Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #9189 (isolation #0) » Sun Sep 10, 2017 6:59 pm

Post by DiplomatDC »

/roll 1d51
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Post Post #9190 (isolation #1) » Sun Sep 10, 2017 7:00 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (52) = 52


sorry, wrong command
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Post Post #9191 (isolation #2) » Sun Sep 10, 2017 7:04 pm

Post by DiplomatDC »

Create this space on Space 2:

Surge: Multiply your score by 5. If this effect brings your score to exceed 1500, take modulo 1500 of your score instead (you cannot win from this effect).
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Post Post #9194 (isolation #3) » Sun Sep 10, 2017 7:08 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (138) = 138
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Post Post #9195 (isolation #4) » Sun Sep 10, 2017 7:09 pm

Post by DiplomatDC »

* Realeo: 933
*Cheery: -125
TK: -500
Allo: -357
~Mallow: -573
DiplomatDC: 0

Jackpot: 733

meh
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Post Post #9198 (isolation #5) » Sun Sep 10, 2017 7:14 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (56) = 56
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Post Post #9199 (isolation #6) » Sun Sep 10, 2017 7:19 pm

Post by DiplomatDC »

On Space 8:

Siphon:

Remove ALL symbols. Gain:
+50 for each Protect, Positive, or Wide Guard symbol
+150 for each Super Protect symbol
-100 for each Cripple or Critical Hit Symbol
+77 for each Diamond Symbol
+ (Jackpot amount) for each Lucky Start Symbol. If a Lucky Start Symbol is removed this way, reset the Jackpot.
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Post Post #9200 (isolation #7) » Sun Sep 10, 2017 7:33 pm

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1: +400
2: Surge: Multiply your score by 5. If this effect brings your score to exceed 1500, take modulo 1500 of your score instead (you cannot win from this effect).
3: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
4: Leprechaun: Whenever you roll a die, add 1 to the Jackpot. For the rest of the game, the Jackpot does not reset if you land on the Jackpot or Unlucky spaces.
5: Create your own space
6: Create your own space
7: Create your own space
8: Siphon: Remove ALL symbols. Gain: +50 for each Protect, Positive, or Wide Guard symbol, +150 for each Super Protect symbol, -100 for each Cripple or Critical Hit Symbol, +77 for each Diamond Symbol, + (Jackpot amount) for each Lucky Start Symbol. If a Lucky Start Symbol is removed this way, reset the Jackpot.
9: RESET if you're negative, otherwise -100
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: ROLL AGAIN (x1/2)
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 following the space's effect 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)
Last edited by mallowgeno on Mon Sep 11, 2017 5:32 am, edited 2 times in total.
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Post Post #9201 (isolation #8) » Sun Sep 10, 2017 7:34 pm

Post by DiplomatDC »

Realeo: 933
*Cheery: -125
TK: -500
Allo: -357
~Mallow: -573
DiplomatDC: 0

Jackpot: 733
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Post Post #9208 (isolation #9) » Sun Sep 10, 2017 8:27 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (37) = 37
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Post Post #9209 (isolation #10) » Sun Sep 10, 2017 8:28 pm

Post by DiplomatDC »

Realeo: 0
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -573
DiplomatDC: 350

Jackpot: 733
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Post Post #9212 (isolation #11) » Sun Sep 10, 2017 10:45 pm

Post by DiplomatDC »

Original Roll String: 1d101
1 101-Sided Dice: (95) = 95
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Post Post #9213 (isolation #12) » Sun Sep 10, 2017 10:45 pm

Post by DiplomatDC »

oops typo

Original Roll String: 1d151
1 151-Sided Dice: (47) = 47
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Post Post #9214 (isolation #13) » Sun Sep 10, 2017 10:49 pm

Post by DiplomatDC »

Space 4:
Leprechaun: Whenever you roll a die, add 1 to the Jackpot. For the rest of the game, the Jackpot does not reset if you land on the Jackpot or Unlucky spaces.
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Post Post #9234 (isolation #14) » Mon Sep 11, 2017 5:50 am

Post by DiplomatDC »

[dice[1d151[/dice]
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Post Post #9235 (isolation #15) » Mon Sep 11, 2017 5:51 am

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (75) = 75
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Post Post #9237 (isolation #16) » Mon Sep 11, 2017 5:51 am

Post by DiplomatDC »

Realeo: -906
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -723
DiplomatDC: -350

Jackpot: 300
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Post Post #9242 (isolation #17) » Mon Sep 11, 2017 6:58 am

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (128) = 128
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Post Post #9243 (isolation #18) » Mon Sep 11, 2017 6:59 am

Post by DiplomatDC »

Realeo: -906
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -898
DiplomatDC: -700
JerryArr: 300

Jackpot: 300

ffsg
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Post Post #9248 (isolation #19) » Mon Sep 11, 2017 1:44 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (4) = 4
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Post Post #9249 (isolation #20) » Mon Sep 11, 2017 1:45 pm

Post by DiplomatDC »

Realeo: -1306
Cheery: -85
TK: -900
Allo: -757
~Mallow: -798
DiplomatDC: -750
JerryArr: -100

Jackpot:300
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Post Post #9274 (isolation #21) » Mon Sep 11, 2017 4:39 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (24) = 24
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Post Post #9275 (isolation #22) » Mon Sep 11, 2017 4:39 pm

