/1 (an uppercut) got a Miss and doesn't activate, but 2/2 (a spinning kick) does hit. 3/1 (a column of magical energy) got a Yeah!, so in this case I step up damage from a d8 to a d10. However, 3/2 (a Pummel-type attack) got a miss. 4 (rushing through the enemy) does hit. So, in finishing: I haste and vanish everybody, do a spinning kick, an extra-powerful column of energy, and a final rush right through the enemy. Transformation Breaks are rather strange - they actually transform the character into another creature for the duration of the Break! Although the creature retains the memories of who is friend and foe, it cannot be controlled by any stretch of the imagination. Although it does not wear the armor of the character, or wield their weapons, it performs as if it did for unknown reasons (although long-range weapons become short-range weapons with equivalent damage ability). Transformation Breaks have only one Break at each level, limiting them to a maximum of 4 Breaks. They get 25 x level CP for their Breaks, but they have an automatic -10 to these points. However, when they transform, the character automatically gains the effects of Berserk (which cannot be removed), their max HP raises by 50%, and their HP is refilled to full. Transformations last until the end of the battle, or if used outside of battle, for about 10 minutes per Break level. Limit gauges fill normally while in the alternate form, although it cannot use the Breaks. Transformations usually have at least two skills (often a single-target attack and a multi-hit attack). A normal attack may be used - this costs 0 CP, but is always close-range, regardless of the weapon used. It will deal damage as if the weapon were being wielded normally (although the Berserk will affect it, if long-range). The Gambler style of Breaks is the most limiting in some ways, but can offer many different potential applications once finished. Simply put, the Gambler gains a great deal of power early on, but is always plagued by the fickle hand of fate. They only have two levels of breaks, with the first always being rather concrete, and the second being easily changable. How many points are given per level is also extremely variable. For the first Break, the character can choose to either heal or damage. Regardless, they roll 1d6 + another 1d6 for every 10 levels gained. This result, multiplied by 3, is either the amount of damage dealt or amount of HP restored. Note that the effect MUST be chosen at the beginning, and cannot be changed. The second level, however, is where the variety comes in to some degree. This level is a slot machine-based power, much like the power of the Gambler class. Choose six "icons" for each face of a d6, which are largely symbolic. Each one must have a number assigned to it (for example, 1 = sword, 2 = shield, etc). This, in a nutshell, is your slot machine. Then, you begin to design the jackpots. At first, you have 24 CP for this, which is used for your "default" attack, or the attack used when nothing else is rolled. Of course, right now, ANY roll would be the "default" attack. You need specific combinations. You gain 24 more points for every combination you select as "special". Note that this is one large pool of CPs - you don't need each one to be 24 CPs in cost. For example, I choose three "special" combinations. Total, this gives me 92 CPs. I could have a 22-point default, one combo at 30 points, another at 25 points, and the third at 15 points. However, you don't necessarily have to stick in beneficial effects. If you wish, you can REVERSE the targeting (damaging effects target the party, healing or indirect effects the enemy) for a combo to ADD that number of CPs to your pool. For example - if I had a combination that performed a Fatal Attack on my party with an area effect of 2, I would gain 40 points. These two styles may be combined in the same effect - for example, an Indirect that Hasted one ally and one enemy. Once the style has been decided, you must adhere to it. Simple as that. Each style, as noted, allocates a certain number of CP per level of Break to generate the Break. For each Break (usually 1/1, 1/2, 2/1, 2/2, 3/1, 3/2, and 4), take the given number of CPs, choose the category (Attack, Healing, Indirect), choose the effect, and build upon it with the points. The possible effects are listed below for each category. Leftover CPs are lost. Note that some of the effects listed below tell you to