DUEL 2 NEWSLETTER
Date : 02/16/2018 Duedate: 03/01/2018
NOBLISH ISLAND ARENA
DM-93 TURN-498
This Weeks Top Honors
THE DUELMASTER IS
GERONIMO
FOLKLORE (1738)
(93-10146) [5-2-0,66]
Chartered Recognition Leader Unchartered Recognition Leader
BRAVO GERONIMO
RED AVENGERS (1736) FOLKLORE (1738)
(93-10156) [5-2-1,54] (93-10146) [5-2-0,66]
Popularity Leader This Weeks Favorite
SWAMP FOX MOLLY PITCHER
FOLKLORE (1738) FOLKLORE (1738)
(93-10149) [7-0-2,58] (93-10145) [4-3-2,31]
THE CURRENT TOP TEAM
BB HALLOWEEN (1739)
TEAMS ON THE MOVE TOP CAREER HONORS
Team Name Point Gain Chartered Team
1. BB HALLOWEEN (1739) 48
2. CROM'S CHOSEN (1741) 33 RED AVENGERS (1736)
3. CLOAK WARRIORS (1737) 19 Unchartered Team
4. RED AVENGERS (1736) 14
5. BLACKTHORN INC. (1735) 0 FOLKLORE (1738)
The Top Teams
Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K
1/ 1*FOLKLORE (1738) 24 11 4 68.6 1/ 2*BB HALLOWEEN (1739) 10 5 0
2/ 2*BB HALLOWEEN (1739) 23 12 0 65.7 2/ 1*FOLKLORE (1738) 8 7 2
3- 3*BLACKTHORN INC. (1735) 20 18 0 52.6 3/ 5*CLOAK WARRIORS (1737) 5 5 1
4/ 4*CLOAK WARRIORS (1737) 8 12 1 40.0 4/ 4 RED AVENGERS (1736) 5 8 0
5/ 0*CROM'S CHOSEN (1741) 2 3 0 40.0 5- 3*BLACKTHORN INC. (1735) 3 2 0
6/ 5 RED AVENGERS (1736) 16 29 1 35.6 6/ 0*CROM'S CHOSEN (1741) 2 3 0
7- 6*THIEF TAKERS (1730) 1 9 0 10.0 7- 6*THIEF TAKERS (1730) 1 4 0
'*' Unchartered team '-' Team did not fight this turn
(###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank
TEAM SPOTLIGHT
Let's see if I can answer last turn's terrific questions by making a bunch of
statements, and turning this article into a spotlight. This should be good.
-- Johnny Appleseed
The next tournament is in April 2018 and will be a Mailer. (FTFs in summer/winter,
mailers in spring/fall)
In tournaments, the skill learn rate, the stat raise possibility, and the chance of
dying are all halved.
A manager is allowed to fight 10 rounds in Noblish (93) before needing to transfer the
team to a regular arena. Not all warriors need to have fought 10 turns to do so.
Around the 9th round, RSI will send you a form advising you of the move and asking
where you want to move the team.
Andorian arenas are known for an environment of no downchallenging, a lack of
intentional killing, and a general desire to encourage new managers. Darkholm arenas
are known for a cutthroat environment. Free Blades arenas can be similar to either or
neither. (In general) Andorian (and related) arenas (s means slow) are 8s, 11, 22, 24,
25, 26, 30, 41, 46, 52s, 60, 63, 65, 74, 75, 78. Arenas 8, 11, 30, and 46 are great
places to interact with Consortium folk, who write personal ads and live the Andorian
style. Arena 11, Aruak City, bills itself as The Heart And Soul Of Andoria. To other
reasonably friendly, and large arenas, albeit slow, I recommend are 45 and 47. those
arenas sponsor "events" regularly.
Gateway is a part of Advanced DM, related to Primus. Getting warriors graduated , then
through ADM to Primus is a great target/goal, but yet a long way off.
Warrior statements (on the profile) are derivatives of stats and skills, and not
something that a warrior is "born with". (The warrior is born with style, stats, and
the roll of the die.)
Assur writes a wonderful article about hybrid designs. Catch earlier DM93 newsletters
for it, and there is some likelihood it will be republished soon.
Managers can start a new team anytime. You can run many teams at the same time. All
you need is to fill out the newly acquired ($5) DUEL2 ROLL UPS sheet. Near the bottom
of said sheet is the place to state what arena you want to place the new team in.
***---------*---------*---------*---------**---------*---------*---------*---------***
ASSUR'S BEGINNER GUIDE TO THE AIMED BLOW STYLE
When a review was done on the design articles from the past, it was discovered that
these articles were not helping players. Many of them were not terrible, but the
players in the game have taken warrior design far beyond the understanding that
existed when most of these articles were written. So to better serve new players, The
Consortium and Assurnasirbanipal took to giving more current design articles for each
style. While even our articles are biased and opinionated, we believe they better
represent today's game than others that exist. This article seeks to remove some
confusion about the Aimed Blow style. Aimed Blows are THE strongest style at high
development levels. They are also one of the strongest styles with no development.
In between, it is much more difficult for most of them. While they are naturally a
hybrid style, I'll explain why at the top they could be called pure defensives and
because of their sustained attack capabilities, they make fine pure offensives as
well.
Aimed Blows have several characteristics that do not exist with any other style. A)
Attack skill bonus for high deftness. B) Dodge advantages with no weapons. C)
Ability to ignore armor. D) Ability to analyze an opponent's defenses. (I don't
believe anyone understands what this does other than it is supposed to help)
There are so many ways to make Aimed Blows that it is almost impossible to give a set
of guidelines for stats. When you first start experimenting with Aimed Blows, I
highly recommend only using setups that can make 17 or 21 deftness on them. 21 is
preferred, but 17 is just fine. Even after you have experience, I don't recommend
going below 15. The reason is because of item A) above. You are permanently reducing
your AB's potential attack by lowering the deftness. It used to be said that: "Any
warrior that makes a good aimed blow makes a better something else." When you lower
the deftness too much, that statement starts to ring very, very true. But at 21
deftness, they have the second highest natural attack in the game (below lungers by 1
attack skill) -- and without lungers high endurance burn.
Now with 1/4 of your points on deftness, that doesn't leave as much as you'd like for
everything else. Fortunately, 21 deftness is almost magical. Aimed Blows can succeed
with little damage. Aimed Blows can succeed with little endurance (not recommended:
little damage AND little endurance). Aimed Blows can succeed frail. Aimed Blows can
scum to victory. Aimed Blows with 21 deftness and completely balanced remaining stats
can win.
