Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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mallowgeno
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Race to 1500! (Game 109)

Post Post #0 (ISO) » Wed Apr 12, 2017 7:03 am

Post by mallowgeno »

Time to bring it back...

Goal:
Get to 1500

How:
Roll a 100 sided die and see where it lands! Add that to your score (or subtract that from your score). You must wait until 1 other has rolled before you can roll again or if it's been 24 hours.

Symbol Glossary:


(
*
)
PROTECT
-The next time you would lose points (either through a reset, a negative space, or someone trying to steal/merge points) you don't suffer anything. These are stackable.
(
^
)
SUPER PROTECT
-You may use this to reroll any die result that you get.
(
+
)
Positive
-The next time you would go to 0 or to a negative number you expend this instead.
(
>
)
Accelerant
-Adds the value of your die roll to each legal die roll you make whenever you roll a die. This includes when you must roll again. This is lost when you RESET.
(
$
)
Insurance
-Protects you from the next
UNLUCKY
:( space that you land on.
(
Ø
)
Empty Chamber
-You are not factored in to the next Russian Roulette. Lose one of this symbol after a Russian Roulette occurs.
(
/
)
Narrow Guard
-Protects a negative effect that only affects you.
(
♠️
)
Spade
-While you have the ♠️, you can decide every turn whether you want to do a Jack roll (normal), Queen roll (only the first 100 spaces), or a King roll (all other spaces). You can choose at any point during your turn to sell this symbol for 4d10 points. Gaining this symbol does not cause you to lose your ♥.
(
~
)
Cripple
-If you are at 750 or above you
GO TO 650
. You may only roll a 1d100 until you get to or surpass 750. This is lost if you RESET.
(
%
)
Critical Hit
-The next negative effect that hits you will be multiplied by 1.5, denoted by %. This is removed by a protect.
(
&
)
Anti-Protect
-The next time your score would increase remove this symbol instead.
(
#
)
Wide Guard
-The next effect that negatively effects everyone you ignore.
(
)
Diamond
-Every time you roll you gain an extra +7. This is lost when you RESET. This is the
Last thing you calculate
for a die roll. So if you merge, you still add the +7 after the merge.
(
)
Cursed Doll
-If no one else has it, take the symbol (steal it from someone if they do). While holding the doll if a prime number is rolled you gain a Critical Hit (%). If you roll a non-prime number you may pass the doll or gain +100
(
§
)
Anti-Cripple
-As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
(
¥
)
Faulty Protect
-The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
(
)
Lucky Start
-Can only be lost if another player lands on space 134. If you hold this and land on space 134 then you automatically win the round. If you have this at the end of the round the next round you start with 2
PROTECTS
and 500 points.
(
!
)
Portable Trick Die
-After any die roll you may spend 250 points and this symbol to change the number you rolled by +/- 1 if you wish.
(
)
Lovers
-Lose all symbols (except ♣ and ♦). Any time another player with a heart moves their score, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either player gains any symbol both players lose their heart.


Special Spaces:


Create your own space
: Create something to put in this space! It will last the rest of the round. It must be something reasonable and not over powered. I reserve the right to negate anything someone puts there if I feel it is too unfair. This effect doesn't take effect immediately
green number (i.e. +200)
: This adds or subtracts your score AND the current Jackpot (so 200 points would be added to the jackpot here). Jackpot cannot be lower than 300
MERGE
: You and another player of your choice have your scores added together then divided in half, rounding up (so if you have 200 and another player has 400 and you merge with them, you both end up with 300). If you MERGE with someone who is protected, your score is as if you had merged with them. Remove their PROTECT
STEAL
: Take that many points from the player of your choice. If you STEAL from someone who is protected gain the amount anyway but they keep their amount. They then lose their PROTECT
EVERYONE
: Everyone either gains or loses that many points
PROTECT
: The next time you would lose points (either through a reset, a negative space, or someone trying to steal/merge points) you don't suffer anything. These are stackable.
ROLL AGAIN (x2)
: Roll again and what you land on is doubled! This is either really good or really bad! If you land on a special space, the effect is doubled (so if you get a steal, your steal it's doubled and can be split between 2 players. Or if you get a protect, it's double stacked.
If you get an everyone space, only you get double the amount.
)
ROLL AGAIN (x1/2)
: Roll again and what you land on is halved! This is either a life saver or a disapointer. If you land on a special space, the effect is halved (so if you get a steal, your steal it's halved.
If you get an everyone space, only you get half the amount. If you land on a protect space, you don't get anything.
)
Jackpot!!!
: Gain the jackpot amount! The jackpot then resets to its usual 500.
UNLUCKY
:(: Lose the jackpot amount. This is a really unlucky space. Jackpot resets to its usual 500 after landing here.
Go to X
: Go directly to that amount (i.e. Go to 700, your score is now 700)
Reset
: You go back to zero

