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WELCOME TO THE WONDERFUL WORLD OF EAMON
by Donald Brown
EAMON is a computerized version of
what are called "Fantasy Role-Playing
Games." When you enter the universe of
one of these games, you are no longer
John (or Jane) Smith, mild-mannered
computer hobbyist. Instead, you become
a character in a land of adventure,
doing almost anything you want to.
In the land of Eamon, you will be
a member of the select Free Adventurers
Guild, which is made up of hardy indi-
viduals like yourself who want to live
by your wits, defeating horrible mon-
sters and finding glorious treasures.
(For those of you who want a more calm
life, you will have to wait for the
game "ADVENTURERS IN THE LAND OF THE
CERTIFIED PUBLIC ACCOUNTANTS".)
Unlike most games, there is no
single set goal for you to achieve, no
way to 'win' the game. Instead, in
Eamon, you have a lasting goal to both
better yourself and also get rich. If
you set for yourself another goal (do
good to all princesses, kill all evil
wizards, that sort of thing), you may
also work towards it in your quests.
To run the adventures of Eamon, you
need an Apple II, one disk drive, and
at least 32K of memory. (Some scenarios
may require 48K.) You do not need this
manual (although it does help keep you
informed, and informed adventurers
survive longer!). The one thing you
must possess for Eamon is a large dose
of imagination.
ACKNOWLEDGEMENTS: The full list of
people who deserve mentioning here is
too long to give, but a few are--Bill
Fesselmeyer, for introducing me to FRP
games, my father for introducing me to
the Apple, the many good friends who
have play-tested this for me, to all
the creators of the games I have played
and to the writers such as Tolkein,
Leiber, and Niven who have given me
so many ideas. And, last but not least,
to the talented people of Ann Arbor,
Michigan who designed that lovely
Dragon Picture.
The basic system of EAMON was created
and developed by Donald Brown. The
individual adventures were created by
various people. Non-commercial distrib-
ution is encouraged.
Far away, at the dead center of the
Milky Way, is the planet of Eamon. It
doesn't orbit any suns--all of the suns
orbit it. The shifting pulls of all of
these great bodies bring strange forces
to bear upon this planet; twisting
light, tides, even the laws of science
itself! Strange things happen there,
and the citizens of Eamon must always
be adaptable, for things are rarely
what they seem, and even more rarely
what they were yesterday!
You are a citizen of this weird
world. You are a free man (or woman)
out to seek your fortune in this world
of shifting laws and time. You will
usually find yourself fighting terrible
monsters such as Orcs, Trolls, and
Dragons to get their treasure. However,
at times you may find yourself fighting
such varied opponents as Billy the Kid
and Darth Vader! Anything can happen,
anything at all.
EAMON is a fantasy role-playing
game. This means that the computer
will generate a character for you and
you will pretend to be that person.
You will command your character into
fierce battle, where hopefully he/she
will emerge victorious and wealthy.
Obviously, not all characters are
equal in ability. Three numbers (called
attributes) describe various parts
of your physical condition. You also
will have various abilities with
weapons, which will increase as you
gain experience with them, and learn
how to better use them. Additionally,
you will be able to learn some powerful
magic spells. (Of course, you will
have to be taught these spells, and
the teacher will charge you for the
job!)
EAMON is usually non-sexist--there
is full room for both male and female
adventurers. However, for simplicity's
sake, an adventurer will usually be
referred to as 'he'--please understand
that it refers to 'she' adventurers
also.
CHARACTER ATTRIBUTES
As mentioned earlier, three numbers
describe the basic 'working material'
of your character. They are all gotten
by selecting three random numbers from
one to eight and summing them, thus the
numbers can range from three to twenty-
four, with more numbers around twelve
to fifteen. (By the way, this is called
'three die eight' or written as '3D8'.
This terminology comes from older role-
playing games where you roll strange
dice, and means roll three eight-sided
dice and add). The three attributes are
HARDINESS, AGILITY, and CHARISMA. Their
descriptions and effects are given
below--
HARDINESS
Your character's hardiness has two
major effects. The most important is
that your hardiness is the number of
points of damage that your body can
withstand before you die. In other
words, assume Hedric the Horrible is
fighting a Troll. Hedric has an HD
(hardiness) of 13. The Troll swings
his Battle axe (as described later in
the COMBAT section of the manual) and
hits Hedric for 10 points of damage.
