SamSniped
DJ Goodboye
PLEASE NOTE - INCOMPLETE, TAKING A BREAK
"What is this madness?!" Gaius Iulius Caesar shouted, the toga-clad members of the Senate crowding around him. He cried for his guards, but none came. Looking around frantically, he failed to notice the first man who reached him. Caesar staggered and gasped in shock, feeling the cold iron burn as it pierced his flesh. He let out a shout as he disarmed the man, taking his dagger and spinning away - right into the reach of another Senator. The next wound that came severeed a muscle in his arm, and the blood-coated dagger fell from Caesar's hand as he himself slumped in defeat. More blades, hungry for blood, found their way to his body, drinking in his life with every piercing touch.
"But...why?" Caesar did not scream, nor did he fight back. Brutus stepped forward, plunging his blade deep into Caesar's chest. Caesar uttered his famous words - "Et tu, Brute?"
But then time slowed to a halt. The face of his best friend had changed. It was of no mortal or immortal he had ever seen. It was the face of a man locked away in the depths of Hades, who was to never be released again.
"Because your power has grown too strong, Son of Venus," the demonic voice boomed. No one else would hear, of course. Time had ceased for everyone else. Even Caesar's wounds stopped pouring blood onto the Senate floor as he spoke, though he felt the pain of each individual stab continue, and knew that the next could be the last.
"No..." Caesar shook his head in disbelief. "We made sure you could never escape again..."
The voice laughed. "You thought it would work, demigod? Then you know nothing of the powers of a true immortal. It is time for a change in the world, and you are in the way. And even Brutus has been convinced that it is true, though he was the hardest to sway."
"Bastard!" Caesar tried to move, but his muscles wouldn't respond. Brutus laughed. "I'm sorry, Caesar. But Charon is beckoning your name. And while you may enjoy the fields of Elysium in Hades, I can assure you, the doors of Tartarus shall be opened upon the mortal realm, and none of the gods shall survive."
And with that final prophecy, time unfroze. Brutus's face returned to normal. The stabs continued to rain down upon Caesar as he breathed his last breath.
The pure-white togas of the Senate ran red with blood as they fled.
*ah-hem*
Gentlemen.
For those who don't know me, I'm SamSniped, resident sniper who totally hasn't gone insane due to the AC community yet. This is my3rd 4th actual AC, and I'm hoping that this one doesn't die in a ball of fire or out of frustration with the game system. Standard house rules apply, and although I am rather lenient (and just as much of a PC as all you sadistic motherlovers), I reserve the right to bar any character who I deem unfit. This is a historical setting, so no Navy SEALs or tobors or alien space bats, mmkay? Mmkay.
HOW TO JOIN:
Just fill out the sheet below.
Name:
Gender:
Description:
Deity:
Age:
Feat Points:
Denarii:
HP:
Stats:
-STR
-DEX
-INT
-WIS
-CHA
-AIM
Feats:
Equipment:
Bio:
STATS
These numbers show you how good you are at certain things, and how badly you tempt the RNG Gods in others. You start with 5 in each category (except HP). These stats can go no lower than 1 but no higher than 10 (pre-feats and in-game effects). You have 10 points to spend at your will on these stats, and can lower other stats to gain more points. The final total must be 40 points total (again, not counting HP).
Strength (STR): Strength primarily affects Unarmed Combat, Single-Handed Weapons, Two-Handed Weapons, and Blocking, as well as your melee damage output and certain situations which require brute force.
Dexterity (DEX): Dexterity primarily affects Archery, Single-Handed Weapons, Evasion, Horseback Riding, and Stealth, as well as increases your to-hit chance, dodge chance, and any situations requiring agility.
Intelligence (INT): Intelligence represents your ability to retain knowledge. This stat primarily affects all Magic, Potioncraft, and Leadership, as well as situations which require pure knowledge or checking for knowledge on a randomly mentioned fact, and increasing the success rate/to-hit chance of magic spells.
Wisdom (WIS): Wisdom represents your street smarts and indicates how well you can use your knowledge. Wisdom affects all Magic, some parts of Potioncraft, and Seduction & Persuasion, as well as increases the effectiveness of magic spells and helps you think your way out of tough situations quickly.
