Create a Character Dissidia Edition – Vol.05 : Ritz Malheur

I love the Dissidia games immensely, especially the second one, Dissidia 012 Duodecim. So, as you can guess, I want to contribute to the game and its community and try and “create” a new character for it. For this instalment, I give you the bossy class head from Final Fantasy Tactics Advance, Ritz Malheur.

Ritz Malheur

– Description :

– Story and Character :

The bossy class head of her high school in Saint Ivalice, Ritz Malheur is a strong minded, outspoken and at times hostile, bordering the tsundere archetype, which could hold true for her and Marche. She hides a dark secret that makes her loathe herself and wants to protect it no matter what, no matter the world. Voiced by Kakazu Yumi in japanese and I hope by Hynden Walch in english.

Her story can be read here.

Her manikin counterpart is called “Clan Leader” and has a white with orange shades colour.

– Costumes :

[Normal costume] Her normal costume.

[Alternative costume # 1] Ritz gains a Nomura rendition of her costume and all of her accessories and weapons as well as white hair.

[Alternative costume # 2]Her civilian winter clothes.

– Equipment :

[Weapons] Swords, Daggers, Greatswords, Katanas, Thrown Weapons
[Hand Armour] Parrying Weapons, Shields, Bangles, Gauntlets
[Head Armour] Hats, Helms, Headbands
[Body Armour] Clothing, Robes, Light Armour, Chestplates

– Exclusives :

EX.)[Hand Armour] Exodus’ Gauntlet : Level 100, Makes the ability’s [Reaction Support] CP get cut down to half of it’s current CP value. Adds a forearm guard on her right hand for all of the costumes.
01.)Clan Head’s Wand : Level 01, ATK +11
Adds a wand that’s strapped on Ritz’s back for all of the costumes.
02.)Leader’s Wand : Level 30, ATK +40, Physical Damage +10%
Adds a wand that’s strapped on Ritz’s back for all of the costumes.
03.)Jobs Master’s Wand : Level 90, ATK +64, Physical Damage +15%
Adds a wand that’s strapped on Ritz’s back for all of the costumes.
04.)Exodus’ Wand : Level 100, ATK +68, Physical Damage +20%
Adds a wand that’s strapped on Ritz’s back for all of the costumes.

– Battle Style :

Ritz’s fighting style is called Aura Changer (Viera Jobs Ver.).Ritz focuses on the changing of almost all of the jobs availiable for the Viera race to attack and defend. The changes to the jobs are indicated by a small aura that surrounds Ritz and some of the other job’s equipment from the official arts appearing on Ritz. The auras have buffs and nerfs that affect the playstyle according to each job’s stats. Compared to other characters, Ritz doesn’t really have a set string of attacks, rather a selection of three to four attacks from each job that are tied together to form a combo of attacks, not unlike Prishe’s attacks.

Unique Ability :

– Action Ability :

[Reaction Support]

CP – 300 / 200 (Mastered)
AP – 500
Level Learnt – 100
This skill enables Ritz to aquire all of the Reaction and Support skills gained from the jobs he has availiable for each job, granting her some bonuses and special skills that can change her battle sprite.

Reaction

[Reflex]

This skill allows Ritz to move twice as fast and further away while dodging and have half the cooldown time, but at the cost of halving the invincibility frames. It can be used only when Ritz has the Fencer class.

[Doublecast]

This skill allows Ritz to charge her magical power and be able to cast two spells at once, changing the spells. This system is presented by having “Doublecast” right under the character’s portrait and a slot for numbers that go up to 4. The Doublecast charges in the following three ways : by either letting the Doublecast symbol reach 3, which takes very long or by blocking and avoiding attacks which adds numbers much faster, with each attack blocked or avoided adding half a number. It can be used when Ritz has the Red Mage and Summoner class.

[Last Haste]

This skill allows Ritz to double all of her movement stats when her HP fall down to 10% of the full amount and the portrait starts flashing red. It can be used only when Ritz has the Assassin class.

