Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #10220 (isolation #200) » Mon Sep 18, 2017 3:36 pm

Post by Shrek »

FUCK ME
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Post Post #10221 (isolation #201) » Mon Sep 18, 2017 3:36 pm

Post by Shrek »

sigh time to roll again

Original Roll String: 1d157
1 157-Sided Dice: (3) = 3
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Post Post #10222 (isolation #202) » Mon Sep 18, 2017 3:37 pm

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

Jackpot: 400
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Post Post #10225 (isolation #203) » Mon Sep 18, 2017 4:02 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (87) = 87
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Post Post #10226 (isolation #204) » Mon Sep 18, 2017 4:03 pm

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^$DDC: -910
^$Allomancer: -55
^$TK: -450
*#$Shrek: 415
^Mallow: -951
^$JerryArr: 215
^$Realeo: -97
Cheery: 100

Jackpot: 600
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Post Post #10227 (isolation #205) » Mon Sep 18, 2017 4:03 pm

Post by Shrek »

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 #10239 (isolation #206) » Mon Sep 18, 2017 4:34 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (34) = 34
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Post Post #10240 (isolation #207) » Mon Sep 18, 2017 4:37 pm

Post by Shrek »

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

Jackpot: 600
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Post Post #10243 (isolation #208) » Mon Sep 18, 2017 4:56 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (40) = 40
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Post Post #10244 (isolation #209) » Mon Sep 18, 2017 4:57 pm

Post by Shrek »

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

Jackpot: 600
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Post Post #10247 (isolation #210) » Mon Sep 18, 2017 5:07 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (125) = 125
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Post Post #10248 (isolation #211) » Mon Sep 18, 2017 5:08 pm

Post by Shrek »

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

Jackpot: 600
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Post Post #10254 (isolation #212) » Mon Sep 18, 2017 5:15 pm

Post by Shrek »

ouch. -750

or reroll
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Post Post #10256 (isolation #213) » Mon Sep 18, 2017 5:45 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (145) = 145
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Post Post #10260 (isolation #214) » Mon Sep 18, 2017 5:48 pm

Post by Shrek »

^$♣DDC: -330
^$Allomancer: -180
^$TK: 320
%$Shrek: 210
^Mallow: -480
%^$JerryArr: -180
%$Realeo: -180
%Cheery: -180

Jackpot: 600

oof mallow gets hit with the -900
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Post Post #10261 (isolation #215) » Mon Sep 18, 2017 5:49 pm

Post by Shrek »

wtf mallow I didn't resolve
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Post Post #10262 (isolation #216) » Mon Sep 18, 2017 5:50 pm

Post by Shrek »

FUCK I MISREAD THAT AS 54
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Post Post #10263 (isolation #217) » Mon Sep 18, 2017 5:50 pm

Post by Shrek »

^$♣# DDC: -330
%^$Allomancer: 420
^$TK: 720
%#$Shrek: 500
%%Mallow: 470
%^$JerryArr: 420
%$Realeo: 420
%Cheery: 420

Jackpot: 600

this is the right version
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Post Post #10265 (isolation #218) » Mon Sep 18, 2017 5:51 pm

Post by Shrek »

oh you ninjad me fuck

Original Roll String: 1d157
1 157-Sided Dice: (140) = 140
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Post Post #10266 (isolation #219) » Mon Sep 18, 2017 5:52 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (152) = 152
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Post Post #10267 (isolation #220) » Mon Sep 18, 2017 5:52 pm

Post by Shrek »

^$♣# DDC: -330
%^$Allomancer: 420
^$TK: 720
#$Shrek: 50
%%Mallow: 470
%^$JerryArr: 420
%$Realeo: 420
%Cheery: 420

Jackpot: 600

Editing this Shrek, unfortunately due to the Critical Hit (%) you also lose another 150 points in addition to the 300 lost. Critical Hits suck
Last edited by mallowgeno on Mon Sep 18, 2017 5:54 pm, edited 1 time in total.
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Post Post #10268 (isolation #221) » Mon Sep 18, 2017 5:53 pm