Post by DiplomatDC »

Original Roll String: 2d151
2 151-Sided Dice: (49, 138) = 187
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Post Post #9276 (isolation #23) » Mon Sep 11, 2017 4:40 pm

Post by DiplomatDC »

ARE YOU SERIOUS

Original Roll String: 2d151
2 151-Sided Dice: (17, 23) = 40
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Post Post #9277 (isolation #24) » Mon Sep 11, 2017 4:41 pm

Post by DiplomatDC »

Realeo: -1401
Cheery: -260
TK: -731
Allo: -757
~Mallow: -74
DiplomatDC: -1005
JerryArr: 50

Jackpot: 831
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Post Post #9280 (isolation #25) » Mon Sep 11, 2017 5:04 pm

Post by DiplomatDC »

soz shoulda read the rules

Original Roll String: 1d151
1 151-Sided Dice: (29) = 29
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Post Post #9281 (isolation #26) » Mon Sep 11, 2017 5:05 pm

Post by DiplomatDC »

Realeo: -1401
Cheery: -260
TK: -731
Allo: -757
~Mallow: -74
DiplomatDC: -765
JerryArr: 50

Jackpot: 831
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Post Post #9294 (isolation #27) » Mon Sep 11, 2017 6:01 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (37) = 37
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Post Post #9295 (isolation #28) » Mon Sep 11, 2017 6:01 pm

Post by DiplomatDC »

Realeo: -2284
Cheery: -260
TK: -731
Allo: -757
~Mallow: -239
DiplomatDC: -740
JerryArr: 50

Jackpot: 831
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Post Post #9316 (isolation #29) » Mon Sep 11, 2017 10:00 pm

Post by DiplomatDC »

Original Roll String: 1d15
1 15-Sided Dice: (14) = 14
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Post Post #9317 (isolation #30) » Mon Sep 11, 2017 10:02 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (137) = 137


my bad
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Post Post #9318 (isolation #31) » Mon Sep 11, 2017 10:03 pm

Post by DiplomatDC »

Realeo: -9147
Cheery: -260
Allo: -757
~Mallow: -239
DiplomatDC: -780
♦^JerryArr: 153

Jackpot: 500
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Post Post #9335 (isolation #32) » Tue Sep 12, 2017 3:30 am

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (69) = 69
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Post Post #9336 (isolation #33) » Tue Sep 12, 2017 3:30 am

Post by DiplomatDC »

Realeo: -9507
Cheery: -660
Allo: -1102
~Mallow: -484
DiplomatDC: -1250
TK: -400
♦^JerryArr: -497

Jackpot: 445
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Post Post #9349 (isolation #34) » Tue Sep 12, 2017 6:14 am

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (73) = 73
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Post Post #9350 (isolation #35) » Tue Sep 12, 2017 6:17 am

Post by DiplomatDC »

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: -142
DiplomatDC: -1750
TK: --142
♦^JerryArr: -497

Jackpot: 446
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Post Post #9354 (isolation #36) » Tue Sep 12, 2017 8:02 am

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (15) = 15
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Post Post #9355 (isolation #37) » Tue Sep 12, 2017 8:03 am

Post by DiplomatDC »

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: -57
DiplomatDC: -1730
TK: -142
♦^JerryArr: -497

Jackpot: 446
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Post Post #9358 (isolation #38) » Tue Sep 12, 2017 8:06 am

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (9) = 9
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Post Post #9359 (isolation #39) » Tue Sep 12, 2017 8:08 am

Post by DiplomatDC »

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: 32
♦DiplomatDC: -1830
TK: -142
♦^JerryArr: -497

Jackpot: 446

ya forgot to add my 20 just now mallow
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Post Post #9362 (isolation #40) » Tue Sep 12, 2017 8:14 am

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (92) = 92


dw man :)
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Post Post #9363 (isolation #41) » Tue Sep 12, 2017 8:14 am

Post by DiplomatDC »

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: 432
♦DiplomatDC: -1738
TK: -142
♦^JerryArr: -497

Jackpot: 446
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Post Post #9366 (isolation #42) » Tue Sep 12, 2017 8:30 am

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (110) = 110
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Post Post #9367 (isolation #43) » Tue Sep 12, 2017 8:30 am

Post by DiplomatDC »

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: 562
♦DiplomatDC: -1931
TK: -142
♦^JerryArr: -497

Jackpot: 246
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Post Post #9370 (isolation #44) » Tue Sep 12, 2017 9:03 am

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (26) = 26
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Post Post #9371 (isolation #45) » Tue Sep 12, 2017 9:04 am

Post by DiplomatDC »

Jackpot can't go below 300

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: 662
♦DiplomatDC: -1824
TK: -142
♦^JerryArr: -497

Jackpot: 500
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Post Post #9395 (isolation #46) » Tue Sep 12, 2017 1:42 pm

Post by DiplomatDC »

[img]1d151[/dice]
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Post Post #9396 (isolation #47) » Tue Sep 12, 2017 1:42 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (129) = 129
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Post Post #9397 (isolation #48) » Tue Sep 12, 2017 1:43 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (125) = 125
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Post Post #9398 (isolation #49) » Tue Sep 12, 2017 1:43 pm

Post by DiplomatDC »