Weapons: SC, LO, FI, EP, and DA are the staple weapons that I use. Most people leave
QS alone until after they know it is their Aimed Blow's favorite weapon (and people
have TC'd with QS). SH, SS, and LS work fine, but I leave those until last. The 5 I
mentioned meet all my needs. Armor: It depends on how you're trying to win. The Jalon
type AB wears APA/F. Fist/Dodge AB's wear light or no armor. Speed AB's wear nothing
or ALE/L. Hybrids wear what they can depending on their carry & design.
Strategy: x-10 is my 'standard' strat. 'x' is typically 4 or higher. Some hybrids
(generally wearing more armor, though a parry learner might also do this) will not use
10 Activity Level. As always, you need to tailor your strategy with your endurance.
Going 6-10 for 3 minutes is going to tire just about everyone out. Yes, most fights
are over in 1 minute. But when they go longer, you need to start to conserve a bit.
AB's can use most tactics. I'm sure there are others that have a more refined way to
write the numbers, but I like the simplicity (and effectiveness of the strategy I
use). Note that the super frail guys I typically run 10-10 and the high str/con guys
I'll sometimes run slower with more armor.
Examples:
I've chosen to list my own designs that have TC'd and TV'd (and naturally created -- I
have some prize warriors that I don't include here).
17-5-3-5-21-12-21 AB (TC'd Rookies & Freshmen, TV'd ADM)
5-12-6-21-7-12-21 AB (TV'd Rookies)
10-3-12-17-9-12-21 AB (TV'd Rookies)
10-6-16-21-5-5-21 AB (TV'd Rookies & Freshmen)
10-13-6-13-17-4-21 AB (TV'd Rookies)
5-5-10-17-21-9-17 AB (TV'd Rookies)
7-13-7-17-15-4-21 AB (TV'd Rookies)
13-7-5-17-7-14-21 AB (TV'd Apprentices)
9-10-12-11-9-12-21 AB (TV'd Rookies)
4-12-7-21-15-4-21 AB (TC'd Apprentices)
5-8-8-17-17-8-21 AB (TV'd Apprentices)
7-10-5-11-21-9-21 AB (TV'd Rookies)
3-3-11-21-15-14-17 AB (TV'd Dead Apprentices)
9-11-8-11-21-7-17 AB (TV'd Rookies)
11-8-8-21-7-8-21 AB (TC'd Rookies)
11-14-5-13-15-5-21 AB (TV'd Rookies)
9-5-11-11-9-18-21 AB (TV'd Apprentices)
9-3-9-21-9-12-21 AB (TV'd Eligibles)
You'll notice a pattern. I have zero TV's listed in Initiates, Adepts, or Champions.
That is because I have no natural aimed blows that have TV'd in those classes, which
are not good ones for AB's. I also don't have a Challenger TV, but this isn't because
AB's do poorly there.
There is one other example that is worth mentioning. This design does not exist in
the rollup pools, but there are guys that can use this design as a model. It is a
very common design for DYO prizes and in Bloodgames. These monsters have TC'd many
times (almost always in Freshman or higher). The design is named after the first one
that was successful. Jalon:
17-16-3-3-21-3-21 AB
Advantages: At the very top of the game, their ability to dodge with no weapons makes
them virtually unhittable. So in a sense, at this point, AB's become pure defensives.
Because they also have low endurance burn, they can go a long time (you regularly see
AB vs AB fights go hundreds of minutes at the very top). The bonus is not as great at
lower development levels, but it is still there. Running x-10 (with or without the
dodge tactic) and no weapons is a viable strategy and useful strategy to use at times.
Their high attack, ability to ignore armor, and low endurance burn make them very hard
to beat in long fights. With exceptions for some designs, there isn't a favorite
learn that will make you roll your eyes in disgust. AB's can overcome the dreaded
little damage. AB's can be made from setups that otherwise would be considered 'bad.'
AB's may be the only style that can regularly succeed with very low strength.
Disadvantages: Initiative is a mess for Aimed Blows. They regularly give up the
initiative for no reason. When you give 17 or 21 points on deftness, it limits your
ability to get points where you want elsewhere. Most importantly, having high wit
tends to even make your AB even more deficient than they otherwise are. This is why
they tend to be so bad in Initiates, Adepts, and Champions, where 21 wit is much more
common and important. Those classes are full of 21 wit strikers and lungers, also.
Best Matchups:
Scum, Scum, and more Scum. Any defensive warrior (especially scum). Remember that
sustained high attack offensive ability?!? Scum never want to see AB's. Lots of scum
run bizarre strategies to try and beat AB's who would otherwise destroy them. This is
another reason why AB's thrive in Rookies, where there are lots of scum running
around. After scum, any defensive warrior is a good matchup.
Worst Matchups:
Lungers, Bashers, Slashers. These warriors have a combination of high attack/high
init/high decise skill base. They will attack and hit your aimed blow before it gets
a chance to attack back. Strikers also can fall into this category, because they
learn so much attack (and often have 21 wit, too).
SPY REPORT
It's me, The Unknown Spymaster here with my bag to give you the news on last
week's fights. We now have a new top team for all of you guys to dogpile on. BB
HALLOWEEN now holds the crown and they are betting they can keep it. Advancing in
the rankings was BB HALLOWEEN who went from last turn's 18-12-0, to this week's
record of 23-12-0. Hey everybody, watch out for BRAVO, who flew up 20 points in the
rankings after mashing PECOS BILL like a melon. Keep your eye on this guy. Ya know,
some days it doesn't pay to walk out on the sands. PECOS BILL lost to BRAVO and
drops 16 points. Well, everybody's pal GERONIMO moved his record to 5-2-0 by
defeating M. CHARDINEE in the Duelmaster's Title Bout and gaining 12 recognition
points. Advice to bashers--never force anything, just get a bigger halberd!
But enough of that bunch, let's get on to the wimps who like to avoid battle!
Did you hear that BB HALLOWEEN was most avoided team this week? Well, knowing the
personal hygiene of BB HALLOWEEN's warriors, I'm not surprised! Okay, so I may not
be funny, but catch RED AVENGERS' act in the arena. Those acrobats seem to be fairly
deft at running from BB HALLOWEEN. Well dang howdy, but if challenges were votes,
RAUNCHY COSTUME would be president. Although it may be a contest he doesn't want to
win.