Charisma (CHA): Charisma represents the mind, not the body, and shows how smoothly you interact with NPCs and your fellow players. This affects certain magic spells, Leadership, Seduction and Persuasion, and increases the likelihood that a prayer will be answered or an NPC will do what you want.
Accuracy (ACC): Accuracy represents how steady your hand is and how sharp your eyes are. This affects Archery, some Evasion situations, breaking through Illusions, is the stat used for perception checks, and pretty much anything involving eyesight.
Hitpoints (HP): You start with 20 HP. You gain (STR/2 rounded up) HP, and feats and other in-game aspects can grant more HP. You can also spend 1 Feat Point for a direct 10 HP if you so wish.
Feats: In an experimental mood, I decided to have feats operate similar to Skyrim. There are many Feat Branches, ranging from combat to survival to the fact that you are a demigod, with everything in between. If you have an idea that doesn't fit, send it to me, and I'll probably throw it under Miscellaneous Feats if I add it and can't find anywhere to put it. Each feat branch corresponds with one if not two or more stats, so try to balance your stats with your planned playstyle. PLEASE NOTE: Feats under the Liberi Deorum category are NOT pre-made! You must have one feat from your chosen god/goddess at game start with at least 1 point in it. Put it in your sign-up post, contact me on chat, or send me a PM, and I will approve any feats.
COMBAT FEAT BRANCHES (The Legionary)
SUPPORT FEAT BRANCHES (The Auxiliary)
NON-COMBAT FEAT BRANCHES (The Commander)
SPECIALTY FEAT BRANCHES (Liberi Deorum)
25 DECEMBER 2767 AB URBE CONDITA.
SOMETHING HAS ARRIVED.
IO SATURNALIA!
-----
SOMETHING HAS ARRIVED.
IO SATURNALIA!
-----
"What is this madness?!" Gaius Iulius Caesar shouted, the toga-clad members of the Senate crowding around him. He cried for his guards, but none came. Looking around frantically, he failed to notice the first man who reached him. Caesar staggered and gasped in shock, feeling the cold iron burn as it pierced his flesh. He let out a shout as he disarmed the man, taking his dagger and spinning away - right into the reach of another Senator. The next wound that came severeed a muscle in his arm, and the blood-coated dagger fell from Caesar's hand as he himself slumped in defeat. More blades, hungry for blood, found their way to his body, drinking in his life with every piercing touch.
"But...why?" Caesar did not scream, nor did he fight back. Brutus stepped forward, plunging his blade deep into Caesar's chest. Caesar uttered his famous words - "Et tu, Brute?"
But then time slowed to a halt. The face of his best friend had changed. It was of no mortal or immortal he had ever seen. It was the face of a man locked away in the depths of Hades, who was to never be released again.
"Because your power has grown too strong, Son of Venus," the demonic voice boomed. No one else would hear, of course. Time had ceased for everyone else. Even Caesar's wounds stopped pouring blood onto the Senate floor as he spoke, though he felt the pain of each individual stab continue, and knew that the next could be the last.
"No..." Caesar shook his head in disbelief. "We made sure you could never escape again..."
The voice laughed. "You thought it would work, demigod? Then you know nothing of the powers of a true immortal. It is time for a change in the world, and you are in the way. And even Brutus has been convinced that it is true, though he was the hardest to sway."
"Bastard!" Caesar tried to move, but his muscles wouldn't respond. Brutus laughed. "I'm sorry, Caesar. But Charon is beckoning your name. And while you may enjoy the fields of Elysium in Hades, I can assure you, the doors of Tartarus shall be opened upon the mortal realm, and none of the gods shall survive."
And with that final prophecy, time unfroze. Brutus's face returned to normal. The stabs continued to rain down upon Caesar as he breathed his last breath.
The pure-white togas of the Senate ran red with blood as they fled.
-----
*ah-hem*
Gentlemen.
For those who don't know me, I'm SamSniped, resident sniper who totally hasn't gone insane due to the AC community yet. This is my
HOW TO JOIN:
Just fill out the sheet below.
Name:
Gender:
Description:
Deity:
Age:
Feat Points:
Denarii:
HP:
Stats:
-STR
-DEX
-INT
-WIS
-CHA
-AIM
Feats:
Equipment:
Bio:
Spoiler :
Name: What do you call yourself? What do others call you? What crazy things do the enemies call you? Check posts below for Roman naming conventions.