Realeo: 0
Cheery: 250
Allo: 0
Mallow: 360
DiplomatDC: 260
TK: 0
^JerryArr: 280

Jackpot: 750
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Post Post #9406 (isolation #50) » Tue Sep 12, 2017 2:18 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (72) = 72
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Post Post #9407 (isolation #51) » Tue Sep 12, 2017 2:18 pm

Post by DiplomatDC »

+^ Realeo: 100
+Cheery: 550
+Allo: 0
+Mallow: 660
+DiplomatDC: 840
+TK: 0
^+JerryArr: 930

Jackpot: 750
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Post Post #9414 (isolation #52) » Tue Sep 12, 2017 2:59 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (53) = 53
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Post Post #9415 (isolation #53) » Tue Sep 12, 2017 3:00 pm

Post by DiplomatDC »

+ Realeo: 420
+Cheery: 420
+Allo: 420
+Mallow: 420
+DiplomatDC: 420
+TK: 420
+JerryArr: 420

Jackpot: 750

Blaze.
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Post Post #9418 (isolation #54) » Tue Sep 12, 2017 3:12 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (92) = 92
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Post Post #9419 (isolation #55) » Tue Sep 12, 2017 3:12 pm

Post by DiplomatDC »

+ Realeo: 670
+Cheery: 420
+Allo: 420
+Mallow: 420
+DiplomatDC: 420
+TK: 420
+JerryArr: 420

Jackpot: 1000
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Post Post #9422 (isolation #56) » Tue Sep 12, 2017 3:30 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (28) = 28
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Post Post #9423 (isolation #57) » Tue Sep 12, 2017 3:30 pm

Post by DiplomatDC »

+ Realeo: 370
+Cheery: 20
+Allo: 20
+Mallow: 20
DiplomatDC: 320
+TK: 20
+JerryArr: 20

Jackpot: 1000
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Post Post #9435 (isolation #58) » Tue Sep 12, 2017 4:18 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (40) = 40
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Post Post #9436 (isolation #59) » Tue Sep 12, 2017 4:18 pm

Post by DiplomatDC »

+Realeo: 285
+Cheery: 100
+Allo: 20
+Mallow: 15
DiplomatDC: 570
+TK: 20
JerryArr: 20

Jackpot: 1101
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Post Post #9445 (isolation #60) » Tue Sep 12, 2017 4:36 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (70) = 70
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Post Post #9446 (isolation #61) » Tue Sep 12, 2017 4:37 pm

Post by DiplomatDC »

+Realeo: 1295
+Cheery: 100
+Allo: 20
+Mallow: 15
DiplomatDC: 930
+TK: 20
JerryArr: 15

Jackpot: 500
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Post Post #9449 (isolation #62) » Tue Sep 12, 2017 4:54 pm

Post by DiplomatDC »

Original Roll String: 1d151
1 151-Sided Dice: (47) = 47
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Post Post #9450 (isolation #63) » Tue Sep 12, 2017 4:54 pm

Post by DiplomatDC »

+Realeo: 1295
+Cheery: 100
+Allo: 20
+Mallow: 750
DiplomatDC: 1295
+TK: 20
JerryArr: 15

Jackpot: 500
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Post Post #9463 (isolation #64) » Tue Sep 12, 2017 5:10 pm

Post by DiplomatDC »

Original Roll String: 1d152
1 152-Sided Dice: (134) = 134
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Post Post #9464 (isolation #65) » Tue Sep 12, 2017 5:11 pm

Post by DiplomatDC »

Original Roll String: 1d152
1 152-Sided Dice: (133) = 133
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Post Post #9466 (isolation #66) » Tue Sep 12, 2017 5:13 pm

Post by DiplomatDC »

wait, do I get the 750 twice, or do I get 750, the jackpot resets, then I get 500?
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Post Post #9468 (isolation #67) » Tue Sep 12, 2017 5:18 pm

Post by DiplomatDC »

153: Accelerant: (Denoted by ">") While you have this symbol, gain points equal to every legal die roll you make whenever you roll a die.


Let's go.

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1 153-Sided Dice: (53) = 53
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Post Post #9469 (isolation #68) » Tue Sep 12, 2017 5:19 pm

Post by DiplomatDC »

DiplomatDC: 0

Jackpot: 500
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Post Post #9470 (isolation #69) » Tue Sep 12, 2017 5:23 pm

Post by DiplomatDC »

153: Accelerant: (Denoted by ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll.

Modified for clarity's sake
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Post Post #9473 (isolation #70) » Tue Sep 12, 2017 5:26 pm

Post by DiplomatDC »

Original Roll String: 1d153
1 153-Sided Dice: (89) = 89
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Post Post #9474 (isolation #71) » Tue Sep 12, 2017 5:26 pm

Post by DiplomatDC »

DiplomatDC: 0
JerryArr: -500

Jackpot: 500
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Post Post #9478 (isolation #72) » Tue Sep 12, 2017 5:41 pm

Post by DiplomatDC »

ya think I got the award for fastest win?