Remember that an arena is not always a safe place to be, but it is one of the
most interesting, though! Knowing when to use the right tactics at the proper time
is a very important step on the road to Duelmaster.
I think I had better cut this one short. It's been nice chatting to those of
you whom I have not offended yet. C'mon, Leadfoot, let's make some tracks. Its been
real, and its been fun, but it hasn't been real fun...-- The Unknown Spymaster
DUELMASTER W L K POINTS TEAM NAME
GERONIMO 10146 5 2 0 66 FOLKLORE (1738)
CHALLENGER ADEPTS W L K POINTS TEAM NAME
SWAMP FOX 10149 7 0 2 58 FOLKLORE (1738)
ADEPTS W L K POINTS TEAM NAME
BRAVO 10156 5 2 1 54 RED AVENGERS (1736)
TOO MUCH CANDY 10154 6 1 0 44 BB HALLOWEEN (1739)
CHALLENGER INITIATES W L K POINTS TEAM NAME
PECOS BILL 10148 6 1 0 32 FOLKLORE (1738)
RAUNCHY COSTUME 10153 6 1 0 32 BB HALLOWEEN (1739)
MOLLY PITCHER 10145 4 3 2 31 FOLKLORE (1738)
EGGED 10151 5 2 0 29 BB HALLOWEEN (1739)
IGGIE THE SCUM 10141 2 2 0 25 CLOAK WARRIORS (1737)
-OTTOBOTT 10161 3 2 0 24 BLACKTHORN INC. (1735)
INITIATES W L K POINTS TEAM NAME
-PEACEMAKER 10162 4 0 0 23 BLACKTHORN INC. (1735)
BULLY 10150 4 3 0 20 BB HALLOWEEN (1739)
LONE RANGER 10147 2 5 0 20 FOLKLORE (1738)
-ZEPHYR 10160 2 3 0 20 BLACKTHORN INC. (1735)
JOE JIGGA 10139 5 4 0 19 RED AVENGERS (1736)
-ZENTRADI 10159 3 2 0 19 BLACKTHORN INC. (1735)
SNEAKY PETE 10136 2 7 0 18 RED AVENGERS (1736)
DRUNK TEENS 10171 2 1 0 18 BB HALLOWEEN (1739)
-D. SCEPTIKON 10163 3 1 0 14 BLACKTHORN INC. (1735)
LADY DEATH 10176 1 0 0 14 CROM'S CHOSEN (1741)
DEE THE BLADE 10137 2 7 0 13 RED AVENGERS (1736)
-AUTUMNBE 9643 3 2 0 12 CAVEAT EMPTOR (1657)
AQUA-KNOT 10144 3 1 0 12 CLOAK WARRIORS (1737)
-LUCKY 10107 1 1 0 12 THIEF TAKERS (1730)
SOCCER-PANTS 10140 2 2 1 9 CLOAK WARRIORS (1737)
DEADLY 10169 1 3 0 8 RED AVENGERS (1736)
VICKI VALKYRIE 10172 1 0 0 8 CROM'S CHOSEN (1741)
-DRAXXUS 9644 1 4 0 7 CAVEAT EMPTOR (1657)
RIVERSIDE SHAKEPERE 10142 1 3 0 7 CLOAK WARRIORS (1737)
-SEARRUS 9645 0 4 0 4 CAVEAT EMPTOR (1657)
HASSAN 10143 0 4 0 4 CLOAK WARRIORS (1737)
-PERSEPHONE 9642 0 4 0 4 CAVEAT EMPTOR (1657)
-AGRISEL 9646 0 4 0 4 CAVEAT EMPTOR (1657)
-TURTLE 10105 0 2 0 2 THIEF TAKERS (1730)
-HENUP-ETH 10170 0 1 0 1 THIEF TAKERS (1730)
VENOM 10174 0 1 0 1 CROM'S CHOSEN (1741)
BLACK WIDOW 10175 0 1 0 1 CROM'S CHOSEN (1741)
'-' denotes a warrior who did not fight this turn.
THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge?
THE USEROUS MERC 0 0 0 SWAMP FOX 10149 498 NONE
PUMPKIN MESS 10152 0 4 0 BB HALLOWEEN 1739 BRAVO 10156 495
TROLL 10173 0 1 0 CROM'S CHOSEN 1741 SHEWISH GIANT 498 NONE
SWEET P 10155 1 2 0 RED AVENGERS 1736 SWAMP FOX 10149 494 NOT REVENGED
BROC 10104 0 2 0 THIEF TAKERS 1730 MOLLY PITCHER 10145 496
ONE EYE 10103 0 2 0 THIEF TAKERS 1730 SOCCER-PANTS 10140 496
PERSONAL ADS
I like the Consortium motto... especially the Health part. -- Mr Misfit, CEO
Blackthorn, Inc
How does popularity -- gains/losses work? I had one fight in which I came back and
won, yet my fallen opponent was chosen "Most Popular" in that particular turn, also in
that fight I recieve a "marginal increase" yet my fallen opponent had more total
fights and wins. Is there a format? -- Mr Misfit, CEO Blackthorn, Inc
Are there any listings (online or elsewhere) for the arenas? Name, number, style
(killer, newbies, godlings only) and any other info. -- Mr Misfit
Are Free Blades arenas "killer arenas"?
Consortium -- Have you ever run either of your 'perfect' TP stats in Bloodgames? How
do they do? -- Assur
P.S. Great article on the Total Parry! I'm so glad you wrote that one!
Mr Misfit -- Some great questions...
1) There is another tournament sometime in April. It hasn't been announced, but it
will be a mail in tournament.
2) That is a weird question. I'm sure the commission would let you leave Noblish
early. Just contact them. (And a later question -- you definitely can start other
teams in whatever arena you like).
3) Hopefully Johnny Appleseed (The Consortium rep) answers this one. I run in mostly
slow arenas. For slow arenas, I'd say that 39, 50, and 59 all meet the "no death"
requirement, but all are also very small. DM 72 is a transfer arena, but the three
managers that run lots of teams there are all kind. I don't recommend DM 72, though,
as it has too many tourney warriors. Arenas to avoid: DM 18 (tourney prepping arena),
DM 33 (great arena, but 10 KD and vitals is the norm, encouraged, and expected-also
juvenile which can be a positive or a negative depending on your point of view), and
DM 21 (not as bloodthirsty at the moment, but historically the arena of death). DM 8
is Andorian, but two managers running three teams there are spoiling the Andorian way
of life right now.