Support

[Shieldbearer]

This skill allows Ritz to hold a shield on the other hand and gaining guarding abilities of Medium Property, without hampering her speed or her technique. It can be used only when Ritz has the Fencer or Red Mage class. Ritz wields a Round Shield with her left hand for the Fencer class and an Aegis Shield with her left hand for the Red Mage class.

[Magic Pow+]

This skill allows Ritz to increase the rank of her magic spells and adds them an extra 25% chance of their effects activating. It can be used when Ritz has the Red Mage or the Elementalist class.

[Concentrate]

This skill allows Ritz to raise his tracking ability by 50%. It can be used only when Ritz has the Archer or Sniper class.

[Return Fire]

This skill allows Ritz to be impervious to arrows and bullets and return the attacks back to the opponent with a higher critical chance. It can be used only when Ritz has the Assassin class.

– Attacks :

BRAVE Attacks :

Ground :

[Lunge Tech]

Close range – Physical (Low)
CP – 10 [each move] / 5 [each move] (Mastered)
AP – 250 [each move]
Level Learnt – 01
A combo that consists of four attacks based on the Fencer class. The first attack makes Ritz move a little towards his opponent but not much,covering some very small distance. It has however excellent horizontal and vertical tracking. When using the Lunge Tech, Ritz doesn’t conjure any aura due to the Fencer class being the default class for her but she wields a Stinger.

The four moves that make the Lunge Tech attack are Swarmstrike, Shadowstick, Featherblow and Piercethrough. Swarmstrike is a very simple piercing attack, Swadowstick is a swift two part piercing slash, Featherblow is very precise stabbing attack and Piercethrough is an extending stab that can cover double the distance of the normal attack.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack starts with Swarmstrike then all the attacks will do 3 / 4rths of the normal damage but they will all have 50% chance each of inflicting poison status on the opponent’s brave.
02.)If the attack ends with Swadowstick then there is a 25% chance of reducing all of the opponent’s movement stats by half.
03.)If the attack starts with Featherblow then all the attacks do half the normal damage but have double the tracking, cover double the distance and almost never miss groud opponents.
04.)If the attack starts with Piercethrough then the first attack will be a powerful thrust that’s unleashed after lunging forward, covering three times the normal distance and comes out three times as fast.

[Red Magic]

Close range – Physical & Magical (Low)
CP – 10 [each move] / 5 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 05
A combo that consists of three attacks based on the Red Mage class. The first attack makes Ritz move a little towards his opponent but not much, covering some very small distance. It has however excellent horizontal and vertical tracking. When using the Red Magic, Ritz conjures a gentle light red aura, gains a hat and the robe like the Red Mage’s artwork and wields a Fleuret.

The three moves that make the Red Magic attack are Fire, Blizard and Poison. Fire is a quick stab that sets the rapier on fire, Blizzard is a heavy-hitting stab with slightly extended range that sets the rapier on ice that creates the extra long icy tip and Poison is a lunging stab that covers the rapier in green poison and covers more distance.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack starts with Fire then all the following attacks will hit twice as fast. If the attack ends with Fire then a small explosion shall occur for extra damage.
02.)If the attack starts with Blizzard then all the following attacks will hit with twice the power. If the attack ends with Blizzard then a small icy dome shall encase the opponent for extra damage.
03.)If the attack starts with Poison then all the following attacks will have a 25% chance of getting a critical. If the attack ends with Poison then the opponent will have a 25% chance of getting brave poisoned.

When Doublecast is added the atatcks change accordingly. Fira + Thundara is a quick stab that sets the rapier on fire and unleashes a lightning current upon hitting, Blizzara + Sleep2 is a heavy-hitting stab with an extended range that sets the rapier on ice that creates the extra long ice encased rapier and Poison2 + Cura is a lunging stab that covers the rapier in green poison and covers much more distance and heals HP equal to 1 / 10 of the brave damage last dealt.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack starts with Fira + Thundara then all the following attacks will hit twice as fast. If the attack ends with Fira + Thundara then an explosion shall occur for extra damage.
02.)If the attack starts with Blizzara + Sleep2 then all the following attacks will hit with twice the power. If the attack ends with Blizzard then a spiky icy dome shall encase the opponent for extra damage and has a 25% of putting the opponent to sleep for a while.
03.)If the attack starts with Poison2 + Cura then all the following attacks will have a 25% chance of getting a critical. If the attack ends with Poison then the opponent will have a 25% chance of getting brave poisoned.