This brings Hedric down to three more
points of damage before death--if the
Troll can hit Hedric again and do more
than two points of damage (before
Hedric can go home and heal himself, or
use some magic to heal), Hedric will
die!
The other effect of hardiness is
the total weight that you can carry.
The standard measure of weight on
Eamon is the Grond, which can be split
into ten Dos. You can carry up to
ten times your hardiness. Therefore,
Hedric can carry up to 130 Gronds (or
1300 Dos). Note that weight-carrying
ability is based on the characters base
hardiness, not the number of hits he
has left. In his unpleasant encounter
with the Troll, Hedric can still carry
130 Gronds, even though he only has
three hits left before death.
As with all three basic attributes,
a character's hardiness is not normally
changed. (Unusual magic items or spells
might change them). Thus, a player who
starts life as a 90-pound weakling will
remain one until he dies.
AGILITY
The second basic ability is the
player's agility (abbreviated 'AG').
Agility's major effect is in combat--a
player with high Agility is more likely
to hit an opponent. Agility may also
be useful for avoiding special traps
(like falling down a mine shaft) or
other special occurances.
CHARISMA
The last basic attribute for the
player is his charisma (abbreviated
'CH'). Charisma is mostly a measure of
physical attractiveness, although it
also includes such things as a forceful
manner, pleasant speaking voice, and
anything else that makes people look
at you and say, "Gee, what a nice guy!"
(or girl). In some ways, charisma may
be the most important attribute, at
least for the beginning character. The
first major effect of charisma is on
the prices you'll have to pay for goods
and services (or the prices people will
pay you). Obviously, if somebody likes
you, he will give you a better price
than if you disgust him.
The second effect of charisma is on
how citizens of Eamon (generically
called monsters) will react to you. Not
all monsters are bad--you can sometimes
make friends with a few of them, and
their assistance may make the differ-
ence between life and death! Your
charisma will affect the likeliness of
their liking you--subtract 10 from your
charisma, multiply the difference by 2,
and the result adjusts the percentage
chance of a favorable reaction from the
monster--if there was any chance at
all! EXAMPLE: The Mad Hermit of the
Beginner's Cave has a 50% friendliness
rating, which means that Joe Normal
with a charisma of 10 will get make
friends with the Hermit one-half of the
time. However, old Hedric the Horrible
with his charisma of 5 has only a 40%
chance of making friends (5-10=-5, -5*2
=-10). On the other hand, Lovable
Linda with her charisma of 24 has a 78%
chance of making friends. Unfortunately
a rat with a friendliness rating of
0 will never make friends, be it with
Joe Normal, Hedic, or Lovable Linda.
COMBAT
Being a rough and violent world,
combat is the most important aspect of
Eamon. In most adventures, combat is
taken care of on a blow-by-blow method
--every player or monster in turn uses
his weapon(s) on one enemy, the effects
are calculated, and then applied.
Every time that a player or monster
attempts to strike someone else, there
is a percentage chance of success. The
computer will generate a number from 1
to 100, and if the number is less than
the chance to hit, the blow did strike.
Several factors determine just what
that chance to hit is. If a player has
no armour on, there are three factors--
the player's agility, his ability with
that weapon, and the quality of the
weapon (also called the complexity).
Roughly speaking, all weapons in
the world of Eamon can be divided into
five types--axes, bows (this includes
all thrown weapons and guns), clubs (or
any blunt weapons), spears (or other
pole weapons), and swords. Every player
has what are called 'weapon expertises'
for each class. All players start at
the same levels: 5% for axes, -10%
for bows, 20% for clubs, 10% for spears
and 0% for swords. (These numbers are
to reflect the fact that somebody who
doesn't know what he's doing is more
likely to hit with a club than with an
arrow.) Your chance of hitting your
target is equal to twice your agility
plus your ability for the weapon you
are using, plus the complexity of the
weapon you are using. For example, our
old friend Hedric has an agility of 20
and is using a fair quality sword (with
a complexity of 0%). Since he is a
starting character, he has a sword
ability of 0%. Thus his chance of
hitting is 40+0+0 or 40%.
Weapon expertises can be increased
through use in combat. The scheme goes
as follows: Assume Hedric is fighting
his troll and scores a successful hit.