Things to note:
You MUST MUST MUST keep a list of everyone's current score and changes in score when posting results as well as the current jackpot. Also include if anyone has any protects by placing a blue asterisk by their name:

*
Mallowgeno: 450

ALSO if you have a static die roll, you must reroll and take the new roll. No editing posts please

The winner will add a new space (101) and we will then use a d101

Rule of Anti-Nomic
: No
Create your own space
can create further create your own spaces.


The Chart:

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 6 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;
*
for -100, ♦ for -30,
#
for -100,
^
for -150
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: You
may
sell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

119: Gain a
+
, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:
JACKPOT!!!

121:
EVERYONE GO TO 420

122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:
+250

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
UNLUCKY
:(
148:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiple the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed. (Application order is -1#, #, +1#)
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
198: EVERYONE RESET except for you
199: +99 for every 9 in all players' scores, or +199 if no player has a 9 in their score. Change the Jackpot so the last two digits are 99.
200: Roll 1d100. If you get a negative space gain a
PROTECT
instead.
201: Gain a ♠️. While you have the ♠️, you can decide every turn whether you want to do a Jack roll (normal), Queen roll (only the first 100 spaces), or a King roll (all other spaces). You can choose at any point during your turn to sell this symbol for 4d10 points. Gaining this symbol does not cause you to lose your ♥.
202: Item Wheel: Gain 1 of the item currently listed here, then change it to the next one down on the Symbol Glossary. This does not reset at the end of a round. (Currently:
PROTECT
)
203: Deal Me In: RESET and lose all symbols. If you did so (it wasn't blocked or anything), gain ♠️♣♥♦. Remember to pick another player to gain a ♥ with you. You do not gain a ♣ if someone already has one.
204:
-49

205: +0
206: Lose up to 500 points. Everyone else also loses that amount
207 Winning Play: Copy the last initial roll of last game. If it can't apply (for example, +3 HP in a normal game),
+100
instead.
208: MERGE
209: Grab an orange-You and a friend both gain a symbol of your choice (other than heart or club). Then -200 to both of you.


Hall of Fame:

Mewtaph-Game 1
Mewtaph-Game 2
Mewtaph-Game 3
Mewtaph-Game 4
Mewtaph-Game 5
D3f3nd3r-Game 6
Aronis-Game 7
Mallowgeno-Game 8
Swyellowtail-Game 9
BigYoshiFan-Game 10
Mallowgeno-Game 11
Gamma Emerald-Game 12
Mallowgeno-Game 13
Mallowgeno-Game 14
Gamma Emerald-Game 15
Agent Sparkles-Game 16
Gamma Emerald-Game 17
Mallowgeno-Game 18
Gamma Emerald-Game 19
Mallowgeno-Game 20
------
BigYoshiFan-Game 21
Mallowgeno-Game 22
BigYoshiFan-Game 23
BigYoshiFan-Game 24
BigYoshiFan-Game 25
Mallowgeno-Game 26
BigYoshiFan-Game 27
Mallowgeno-Game 28
Mallowgeno-Game 29
JerryArr-Game 30
Mallowgeno-Game 31
BigYoshiFan-Game 32
Mallowgeno-Game 33
BigYoshiFan-Game 34
Mallowgeno-Game 35
Gamma Emerald-Game 36
Gamma Emerald-Game 37
Cheery Dog-Game 38
JerryArr-Game 39
Players Win-Game 40
------
Cheery Dog-Game 41
Allomancer-Game 42
Mallowgeno-Game 43
Mallowgeno-Game 44
Mallowgeno-Game 45
Realeo-Game 46
Mallowgeno-Game 47
Realeo-Game 48
Realeo-Game 49
Realeo-Game 50
Realeo-Game 51
DiplomatDC-Game 52
Mallowgeno-Game 53
JerryArr-Game 54
Tatsuya Kaname-Game 55
DiplomatDC-Game 56
Shrek-Game 57
Tatsuya Kaname-Game 58
Shrek-Game 59
Shrek-Game 60
------
Shrek-Game 61
Realeo-Game 62
Realeo-Game 63
Mallowgeno-Game 64
Shrek-Game 65
Mallowgeno-Game 66
Mallowgeno-Game 67
Mallowgeno-Game 68
Agent Sparkles-Game 69
Agent Sparkles-Game 70
Mallowgeno-Game 71
Mallowgeno-Game 72
Ircher-Game 73
Irrelephant11-Game 74
Mallowgeno-Game 75
Mallowgeno-Game 76
Irrelephant11-Game 77
NotAJumbleOfNumbers-Game 78
NotAJumbleOfNumbers-Game 79
Mallowgeno-Game 80
------
Irrelephant11-Game 81
NotAJumbleOfNumbers-Game 82
JerryArr-Game 83
Irrelephant11-Game 84
NotAJumbleOfNumbers-Game 85
Mallowgeno-Game 86
Mallowgeno-Game 87
NotAJumbleOfNumbers-Game 88
Tatsuya Kaname-Game 89
Mallowgeno-Game 90
NotAJumbleOfNumbers-Game 91
Mallowgeno-Game 92
Mallowgeno-Game 93
NotAJumbleOfNumbers-Game 94
Mallowgeno-Game 95
NotAJumbleOfNumbers-Game 96
Mallowgeno-Game 97
JerryArr-Game 98
NotAJumbleOfNumbers-Game 99
Irrelephant11-Game 100
------
Agent Sparkles-Game 101
Irrelephant11-Game 102
Mallowgeno-Game 103
Irrelephant11-Game 104
Mallowgeno-Game 105
JerryArr-Game 106
Mallowgeno-Game 107
Mallowgeno-Game 108

Lowest Score (-9757)-Realeo
Fastest Win (2 die rolls)-DiplomatDC
---POST GAME 86---
Longest Game (>20 pages to qualify)
Most symbols (12)-Mallowgeno
Biggest Jackpot (1200)-Tatsuya Kaname
Highest Score (9491)-Irrelephant11
Biggest Unlucky (>-1000 to qualify)
Last edited by mallowgeno on Tue Sep 18, 2018 4:59 am, edited 228 times in total.
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Post Post #1 (ISO) » Wed Apr 12, 2017 7:32 am

Post by Drench »

Original Roll String: 1d100
1 100-Sided Dice: (35) = 35
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Post Post #2 (ISO) » Wed Apr 12, 2017 7:32 am

Post by Drench »

starting with a blessed
Drench: 350
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Post Post #3 (ISO) » Wed Apr 12, 2017 7:37 am

Post by D3f3nd3r »

Original Roll String: 1d100
1 100-Sided Dice: (11) = 11
“The assumption of good faith is dead”

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Post Post #4 (ISO) » Wed Apr 12, 2017 7:38 am

Post by D3f3nd3r »

Drench: 350
D3f: 90
“The assumption of good faith is dead”

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Post Post #5 (ISO) » Wed Apr 12, 2017 7:42 am

Post by McMenno »

Original Roll String: 1d100
1 100-Sided Dice: (17) = 17
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Post Post #6 (ISO) » Wed Apr 12, 2017 7:43 am