4) Gateway was an arena higher than Primus. It closed a long time ago and all
warriors were moved back to Primus.
5) All statements mean something about your warrior's skills or attributes. You can
often determine from these statements whether your warrior is blessed, cursed, or
neither from these messages. An example:
Quickness of Foot Msg Defense Skill Starts
is VERY SLOW on his feet = 7
is VERY SLOW on his feet <= -5
is SLOW on his feet -3 to -4
is QUICK on his feet 3 to 4
is VERY QUICK on his feet 5 to 6
is INCREDIBLY QUICK and >= 7
ELUSIVE on his feet
The skill charts give you an 'expected value' for your starting defense. The messages
tells you the 'actual range' for your starting defense.
Regarding Offensive/Defensive/Hybrid styles, I'd categorize styles naturally as:
CLEAR MAYBE
Pure Offensive: ST/BA/SL LU/PS/AB
Hybrid: PR/LU/AB/WS/PL/PS TP/BA
Pure Defensive: TP/WS/PS/PR/PL AB/LU
Hybrid does not always mean 'finesse' to me
Tank Bashers are mostly damage soakers (and their defense is lovingly called Face
Parrying)
LAST WEEK'S FIGHTS
TROLL was dealt death by SHEWISH GIANT in a 1 minute Dark Arena fight.
LONE RANGER was devastated by TOO MUCH CANDY in a 1 minute one-sided Challenge duel.
SOCCER-PANTS was handily defeated by RAUNCHY COSTUME in a 1 minute Challenge match.
GERONIMO won victory over M. CHARDINEE in a 2 minute Title brawl.
BRAVO devastated PECOS BILL in a 1 minute one-sided fight.
MOLLY PITCHER was luckily beaten by FRATSFA SLAVE in a 3 minute bloody competition.
SWAMP FOX slaughtered THE USEROUS MERCHANT in a 1 minute mismatched fight.
EGGED overpowered DEADLY in a popular 1 minute mismatched brawl.
BULLY handily defeated HASSAN in a 1 minute gruesome uneven melee.
JOE JIGGA was vanquished by IGGIE THE SCUM in a 2 minute uneven fight.
DEE THE BLADE was unbelievably bested by AQUA-KNOT in a slow 9 minute brutal fight.
SNEAKY PETE overcame RIVERSIDE SHAKEPERE in a 2 minute bout.
DRUNK TEENS overpowered BLACK WIDOW in a 1 minute one-sided match.
VICKI VALKYRIE bested MORDANT DESERTER in a 1 minute amateur's conflict.
VENOM was subdued by MORDANT DESERTER in a 2 minute amateur's match.
LADY DEATH narrowly defeated EMBEZZLING SCRIBE in a 7 minute amateur's conflict.
BATTLE REPORT
MOST POPULAR RECORD DURING THE LAST 10 TURNS
|FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT|
|AIMED BLOW 5 BASHING ATTACK 36 - 22 - 0 62 |
|BASHING ATTACK 5 SLASHING ATTACK 8 - 5 - 0 62 |
|STRIKING ATTACK 5 LUNGING ATTACK 17 - 13 - 2 57 |
|LUNGING ATTACK 3 AIMED BLOW 17 - 15 - 0 53 |
|PARRY-STRIKE 3 PARRY-RIPOSTE 8 - 8 - 0 50 |
|PARRY-LUNGE 2 WALL OF STEEL 4 - 4 - 0 50 |
|PARRY-RIPOSTE 1 STRIKING ATTACK 27 - 28 - 3 49 |
|TOTAL PARRY 1 PARRY-STRIKE 12 - 15 - 1 44 |
|SLASHING ATTACK 0 TOTAL PARRY 3 - 4 - 0 43 |
|WALL OF STEEL 0 PARRY-LUNGE 3 - 6 - 1 33 |
Turn 498 was great if you Not so great if you used The fighting styles of the
used the fighting styles: the fighting styles: top eleven warriors are:
PARRY-RIPOSTE 1 - 0 STRIKING ATTACK 2 - 3 2 BASHING ATTACK
TOTAL PARRY 1 - 0 PARRY-STRIKE 1 - 2 2 STRIKING ATTACK
LUNGING ATTACK 2 - 1 PARRY-LUNGE 0 - 2 2 AIMED BLOW
AIMED BLOW 3 - 2 SLASHING ATTACK 0 - 0 2 LUNGING ATTACK
BASHING ATTACK 3 - 2 WALL OF STEEL 0 - 0 1 PARRY-STRIKE
1 WALL OF STEEL
1 PARRY-RIPOSTE
TOP WARRIOR OF EACH STYLE
FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME
BASHING ATTACK GERONIMO 10146 5 2 0 66 FOLKLORE (1738)
STRIKING ATTACK SWAMP FOX 10149 7 0 2 58 FOLKLORE (1738)
PARRY-STRIKE BRAVO 10156 5 2 1 54 RED AVENGERS (1736)
Note: Warriors have a winning record and are an Adept or Above.
The overall popularity leader is SWAMP FOX 10149. The most popular warrior this turn
was MOLLY PITCHER 10145. The ten other most popular fighters were IGGIE THE SCUM
10141, GERONIMO 10146, EGGED 10151, TOO MUCH CANDY 10154, SNEAKY PETE 10136, DRUNK
TEENS 10171, TROLL 10173, RAUNCHY COSTUME 10153, BRAVO 10156, and BULLY 10150.
The least popular fighter this week was AQUA-KNOT 10144. The other ten least popular
fighters were LADY DEATH 10176, BLACK WIDOW 10175, DEE THE BLADE 10137, PECOS BILL
10148, SOCCER-PANTS 10140, LONE RANGER 10147, VENOM 10174, RIVERSIDE SHAKEPERE 10142,
HASSAN 10143, and DEADLY 10169.
SUMMER FACE-TO-FACE IN ARLINGTON, VIRGINIA
We have planned our summer FTF for July 13-15, 2018, in Arlington, Virginia, only 7
miles on a quick Metro ride from Washington, D.C.!. It will be held at the Holiday
Inn Arlington at Ballston. Room rates are $79 per night on 7/12 and 7/15 and $129 on
7/13 and 7/14, 1-2 occupancy. There's free wireless throughout the property as well
as a fitness center, outdoor pool, and business center, as well as a resturant and bar
inside the hotel. There is no airport shuttle and parking is $7/day. The rooms are
blocked -- ask for the Reality Simulations block. Reservations must be made by 6/12.