The question now is, did Hedric learn
anything about how to use his weapon
better? Well, it just so happens that
his chance to learn is his chance to
have missed. Thus, 60% of the time
Hedric will learn from his blow. If
he does, his sword expertise will go
up by 2%. Thus, next time his chance
of hitting will be 42%. (Notice that
his chance of learning on the next
successful blow is only 58%.)
Well, Hedric somehow made it out
alive from his Troll battle, and has
brought his sword expertise up to 12%.
He then wants to take his booty and new
knowledge and get a better weapon. If
Hedric goes and buys a new sword-like
weapon, such as a rapier which has a
weapon complexity of 15%, his chance of
hitting with it will be 40+12+15 or
67%. However, if he decides to switch
weapons and get a Battle axe with a
complexity of 15%, his chance with that
will be 40+5+15 or 60%--his experience
with swords will not help him with his
axe.
If an attacker is wearing armour,
his chance of hitting may be reduced.
After all, one just isn't as agile when
one is fighting from within a tin can!
A player may carry a shield, which will
lower the chance to hit by 5%, and may
also wear either leather armour (lowers
chance by 10%), chain mail (20%), or
plate armour (60%!). However, these
numbers are "worst cases". A player
becomes used to the constricting effect
of wearing armour, and builds an armour
expertise (called AE). It is built the
same way that weapon expertise is
increased--every time a successful blow
is landed and the effect of armour is
bigger than the player's AE, a check is
made on the chance to miss and that is
the chance of the armour expertise
going up by 2%. Thus a successful blow
may increase the chance to hit by 4%.
Armour expertise is carried over from
each type of armour. Thus if you've
brought your AE up to 10% while in
leather armour and you go to chain,
your chance to hit will only drop by
10%, not 20%. However, the effect of
armour expertise can never increase the
chance to hit--if the AE is 32% and you
go to leather armour, the net effect
will be 0, not adding 22%.
In addition to agility, weapon
expertise, weapon complexity, and
armour, there may be magical or other
extraordinary forces at work that will
affect the chance of hitting.
When a blow hits, a random amount
of damage is done to the target. This
amount of damage is based on the weapon
and will be given in 'N D N' format.
(Remember 3D8 for the three basic
attributes?) This base number of damage
is usually lowered by the armour worn
by the defender--leather armour and
shield each take one point of damage,
chain takes 2, and plate armour takes 5
points of damage away from that taken
on the body (all effects are cumulative
and magical devices may act as armour).
That, of course, is what usually
happens. However, due to flashes of
good luck or clumbsiness weird things
can happen. About 5% of the time an
attacker will get what is called a
'critical hit'. That will get one of
the following results (each result is
followed by the percentage chance of
its occurance): Ignore armour (50%),
three-halves normal damage (35%), twice
normal damage (10%), triple normal
damage (4%), or automatic kill (1%).
About 4% of the time the attacker
will fumble with his weapon. It will
have one of the following effects:
Recover from fumble without any other
effect (35%), Drop weapon (40%, if the
attacker is using built-in weapons such
as claws, the attacker simply recovers
instead), Break weapon (20%, with a 10%
chance of hitting oneself at the same
time), Hit self normally (4%), and Hit
self with double damage, ignoring
armour (1%).
MAGIC
The strange shifting forces around
Eamon sometimes give results that can
only be called 'Magical'. However,
most of these effects are extremely
localized, and will not be consistent
from one adventure to the next. Most
often these strange things will be the
special results by carrying magical
items, however, some citizens of Eamon
who have lived all of their lives in
one location may have learned how to
control the forces around them.
There are, however, four spells
that work almost everywhere. Anyone
can be taught these spells without too
much difficulty (if you can find a
wizard who will teach them to you!).
When you learn a spell, you will start
with a random ability in it from 25 to
75% (you will not know what your
ability is). As with combat experience,
this can be increased every time you
successful cast the spell--If a random
percentage roll is less than your
chance to not have cast it, your
ability will go up by 2%. However,
there is a catch in casting spells--
due to the tiring effects of sending
all this power through your body, every
time that you attempt to cast a spell
REGARDLESS OF WHETHER OR NOT THE
ATTEMPT WAS SUCCESSFUL your chance for
the rest of the adventure is halved.