Post by Shrek »

what the fuck is going on
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Post Post #10271 (isolation #222) » Mon Sep 18, 2017 5:55 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (127) = 127


wow look at this jerk ^
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Post Post #10272 (isolation #223) » Mon Sep 18, 2017 5:56 pm

Post by Shrek »

^$♣# DDC: 195
%^$Allomancer: 420
^$TK: 195
#$Shrek: 350
%%Mallow: 470
%^$JerryArr: 420
%$Realeo: 420
%Cheery: 420

Jackpot: 600

oh shoot I forgot about the crit hit shiiiiiiiiiiiiiit I am tired
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Post Post #10275 (isolation #224) » Mon Sep 18, 2017 5:59 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (60) = 60
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Post Post #10276 (isolation #225) » Mon Sep 18, 2017 6:00 pm

Post by Shrek »

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

Jackpot: 600
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Post Post #10311 (isolation #226) » Tue Sep 19, 2017 3:28 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (62) = 62
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Post Post #10312 (isolation #227) » Tue Sep 19, 2017 3:29 am

Post by Shrek »

^$#DDC: 795
^$Allomancer: 420
^$TK: 310
#$Shrek: 550
Mallow: 67
^$JerryArr: 1045
$♣Realeo: 1190
Cheery: 360

Jackpot: 500
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Post Post #10315 (isolation #228) » Tue Sep 19, 2017 5:14 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (60) = 60
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Post Post #10316 (isolation #229) » Tue Sep 19, 2017 5:14 am

Post by Shrek »

5: -3
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Post Post #10323 (isolation #230) » Tue Sep 19, 2017 7:22 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (79) = 79
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Post Post #10324 (isolation #231) » Tue Sep 19, 2017 7:22 am

Post by Shrek »

First roll.

Original Roll String: 1d157
1 157-Sided Dice: (146) = 146
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Post Post #10325 (isolation #232) » Tue Sep 19, 2017 7:24 am

Post by Shrek »

^$#DDC: 725
^$Allomancer: 420
^$TK: 310
#$Shrek: 900
Mallow: 683
^$JerryArr: 1045
$♣Realeo: 593
Cheery: 360

Jackpot: 500

Second roll.

Original Roll String: 1d157
1 157-Sided Dice: (48) = 48
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Post Post #10326 (isolation #233) » Tue Sep 19, 2017 7:24 am

Post by Shrek »

Fuck.

First roll (again).

Original Roll String: 1d157
1 157-Sided Dice: (130) = 130
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Post Post #10327 (isolation #234) » Tue Sep 19, 2017 7:25 am

Post by Shrek »

^$#DDC: 725
^$Allomancer: 420
^$TK: 310
#♣$Shrek: 900
Mallow: 683
^$JerryArr: 1045
$Realeo: 593
Cheery: 360

Jackpot: 500

Second roll.

Original Roll String: 1d157
1 157-Sided Dice: (42) = 42
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Post Post #10328 (isolation #235) » Tue Sep 19, 2017 7:26 am

Post by Shrek »

^$#DDC: 725
^$Allomancer: 420
^$TK: 310
#♣$Shrek: 860
Mallow: 683
^$JerryArr: 1045
$Realeo: 593
Cheery: 360

Jackpot: 500
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Post Post #10340 (isolation #236) » Tue Sep 19, 2017 8:27 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (49) = 49
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Post Post #10341 (isolation #237) » Tue Sep 19, 2017 8:28 am

Post by Shrek »

9: +7
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Post Post #10346 (isolation #238) » Tue Sep 19, 2017 9:11 am

Post by Shrek »

thanks jerry

Original Roll String: 1d157
1 157-Sided Dice: (135) = 135
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Post Post #10347 (isolation #239) » Tue Sep 19, 2017 9:11 am