(As always if you have issues making reservations, please let us know!)
Hotel site: http://www.hiarlington.com
Look for the tournament info sheet and minioverviews some time in June. We hope
you're all looking forward to it and that we will see you there!
-- RSI
The Defensive Lunger
Perfect Minimums Actual Characters
ST 13 11 11 13
CN 7 3 3 11
SZ 4 4 10 6
WT 21 17 17 17
WL 17 13 17 19
SP 5 5 9 5
DF 17 13 17 13
The lunger, in my opinion, makes a much better defensive fighter than offensive
fighter. Fighting defensively will compensate for the speed at which lungers burn
endurance. They will still attack whenever possible but their defensive ability will
allow them to dodge most attacks. The most important part is their initiative. When
they do dodge, they'll usually steal the initiative and attack. I haven't been
fighting lungers defensively for long but my record is 14-5-0. Don't fight
defensively against other lungers as they will usually win.
The strategy I use is:
Min 1 2 3 4 5 6 Desp
Off 4 -------------------------> 9 Weapon: Any lunging
Act 6 4 --------------------> 9 No armor if low con
KD 4 -------------------------> 9 APL/H if average con
O.T. ---------------------------> L
D.T. -------------------------------->
You can attack any location you wish but I suggest protecting the body. The
third character listed started with experts in attack, defense and initiative. The
last character had an expert in attack.
The Wild Boar, manager of Things (5) and many inactive teams.
WARRIOR ENDURANCE
Greetings, joy and happiness to everyone! I hope you have had pleasant dueling.
This article is about endurance and some things to think about when you're designing
your warriors. Below is a chart showing the different endurance levels a warrior may
have. This chart may be a little off of due to the fact it isn't possible to have all
the variables as a manager, but it does give you idea of the amount of endurance a
warrior should have.
The formula for endurance is: E = (ST+CN)WL
With the result of that number use the chart below.
000-180 = Very Poor
181-240 = Poor
235-390 = Normal
391-509 = Good
510-639 = Great
640-699 = Tremendous
770+ = Awesome
Here are some examples of warriors with their Endurance ratings:
1) Slasher ST 5 CN 7 WL 15 (5+7)15 = 180 Poor
2) Striker ST 7 CN 13 WL 9 (7+13)9 = 180 Poor
3) Parry-Rip ST 7 CN 10 WL 11 (7+10)11 = 187 Poor
4) Basher ST 13 CN 9 WL 9 (13+9)9 = 198 Very Poor
5) Striker ST 13 CN 9 WL 9 (13+9)9 = 198 Poor
6) Aimed-Blow ST 9 CN 15 WL 9 (9+15)9 = 216 Normal
7) Striker ST 10 CN 5 WL 15 (10+5)15 = 225 Normal
8) Slasher ST 13 CN 10 WL 10 (13+10)10 = 230 Normal
9) Wall/Steel ST 13 CN 12 WL 17 (13+12)17 = 425 Great
There are several factors such as warrior style, RSI random factor, and there is
some evidence that SIZE has some effect on a warrior's endurance. In any case the RSI
LUCK factor can be around 7 to 8% in your favor or 2-3% worse than average. These are
just estimates, but are still factors nevertheless.
Some styles that are HIGH BURN endurance, like lungers, slashers and walls of
steel, are more likely to be UNLUCKY with the endurance rating.
Every action your warrior does consumes endurance. Attacking seems to use more
endurance than any other action. Once a warrior's endurance is used up, he will make
an endurance check against his WILL. If he fails the roll, he will either stop to rest
or collapse to the sand, depending on how badly he failed the roll. When a warrior
stops to rest, he gets back some endurance. When he gets enough endurance back, he
will start attacking again. This is just a theory that I have developed from
observations. It maybe completely off, but it gives one something to ponder.
That's it for now lords and ladies, I must go entertain elsewhere. If you would
like to chat about DM or other things, you can EMAIL me at 103260.3347@compuserve.com
or visit my DM website at
http://ourworld.compuserve.com./homepages/jessisjest/homepage.htm
You can also diplo me at DM 11 "The Lords Of the Abyss (319)" or any of the
Joker's Wilds scattered about.
Cheerio,
Sir Jessie Jest
Member of the Ivory League
Presenting, by Popular Demand (from 1989)...
THE NUMEROLOGY OF DUELMASTERS
by The Ghost of Eldrid
Character Generation
Hello, I am the Ghost of Eldrid, and I have an important message that directly
effects how well your team may do in the future. Some managers will not take this
important article seriously (some people don't believe in ghosts, either), and their
records will suffer for it. I have played Duelmasters for four years and searched
through all of my old turns and painstakingly researched every important fact in this
article, and I have discussed my conclusions with about ten different managers (named
managers such as Phido, Doctor LeGrand, Silk, Russ, and Biff Frothingslosh) who all
agree on the validity of my arguments. The results of my research are both startling
and magnificent. THERE IS NUMEROLOGY IN DUELMASTERS!!! Whether it was programmed in
or it exists on a higher plane, it matters not. IT EXISTS!!! And I plan to share
some of its amazing secrets with you, starting with character creation.
Remember in the realm of character generation the powers favor odd number stats.
NEVER, EVER have an even number on stats, except, of course, for size, which,
obviously should be even since everyone can tell what size your character is by his
description in the fight. Do you want people thinking your warrior is odd? I should
hope not!! But in case you decide to keep your odd warrior, DO NOT MAKE ANY OTHER
STATS EVEN!! Write a letter to the commission stating that you forgo the rights to
the last point and you want it to be sacrificed to the benefit of Alastari.
Always start adding points to wit and will first. Either make them 13, 17, or
21. Why? Under 12 wit is worthless, as any good manager will tell you. A 13
understandably gives your opponent bad luck, a 17 has the ever-lucky "7" in it, and 21
is BLACKJACK, and you get twice the number of winnings you would normally get. Why
not 15 or 19? Is it not obvious to everyone that 15 is unlucky? The only President
of the United States not married was the 15th, James Buchanan (who?). Lincoln was
shot on April 15th, and the clincher... my brother was born on the 15th of May. If
these "coincidences" don't prove to you that 15 is unlucky, I don't know what will.
