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CHAMPIONS!!
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ddicerc
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PostPosted: Sat Jun 04, 2005 6:35 pm GMT    Post subject: Reply with quote

OK, whose obnoxious brat is this? Oh, yeah, that would be mine...

So let me set him straight:

Quote:
2. Also on the defensive, opponents must roll a save or they cannot do anything until their next turn. This takes effect first.


So, if this comes first, why did you list it second? (And don't try to edit your post and claim you always had it first, because you didn't!)

Quote:
4. Neutralizes any and all SAIs except Firewalking, Rise from Ashes, and Ferry.


OK, I admit it, I'm curious. Why just these three?

Quote:
7. You must cast spells that make you move to another terrain when you cast magic.


Is this just on this turn, on your next magic roll, or for the rest of the game? Huh? Didn't think of that, did you?

I suppose the fact that Kenrick is my D&D character, and has a "gas attack," is purely coincidental. Because if it isn't, you will regret my next meal that includes beans when I commandeer your computer and stay at it in your room for the next few hours...
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Pelter_Boy
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PostPosted: Sun Jun 05, 2005 2:08 pm GMT    Post subject: Reply with quote

Dad, here are the answers to your questions:

1. I listed the parts of the ability in that order because that was the order I thought about them in.

2. Firewalking and ferry are moving SAIs and I wanted to have a third, so I chose Rise from Ashes because I like that SAI.

3. That effect is ends on your next turn. I had thought of that, but I forgot to type it.
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PostPosted: Sun Jun 05, 2005 2:22 pm GMT    Post subject: Reply with quote

Destroyer wrote:
2. Firewalking and ferry are moving SAIs and I wanted to have a third, so I chose Rise from Ashes because I like that SAI.


So why not Teleport? It also moves the die.

However, you just broke a major fundamental rule of the new revised rules. No SAI can affect any other SAI's effects. And before you bring up Galeforce, go read it carefully. It doesn't affect any SAIs, it affects the units.

Go figure out how to use the "edit" button and fix it... Rolling Eyes
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PostPosted: Sun Jun 05, 2005 2:30 pm GMT    Post subject: Reply with quote

Another champion (I think I've made the most so far):

Maniak, Selumari™ Barbarian: ID, S&JW logo, 13 Melee (normal), 2 Smite (useful), 2 Scare (obscure), 1 Goblinslay (new and strange)

Goblinslay:
1. Kills all common goblins unless they make up more than 1/2 the opposing army, in which case only half of them are dead.
2. All uncommon goblins must save twice or die unless they make up more than 1/2 the opposing army, in which case only half of them can die.
3. All rares must save or die unless they make up more than 1/2 the opposing army, in which case only half of them can die.
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PostPosted: Sun Jun 05, 2005 2:53 pm GMT    Post subject: Reply with quote

Destroyer wrote:
Another champion (I think I've made the most so far):

Maniak, Coral Elven Barbarian: ID, S&JW logo, 12 Melee (normal), 2 Smite (useful), 2 Scare (obscure), 2 Goblinslay

Goblinslay:................


I definitely don't like this Champ! Wink

Deeghter
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PostPosted: Sun Jun 05, 2005 3:03 pm GMT    Post subject: Reply with quote

Quote:
So why not Teleport? It also moves the die.


I forgot about teleport when I was making the champion. I just used the SAIs I could think of off the top of my head.
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ddicerc
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PostPosted: Sun Jun 05, 2005 7:40 pm GMT    Post subject: Reply with quote

Shouldn't someone be studying harder for finals than coming up with new S&JW Champions?

That said, I'll see if I can help with the editing-after exams.
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PostPosted: Mon Jun 06, 2005 2:50 am GMT    Post subject: Reply with quote

Waltertroutbluesrock, Goblin Bard Champion: ID, S&JW logo, 1 Melee (normal), 1 Charm (useful), 1Howl (obscure), 15 Fender (strange).

Fender: If rolled during any attack or defense roll the battle is immediately interrupted. Both army leaders meet between the opposing lines of warriors and have to decide about victory by performing a guitar solo duel.
(Usually this ends up in a big party with singing and dancing, there-fore the battle is over unless one of the lesser intelligent soldier units gets the idea to sing a Dolly Partonk song! If so, charge will immediately be included in the advanced rules again!*)

*in this case: Call all the armies of all players to the "party terrain" and charge will take place until there's a winner! Female warriors get +4 saves due to Dolly Partok's immense huge air bags and male warriors will get -4 for everything they roll for due to being distracted by their imaginations!
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Pelter_Boy
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PostPosted: Mon Jun 06, 2005 12:48 pm GMT    Post subject: Reply with quote

You wanted Fender to be new, not strange according to the S&JW Champion rules.

Also, his ability confuses me. What exactly does it do?
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PostPosted: Mon Jun 06, 2005 3:32 pm GMT    Post subject: Reply with quote

Destroyer wrote:
You wanted Fender to be new, not strange according to the S&JW Champion rules.


ANSWER:
DDiceRC wrote:

2. Each S&JW Champion will have the following distribution of faces: ID, S&JW logo, 1 normal face (we do occasionally make a normal post-I think), 1 useful SAI (we have made useful contributions to the DD community, after all), 1 obscure SAI (hey, they need to be played, too), and Exclamation 1 new and strange ID Exclamation (otherwise they'd belong in the "normal" DD world).