Original Roll String: 1d153
1 153-Sided Dice: (30) = 30
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Post Post #9479 (isolation #73) » Tue Sep 12, 2017 5:42 pm

Post by DiplomatDC »

DiplomatDC: 750
JerryArr: -500
Realeo: 80

Jackpot: 500
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Post Post #9482 (isolation #74) » Tue Sep 12, 2017 6:07 pm

Post by DiplomatDC »

Original Roll String: 1d153
1 153-Sided Dice: (65) = 65
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Post Post #9483 (isolation #75) » Tue Sep 12, 2017 6:08 pm

Post by DiplomatDC »

DiplomatDC: 547
JerryArr: 0
Realeo: 80

Jackpot: 500
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Post Post #9493 (isolation #76) » Tue Sep 12, 2017 9:05 pm

Post by DiplomatDC »

Original Roll String: 1d153
1 153-Sided Dice: (149) = 149
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Post Post #9494 (isolation #77) » Tue Sep 12, 2017 9:05 pm

Post by DiplomatDC »

DiplomatDC: 372
JerryArr: 135
Realeo: -20
Cheery: 0

Jackpot: 300
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Post Post #9500 (isolation #78) » Tue Sep 12, 2017 10:18 pm

Post by DiplomatDC »

Original Roll String: 1d153
1 153-Sided Dice: (88) = 88
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Post Post #9501 (isolation #79) » Tue Sep 12, 2017 10:18 pm

Post by DiplomatDC »

DiplomatDC: 151
JerryArr: 135
Realeo: 480
Cheery: 151

Jackpot: 300
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Post Post #9506 (isolation #80) » Wed Sep 13, 2017 5:34 am

Post by DiplomatDC »

Original Roll String: 1d153
1 153-Sided Dice: (62) = 62
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Post Post #9507 (isolation #81) » Wed Sep 13, 2017 5:35 am

Post by DiplomatDC »

iirc don't create your own spaces get reset after end of every game?

If they do, then creature Surge on 2 again
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Post Post #9514 (isolation #82) » Wed Sep 13, 2017 8:07 am

Post by DiplomatDC »

[img]1d153[/dice]
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Post Post #9515 (isolation #83) » Wed Sep 13, 2017 8:07 am

Post by DiplomatDC »

Original Roll String: 1d153
1 153-Sided Dice: (49) = 49
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Post Post #9516 (isolation #84) » Wed Sep 13, 2017 8:07 am

Post by DiplomatDC »

DiplomatDC: 91
JerryArr: 235
Realeo: 480
Cheery: 151
Mallow: 0

Jackpot: 500
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Post Post #9524 (isolation #85) » Wed Sep 13, 2017 9:16 am

Post by DiplomatDC »

Original Roll String: 1d153
1 153-Sided Dice: (47) = 47
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Post Post #9525 (isolation #86) » Wed Sep 13, 2017 9:17 am

Post by DiplomatDC »

DiplomatDC: 391
JerryArr: 325
Realeo: 480
Cheery: 151
Mallow: 1000

Jackpot: 500
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Post Post #9553 (isolation #87) » Wed Sep 13, 2017 3:22 pm

Post by DiplomatDC »

Original Roll String: 1d154 (STATIC)
1 154-Sided Dice: (30) = 30
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Post Post #9554 (isolation #88) » Wed Sep 13, 2017 3:23 pm

Post by DiplomatDC »

don't post after other people, bois


Original Roll String: 1d154
1 154-Sided Dice: (54) = 54
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Post Post #9555 (isolation #89) » Wed Sep 13, 2017 3:23 pm

Post by DiplomatDC »

$Mallow: 25
JerryArr: 97
Allo: -100
Realeo: 40
DiplomatDC: 231

Jackpot: 631
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Post Post #9558 (isolation #90) » Wed Sep 13, 2017 4:08 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (133) = 133
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Post Post #9559 (isolation #91) » Wed Sep 13, 2017 4:09 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (114) = 114
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Post Post #9560 (isolation #92) » Wed Sep 13, 2017 4:10 pm

Post by DiplomatDC »

$Mallow: 25
JerryArr: -106
Allo: -100
Realeo: 40
DiplomatDC: 231

Jackpot: 631
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Post Post #9567 (isolation #93) » Wed Sep 13, 2017 4:53 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (129) = 129
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Post Post #9568 (isolation #94) » Wed Sep 13, 2017 4:54 pm

Post by DiplomatDC »

$Mallow: 110
JerryArr: 110
Allo: 110
Realeo: 110
DiplomatDC: 110

Jackpot: 631
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Post Post #9571 (isolation #95) » Wed Sep 13, 2017 5:06 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (25) = 25
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Post Post #9572 (isolation #96) » Wed Sep 13, 2017 5:07 pm

Post by DiplomatDC »

$Mallow: 110
JerryArr: 210
Allo: 110
Realeo: 110
DiplomatDC: 210

Jackpot: 631
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Post Post #9580 (isolation #97) » Wed Sep 13, 2017 5:58 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (138) = 138
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Post Post #9581 (isolation #98) » Wed Sep 13, 2017 5:59 pm

Post by DiplomatDC »

$Mallow: 110
JerryArr: 410
Allo: 110
Realeo: 110
DiplomatDC: 260
TK: 300

Jackpot: 881
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Post Post #9584 (isolation #99) » Wed Sep 13, 2017 6:47 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (47) = 47
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Post Post #9585 (isolation #100) » Wed Sep 13, 2017 6:48 pm

Post by DiplomatDC »

$Mallow: 110
JerryArr: 410
Allo: 110
Realeo: 110
DiplomatDC: -621
♣TK: 300

Jackpot: 500

cri
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Post Post #9591 (isolation #101) » Wed Sep 13, 2017 7:21 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (106) = 106
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Post Post #9592 (isolation #102) » Wed Sep 13, 2017 7:22 pm