Thus, old Hedric who knows a spell with
a 200% ability will always cast it the
first time. His second try will also
always work (100% of the time). His
third try will only work half (50%) of
the time. On the fourth try the chance
is down to 25%, fifth try 12%, and
sixth only 6%. Fortunately for Hedric,
however, if you know a spell your
chance of successfully casting it can
never be less than 5%, so Hedric can
use his spell for the rest of the
adventure at the same odds.
The four basic spells are:
BLAST
This spell sends a magical burning
arrow at your opponent. Armour will
absorb damage from it, but if the spell
is successfully cast it will always hit
its target, regardless of the range.
However, the Blast spell only works
on living (or at least animate) objects
and the targets must be seen by the
person casting it. The arrow will do
1 D 6 of damage (a random number from
one to six).
HEAL
The Heal spell removes hits from
the body of the person casting. It will
cure 1 D 10 hits, but never past 0.
(Hedric, having taken five hits, casts
a Heal spell on himself successfully.
He got a good casting this time--would
have cured 8 hits normally, however it
only cures five hits one him, bringing
Hedric back up to perfect condition).
SPEED
This powerful spell will double
the caster's agility for from 10 to
34 turns. You will know when you have
cast the spell successfully, however
you will not be told when it wears off.
If you successfully cast a Speed spell
while one is already in effect on you,
the new spell will reset the time for
you--it will not have the effect of
quadrupling your agility. Obviously,
when you cast the Speed spell your
chance of hitting goes up accordingly
(Hedric had a 56% chance of hitting
with some weapon before casting the
spell, with 40% of that because of
his 20 agility. When he casts the
Speed spell on himself, his chance
will increase by 40% again, giving him
a 96% chance of hitting).
POWER
The Power spell may well be the
most powerful spell available to you,
and certainly the most uncertain. It
has no set effect, it's a call to the
Gods saying "Hey, do something!". What
they do will certainly differ from
place to place, and may even differ
from one moment to the next! It could
kill all of your enemies, teleport you
randomly somewhere else in the place
you are exploring, cause an earthquake
that buries you and your opponents
alive, or anything else you can and
cannot think of.
For all of these spells, it should
be pointed out that this is the way
they >> USUALLY << work out. In some
obscoure sections of the world spells
may not drop in ability every time you
use them, in other places spells may
not work at all!
RELATING WITH CITIZENS
There are two places you will be
encountering other people of Eamon,
on your adventures and at the Main
Hall of the Guild of Free Adventurers.
At the Main Hall, you will be able
to communicate with the various people
there and do business. However, they
will not do you any real favors (except
possibly giving you good prices on
things if they like you), and you will
not be permitted to fight with anybody
there. Essentially, they will be
businessmen and women, out to relieve
you of some of your gold while helping
outfit you to go get more.
On the other hand, during your
adventures outside of the Main Hall,
you will not be able to communicate
with most of the people you find.
Additionally, they will usually be
rather simple-minded--when meeting you
they will decide if they like you. If
they do like you, they will follow you
around and fight on your side during
any battles. If they don't like you,
they will try to kill you. These people
are rather set in their ways--once they
make up their mind about you they will
usually keep with their decisions,
unless you do something nasty such as
attack a friend, or you do something
especially nice, such as healing an
enemy.
However, just because they do or
do not like you does not mean that they
will always fight to the bitter end.
Some people or things you encounter
will be less courageous (or smarter)
than others and will run from what they
view as a losing battle--both your
enemies and your friends. When someone
retreats they usually kick up a cloud
of dust so you cannot see which way
they ran, although they will always
only run out of exits that are really
there, and you can usually follow them.
Once again, though, note that all
of the statements above were prefaced
by the word 'usually'. In some parts
of the world you may be able to work
quite well with others, give orders,
get ideas, even play games with them.
As always, the key word is flexibility.
HOW TO REALLY AND ACTUALLY PLAY EAMON
(Never thought we'd get here, did you?)
To actually run EAMON on the Apple
II, you must first 'bootup' on the
diskette marked "THE WONDERFUL WORLD OF
EAMON" or simply "EAMON MASTER DISK."
It must be in slot six, drive one--
Eamon doesn't know how to handle any
others yet.
After you are shown the title page
(which you can break out of early by
hitting the "ESC" key), you will be
almost ready to enter the Main Hall.