[Spirit Magic]

Close range – Physical (Low)
CP – 20 [each move] / 10 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 15
A combo that consists of four attacks based on the Elementalist class. The first attack makes Ritz move very little towards his opponent, covering some very small distance. It has however excellent horizontal and vertical tracking. When using the Spirit Magic, Ritz conjures a spirit-shaped hazy white aura, gains a veil, a dress piece and tribal tatoos over her right arm like the Elementalist’s artwork and wields an Estoc.

The four moves that make the Spirit Magic attack are Fire Whip, Shining Air, Heavy Dust and Sliprain. Fire Whip encases the rapier in fire and uses it as a whip for short to medium distanced attack,Shining Air creates a whirlwind around the rapier and releases it as a golden light the moment the rapier does a lunging thrust, Heavy Dust uses the rapier as a shovel and dusts up a part of the ground that gets slashed along with the opponent for many small low damaging hits and Sliprain creates a small water droplet from the tip of the rapier that becomes lance-like that Ritz uses as a way to attack from a long distance.

If Magic Pow+ is in play, then the attacks all gain a 25% chance of inflicting a status ailement on the opponent depending on the attack. Fire Whip causes disable, which will disable HP attacks, Shining Air causes Brave Blind, Heavy Dust disable the jumping skills and Sliprain causes a reduction in movement status.

The moves can be aranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack starts with Fire Whip, Ritz doesn’t move at all but the opponent will be pulled in by the attack if caught.
02.)If the attack starts with Shining Air, Ritz gets an afterimage bonus for the rest of her moves in the combo.
03.)If the attack ends with Heavy Dust, the opponent is Wall Rushed in a random direction, even on the ground.
04.)If the attack ends with Sliprain, then Sliprain becomes a flurry of attacks that the player can extend.

[Corner]

Close range – Physical (Low) and Magical
CP – 20 [each move] / 10 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 30
A combo that consists of four attacks based on the Assassin class. The first attack makes Ritz move towards her opponent,covering some distance. It has excellent horizontal and vertical tracking. When using the Corner, Ritz conjures a smokey black aura, gains assassin’s gloves, cape and the veil like the Assassin’s artwork and wields a Zanmato.

The four moves that make the Corner attack are Shadowbind, Ague, Oblivion and Ultima Masher. Shadowbind is a S-shaped slash, Ague is a reverse A-shaped slash, Oblivion is a thrust to the head and Ultima Masher is a single, quick slash aimed at the throat.

The moves can be arranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack ends with Shadowbind, the opponent has a 25% chance of stopping for about 5 seconds.
02.)If the attack ends with Ague, the opponent has a 25% chance of being slowed, making the opponent move at half the speed for about 10 seconds.
03.)If the attack ends with Oblivion, the opponent has a 25% chance of not being able to use any attacks for 10 seconds.
04.)If the attack starts with Ultima Masher, then the final attack will conjure a mythril coloured dome around the opponent that deals massive BRAVE damage and has Medium property.

Air :

[Aim]

Long range – Physical (Low)
CP – 10 [each move] / 5 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 01
A combo that consists of three attacks based on the Archer class. The attacks have great range and good speed but poor horizontal and vertical tracking. When using the Aim, Ritz conjures an ethereal lush green aura, gains a headband, an archer’s glove on her right hand and an arrow holder like the Archer’s artwork and wields an Artemis Bow.

The three moves that make the Aim attack are Aim : Legs, Aim : Arm and Take Aim. All moves are just shots fired from the bow but Take Aim has almost perfect accuracy and thus tracks much better than the other two.