19 is an evil number. It tries to deceive you into thinking it is better than 17, but
actually, it is an "11" with a small zero placed on the second pole, and we all know
that a zero is nothing. So what do we get for our extra eight points? In effect,
something smaller than nothing.
Next, make every other stat odd. Add the other points to make the style you
want. Deftness is the key to character generation.
Deftness (min)
5 to make a basher (ST 13+)
7 for a lunger
9 for a striker
11 for a wall of steel (ST 11+, WL 17+)
13 for a parry lunge (ST 11+), slasher (SP 11+), parry-strike, and total
parries (these styles depend on the opponent's bad luck.
17 for a parry-riposte (WT 17+)
21 for an aimed blow (this style needs the double winnings)
The last thing to remember is that luck is a big factor in this game and I don't
know if you noticed, but when warriors have even ID numbers they are luckier than odd
ID characters. Look at the best warriors in Primus: Wallbanger, Donatello, Epitaph,
Chaos Knight, Villiage Idiot, Silverflash, Khorga Khan, Jake the Snake, Sly, Max,
Stormbringer, Teetotaler, Raphael, Selleque, Kiri, Constance, Hangover, Eve, and Sam
Spade. All have even-numbered IDs. Now you say, "But Yoda and Necron-99 both have
odd IDs, and they are the best aimed blows of the game!" Yes, but they are AIMED
BLOWS and they are members of an odd style, so of course they do better with odd
numbers. So remember if you want your warriors to be best in all Alastari someday,
Dark Arena all your odd-numbered characters, unless of course they are aimed blows.
Good luck, and may the numbers fall your way.
-- The Ghost of Eldrid,
retired
PARRY-STRIKE, ANOTHER FUN STYLE
There have been several articles about fighting styles, some say theirs is the
best, or ultimate, one said theirs is the most fun style. Well, I feel that parry-
strikers are just as much fun to play as any other style.
First, let's start with the run down of what they say in the "RED BOOK". The
book says that parry-strikers are defensive, using small quick movements in their
actions (sounds like you could say that about some other styles as well.) The book
says that some managers swear that a high wit is critical to the style (only those who
have no brains would disagree with that.)
Let's get to business. First and foremost this style is deceptively aggressive,
making them a very good offensive type of fighter, or deadly type of defensive
fighter. Offensively they tend to get the jump on their opponent. I had a parry-
striker that was only jumped 3 out of 11 fights, before he died. To prepare and run a
parry-striker can be quite confusing, so I will try to help make it as simple as
possible. Here are my feelings on roll-ups for the parry-strike style:
ST: 11-15, I'll explain later.
CN: who cares.
SZ: 10-14, don't go over 14.
WT: 13-17, 17 is the best.
WL: 13-17, to get good endurance.
SP: not important.
DF: 11-15, I'll explain later.
Here are some good roll-ups for a parry-striker: 11,7,10,17,17,7,15;
15,7,11,17,16,7,11; 11,7,14,17,13,7,15; 15,7,14,17,13,7,11. Now, if you have a decent
wit, the way you run this fighting style will depend on strength and deftness. For
example: if your fighter has a high DF and a low ST it would be to his/her advantage
to be defensive, since the speed would benefit the ability to move in reaction to
their opponent. If the ST is high, and DF low, it would be better to fight
offensively like a striker, trying to get the first, and only blow in. If they don't
have a decent wit, you're on your own. I can't help you on that. Remember this style
of fighting is the same as a striker except for added knowledge of parrying, as well
as bein a little more aggressive. I would not suggest a low ST and DF, it will take
away from your WT & WL, and you don't want to do that, but if you do, good luck. You
don't need much CN if you have a good WL, which gives you your endurance. SZ; you
don't want it to be above 14, it would hurt your fighting style more than your
attributes. WT; it is the same as it is with strikers, the higher the WT the faster
and deadlier they become. Raise WT to 17 if you don't have it at the start, then
don't worry about it again until ADM. WL; this is where you get your endurance. 13
is fine to start out, but I would suggest 15, then bump it up to 17 in basic. SP; it
is what you need to riposte, but PSers have this "one strike one kill" attitude.
Meaning that there isn't much time to riposte with a killing attitude, so do whatever.
DF; what is there to say, it helps, but is not crucial to be a great PSer. Now to
running a PSer. If he is an offensive fighter 10-10-10 Dec. all the way through the
fight, even in desperation. If Defensive, 1st 10-10-10 Resp., 2nd 10-7-10 Dec., 3rd
10-10-10, 4th 10-10-10 Dec., 5th 10-10-10 Dec., 6th 10-10-10, Desp. 10-10-10 Resp.
Remember, first you want to assure your defense, and to do that, you should go
defensive the first minute. By the second minute you will be secure enough to go on
the offensive, but experiment. 6th minute on, leave blank, for by that time he/she
will know what to do (if their WT is high that is.) The best thing you could do for
your fighter is watch the fights, if you are getting more defensive skills than
offensive, run the def., or change weapons. That is the best advice I can give you
about PSers. About armor, I like to use ringmail or nothing, but experiment. I know
that there is someone that will disagree with me, but I feel that I have given you
some ideas about this fighting style that can be used, even though I am a new manager,
playing for just over a year. No matter who writes a style article, it is just
advice, not the bible. Just use the articles as a point of reference, not as sworn
law.
This is a very fun fighting style, try it out. I have written this in answer to
Foreign Legion Arena 31, and The Spartans Arena 8. I challenge any Primus Manager to
correct my writing of PSers. It is not my favorite style, but it is as fun as any
other that I have used, including my favorite one (Which is a STRIKER!!) If there are
any comments, please Diplo The Priest, the manager of The Heroes of XIAN DM-10, or The
Crucifiers DM-46.
THE ARMOR PIERCING PARRY-LUNGE
When you think "attack" what style comes to mind? Bashing? Definitely lunging?
Of course. Parry-Lunging? Excuse me? Yes, the parry-lunger! Few people realize the
fact that parry-lungers are attack gods waiting to be born. All it takes is the right
warrior and lots of guts. This warrior is not for the weak of heart. We'll begin
with stats.
Range Perfect
ST 9-11 11
CN 5-9 5
SZ 6-11 8
WT 17or21 21
WL 17or21 17
SP 5-8 5
DF 15-17 17
Why?