Idea AHA??? Idea


Destroyer wrote:

Also, his ability confuses me. What exactly does it do?


Aren't you kids taught how to read nowadays at school Question Twisted Evil Mr. Green Rolling Eyes Twisted Evil Mr. Green

Or are you just trying to revv up your rank?

BTW, have you finally found the edit button? Use it! Twisted Evil Mr. Green
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PostPosted: Tue Jun 07, 2005 11:16 am GMT    Post subject: Reply with quote

I can read, but I don't understand what the ability does.

I've figured out how the edit button works, just look at my champions.
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PostPosted: Tue Jun 07, 2005 3:04 pm GMT    Post subject: Reply with quote

Destroyer wrote:

I've figured out how the edit button works, just look at my champions.


Yeah, I noticed! I just wanted to pick on you a little Wink Laughing !

Now, what does the Fender icon do?
Well, this whole thread is about fun-Champions, right? So Fender (and Waltertroutbluesrock in general) is just a joke and no serious suggestion for a real playing die. Fender does what Fender(guitars) always do, it changes bad temper into good mood (just ask me, I play them every day). The opponents forget about fighting and spreading blood but decide to jam a little together and figure out who's the winner. (A very humane way of warfare, isn't it ?)
Well, unless somebody starts to sing a Dolly Partonk song
You know what men are like!? Twisted Evil
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ddicerc
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PostPosted: Tue Jun 07, 2005 3:08 pm GMT    Post subject: Reply with quote

Robert doesn't know much about Fenders. He plays the contrabass clarinet. By next year he'll actually be taller than his instrument (which stands 5' 11", or about 1.8 meters for our European friends), which isn't bad considering he only just turned 14. By next summer he may be taller than me!
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PostPosted: Tue Jun 07, 2005 3:19 pm GMT    Post subject: Reply with quote

DDiceRC wrote:
By next summer he may be taller than me!


Yeah, kids grow fast and show us the meaning of "Tempus Fugit" Wink !

I thought that Fenders are that popular that - together with the Bard Champion's name and the guitar-duel-hint - it would be clear.

It's probably just my jarred mind

And concerning that he's just turned 14 I might have to delete the Dolly Partonk joke?? Mr. Green

And I hope he didn't take my "school picking" not too serious! German humor, y'know!
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PostPosted: Thu Jun 09, 2005 1:22 pm GMT    Post subject: Reply with quote

Call me slow, but I just have a question I should have asked 5 pages ago:

How many icons does the ID count as? 4 of the sides make up 18 icons, and when you add the logo, you get the required 22, but that makes the ID 0 icons. Are they supposed to be designed that way?
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PostPosted: Thu Jun 09, 2005 2:46 pm GMT    Post subject: Reply with quote

Quote:
Call me slow, but I just have a question I should have asked 5 pages ago:


OK, Slow...

Quote:
How many icons does the ID count as? 4 of the sides make up 18 icons, and when you add the logo, you get the required 22, but that makes the ID 0 icons. Are they supposed to be designed that way?


Yep, that's the case. An ID always counts as a number of points of effect equal to the die's health, but when counting icons for a formula, it's usually not considered. It's usually stated that a common has 6 icons, an uncommon 12, and a rare 16. If you count the icons on those dice, you'll see that IDs are just taken for granted. So a Champion gets 22 icons, but the ID isn't counted as part of that.
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PostPosted: Thu Jun 09, 2005 5:03 pm GMT    Post subject: Reply with quote

OK, that makes sense. I thought IDs counted as more than 0 icons.
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PostPosted: Sat Jun 11, 2005 7:34 pm GMT    Post subject: Reply with quote

Since everyone needs to create a S&JW Champion in the hopes they will be considered (I want to see that winged porcine animal fly by), here is my offering.

Eormenrik, the Friendly Firewalker
ID, S&JW Logo, 6 Missile (normal), 10 Maneuver (useful), Hug (obscure), Handshake (new)

Handshake:

If a S&JW Champion Pouts, including Eormenrik for some reason, you may roll Eormenrik. If Handshake comes up and you shake the hand of that unit's owner, the Pout is thwarted.

If Hug isn't considered obscure enough, I'm sure I'll find out somehow.
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ddicerc
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PostPosted: Sat Jun 11, 2005 7:44 pm GMT    Post subject: Reply with quote

Y'know, Joe, we'll have to come up with some way to designate Champions as "official." Since we can moderate this forum (for the time being), maybe we should put a big red "OFFICIAL" notice on those we accept. And, of course, all Champions we propose are automatically official. Whaddya think?
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PostPosted: Thu Jun 23, 2005 6:02 am GMT    Post subject: Reply with quote

This is my brother's champion:

Jonok the 1,995th, the Frostwing eating contest victor: ID, S&JW logo, 4 missile (normal), 4 counter (useful), 4 swallow (obscure), 6 projectile vomit (new and strange)

Projectile vomit:
1. during missile, this counts as (per icon) one health of damage immediately dealt with no saves possible
2. during melee, this counts an (per icon) two health of damage immediately dealt with no saves possible
3. during maneuvers, this counts as (per icon) -1 maneuver for your opponent
4. during a dragon roll, this nullifies all damage dealt by the dragon and counts as (per icon) one health of damage
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