roll dM. This is the die type you use for MP, as all FF7-type characters will be using the point- based system. For example, if your MP are rolled on a d8, then dM is a d8, and 5dM is 5d8. +50% Damage CP: 10 The attack does 50% more damage than a usual attack. (100 points of damage becomes 150, for example.) Double Damage CP: 20 The attack does double damage. Triple Damage CP: 35 The attack does triple damage. Extra Damage CP: 7 An extra two dice are rolled for determining damage. (For example, if your weapon deals 1d10 damage, it will now deal 3d10 damage.) Can be taken multiple times. Ranged Attack CP: 10 The attack is a long-ranged attack of some sort, doing 3dM + (level x 2) + magery damage. (This need not be taken for characters wielding weapons that are already long-range. Damage listed is before any other adjustments are made, such as Triple Damage, Extra Damage, etc.) Ranged Attack II CP: 20 Similar to Ranged Attack, but the attack now deals 5dM + (level x 3) + (magery x 2) damage. Ranged Attack III CP: 30 The attack now deals 7dM + (level x 4) + (magery x 3). Ranged Attack X CP: 40 The most damaging ranged attack, this deals 10dM + (level x 6) + (magery x 4). Elemental Affinity CP: 5 The attack has an elemetal affinity (fire, ice, etc). If the weapon used (if applicable) has an affinity, then this replaces it. Fatal Attack CP: 25 The attack has a (30 + (level/2) + magery)% chance to instantly kill the victim. Status Attack CP: 5 The attack has a (30 + (level/2) + magery)% chance to inflict a status condition on the target. This may be purchased multiple times. HP Drain CP: 5 10% of the attack's damage is added to the character's HP. HP Drain X CP: 25 25% of the attack's damage is added to the character's HP. MP Drain CP: 10 10% of the attack's damage is added to the character's MP and subtracted from the target's MP. MP Drain X CP: 25 25% of the attack's damage is added to the character's MP and subtracted from the target's MP. Death Attack (Gambler Style ONLY) CP: 50 Instantly kills the target (save those normally immune to such). There is no chance to be rolled - the target simply dies. At the designer's option, this may only knock the target unconcious, but this must be decided at design time. Area Effect CP: Varies Rather than a single target, the attack affects multiple targets. Depending on the CP spent, this can be large or small. 5 CP: Area Effect 1 10 CP: Fragmentation (deals 1/2 damage to all other targets within a two yard/meter/hex radius) 15 CP: Area Effect 2 25 CP: Area Effect 3 Cure CP: 5 The target regains 3dM + (level x 2) + willpower HP. Cure II CP: 15 Like cure, but restores 5dM + (level x 3) + (willpower x 2) HP. Cure III CP: 25 Restores 7dM + (level x 4) + (willpower x 3) HP. Cure X CP: 35 Restores the target to full HP. Remedy CP: 10 Like the spell - removes negative status conditions. MP Recharge CP: 15 The target regains 2dM + (level/2) + willpower MP. Life CP: 15 Like the spell. Life II CP: 30 Like the spell. Area Effect CP: Varies As with Attacks, this spreads the healing ability outward. 5 CP: Area Effect 1 15 CP: Area Effect 2 25 CP: Area Effect 3 Status Condition CP: Varies Automatically bestows a status condition on the target. This is ALWAYS a mostly beneficial condition. Cost varies with what condition is used. 5 CP: Haste, Regen, Barrier, MBarrier, Super Sprint 10 CP: Reflect, Flight 15 CP: Wall, Comet Rush 25 CP: Vanish, Quick Attack Assurance CP: 15 The target gains a 100% hit rate for the rest of the battle, without question. There are no skill rolls needed (although they still should be made for criticals) - the attacks ALWAYS hit. Limit Charge CP: 15 The target's Limit Gauge is instantly filled to capacity. In short, they can perform any Limit Break they want (that they have learned, anyhow). Fusion CP: 60 All of the user's allies nearby are drawn together, and they all pool together into one gigantic creature. The creature has 999 HP, Def and MDef equal to the average level of those integrated, Arm and MArm equal to 1.5 of the average level, Strength equal to 1/2 of the average level (with a ceiling of 30), dealing 1d6 damage +1d6 per 10 levels and using the core character's DC. The creature will not cast spells, simply attack until battle is over or it (and all those contained within) are defeated, at which point it seperates with no adverse effects upon those involved (although if the creature is slain, so are those within - fair warning). Area Effect CP: Varies Same as the other Area Effect options. 