Gender: ARE YOU MANLY MAN OR WEAKLING LITTLE GIRLY GIRL? (almost anywhere between the two is acceptable)
Description: What do you look like?
Deity: Whose child are you? Greco-Roman Pantheon strongly encouraged, chat with me for other options
Age: How old are you? Preferably older than 16, though I won't say no to anyone above 10. I will bring the hammer down if you all play as children, though.
Feat Points: These are the points you use to buy feats from the various trees. You start with 5 points.
Denarii: Currency of Rome. You start with 75.
HP/Stats: See the Stats section below.
Feats: See the Feats section below.
Equipment: See the Equipment section below.
Bio: TELL ME YOUR BACKSTORY RAWR. The more you tell me, the moreI can use against you I can get you involved with the plot.
Gender: ARE YOU MANLY MAN OR WEAKLING LITTLE GIRLY GIRL? (almost anywhere between the two is acceptable)
Description: What do you look like?
Deity: Whose child are you? Greco-Roman Pantheon strongly encouraged, chat with me for other options
Age: How old are you? Preferably older than 16, though I won't say no to anyone above 10. I will bring the hammer down if you all play as children, though.
Feat Points: These are the points you use to buy feats from the various trees. You start with 5 points.
Denarii: Currency of Rome. You start with 75.
HP/Stats: See the Stats section below.
Feats: See the Feats section below.
Equipment: See the Equipment section below.
Bio: TELL ME YOUR BACKSTORY RAWR. The more you tell me, the more
STATS
These numbers show you how good you are at certain things, and how badly you tempt the RNG Gods in others. You start with 5 in each category (except HP). These stats can go no lower than 1 but no higher than 10 (pre-feats and in-game effects). You have 10 points to spend at your will on these stats, and can lower other stats to gain more points. The final total must be 40 points total (again, not counting HP).
Strength (STR): Strength primarily affects Unarmed Combat, Single-Handed Weapons, Two-Handed Weapons, and Blocking, as well as your melee damage output and certain situations which require brute force.
Dexterity (DEX): Dexterity primarily affects Archery, Single-Handed Weapons, Evasion, Horseback Riding, and Stealth, as well as increases your to-hit chance, dodge chance, and any situations requiring agility.
Intelligence (INT): Intelligence represents your ability to retain knowledge. This stat primarily affects all Magic, Potioncraft, and Leadership, as well as situations which require pure knowledge or checking for knowledge on a randomly mentioned fact, and increasing the success rate/to-hit chance of magic spells.
Wisdom (WIS): Wisdom represents your street smarts and indicates how well you can use your knowledge. Wisdom affects all Magic, some parts of Potioncraft, and Seduction & Persuasion, as well as increases the effectiveness of magic spells and helps you think your way out of tough situations quickly.
Charisma (CHA): Charisma represents the mind, not the body, and shows how smoothly you interact with NPCs and your fellow players. This affects certain magic spells, Leadership, Seduction and Persuasion, and increases the likelihood that a prayer will be answered or an NPC will do what you want.
Accuracy (ACC): Accuracy represents how steady your hand is and how sharp your eyes are. This affects Archery, some Evasion situations, breaking through Illusions, is the stat used for perception checks, and pretty much anything involving eyesight.
Hitpoints (HP): You start with 20 HP. You gain (STR/2 rounded up) HP, and feats and other in-game aspects can grant more HP. You can also spend 1 Feat Point for a direct 10 HP if you so wish.
Feats: In an experimental mood, I decided to have feats operate similar to Skyrim. There are many Feat Branches, ranging from combat to survival to the fact that you are a demigod, with everything in between. If you have an idea that doesn't fit, send it to me, and I'll probably throw it under Miscellaneous Feats if I add it and can't find anywhere to put it. Each feat branch corresponds with one if not two or more stats, so try to balance your stats with your planned playstyle. PLEASE NOTE: Feats under the Liberi Deorum category are NOT pre-made! You must have one feat from your chosen god/goddess at game start with at least 1 point in it. Put it in your sign-up post, contact me on chat, or send me a PM, and I will approve any feats.
COMBAT FEAT BRANCHES (The Legionary)
Spoiler :
Spoiler Archery :
- Trained Archer - Requires 5/6/7/9 ACC - Grants +1 bonus to Archery rolls per level (max 4 levels)
- Double Shot - Requires Trained Archer 1 - Fire 2 projectiles at one target, 3 uses per mission.