The moves can be arranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack ends with Aim : Legs, there is a 25% chance that the enemy won’t be able to move for 5 seconds.
02.)If the attack ends with Aim : Arms, there is a 25% chance that the enemy won’t be able to attack for 10 seconds.
03.)If the attack starts with Take Aim, the attacks can be held before being fired and will have perfect tracking.

[Sharpshoot]

Long range – Physical (Low)
CP – 20 [each move] / 10 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 20
A combo that consists of four attacks based on the Sniper class. The attacks have great range and good speed but poor horizontal and vertical tracking. When using the Sharpshoot, Ritz conjures a cloudy emerald green aura, gains a hat, a veil and an arrow holder with many belts like the Sniper’s artwork and wields a Ranger Bow.

The four moves that make the Sharpshoot attack are Doubleshot, Beso Toxico, Doom Archer and Conceal. They are all shots being fired of by the bow, with different coloured arrows with Conceal being a transparent arrow that can not be seen when fired.

The moves can be arranged in any manner but for them to have any special effect they must be set in a specific order :

01.)If the attack starts with Doubleshot, all the attacks will be have two arrows instead of one, each dealing half the damage but each one having its own critical chance.
02.)If the attack ends with Beso Toxico, there is a 50% chance of inflicting Brave Poison at the opponent.
03.)If the attack starts with Conceal, then Ritz will become invisible and the opponent will not be able to track her as she attacks.
04.)If the attack ends with Doom Archer, then there is a chance equal to the percentage of Ritz’s lost HP of sealing the opponent’s Assist and draining the EX gauge.

[Summon Magic]

Long range – Magical (Low) / Physical and Magical (Low)
CP – 40 [each move] / 20 [each move] (Mastered)
AP – 300 [each move]
Level Learnt – 40
A combo that consists of four attacks based on the Summoner class. The attacks have either short or long range and good speed but poor horizontal and vertical tracking. When using the Summon Magic, Ritz conjures a wave-like light blue aura, gains a headband with a unicorn’s horn, a cape and buggy pants like the Summoner’s artwork and wields a Nirvana Staff.

The four moves that make the Summon Magic attack are Ifrit (Final Fantasy Tactics version), Ramuh (Final Fantasy Tactics version), Shiva (Final Fantasy Tactics version) and Madeen (Final Fantasy Tactics version). Ifrit is a swift physical attack that calls a human sized Ifrit with him doing a lunge punch that is set on fire and covers his path pillars of fire and has the opponent sent towards Ritz if hit. Ramuh is a shift conglomerate of thunder spells that falls right in front of Ritz while Ramuh is summoned in a phantasmal state behind her. Shiva is another swift attack that has Shiva use her sword once and then cast ice spells on it to make it like a lance and throw it at the opponent. Madeen summons Madeen who conjures a giant ball of Holy that affects a wide range around Ritz and deals holy damage.

When Doublecast is added the attacks change accordingly. [Ifrit + Phoenix] (Final Fantasy Tactics version) is the same as Ifrit but Phoenix appears as well and starts throwing Holy Firagas from his wings for added damage. [Ramuh + Kirin] (Final Fantasy Tactics version) is the same as Ramuh but has Kirin conjure a lightning horn that throws the opponent in the air while the lightning falls down for added damage. [Shiva + Carbuncle] (Final Fantasy Tactics version) is the same as Shiva except that Carbuncle conjures a snowstorm that does tiny yet constant brave damage. [Madeen + Unicorn] (Final Fantasy Tactics version) is like Madeen but has Unicorn assisting Madeen in making the Holy ball for added damage.

The moves can be arranged in any manner possible.

HP Attacks :

Ground :

[Lunge Combo]

Close range – Physical (High)
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 01
A lightning fast barrage of lunging stabs that end with an upwards slash that make Ritz move towards her opponent but not much, covering some very small distance, with excellent horizontal and vertical tracking. After the attack is over, Ritz switches to the Fencer class.