5 CP: Area Effect 1 15 CP: Area Effect 2 25 CP: Area Effect 3 Theoretically, it is possible to translate spells and class abilities into Limit Breaks, although I'd be reluctant to do so. (Breaks are supposed to be unique, not free Fire spells.) However, if the GM allows it, they can be translated in. For class abilities, divide the level requirement by 2 and round up to the next multiple of 5. For spells, divide the lowest level needed to cast the spell by the class that specializes in the magic (White Mages for white magic, etc.) and round it up to the next multiple of 5. If this includes a notation with (level x #), then use (level x #+1), as Limits are more powerful than the usual versions. [Example Breaks] Since it's always easier to learn by example than to be told, I have included these examples of constructed Breaks for each style. My character, in this case, is the enigmatic Reaper, a wielder of scythes, and constantly cloaked in strange armor and mystery. I decide to use the Normal style, and set about designing his Breaks. For his first Break, I choose an attack, and have 15 CP to build it with. Considering his death- like nature, I buy +50% Damage and HP Drain, which uses up my points. Life Harvest seems a good name. His 1/2 Break is a mystery for a moment, but I decide on another attack. This time, I go for MP Drain and throw in Status Condition of Sleep. Dreamreaping is good, so I'll name it that. Next comes Level 2, with 30 points. Just to add in some confusion potential, I decide on an Indirect Break this time. I buy the 25-point condition of Vanish, and go for an Area Effect of 1, using up the points. I dub this the Dark Cloak. Swinging back to attacks for 2/2, I want to stick in something really deadly. I pick up Fatal Attack, and still have the points to snag HP Drain again. Soul Reaping sounds like a good name. On to Level 3! With 45 points, I can really do a lot with these. Deciding to make him a little more vaired, I kick this off with a Healing Limit, picking up Cure X and Remedy. This seems a little out of tune with the aura of death I have coming from this guy, but the name Reanimation seems to give it a little more credibility. 3/2, once again, will be an attack. This time, I decide to play around with Fatal Attack again. However, I add in Status Condition of Sleep, HP Drain, and Fragmentation just to make it especially nasty. Falling Night makes perfect sense here, and it's gonna be a nasty one. Now, for level 4. 60 points, but it has to be good. I decide to build a little with Falling Night, since that's a keeper. I pick up Fatal Attack, HP Drain, and Fragmentation, but need something other than the Status condition to make it suitably nasty. Double Damage seems to fit the bill perfectly. Endbringer gives it just the right ruthless feel, too. Now, I just have to work out the visuals, and he's ready to go. So, Reaper's final Limit Break structure looks like this: 1/1: Life Harvest: A strike is made with an aura of black around Reaper's weapon, dealing +50% damage and adding 10% of the damage dealt to his HP. 1/2: Dreamreaping: Reaper holds up his hand and sucks a blue energy out of his target. This deals damage as per a normal strike, but 10% of the damage is used to drain the target's MP, and it has a (30 + (level/2) + magery)% chance to put the target to sleep. 2/1: Dark Cloak: Reaper's tattered cloak flutters out from behind him, and an inky blackness spews forth, casting Vanish with an area effect of 1. 2/2: Soul Reaping: Reaper jumps up, surrounds himself with a black energy, and slashes down onto an enemy with his scythe, draining 10% of the damage done as HP and having a (30 + (level/2) + magery)% chance of killing the enemy instantly. 3/1: Reanimation: Reaper waves his hand, and corpse-like hands erupt from the ground around the target, grabbing onto them. Pale black energy surrounds the target, and when it dissipates, the hands are gone, all negative status conditions have been removed, and the character has been restored to full HP. 3/2: Falling Night: Inky blackness speckled with white drops from the sky onto the target, dealing normal damage but also adding 10% of the damage to Reaper's HP, as well as having a (30 + (level/2) + magery) chance to put the target to sleep or kill them instantly. The cloud then spreads out, dealing half damage to all targets within 2 yards/meters/hexes, still with the HP draining, sleep, and death effects. 