- Precise Shot - Requires Trained Archer 2 - Projectile will crit on a 19 or 20.
- Crippling Shot - Requires Trained Archer 3 - Projectile targets a limb and prevents the target from moving until the target is healed. 2 uses per mission.
- Volley - Requires Trained Archer 4 - Practically an Area of Affect attack, launches a volley of projectiles into a 5 meter area, dealing 75% damage to all targets and increasing hit chance by +2. Only 1 use per mission.
Spoiler Combat Magic :
- School of Destruction - Requires 5/6/7/9 INT - Grants +1 bonus to Combat Magic rolls per level (max 4 levels)
- Spray Spell - Requires School of Destruction 1 - Unlocks a spray spell of chosen type (see Spells list for more info on effects)
- Venomous Mist - Requires School of Destruction 1 - Target takes WIS/3 damage per turn until cured; target must already be wounded or this will have no effect
- -Battlemage - Requires School of Destruction 2 - Allows casting spells in heavy armor
- Rune Spell - Requires School of Destruction 2 - Unlocks a rune spell of chosen type (see Spells list for more info on effects)
- Bolt Spell - Requires School of Destruction 2 - Unlocks a bolt spell of chosen type (see Spells list for more info on effects)
- Blast Spell - Requires School of Destruction 3 - Unlocks a blast spell of chosen type (see Spells list for more info on effects)
Spoiler Unarmed Combat :
- Close Combat Specialist - Requires 5/6/7/9 STR- Grants +1 bonus to Unarmed Combat rolls and increases damage by +1 per level (max 4 levels)
- Pressure Strike - Requires CCS 1 - A powerful attack that does double the damage if successful. Can use twice per mission.
- Knockdown - Requires CCS 2 - Does halved damage but stuns the target and knocks them down, incurring a -4 dodge penalty on them and requiring them to spend a move to recover. Usable 3 times per mission
- Weapon Synergy - Requires CCS 3 - Non-bladed weapons gain Unarmed Combat bonuses.
- Focused Strike - Requires CCS 4 - An immensely powerful blow that deals full crit damage and incurs the penalties from Knockdown upon a successful hit. Only 1 use per mission, and certain armored foes can withstand this attack.
Spoiler Single-Handed Weapons :
- Small Weapon Mastery - Requires 5/6/7/9 STR OR DEX - Grants +1 bonus to Single-Handed Weapon rolls per level (max 4 levels)
- Blademaster - Requires SWM 1, DEX 6 - Bladed weapons gain +1 additional to-hit per level of SWM.
- Powerful Blows- Requires SWM 1, STR 6 - Non-bladed weapons deal +1 damage per level of SWM.
- Parry - Requires SWM 2, Armored Warrior 1 - Can block a melee attack with any single-handed weapon, no shield required.
- Storm of Swords - Requires SWM 2, DEX 6 - Upon a successful crit with a single-handed weapon, gain another attack.
- Returning Blow - Requires Parry, SWM 3, DEX 7 - Upon a successful Parry, you can attempt to disarm the opponent or perform a free counterattack.
- Precision - Requires SWM 3 - single-handed weapon attacks crit on rolls of 19 or 20.
- Dual Wielding - Requires SWM 3/4 - No penalty for dual-wielding two single-handed weapons; Grants a +2 bonus when dual-wielding two of the same single-handed weapons (2 levels)
Spoiler Two-Handed Weapons :
- Large Weapon Mastery - Requires 5/6/7/9 STR - Grants +1/2/3/4 bonus to Two-Handed Weapon rolls (max 4 levels)
- Strong Arms - Requires LWM 1 - two-handed weapons deal +1 damage per level of LWM.
- Disabling Strike - Requires LWM 2 - This attack incurs a -2 to-hit penalty to the target, but only deals 75% damage. Usable 3 times per mission.
- Shattering Blow - Requires LWM 3 - Upon success, this attack breaks the targeted piece of equipment, but only does 50% damage. Some objects are impervious to breaking. Useable 3 times per mission.