Post by DiplomatDC »

$Mallow: 110
JerryArr: 0
Allo: 110
Realeo: 410
*DiplomatDC: -621
♣TK: 300

Jackpot: 500
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Post Post #9605 (isolation #103) » Wed Sep 13, 2017 9:06 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (74) = 74
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Post Post #9606 (isolation #104) » Wed Sep 13, 2017 9:06 pm

Post by DiplomatDC »

$Mallow: 420
JerryArr: 520
Allo: 420
Realeo: 420
*DiplomatDC: 430
♣TK: 495

Jackpot: 500
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Post Post #9611 (isolation #105) » Wed Sep 13, 2017 10:16 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (89) = 89
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Post Post #9612 (isolation #106) » Wed Sep 13, 2017 10:17 pm

Post by DiplomatDC »

$Mallow: 420
JerryArr: 520
Allo: 420
Realeo: 780
*DiplomatDC: 360
♣TK: 490

Jackpot: 500
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Post Post #9615 (isolation #107) » Wed Sep 13, 2017 10:27 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (31) = 31
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Post Post #9616 (isolation #108) » Wed Sep 13, 2017 10:28 pm

Post by DiplomatDC »

$Mallow: 420
JerryArr: 520
Allo: 420
Realeo: 780
DiplomatDC: 375
♣TK: 490

Jackpot: 500

Made a mistake in my previous roll, the protect shoulda ate up my deduction
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Post Post #9634 (isolation #109) » Thu Sep 14, 2017 5:47 am

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (131) = 131
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Post Post #9635 (isolation #110) » Thu Sep 14, 2017 5:48 am

Post by DiplomatDC »

$Mallow: 205
JerryArr: 520
Allo: 420
Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: -400
Shrek: 25

Jackpot: 500
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Post Post #9691 (isolation #111) » Thu Sep 14, 2017 1:58 pm

Post by DiplomatDC »

Original Roll String: 1d154
1 154-Sided Dice: (55) = 55
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Post Post #9692 (isolation #112) » Thu Sep 14, 2017 2:03 pm

Post by DiplomatDC »

2: -300. If this brings your score to below 0, multiply it by 5 instead.
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Post Post #9721 (isolation #113) » Thu Sep 14, 2017 4:14 pm

Post by DiplomatDC »

Original Roll String: 1d155
1 155-Sided Dice: (14) = 14
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Post Post #9722 (isolation #114) » Thu Sep 14, 2017 4:15 pm

Post by DiplomatDC »

JerryArr: 550
^Cheery: 100
Shrek: 110
Realeo: 90
TK: 300
DDC: -60

Jackpot: 300
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Post Post #9725 (isolation #115) » Thu Sep 14, 2017 4:31 pm

Post by DiplomatDC »

Original Roll String: 1d155
1 155-Sided Dice: (2) = 2
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Post Post #9726 (isolation #116) » Thu Sep 14, 2017 4:32 pm

Post by DiplomatDC »

JerryArr: 580
^Cheery: 100
Shrek: 110
Realeo: 90
*TK: 800
DDC: 290

Jackpot: 650
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Post Post #9735 (isolation #117) » Thu Sep 14, 2017 5:13 pm

Post by DiplomatDC »

Original Roll String: 1d155
1 155-Sided Dice: (107) = 107
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Post Post #9736 (isolation #118) » Thu Sep 14, 2017 5:14 pm

Post by DiplomatDC »

JerryArr: 600
^Cheery: 100
Shrek: 410
Realeo: 90
*TK: 800
DDC: 290
Mallow: 0

Jackpot: 650

forgot to include the protect the last time, which got deleted anyway
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Post Post #9739 (isolation #119) » Thu Sep 14, 2017 5:24 pm

Post by DiplomatDC »

Original Roll String: 1d155
1 155-Sided Dice: (23) = 23
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Post Post #9740 (isolation #120) » Thu Sep 14, 2017 5:24 pm

Post by DiplomatDC »

JerryArr: 600
^Cheery: 100
Shrek: 110
Realeo: 90
*TK: 800
DDC: 220
Mallow: 0

Jackpot: 650
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Post Post #9762 (isolation #121) » Thu Sep 14, 2017 9:01 pm

Post by DiplomatDC »

Original Roll String: 1d155
1 155-Sided Dice: (2) = 2
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Post Post #9763 (isolation #122) » Thu Sep 14, 2017 9:01 pm

Post by DiplomatDC »

Fixed on my list.