Post by McMenno »

drench: 350
defender: 90
mcmenno: 35

jackpot: 500
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Post Post #7 (ISO) » Wed Apr 12, 2017 7:45 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (87) = 87


Hoping to start off strong
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Post Post #8 (ISO) » Wed Apr 12, 2017 7:46 am

Post by mallowgeno »

Strong indeed

drench: 350
defender: 90
mcmenno: 35
mallow: 0

jackpot: 500
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Post Post #9 (ISO) » Wed Apr 12, 2017 7:51 am

Post by numberQ »

How is McMenno at 35? Space 65 is -30, no?

Original Roll String: 1d100
1 100-Sided Dice: (62) = 62
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Post Post #10 (ISO) » Wed Apr 12, 2017 7:52 am

Post by numberQ »

drench: 350
defender: 90
mcmenno: 35
mallow: 0
numberq: 280

jackpot: 500
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Post Post #11 (ISO) » Wed Apr 12, 2017 7:53 am

Post by mallowgeno »

You're right, he must have misread I'll fix after my roll

Original Roll String: 1d100
1 100-Sided Dice: (45) = 45
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Post Post #12 (ISO) » Wed Apr 12, 2017 7:53 am

Post by mallowgeno »

drench: 350
defender: 90
mcmenno: -30
mallow: 20
numberq: 280

jackpot: 500
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Post Post #13 (ISO) » Wed Apr 12, 2017 7:54 am

Post by numberQ »

Sorry Menno, just sticking to the rules! :P

Original Roll String: 1d100
1 100-Sided Dice: (44) = 44
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Post Post #14 (ISO) » Wed Apr 12, 2017 7:55 am

Post by numberQ »

drench: 350
defender: 90
mcmenno: -30
mallow: 20
numberQ: 405

jackpot: 500
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Post Post #15 (ISO) » Wed Apr 12, 2017 7:58 am

Post by Aronis »

Original Roll String: 1d100
1 100-Sided Dice: (65) = 65
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Post Post #16 (ISO) » Wed Apr 12, 2017 7:59 am

Post by Aronis »

wow, what a roll

drench: 350
defender: 90
mcmenno: -30
mallow: 20
numberQ: 405
Aronis: 0

jackpot: 500
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Post Post #17 (ISO) » Wed Apr 12, 2017 8:01 am

Post by Charles510 »

Original Roll String: 1d100
1 100-Sided Dice: (21) = 21
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Post Post #18 (ISO) » Wed Apr 12, 2017 8:03 am

Post by Charles510 »

drench: 350
defender: 90
mcmenno: -30
mallow: 20
numberQ: 405
Aronis: 0
Charles510: -5

jackpot: 500
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Post Post #19 (ISO) » Wed Apr 12, 2017 8:07 am

Post by numberQ »

Original Roll String: 1d100
1 100-Sided Dice: (40) = 40
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Post Post #20 (ISO) » Wed Apr 12, 2017 8:07 am

Post by numberQ »

drench: 350
defender: 90
mcmenno: -30
mallow: 20
numberQ: 300
Aronis: 0
Charles510: -5

jackpot: 500
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Post Post #21 (ISO) » Wed Apr 12, 2017 8:20 am

Post by Charles510 »

Original Roll String: 1d100
1 100-Sided Dice: (94) = 94
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Post Post #22 (ISO) » Wed Apr 12, 2017 8:22 am

Post by Charles510 »

:cry:

drench: 350
defender: 90
mcmenno: -30
mallow: 20
numberQ: 300
Aronis: 0
Charles510: -65

jackpot: 500[/quote]
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Post Post #23 (ISO) » Wed Apr 12, 2017 8:22 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (83) = 83
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Post Post #24 (ISO) » Wed Apr 12, 2017 8:23 am

Post by mallowgeno »

drench: 350
defender: 90
mcmenno: -30
mallow: 110
numberQ: 300
Aronis: 0
Charles510: -65

jackpot: 500
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