Simply follow directions (for the sake
of your mothers, if nothing else!). If
you are new to Eamon (or your character
was killed the last time he went out),
you will be directed to the man in
charge of new adventurers. He will show
you what the attributes of your new
character are, and let you read some
instructions that are stored on the
disk. If you have this manual, you
don't need to read his instructions.
Finally, you will be sent to the Main
Hall, where all old adventurers go
immediately from the Irishman.
The Main Hall will serve as your
headquarters. You can buy spells there,
as well as weaponry and armour, you can
'check out' yourself and all your
attributes and abilities. You can also
keep some money with the banker there.
He gives no interest, but money in the
bank is safe if you're robbed on an
adventurer. (Of course, you can't use
it to ransom yourself out of a sticky
situation, either!).
GOING ON AN ADVENTURE
Of course, the main purpose of the
Main Hall is as a place to leave from
to go on adventures. Most of your
exploits will be exploring caves and
old ruins, doing similar things as in
the popular Adventure games. However,
Eamon is wide enough to also have you
go to casinos and gamble your money
away, raise an army to fight invaders
(both from other countries and from
space!), or do just about any other
activity you can think of.
Only one Eamon adventure will be
stored on a diskette. To go on an
adventure, work from the Main Hall as
directed, inserting the diskette with
the new adventure into the disk drive
at slot six, drive one at the proper
time. From then on, you're on your
own. (Notice: characters who do not
return from adventures are considered
dead. Thus, turning off the computer
in the midst of an adventure or halting
it by Ctrl-C or 'RESET' merely commits
suicide).
To help your character get some
gold to equip himself properly and
gather a little bit of experience, one
adventure is included on the diskette--
The Beginners Cave. It's a gentle
little romp through a set of caves
underground. I strongly advise that
you do send your new character through
this first. If he can't survive this,
there's no point in going out to the
dangerous places. (For more information
on The Beginners Cave, see the enclosed
sheet).
BUYING WEAPONS AND ARMOUR
You will have 200 gold pieces when
you start a character, and hopefully
more after your adventures. One of
the most important things for you to
do with this gold is to buy weapons and
armour. Additionally, you may sometimes
want to sell a weapon, be it because
you have no need of it or because you
have reached the legal limit on weapon
ownership of four.
Well, Marcos Cavelli owns a small
weaponry store in the Main Hall that
will do this for you. Marcos carries
five standard weapons--an axe, which
does 1D6 of damage and has a base price
of 25 gold pieces, a bow which does 1D6
and has a base price of 40, a mace
which does 1D4 and has a base price of
20, a spear which does 1D5 and has a
base price of 25, and a sword which
does 1D8 and has a base price of 50.
For each weapon Marcos sells three
grades of quality--poor (with a weapon
complexity of -10%, but only half the
base price), medium (with a weapon
complexity of 0, at normal price), and
good (with a weapon complexity of 10%,
at double the base price). Furthermore,
the price you are given can vary from
one-third to three times the normal
price, depending upon how your charisma
and how Marcos feels about you.
Marcos will also buy old weapons.
If it's of a type that he doesn't sell,
Marcos will pay an average of 100 gold
pieces for a weapon. If it is a weapon
from his stock, he will pay around 1/4
the normal price.
Marcos's base prices for armour are
50 gold pieces for a shield, 100 for
leather, 200 for chain mail, and 500
for plate armour. He will also give
you a trade-in of your old armour at
its old price, subject to adjustment
for the way he feels about you.
Marcos's credit terms, like all
of the businesses in the Hall, are very
simple--none.
BUYING SPELLS
Hokas Tokas, the local wizard in
the Main Hall, is willing to teach
anybody spells for a price. His base
prices for spells are: Power (100 gold
pieces), Heal (1000 gold pieces), Blast
(3000 gold pieces), and Speed (5000
gold pieces). As with Marcos, Hokas
will adjust his prices for how much he
likes you, but he will never give
credit. But, however he may grumble,
he is a nice fellow and will never do
anything to you if you try to buy a
spell you can't afford, or try to buy
a spell twice.
THE BANKER
Shylock McFenney, the local banker,
will open up an account with anybody.
He is absolutely trustworthy with the
funds you leave in his care, although
he does not give interest, nor does he
make loans. (He makes enough money
from adventurers who deposit money with
him and never come back.)