JerryArr: 600
Cheery: -190
Shrek: 111
Realeo: -170
TK: 1150
DDC: 22
Mallow: 0

Jackpot: 500
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Post Post #9786 (isolation #123) » Fri Sep 15, 2017 3:46 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (136) = 136
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Post Post #9787 (isolation #124) » Fri Sep 15, 2017 3:47 am

Post by DiplomatDC »

>TK: 420
Mallow: 420
Shrek: 420
DDC: 420

Jackpot: 500

Blaze.
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Post Post #9810 (isolation #125) » Fri Sep 15, 2017 4:49 am

Post by DiplomatDC »

Why do people keep ninjaing my rolls

Original Roll String: 1d156
1 156-Sided Dice: (76) = 76
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Post Post #9811 (isolation #126) » Fri Sep 15, 2017 4:51 am

Post by DiplomatDC »

%>TK: 420
Mallow: 543
Shrek: 1265
%DDC: 920

Jackpot: 500
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Post Post #9814 (isolation #127) » Fri Sep 15, 2017 5:09 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (138) = 138
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Post Post #9815 (isolation #128) » Fri Sep 15, 2017 5:09 am

Post by DiplomatDC »

%>TK: 420
Mallow: 543
Shrek: 1265
%DDC: 500
Realeo: -5

Jackpot: 500
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Post Post #9822 (isolation #129) » Fri Sep 15, 2017 7:50 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (109) = 109
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Post Post #9823 (isolation #130) » Fri Sep 15, 2017 7:51 am

Post by DiplomatDC »

how does this work with Crit hit?
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Post Post #9833 (isolation #131) » Fri Sep 15, 2017 8:58 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (151) = 151
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Post Post #9834 (isolation #132) » Fri Sep 15, 2017 9:00 am

Post by DiplomatDC »

^%>TK: 434
^Mallow: 217
Shrek: 434
^DDC: 396
^Realeo: 434
Allo: -55

Jackpot: 300
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Post Post #9838 (isolation #133) » Fri Sep 15, 2017 9:58 am

Post by DiplomatDC »

[doce]1d156[/dice]
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Post Post #9839 (isolation #134) » Fri Sep 15, 2017 9:58 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (70) = 70
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Post Post #9840 (isolation #135) » Fri Sep 15, 2017 9:58 am

Post by DiplomatDC »

^%>TK: 434
^Mallow: 217
Shrek: 334
^DDC: 321
^Realeo: 434
Allo: -55

Jackpot: 300
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Post Post #9864 (isolation #136) » Fri Sep 15, 2017 5:52 pm

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (130) = 130
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Post Post #9865 (isolation #137) » Fri Sep 15, 2017 5:53 pm

Post by DiplomatDC »

^%>TK: 334
^Mallow: -283
Shrek: 454
^DDC: 251
^Realeo: 444
Allo: -55
JerryArr: -175
Cheery: 397

Jackpot: 300
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Post Post #9869 (isolation #138) » Fri Sep 15, 2017 8:09 pm

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (145) = 145
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Post Post #9870 (isolation #139) » Fri Sep 15, 2017 8:10 pm

Post by DiplomatDC »

ew

Use Super Protect.

Original Roll String: 1d156
1 156-Sided Dice: (77) = 77
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Post Post #9871 (isolation #140) » Fri Sep 15, 2017 8:10 pm

Post by DiplomatDC »

^%>TK: 334
^Mallow: -283
Shrek: 454
DDC: 351
^Realeo: 444
Allo: -55
JerryArr: -175
Cheery: 327

Jackpot: 300
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Post Post #9891 (isolation #141) » Sat Sep 16, 2017 6:19 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (91) = 91
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Post Post #9892 (isolation #142) » Sat Sep 16, 2017 6:19 am

Post by DiplomatDC »

^>TK: 880
^Mallow: -273
Shrek: -221
^DDC: 351
^Realeo: 469
Allo: -355
JerryArr: -175
Cheery: 327

Jackpot: 400
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Post Post #9895 (isolation #143) » Sat Sep 16, 2017 7:09 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (124) = 124
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Post Post #9896 (isolation #144) » Sat Sep 16, 2017 7:09 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (131) = 131
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Post Post #9897 (isolation #145) » Sat Sep 16, 2017 7:10 am

Post by DiplomatDC »

^>TK: 880
^Mallow: -273
Shrek: -276
^DDC: 551
^Realeo: 469
Allo: -355
JerryArr: -175
Cheery: 327

Jackpot: 400
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Post Post #9925 (isolation #146) » Sat Sep 16, 2017 7:33 pm

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (35) = 35
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Post Post #9926 (isolation #147) » Sat Sep 16, 2017 7:34 pm

Post by DiplomatDC »

^TK: 31
^^*#Mallow: 31
Shrek: 32
^DDC: -69
^Realeo: 31
Allo: 31
JerryArr: 31
Cheery: 31

Jackpot: 550
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Post Post #9943 (isolation #148) » Sat Sep 16, 2017 11:46 pm

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (47) = 47
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Post Post #9944 (isolation #149) » Sat Sep 16, 2017 11:46 pm

Post by DiplomatDC »

^TK: 054
^^^*#Mallow: 100
Shrek: 425
^DDC: 850
Realeo: 550
^Allo: 100
^JerryArr: 100
Cheery: 325

Jackpot: 550
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Post Post #9956 (isolation #150) » Sun Sep 17, 2017 3:34 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (104) = 104
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Post Post #9957 (isolation #151) » Sun Sep 17, 2017 4:04 am

Post by DiplomatDC »

frick I forgot to write something, my bad

10: OCD: Round up your score to the nearest power of ten.
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Post Post #9962 (isolation #152) » Sun Sep 17, 2017 7:12 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (26) = 26
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Post Post #9963 (isolation #153) » Sun Sep 17, 2017 7:12 am

Post by DiplomatDC »

TK: 4
^^^*#Mallow: 100
Shrek: 455
^DDC: 1035
Realeo: 550
Allo: -50
^JerryArr: 100
Cheery: 325