- Strength of the Giants - Requires 10 STR - Can wield any only-two-handed weapon in one hand, allowing the other to hold another object (no dual-wielding, but shields are allowed)
Spoiler Blocking (Armor/Shields combined) :
- Armored Warrior - Requires 5/6/7/9 STR - Grants +1 bonus to Blocking rolls per level (max 4 levels)
- Shield Bash - Requires Armored Warrior 1 - Upon a successful block and with an equipped shield, you can take a free action to bash the enemy, stunning them if successful.
- Tank - Requires Armored Warrior 2 - Grants +10 HP for Light Armor, +20 for Heavy Armor
- Absorb Blows - Requires Armored Warrior 3 - Any attack that would deal over 8 damage is reduced by 25% of the original damage.
Spoiler Evasion :
- Fast Feet - Requires 5/6/7/9 DEX - Grants +1 bonus to Evasion rolls per level (max 4 levels)
- Fluid Combat - Requires Fast Feet 2 - Upon a successful dodge, gain +2 to your next combat roll.
- Blocking Synergy - Requires Fast Feet 3, Armored Warrior 3 - Blocks and dodges act as the same thing when it comes to other feats (i.e. Parry)
- Quick Action - Requires Fast Feet 3 - Allows an opportunity for a second attack with a high enough roll. This second attack only deals halved damage.
- Warrior of the Wind - Requires Fast Feet 4 - For every successful dodge, gain 1 move next turn or use it as a counterattack immediately; max 2 extra moves.
SUPPORT FEAT BRANCHES (The Auxiliary)
Spoiler :
Spoiler Medicine and Restoration Magic :
- School of Healing - Requires 5/6/7/9 INT - Grants +1 to Medicine and Restoration rolls per level (max 4 levels)
- Heal - Requires SoH 1 - Target restores WIS/2 + 1d8 HP
- Basic Medicine - Requires SoH 1 - Allows you to stabilize critically wounded characters and stop bleeding damage
- Cure Affliction - Requires SoH 1 - Target is cured of poison upon success
- Herbal Medicine - Requires SoH 2 - Certain herbs used for potioncrafting can be used for their pure effects, such as healing, recovering from paralysis or poison, etc.
- Regenerate - Requires SoH 2 - Target restores WIS/2 HP per turn for 5
- Augumentation - Requires SoH 3 - Target gets an extra 10 HP for the remainder of the mission; 2 uses per mission.
- Group Heal - Requires SoH 4 - 3 targets restore WIS/2 + 1d10 HP
Spoiler Blessing Magic :
- School of Protection - Requires 5/6/7/9 INT - Grants +1 bonus to Protective Magic rolls per level (max 4 levels)
- Magic Shield - Requires SoP 1 - Creates a shield that absorbs 4 * 1d8 damage from any direction.
- War Blessing - Requires SoP 1 - Target gains +2 damage for (WIS/2) turns
- Protective Ward - Requires SoP 2 - Target takes 25% less damage for 5 turns; only 1 Protective Ward can be active at a time
- Ironflesh - Requires SoP 3 - Prevents a total of 20 HP of damage from hitting the target; usable 3 times per mission; does not stack
Spoiler Illusion Magic :
- School of Illusion - Requires 5/6/7/9 INT - Grants +1 bonus to Illusion Magic rolls per level(max 4 levels)
- Create Image - Requires SoI 1 - Just as it says on the tin. The image can be used as a form of persuasion.
- Fear - Requires SoI 2 - Target wastes its actions cowering in fear or fleeing for (WIS/5 minimum 1) turns
- Fury - Requires SoI 2 - Target wastes its action attacking the closest living being for (WIS/5 minimum 1) turns
- Calm - Requires SoI 3 - Placates the target for (WIS/5 minimum 1) turns (or can defuse an encounter out of combat
- Paralyze - Requires SoI 3 - Creates a signal in the target's brain that blocks neurotransmitters, simulating paralysis of the limbs. Lasts (WIS/5 minimum 1) turns.
- Enthrall - Requires SoI 4 - Overrides the images of the targets brain and replaces them with your chosen ideal, convincing them to follow your order for the next turn. If this fails, the target cannot be enthralled for the remainder of combat.
Spoiler Summoning Magic :
- School of Summoning - Requires 5/6/7/9 INT - Grants +1 to Summoning Magic rolls per level (max 4 levels)
- Summon Animal - Requires SoS 1 - Summons a random animal to your aid for (WIS/3) turns
- Familiar - Requires SoS 2 - You gain a permanent animal follower, clear it with me before you make anything permanent.