ST(11): This is your optimum PL strength. It puts your warrior in the normal to
good damage range. Also, you have the best PL weapon at your disposal--the LO!
CN(5): Yes, his life expectancy is low. What'd I tell you? Guts, right? He
gets his endurance from WL. If you want to make trains, make them here.
SZ(8): Our most flexible stat. A high SZ (i.e.11) allows you to skimp a bit on
Str (9).
WT(21): If it's not a 21 you're not going to get the attack this fellow counts
on. His learns will be awesome and a 21 WT will make him a better warrior out of the
chocks.
WL(17): End/Att are dependent on this one being high. Keeps you on your feet
when you should drop from exhaustion.
SP(5): Not a big requirement. Init and Parry will come from elsewhere (WT/DF).
This is not a lunger mimic.
DF(17): Combine this DF with a 21 WT and you will have a massive attack.
Pinpoint accuracy is the byword. Parry, init, def and riposte will all benefit
immeasurably. At 15 you have access to the EP, a fine lunging weapon this style can
put to devastating use.
Strategy (General, but effective in most cases)
2 9 9 7 6 5 10
6 9 9 7 6 5 10
2 7 7 7 5 5 10
HE ---------------------------->
HE BD ----------------------->
- - - - - - -
P - - - - - -
Minute 1: This fellow won't get the jump on offensives, so we'll just go
defensive and render their "mad minute" fruitless. This PL's counterattack will be
amazing at even 2-6-2 P due to the high AL. Keep the parry tactic until Adv Expert
parry is gained.
Minutes 2 and 3: These two will end most of his fights. When he starts landing
precision blows in his opponent's face it will usually be over quickly. Keep the kill
desire relatively low as to avoid sloppy attacking.
Minutes 4 through 6: If you haven't won by now you've got to depend on your WL
to carry you until you finish the job. He'll probably top out at the five min. mark.
But we want to keep the attacks coming so we do so at his endurance's expense.
Desp: If your opponent is an offensive he's probably blasted through your min. 1
defense. Your best bet is to go spastic and hope to take him out in one shot or so.
If he's some super-defensive (scum) this PL is probably exhausted and you're hoping
the super-offense will put him over the edge. After all, it's better to burn out than
fade away.
Always aim for the head to maximize the impact of your blows. If it tickles your
fancy, aim for your opponent's weapon arm and beat him senseless when he's unarmed.
Protecting the head in min. 1 is strictly odds playing on my part. My offensives aim
head so I assume everyone else's do too. After min. 1, we forget defense.
Weapons and armor are simple. APL/H or ARM/H (if you're challenging a real
heavy-hitter). I prefer swords for armament. My combos are usually LO/SM, LO/SH,
SC/DA etc. Against heavy armor go with LO/SH. Always aim for the head.
Philosophy: This guy clings to life by luck, early on, and will never be free of
the spectre of death. In his first few fights stay away from lungers and bashers.
Both have high attacks and usually do substantial damage. Prey on strikers, PS, PR
and slashers. As he progresses, his attack, parry and defense will equip him with the
tools to handle most everybody but always remain cautious of those bashers and
lungers.
A PL of this calibre should begin with around a 90 att, 70 par/init and 60-70
def. Decise and riposte will be slightly lower. Riposte 50 and decise anywhere from
35-50 depending on how lucky you get. Train skills exclusively from fight one and on.
Use tourneys if you must raise anything at all (including con).
Don't be discouraged if he's around .500 early on. By ten fights he'll be
sporting three Adv Experts at least (att, par and init) and will begin to dismantle
those scum/finesse styles that managed to beat him. Feel free to write or diplo me
with comments/criticisms/or questions.
Fight the Good Fight,
or: Agath
CPL Michael Dockus Lunatic Fringe (23)
H Co BLT 2/8 Circle of Five (51)
24 MEU (Det F) Slaves of Power (52)
FPO NY NY 09502-8531
Mission to the Twisted Lands
Episode One
Old Brown could run pretty fast if properly motivated, but mostly he walked with
a long-legged, distance-devouring stride. He was a huge horse, a half-giant's
warhorse, shaggy and self-assured, with muscles like half-buried boulders in his
shoulders and hips. Lounging in the saddle was the motivating force, the half-giant,
Keel Woodhaven. Although in his mind he was slouching and half-asleep, he sat up
straight in the saddle since that is more comfortable for riding.
It was twilight, stars coming out above and lights in farmhouse windows below.
They traveled through vineyards, brown and fallow now in the winter, descending gently
toward the tree-crowded coast. The distant trees, not just pines, were green. They
stayed green because the marsh that surrounded the city-state of Bonsur had hot
springs in it.
Keel Woodhaven had always liked Bonsur. It had a relaxed feel about it, the
women seemed prettier, the music was great, everyone thought about having fun. And
the booze was excellent, of course. He passed the arena at the edge of town, and
paused to read the current statistics, posted on the gate and lit by a lantern. So,
an elven cobbler was the Duelmaster? Why would a shoemaker take up such a painful
profession? Then he noticed the team name: Shewish Picnic. He snorted. That
explained it, all right. As a half-Shew, he was kind of bothered by that team theme,
which was present in Home Guard as well. It was sort of funny though. He saw that
Elf Cobbler was headed for the Isle. Probably not bound for Home Guard just yet,
though.
They passed a small chicken ranch. A rooster uttered an untimely crow. At about
that time, Old Brown took exception to something and bolted. Cussing, Keel hauled on
the reins, to little effect since the horse was stronger than him and apparently
frightened. He didn't see the masked men coming out of their hiding places behind
him, looking frustrated. At least not until a crossbow bolt thunked into the backside
of his leather cuirass. His horse screamed and ran faster.
Hauling Old Brown to the left as they passed a set of big open gates into a well-
lighted courtyard, Keel got them behind the shelter of the high stone wall, and patted
the horse's sweaty neck. "You're okay now, friend. I'll go take care of those
bozos."
As he dismounted, he noticed he was becoming surrounded by uniformed men, some
with swords and some with halberds.
"Howdy?" he said, hoping they were friendly.
"Your horse has been shot," said someone, pointing at a bolt sticking out of Old
Brown's butt.
"Well damn!" Keel laid a comforting hand on the horse's flank, which quivered.
"So have you," the guard continued.