EXAMINING YOURSELF
Unlike most things at the Hall, it
does not cost you anything to examine
your attributes. It is generally a
good idea to examine your attributes
last thing before leaving to go on an
adventure, and write them down--you
cannot examine yourself in the midst of
an adventure!
LEAVING THE UNIVERSE
This is simply ending the game.
However, your character is stored on
the diskette, so he or she can be
called up again the next time you play.
You should only leave the system this
way--otherwise some disk files may be
destroyed, and your character will be
trapped forever in the horrible bit
bucket!
That's really about all there is to
say about playing Eamon. Of course, the
best way to learn is by starting up a
character and running him through a few
adventures. One thing I would warn you
about--do not get too attached to any
character. Unfortunately, while wealth
and expertise come rather quickly in
this world, so does death.
I am very interested in any and all
comments and suggestions on Eamon. I
am particularly interested in getting
copies of adventures that other people
create for Eamon. If you want to build
your own adventures, all of the tools I
used in creating the Beginner's Cave
should be on the master diskette. Feel
free to list and examine them to help
build your own. However, do not at all
be constrained by them, the theme of
Eamon is do what you want to with it.
Eamon hereby officially belongs to the
people who play games on computers, all
I ask is that you enjoy it.
For comments, questions, new
adventures, or suggestions please write
to:
Donald Brown
407 Peery Parkway
Golden, CO 80401
THE BEGINNER'S CAVE
The Beginner's Cave has been set up
by the Warlord as a service to all Free
Adventurers, giving them a chance to
try their skills in a not-too-dangerous
setting. Let us all toast the Warlord
for restocking the cave daily!
Only beginners are permitted in the
Cave. A beginner is someone who has no
armour expertise and who still has all
of the starting levels of weapon exper-
tise. You are permitted to carry in
only one weapon and any armour you
wish. You will not need torches as
there is sufficient light in all parts
of the Cave. A Knight Marshall (William
Misslefire) is on duty to be sure that
you do not break the rules (and to keep
you from doing something really stupid,
like entering the cave without any
weapon at all!).
Once you are in the Cave, you will
give commands by entering verbs and
subjects, such as "GET STONE". If you
use a verb that the computer doesn't
understand, all verbs will be listed.
You must be very exact and use the
words that the computer knows. For
example, if you are carrying a DEAD
MONKEY and you say DROP MONKEY the
computer will not understand.(Sometimes
the computer does recognize more than
one word for an object, though). If you
want to repeat the last command given,
simply hit 'return' when asked for your
next command.
A few commands you should know
about:
N, S, E, W, U, D, NORTH, SOUTH,
EAST, WEST, UP, and DOWN all will move
you in the direction given.
INVENTORY or "I" will list all of
the items you are currently carrying.
READY brings a weapon into 'ready'
mode,meaning that it will be the weapon
used in an ATTACK command.
GET picks up an object (not a mon-
ster!) from the floor. GET ALL gets all
objects there. If you get a weapon and
you have no weapon ready, it will ready
that weapon automatically.
Other commands are either self-
explanatory or they are designed to
make you experiment.
To return to the main hall, you
must leave the cave (getting to the
Cave Entrance) and move North. Once you
have done so, Sam Slicker (the local
dealer for treasures and booty) will
pay you what they are worth (with the
price adjusted by your Charisma). You
will then be returned to the Main Hall.
Of course, that is only if you
survive. If you died, remember that it
probably wasn't that great of a char-
acter anyway!
NOTE: If you accidentally stop the
program while it is running, (such as
accidentally hitting 'reset'), you may
be able to continue by first getting
back into BASIC and then entering:
]POKE 51,0:GOTO 1000
THE MINOTAUR'S LAIR
The method of running the Minotaurs
Lair is roughly the same as it was in
the Beginners Cave. Of course, the mon-
sters and treasures and rooms are not
the same, and some of the verbs that
the computer recognizes are different,
and the Power spell may have different
results, but why quibble?
A major difference now is the fact
that you will not know the way out. A
hint to adventurers:In cases like this,
your top priority should be finding a
way out and mapping the dungeon. Also,
only a real louse would not at least
try to find a good friend if he/she
knows one is in here. (Remember, louses
do not have high charisma!)