- Reanimate Dead - Requires SoS 3 - Reanimates a dead corpse at 25% of original HP for 3 turns or until killed again. Rekilled corpses cannot be reanimated.
- Summon Monster - Requires SoS 4 - Summons a monster from the depths of Hades for (WIS/3) turns; 1 use per mission safely, 2 max. The second can have...unfortunate results.
Spoiler Horseback Riding :
- Trained Rider - Requires 5/6/7/9 DEX - Grants +1 to Horseback Riding rolls per level (max 4 levels); Level 1 grants you a mount (clear it with me before you choose); Level 2 removes the penalty for untrained mounted combat
- Commanding Presence - Requires CHA 7, Trained Rider 2 - All nearby allies gain +1 to their rolls
- Charge - Requires Trained Rider 2 - Your mount charges the enemy, providing extra strength to attack. Add (mount STR + your STR)/2 to the attack damage; requires straight line to target regardless of other feats
- Skilled Handler - Requires Trained Rider 3, DEX 7, Mount DEX 7 - +2 RTD atop mount, and no penalties on dangerous terrain; almost all traps are avoidable
- Master of the Saddle - Requires Trained Rider 4 - +2 to all actions while mounted
NON-COMBAT FEAT BRANCHES (The Commander)
Spoiler :
Spoiler Stealth :
- Soldier of the Shadows - Requires 5/6/7/9 DEX - Grants +1/2/3/4 bonus to Stealth rolls (max 4 levels)
Spoiler Leadership :
- Gravitas - Requires 5/6/7/9 CHA - Grants +1 bonus to Leadership rolls per level (max 4 levels)
- Rallying Cry - Requires Gravitas 1 - Grants a +2 boost to all actions of allies for 2 turns; does not stack with itself.
- Combat Maneuvers - Requires Gravitas 2, INT 7 - Grants a +3 boost to all combat actions of allies for 2 turns; does not stack with itself
- Shield Wall - Requires Gravitas 2, INT 7- Grants a +3 boost to all defensive actions of allies for 2 turns; does not stack with itself
- Inspiring Speech - Requires Gravitas 3 - For the next turn, allies will crit on any roll 17 and up. Can only be used once per mission.
- Voice of the Gods - Requires Gravitas 4 - Grants a blanket +4 boost to all allies for 1 turn; 1 use per mission
- Prayer to the Gods - Requires Gravitas 4 - Selected ally's actions will succeed (not crit) regardless of rolls on their next turn; usable 2 times per missoin
Spoiler Seduction and Persuasion :
- Cunning Linguist - Requires 5/6/7/9 CHA - Grants +1 to S & P rolls per level (max 4 levels)
- Persuade - Requires CL1 -Persuade forces the target to believe what you want with this action. A successful roll is maintained and cannot be broken without serious effort.
- Seduce - Along with the obvious, this action can prevent the target from engaging in combat with you. A successful roll is maintained and cannot be broken without serious effort.
- Skilled Inquisitor - Requires CL2 - +2 to all persuasion and interrogation roles
- Skilled Barterer - Requires CL 2 - 75% return on loot and sold equipment instead of standard half value; can try to persuade quartermasters for additional allowances.
- Silver Tongue - Once a seduction, persuasion, or interrogation roll succeeds, the target cannot stop telling the truth or following your orders for 3 questions without GM Fiat.
- Charm - Requires CL4 - Target is at your command for 2 turns.
Spoiler Potioncraft :
-level 1 - healing, curing, speed, protection
-level 2 - Warrior, Archer, Wizard, Explosive, Poison
-level 3 - Major Healing, Cure All Afflictions, Divine Blessing, Acid
-level 4 - Berserker, Bowmaster, Magus, Nightshade
-level 2 - Warrior, Archer, Wizard, Explosive, Poison
-level 3 - Major Healing, Cure All Afflictions, Divine Blessing, Acid
-level 4 - Berserker, Bowmaster, Magus, Nightshade
Spoiler God-specific feats :
This is where your deity-based feats belong. You come up with these, you decide these, and you get to enjoy the power of your immortal parent. Except immortality. Death's sort of permanent for demigods.
Spoiler Miscellaneous (Luck, specialized individual feats, etc.) :
And this is where anything I missed will go, along with any of your ideas. Don't hesitate to ask!