"Yeah, thought so. Doesn't feel like it got through the armor though." Keel
tried to look over his shoulder, but could only see the feathered end of the bolt.
"Who are you guys?"
"We are the Queen's Guard."
"What? Queen Gemra? Okay, please take care of Old Brown here, and I'll go find
the ***holes that shot him."
"Sir, you are mistaken. You will be taken to a doctor. We will arrest the
assailants."
"Hey! I'm on a mission from Sheila Greywand. Anyway, they shot my horse. My
HORSE! I'm gonna get 'em." Unslinging his huge sword, Keel strode toward the gate.
Four Guardsmen came with him, flanking him like the trailing ends of a flock of
geese. They might have intended a different formation, but he had the longest legs
and walked the fastest. The one who'd spoken to him before said, "I'm Corporal Brat
Langerman. And you are?"
"Keel Woodhaven."
"I've heard of you! The Queen will want to meet you."
"That's fine. Let's stick to the sides of these buildings. If they're still
around, we'll be targets in the middle of the street."
They weren't quiet, exactly, since the guards wore highly polished chain mail
which jingled. However, Bonsur had a lively night life. Music and laughter came from
bars and nightclubs on adjacent streets, people lingered on corners chatting and
sometimes playing instruments, and children hawked newssheets, shoeshines, flowers, a
selection of rouges, and offered to carry packages. So the sounds the guards made
weren't too noticeable.
Keel led the way back to the chicken ranch. He was thinking that the bad guys
wouldn't have waited around to be hunted. They might have left clues, though.
Perhaps even a discarded, crumpled note offering a cash reward for his head, and
signed by a notorious crimelord. Or distinctive cigar stubs, monogrammed hankies...
personalized masks. Tracks of boots made by elven cobblers. Anything. Witnesses,
even.
There were no people on the street near the chicken ranch. It was full night
now, a bit chilly although there was a warm and slightly funky breeze from the marsh.
Corporal Brat Langerman said quietly, "Is this where it happened?"
"Yup."
"Well, I don't think they're here anymore."
Keel was about to agree, when a crossbow bolt appeared in the Corporal's arm.
The young man hissed, "Everybody down!"
The guardsmen hunkered against the wall of a hardware store, which didn't offer
anything resembling good cover except that they were in shadow there. Keel crouched a
little, but he knew he was a pretty big target, plus his sword gave off a faint
greenish glow. He looked around, searching the darkness for signs of their foes.
A shadow on top of a shaded walkway across the street shifted a little. Keel
pulled a weighted dart out of his pocket and hurled it. He was good at tavern darts,
but it was dark, the distance was too great, and he just wasn't lucky. The little
missile clattered against the shingles of the porch roof. There was a startled twitch
from the half-seen form. At that instant, Keel lunged across the street. His long
legs carried him across to the opposite shadows in three bounds. More bolts came out
of the darkness, one lodging in his calf, the others missing him altogether.
Now the Guardsmen had a good idea where their foes were, and it takes a while to
reload a crossbow. The four men charged, yelling wildly. Tucking his sword under his
arm, Keel grabbed one of the posts holding up the porch roof, strained, and dislodged
it. After a moment he yanked it out of the structure entirely. The roof sagged,
there was a yelp of surprise, and someone's foot appeared off the edge of it. Keel
grabbed him by the ankle and hauled him the rest of the way down.
There were brief sounds of fighting, then footsteps that rapidly receded down an
alley. Three Guardsmen raced off in pursuit. Keel's prisoner started to try to get
away, so the half-Shew tossed him up, grabbed him by the arms and bashed him against
the wall.
"Are you okay?" asked Brat, sheathing his sword.
"Took one in the leg, but it's not too bad I think," Keel said, shifting his
unconscious prisoner to one hand and bending to pick up his sword.
"I'll help you tie that one up," Brat said. "There's a dead one here. I think
there were two more." He grunted slightly, trying to reach something with his injured
arm. "Got some ties in my right-hand belt pouch. If you could get them for me?"
They bound the prisoner, then bandaged each other.
"What did they want?" asked the Corporal.
Keel shrugged. "No clue. Let's get him somewhere safe and we can ask him..."
He listened. "Your guys are coming back."
"Yeah."
The Guardsmen hadn't been able to track their assailants in the darkness, but at
least there were no further injuries. The group of them returned warily to the
courtyard of the Guard House, where a woman was smearing some kind of ointment on Old
Brown's wound. After the horse was bedded down in the stable, the Guardsmen led Keel
into their office, where there was a welcome scent of fresh coffee. The medic set
about binding Keel's wound and that of the Corporal, who turned out to be an extremely
handsome man. Keel remembered hearing that Queen Gemra required her Guardsmen to be
good looking. That didn't mean they weren't competent, though. Brat had done pretty
well.
The medic roused their prisoner with smelling salts. They all sat in the main
office, Corporal Langerman facing the miscreant, who was seated in a cushioned chair,
looking reasonably comfortable except for his bandaged head. "All right," said Brat.
"Now I want you to tell me that you're going to turn Queen's Evidence."
"Not on your life, pretty boy!" The man had, perhaps, some excuse for hard
feelings since he was more homely than not, with a crooked nose and eyes set too close
together. He and Keel looked shabby and ill-favored amongst all these gleamingly
handsome Guardsmen.
Keel leaned forward. "You guys shot my horse."
"Oh. Sorry, didn't mean to do that. We were just shooting at you."
"Why?"
"Glowing sword."
"What?"
"Duh, it's a magic sword! We saw it when you drew it in Delarq Tor, and figured
we could sell it so we followed you."
The half-Shew snorted. "The Dentless isn't magic. It was in a Chaos Gate for
five hundred years and it picked up some energy, that's all. All it does, is glow.
And cut things."
The bandit looked chagrined. "But... it's got to be magic."
"Ain't. Sorry kid."
After that, Keel was taken to enjoy a sumptuous dinner at the Palace. Queen
Gemra was a definite babe, with long, silken black hair, a delicate pouty face, and
luscious curves. She asked him about his mission, which was to go to the Twisted
Lands and shut down a leaking Chaos Gate. He entertained her with the story of his
adventure on the Two-Shew Express, and she gave him a brown velvet cloak to show her
appreciation. She did not invite him to her bed, which was fine because his heart
belonged to another, always and forever.
* * * * *
This is a continuing adventure.
Watch for future chapters in the Bonsur and Home Guard newsletters!