[Red Combo]

Close range – Magical (High)
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 05
A powerful conglomerate of attacks consisting of Black, White and Red magic at the same time right in front of Ritz, breaks all guards possible since it’s omnidirectional at all times and creates a powerful explosion. The attack has excellent horizontal and vertical tracking but doesn’t travel at all. Ritz gains a wand like the one in the Red Mage’s artwork and uses it to conjure the attack and leaves behind a light red track after one swing for the start of the attack. After the attack is over, Ritz switches to the Red Mage class.

[Spirit Combo]

Close range – Physical and Magical
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 15
A barrage of attacks that enhance fencing techniques with magic, starting with Ritz using Evil Gaze an attack that causes the enemy to lock in place for a second while Ritz proceeds to attack no matter what action is performed by the enemy, covering a medium amount of distance at best, with excellent horizontal and vertical tracking. The slashes leave behind a hazy white track and for the attack to succeed, the enemy has to be in the dead center of the Evil Gaze, which is indicated by the screen gaining a black hue everywhere apart from the center of Ritz’s vision. After the attack is over, Ritz switches to the Elementalist class.

[Killer Combo]

Close range – Physical (High) and Magical
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 30
A very quick barrage of assassination attacks imbued with Ultima from Ultima Masher that make Ritz move towards her opponent, covering some distance, with excellent horizontal and vertical tracking. The slashes leave behind an ominous thick black track and each attack has a 10% chance of hitting twice with the last attack being Last Breath, only being a cinematic where Ritz slits the opponent’s throat. After the attack is over, Ritz switches to the Assassin class.

Air :

[Bow Combo]

Long range – Physical (Low to Medium)
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 01
A rain of arrows that deal little BRAVE damage before the final arrow shot. After the attack is over, Ritz switches to the Archer class.

[Sniper Combo]

Long range – Physical (Low to Medium)
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 20
An attack that starts with an extremely fast,rapid firing sequence of arrows that have zero tracking. If the attack hits then Ritz will finish the rapid firing arrows after some brave damage is done and finishes the combo with Death Sickle which manifest after an arrow that explodes on contact is fired. After the attack is over, Ritz switches to the Sniper class.

[Summon Combo]

Long range – Physical (Low)
CP – 40 / 20 (Mastered)
AP – 200
Level Learnt – 40
An attack that starts with a staff attack from Ritz that has excellent horizontal and vertical tracking but has very poor range. After the attack hits and the opponent is tossed up in the air, all the summon spirits will attack at the same time dealing brave damage that results in a massive explosion that deals HP damage. After the attack is over, Ritz switches to the Summoner class.

Chase Attacks :

BRV : Ritz kicks the opponent.
BRV UP : Ritz uppercuts the opponent upwards.
BRV DOWN : Ritz punches opponents.
HP : Strong Kick.

– EX Mode :

– Regen [Slowly regenerates HP]
– Critical Hit chance [Higher chance to deal Critical Hits]

EX Mode : Ultimate Aura

– Ultimate Equipment [All equipments change to a much better version of them resulting in them having more attack power]
– Aura Changer [By pressing R+Square at the same time, Ritz can keep the Aura he currently has until she uses a HP attack or presses R+Square again.]

Ritz starts glowing with a sublime golden aura with another electrical aura, with many electrical sparks that constantly surround the body. While the auras change, the lightning aura never leaves Ritz, adding another layer to the auras. The equipment changes accordingly :

The Fencer class’ Stinger becomes a Last Letter while the Round Shield (Final Fantasy Tactics Advance Version) becomes the Reverie Shield.

The Red Mage class’ Fleuret becomes a Femme Fatale while the Aegis Shield (Final Fantasy Tactics Advance Version) becomes the La Seraphica.

The Elementalist class’ Estoc becomes a Diabolique.

The Assassin class’ Zanmato (Final Fantasy Tactics Advance Version) becomes a Petalchaser.

The Archer class’ Artemis Bow (Final Fantasy Tactics Advance Version) becomes a Crescent Bow.