Jackpot: 550
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Post Post #9970 (isolation #154) » Sun Sep 17, 2017 8:45 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (127) = 127
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Post Post #9971 (isolation #155) » Sun Sep 17, 2017 8:46 am

Post by DiplomatDC »

TK: 4
^^^*#Mallow: 100
Shrek: 395
^DDC: 1185
Realeo: 550
Allo: 350
^JerryArr: 100
Cheery: 325

Jackpot: 550
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Post Post #9983 (isolation #156) » Sun Sep 17, 2017 11:13 am

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (118) = 118
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Post Post #9984 (isolation #157) » Sun Sep 17, 2017 11:13 am

Post by DiplomatDC »

TK: 55
^^^#Mallow: 100
*Shrek: 395
^DDC: 1185
Realeo: 550
Allo: 350
^JerryArr: 110
Cheery: 325

Jackpot: 550
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Post Post #9992 (isolation #158) » Sun Sep 17, 2017 12:25 pm

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (5) = 5
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Post Post #9993 (isolation #159) » Sun Sep 17, 2017 12:26 pm

Post by DiplomatDC »

TK: -55
^^^#Mallow: 100
*Shrek: 642
^DDC: 1283
Realeo: 550
Allo: -150
^JerryArr: 110
Cheery: 325

Jackpot: 440
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Post Post #9996 (isolation #160) » Sun Sep 17, 2017 12:34 pm

Post by DiplomatDC »

Original Roll String: 1d156
1 156-Sided Dice: (101) = 101
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Post Post #9997 (isolation #161) » Sun Sep 17, 2017 12:36 pm

Post by DiplomatDC »

TK: -55
^^^#Mallow: 100
*Shrek: 642
^DDC: 1583
Realeo: 550
Allo: -150
^JerryArr: 110
Cheery: 825

Jackpot: 440

157: Roll Again, then Roll Again (again)

Original Roll String: 1d157
1 157-Sided Dice: (57) = 57
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Post Post #9998 (isolation #162) » Sun Sep 17, 2017 12:36 pm

Post by DiplomatDC »

DDC: 85

Jackpot: 500
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Post Post #10001 (isolation #163) » Sun Sep 17, 2017 12:51 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (126) = 126
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Post Post #10002 (isolation #164) » Sun Sep 17, 2017 12:51 pm

Post by DiplomatDC »

DDC: 345
Allomancer: 420

Jackpot: 500
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Post Post #10016 (isolation #165) » Sun Sep 17, 2017 5:02 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (13) = 13
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Post Post #10017 (isolation #166) » Sun Sep 17, 2017 5:02 pm

Post by DiplomatDC »

$DDC: 645
$Allomancer: 420
$TK: 100
$Shrek: 645
$Mallow: -75

Jackpot: 500
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Post Post #10020 (isolation #167) » Sun Sep 17, 2017 5:16 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (93) = 93
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Post Post #10021 (isolation #168) » Sun Sep 17, 2017 5:17 pm

Post by DiplomatDC »

$DDC: 845
$Allomancer: 420
$TK: 100
$Shrek: 445
$Mallow: -75
JerryArr: 0

Jackpot: 500
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Post Post #10036 (isolation #169) » Sun Sep 17, 2017 7:06 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (20) = 20
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Post Post #10037 (isolation #170) » Sun Sep 17, 2017 7:06 pm

Post by DiplomatDC »

DDC: 845
$Allomancer: 420
$TK: 101
$Shrek: 695
$Mallow: -75
JerryArr: -53
Realeo: -175

Jackpot: 595
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Post Post #10040 (isolation #171) » Sun Sep 17, 2017 8:19 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (55) = 55
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Post Post #10041 (isolation #172) » Sun Sep 17, 2017 8:20 pm

Post by DiplomatDC »

DDC: 775
$Allomancer: 420
$TK: 101
$Shrek: 695
$Mallow: -75
JerryArr: -53
Realeo: 125

Jackpot: 595
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Post Post #10047 (isolation #173) » Sun Sep 17, 2017 9:19 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (3) = 3
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Post Post #10048 (isolation #174) » Sun Sep 17, 2017 9:20 pm

Post by DiplomatDC »

That is quick

DDC: 795
$Allomancer: 420
$TK: 101
$Shrek: 695
$Mallow: -75
JerryArr: -53
Realeo: 0

Jackpot: 695
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Post Post #10157 (isolation #175) » Mon Sep 18, 2017 10:21 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (57) = 57
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Post Post #10158 (isolation #176) » Mon Sep 18, 2017 10:26 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (96) = 96
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Post Post #10159 (isolation #177) » Mon Sep 18, 2017 10:27 am

Post by DiplomatDC »

DDC: -1580
Allomancer: -420
TK: -380
Shrek: 170
Mallow: -951
JerryArr: -380
Realeo: -380

Jackpot: 600

fak
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Post Post #10175 (isolation #178) » Mon Sep 18, 2017 11:50 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (59) = 59
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Post Post #10176 (isolation #179) » Mon Sep 18, 2017 11:51 am

Post by DiplomatDC »