4: Endbringer: Reaper raises his scythe, points it at the target, and a ghost flies forth into the target, dealing double normal damage, adding 10% of the damage dealt to Reaper's HP, and with a (30 + (level/2) + magery) chance to kill the target instantly. Smaller ghosts then come from the target and fly into all targets with 2 yards/meters/hexes, dealing half of the damage dealt and retaining the drain and death effects. In this case, it's not Reaper I'm working with, but Verax, an elven street fighter with mechanical implants, more speed than brains, and a tendency to get into trouble. I choose Consecutive style Breaks, and decide to get to work. Both of my Level 1 Breaks have only 7 points, so Extra Damage seems natural. However, I choose to make his 1/1 Indirect - casting Haste on himself, which I'll call Velocity Prep. I can't spend the extra 2 CPs on anything, so they are lost. For my 1/2, I will snag Extra Damage, and I shall call the attack Speed Fist. For Level 2, I have the 15 points for Breaks. 2/1 is no problem, since I already had something in mind - +50% Damage and Status Condition of Poison for the Rapid Stab. 2/2 is something of a toughie, but I go for HP and MP Drain both, naming the attack Drain Cyclone. Moving on to Level 3, I'll have 22 points - another weird figure to deal with. For 3/1, I decide on a Ranged Attack with Extra Damage and Area Effect 1, and call it the Rapid Shot. 3/2 presents itself to me after a little thought: Extra Damage, +50% Damage, and a Status Condition of Slow, adding up to the attack I'll call Snare Dash. Finally, Level 4 gives me 30 points, which I use to snag Double Damage, HP Drain, and Status Condition of Stop, for the Flash Crusher. So, with all this in place, the final combo flows as follows: Verax flashes white as his implants gear up (Velocity Prep), he dashes forward with a punch (Speed Fist), punches with the other arm and releases a green mist (Rapid Stab), runs around the enemy fast enough to generate a cyclone to lift him airborne as his implants suck out blue and green energy (Drain Cyclone), sprays an area with blasts of yellow energy while airborne (Rapid Shot), dives towards the ground with a fist extended, smacking the enemy hard and landing in a crouched position with his back to the target (Snare Dash), then finally rising from the crouch with a spinning backhand that leaves a glowing trail and leaping into an uppercut leaving a similar trail (Flash Crusher). Ouch. Another character to play with. This time, I take on Damon, a half-dragon traveller with an arrogant attitude and a bearing befitting his ancestors, despite his shameful breeding. What obviously suggests itself here is draconic transfomrations, so Transformation is an easy choice. I decide I'll make him more and more draconic with each level, with him being something truly awe-inspiring at Level 4. Level 1, however, nets him 25 points, cut down to 15 from the automatic deductions. I decide he turns into something that looks like a lizardman for this Break, but not yet notably draconic. Going for two attacks, as is standard, I first pick a Ranged Attack - he's a dragon, after all - that I call Flame Spit. His close-range attack, however, still has 5 points to be spent on it, so I go for a Status Condition of Poison and call it Poison Claw. Flame Spit will involve Damon spitting a small ball of flame at the target, while Poison Claw is just a slashing claw attack. Level 2 sees me with 50 points - 40 after deduction. I start making him look draconic here, gaining horns, small wings, sharper claws and a ridge down his back. I decide to stick with the standard here, basically beefing up his Level 1 form. First off, I pick up Ranged Attack again, but this time toss in Elemental Affinity (Fire) and Fragmenting, calling it the Scorch Sphere. For his other attack, I snag +50% damage and once again add in the Status Condition of Poison, naming it the Venom Talon. Scorch Sphere is much the same as Flame Spit, but this time with a large ball that splits and fragments, and Venom Talon looks like twin Poison Claws. Level 3 gets me 75 points, and after the deduction, 65 points. In this form, he looks like a small, bipedal dragon - which, really, makes enough sense. For attacks, I first grab Ranged Attack III with an Elemental Affinity of Fire, dubbing this the Blaze Shot. That leaves me with 30 points. I buy the equivalent of Venom