The Sniper’s class’ Ranger Bow becomes a Max’s Oathbow.

The Summoner class’ Nirvana Staff (Final Fantasy Tactics Advance Version) becomes a Power Staff (Final Fantasy Tactics Advance Version).

EX Burst : Exodus’ Siphon [Press the button prompts as the video plays for critical hits]

Ritz summons Exodus into the arena and mirroring her arrival, a seed of Exodus falls to the ground and grows to become Exodus and then turns into the Exodus Wand that Ritz holds in her artwork. Ritz then starts glowing with her EX Mode aura and proceeds to unleash a terrible magic spell that drains the opponent’s life.

– Stats :

– Growth Stats

Level 1

[HP] 1000
[CP] 330
[Bravery] 095
[Attack] 009
[Defense] 009
[Luck] 10

————————————————————————–

Level 100

[HP] 6999
[CP] 450
[Bravery] 667
[Attack] 108
[Defense] 108
[Luck] 60

– Movement Stats

[Speed (ground)] 75%
[Air Dash Speed] 75%
[Quickmove Speed] 75%
[Jump Amount] 1
[Jump Height] 100%
[Jump Rising Speed] 75%

Class Auras

Fencer Class

[Aura] None
[Attack] 75%
[Defence] 75%
[Blocking Priority] Normal
[Speed (ground)] 100%
[Air Dash Speed] 100%
[Quickmove Speed] 100%
[Jump Amount] 1
[Jump Height] 100%
[Jump Rising Speed] 100%

Red Mage Class

[Aura] Gentle Light Red
[Attack] 100%
[Defence] 75%
[Blocking Priority] Normal
[Speed (ground)] 75%
[Air Dash Speed] 100%
[Quickmove Speed] 100%
[Jump Amount] 1
[Jump Height] 100%
[Jump Rising Speed] 100%

Elementalist Class

[Aura] Spirit-shaped Hazy White
[Attack] 100%
[Defence] 75%
[Blocking Priority] Normal
[Speed (ground)] 50%
[Air Dash Speed] 50%
[Quickmove Speed] 50%
[Jump Amount] 1
[Jump Height] 75%
[Jump Rising Speed] 50%

Assassin Class

[Aura] Smokey Black
[Attack] 125%
[Defence] 75%
[Blocking Priority] Normal
[Speed (ground)] 125%
[Air Dash Speed] 125%
[Quickmove Speed] 125%
[Jump Amount] 1
[Jump Height] 100%
[Jump Rising Speed] 100%

Archer Class

[Aura] Etheral Lush Green
[Attack] 50%
[Defence] 50%
[Blocking Priority] Normal
[Speed (ground)] 50%
[Air Dash Speed] 50%
[Quickmove Speed] 50%
[Jump Amount] 2
[Jump Height] 125%
[Jump Rising Speed] 125%

Sniper Class

[Aura] Cloudy Emerald Green
[Attack] 75%
[Defence] 00%
[Blocking Priority] None
[Speed (ground)] 100%
[Air Dash Speed] 100%
[Quickmove Speed] 100%
[Jump Amount] 2
[Jump Height] 125%
[Jump Rising Speed] 125%

Summoner Class

[Aura] Wave-like Light Blue
[Attack] 100%
[Defence] 50%
[Blocking Priority] Normal
[Speed (ground)] 25%
[Air Dash Speed] 50%
[Quickmove Speed] 50%
[Jump Amount] 1
[Jump Height] 75%
[Jump Rising Speed] 75%

– Poses :

01.)Fighting Stance : Ritz simply stands with her right hand on her waist.
02.)Entrance (short) : Ritz enters the ring by walking and flinging her hair back.
03.)Entrance (long) : A rift opens and Ritz appears. As the camera zooms back to Ritz, she enters the ring by walking and flinging her hair back.
04.)Victory : She conjures the Exodus Wand on her left hand and a hairpin given to her by Sara on her right.
05.)Defeat : Ritz falls down while looking at the sky.

 

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