1: +400
2:
UNLUCKY
:(, then negate your score unless you used a $ on the Unlucky.
3: EVERYONE RESET
4: 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.
5: Create your own space
6: Deccelerant: (Denoted by "<") While you have this symbol, whenever you roll a die (legally), lose points equal to its die roll. Lost when you RESET
7: Create your own space
8: Create your own space
9: Create your own space
10: Roll again. If you hit a positive space, the player in last place also gets the effect.
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: ROLL AGAIN (x1/2)
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 following the space's effect 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.
157: ROLL AGAIN, then ROLL AGAIN (again)
Last edited by mallowgeno on Mon Sep 18, 2017 2:01 pm, edited 2 times in total.
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Post Post #10177 (isolation #180) » Mon Sep 18, 2017 11:52 am

Post by DiplomatDC »

^$DDC: 0
^$Allomancer: -420
^$TK: -450
$Shrek: -516
^$Mallow: -951
^$JerryArr: -380
^$Realeo: -450

Jackpot: 600
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Post Post #10194 (isolation #181) » Mon Sep 18, 2017 1:38 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (31) = 31


sorry shrek...
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Post Post #10195 (isolation #182) » Mon Sep 18, 2017 1:39 pm

Post by DiplomatDC »

^$DDC: 15
^$Allomancer: -55
^$TK: -450
$Shrek: -696
^$Mallow: -951
^$JerryArr: -380
^$Realeo: -450
Cheery: 300

Jackpot: 600
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Post Post #10208 (isolation #183) » Mon Sep 18, 2017 3:16 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (127) = 127
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Post Post #10209 (isolation #184) » Mon Sep 18, 2017 3:16 pm

Post by DiplomatDC »

^$DDC: 215
^$Allomancer: -55
^$TK: -450
#$Shrek: -1196
^Mallow: -951
^$JerryArr: -880
^$Realeo: -247
Cheery: 100

Jackpot: 600
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Post Post #10217 (isolation #185) » Mon Sep 18, 2017 3:32 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (87) = 87
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Post Post #10218 (isolation #186) » Mon Sep 18, 2017 3:33 pm

Post by DiplomatDC »

^$DDC: -910
^$Allomancer: -55
^$TK: -450
#$Shrek: -1606
^Mallow: -951
^$JerryArr: 215
^$Realeo: -247
Cheery: 100

Jackpot: 400
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Post Post #10235 (isolation #187) » Mon Sep 18, 2017 4:24 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (136) = 136
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Post Post #10236 (isolation #188) » Mon Sep 18, 2017 4:25 pm

Post by DiplomatDC »

^$♣ DDC: -910
^$Allomancer: -55
^$TK: -450
*#$Shrek: 415
^Mallow: -951
^$JerryArr: 165
$Realeo: 73
Cheery: 100

Jackpot: 600
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Post Post #10241 (isolation #189) » Mon Sep 18, 2017 4:39 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (42) = 42
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Post Post #10242 (isolation #190) » Mon Sep 18, 2017 4:39 pm

Post by DiplomatDC »

^$♣# DDC: 420
^$Allomancer: 420
^$TK: 420
*#$Shrek: 420
^Mallow: 420
^$JerryArr: 420
$Realeo: 420
Cheery: 420

Jackpot: 600
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Post Post #10250 (isolation #191) » Mon Sep 18, 2017 5:10 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (15) = 15
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Post Post #10251 (isolation #192) » Mon Sep 18, 2017 5:10 pm

Post by DiplomatDC »

Tatsuya you resolve first
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Post Post #10255 (isolation #193) » Mon Sep 18, 2017 5:41 pm

Post by DiplomatDC »

^$♣# DDC: -330
%^$Allomancer: 420
^$TK: 720
%#$Shrek: 210
^%%Mallow: 420
%^$JerryArr: 420
%$Realeo: 420
%Cheery: 420

Jackpot: 600
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Post Post #10269 (isolation #194) » Mon Sep 18, 2017 5:53 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (30) = 30


y u no roll something gud

and can ya stop ninjaing me
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Post Post #10270 (isolation #195) » Mon Sep 18, 2017 5:54 pm

Post by DiplomatDC »

^$♣# DDC: 195
%^$Allomancer: 420
^$TK: 195
#$Shrek: 50
%%Mallow: 470
%^$JerryArr: 420
%$Realeo: 420
%Cheery: 420

Jackpot: 600
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Post Post #10277 (isolation #196) » Mon Sep 18, 2017 6:22 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (136) = 136


>_< im sowwy shrek
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Post Post #10278 (isolation #197) » Mon Sep 18, 2017 6:26 pm

Post by DiplomatDC »

1: +400
2: UNLUCKY :(, then negate your score unless you used a $ on the Unlucky.
3: EVERYONE RESET
4: 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.
5: Create your own space
6: Deccelerant: (Denoted by "<") While you have this symbol, whenever you roll a die (legally), lose points equal to its die roll. Lost when you RESET
7: Create your own space
8: Create your own space
9: Create your own space
10: Roll again. If you hit a positive space, the player in last place also gets the effect.
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: ROLL AGAIN (x1/2)
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 following the space's effect 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.
157: ROLL AGAIN, then ROLL AGAIN (again)
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Post Post #10279 (isolation #198) » Mon Sep 18, 2017 6:27 pm

Post by DiplomatDC »

^$♣# DDC: 200
%^$Allomancer: 420
^$TK: 195
#$Shrek: 550
Mallow: 133
%^$JerryArr: 445
%$Realeo: 420
%Cheery: 420

Jackpot: 600
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Post Post #10283 (isolation #199) » Mon Sep 18, 2017 7:07 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (113) = 113

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