Talon again (+50% Damage, Status Condition of Poison), and name it Dragon Cut - but this leaves me with 15 more points. I decide to mix in some healing here, since he might be able to use it, and grab Cure II, naming it Healing Warmth. Blaze Shot is a gout of flame, nothing more. Dragon Cut is a flurry of quick slashes. Healing Warmth is a little more unique - a swath of red energy wraps around the target, healing them. Finally, Level 4, with 90 points after deductions. Now he looks fully draconic, although still bipedal. Lots of muscle mass, a long tail, large wings - he should tower well over the other party members here. I grab Ranged Attack X, Elemental Affinity of Fire, and Area Effect 2 for the attack I decide to call Inferno Breath. Then, I decide to stick with the healing with Cure II and MP Recharge, dubbing it Dragon Boost. Inferno Breath is a wide-spread breath of fire - quite painful, really. Dragon Boost involves Damon raising his arms, and a silhouetted dragon to appear around the character targeted, which restores their HP and MP at once. Good. All done, and ready to roll. Saving the best for last? My final character here is Lawrence, a stereotypical lepreuchan with a penchant for gambling who was forced to take up adventuring after gambling away the old pot o' gold. Obviously, he hasn't learned anything, as he's now out to take his gambling powers into the Gambler Limit Break. This limits my options somewhat, but also has a lot of potential and makes sense with his background. I decide to make my 1st Break a healing one - lepreuchans aren't known for being warlike - give it the name of Luck Heal, and get prepped for the difficult part. I decide that, for Lawrence's slots, 1=pot of gold, 2=shamrock, 3=rainbow, 4=shillelagh, 5=standing stones, and 6=green mask. Now, to start designing powers. I decide that I want each three of a kind combo to have a special effect, and also throw in a combo for pot of gold, shamrock, and rainbow, as well as one for two standing stones and a green mask. Total, that's 9 different combinations, which provides me with (wow!) 216 CPs to design his Break effects. This will be fun. Starting with his default attack, I snag Ranged Attack and Fragmentation, then dub the attack Chance Shot, leaving me with 196 CPs. For 3 pots of gold, I'd like something sufficiently potent, so I grab Ranged Attack X and Area Effect for 3, leaving me with 121 CPs. The name Golden Train suggests itself to me, so I stick with it. Next up, 3 shamrocks. This should be nice and lucky, too. Cure X with an Area Effect of 2, named Four Clover, does nicely, but also leaves me with only 80 CPs to design 6 Breaks. I'm going to need some detrimental Breaks, probably... 3 rainbows makes me think magic, so I grab MP Drain X and Status Condition of Sleep for the Rainbow Beam. Uh-oh - 50 CPs left. 3 shillelaghs, then, needs a bit of toning down - Attack Assurance with Area Effect of 2. Lucky Shot? Good enough. But, now I'm left with only 20 CPs - not nearly enough for four more combinations. So, I decide to make 3 standing stones detrimental to me and mine. Ranged Attack, Area Effect of 2, along with Status Conditions of Imp and Muddle sounds good (as it were) to me. I dub it Bad Omen (which it is), and now have 55 CPs to spend on my remaining 3 combinations. However, I'm tough to satisfy, so I decide to make life tough on myself with the 3 green masks. I decide to break even here - Cure II and MP Recharge with Area Effect of 2 on allies and enemies, making this a net-zero power. Envious Mask sounds nice, so we'll go with it. Pot of gold, shamrock, and rainbow should do something beneficial, so I decide on using Cure II and Life with an Area Effect of 1, dubbing it Heart's Gold. Finally, I'm left with 20 points for 2 standing stones and green mask, and since I don't want to bother with another combination, I'll deal with this. Indirect, I'll have it Limit Charge with an Area Effect of 1, and dub it the Anger Omen. Done. Now, all that remains is the visual. So, Lawrence's rough slot breakdown looks like this: 1 = Pot of Gold 2 = Shamrock 3 = Rainbow 4 = Shillelagh 5 = Standing Stones 6 = Green Mask Golden Train (3 Pots of Gold) Four Clover (3 Shamrocks) Rainbow Beam (3 Rainbows) Lucky Shot (3 Shillelaghs) Bad Omen (3 Standing Stones) Envious Mask (3 Green Masks) Heart's Gold (Pot of Gold, Shamrock, Rainbow) Anger Omen (2 Standing Stones, Green Mask) Chance Shot (any other combination)