Post by Shrek »

^$#DDC: 825
^$Allomancer: 545
^$TK: 310
#♣$Shrek: 1008
#Mallow: 583
^$JerryArr: 933
$Realeo: 593
Cheery: 360

Jackpot: 500
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Post Post #10352 (isolation #240) » Tue Sep 19, 2017 9:14 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (111) = 111


Jackpot ^
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Post Post #10353 (isolation #241) » Tue Sep 19, 2017 9:15 am

Post by Shrek »

^$$#DDC: 825
^$$Allomancer: 545
^$$TK: 310
#♣$$Shrek: 1108
#$Mallow: 383
^$$JerryArr: 933
$$Realeo: 593
$Cheery: 360

Jackpot: 600

not complaining
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Post Post #10356 (isolation #242) » Tue Sep 19, 2017 9:35 am

Post by Shrek »

give papa a 1 pls

Original Roll String: 1d157
1 157-Sided Dice: (153) = 153
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Post Post #10357 (isolation #243) » Tue Sep 19, 2017 9:36 am

Post by Shrek »

^$$DDC: 825
^$$Allomancer: 0
^$$TK: 0
♣$$Shrek: 1108
$Mallow: 483
^$$JerryArr: 0
$$Realeo: 0
$Cheery: 0

Jackpot: 700
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Post Post #10361 (isolation #244) » Tue Sep 19, 2017 10:09 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (55) = 55


^ I win
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Post Post #10362 (isolation #245) » Tue Sep 19, 2017 10:09 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (82) = 82
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Post Post #10363 (isolation #246) » Tue Sep 19, 2017 10:10 am

Post by Shrek »

^$$DDC: 825
^$$Allomancer: 0
^$$TK: 0
*♣$$Shrek: 1508
$Mallow: 483
*$$JerryArr: 0
$$Realeo: 0
$Cheery: 0

Jackpot: 900

I win!
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Post Post #10364 (isolation #247) » Tue Sep 19, 2017 10:11 am

Post by Shrek »

or if it doesn't get doubled then it's 1308 with a 900 jackpot
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Post Post #10367 (isolation #248) » Tue Sep 19, 2017 3:22 pm

Post by Shrek »

Oh boy my hard work finally paid off

158: Russian Roulette: Roll a die equal to the number of people currently playing. Whoever it lands on receives -1000.

Original Roll String: 1d158
1 158-Sided Dice: (139) = 139
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Post Post #10368 (isolation #249) » Tue Sep 19, 2017 3:23 pm

Post by Shrek »

*Shrek: 500

Jackpot: 500
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Post Post #10369 (isolation #250) » Tue Sep 19, 2017 3:25 pm

Post by Shrek »

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.

Use that because it words it better ^

Dont wanna go static
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Post Post #10374 (isolation #251) » Tue Sep 19, 2017 4:29 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (151) = 151
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Post Post #10375 (isolation #252) » Tue Sep 19, 2017 4:30 pm

Post by Shrek »

*Shrek: 550
DDC: 0
Realeo: 200

Jackpot: 50
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Post Post #10378 (isolation #253) » Tue Sep 19, 2017 4:56 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (88) = 88


check em ^
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Post Post #10379 (isolation #254) » Tue Sep 19, 2017 4:57 pm

Post by Shrek »

*Shrek: 650
DDC: 500
Realeo: 200

Jackpot: 600
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Post Post #10389 (isolation #255) » Tue Sep 19, 2017 6:19 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (54) = 54
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Post Post #10390 (isolation #256) » Tue Sep 19, 2017 6:20 pm

Post by Shrek »

*Shrek: 1150
DDC: 590
Realeo: 200
JerryArr: -125
Mallow: -600

Jackpot: 500
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Post Post #10397 (isolation #257) » Wed Sep 20, 2017 12:16 am

Post by Shrek »

Shrek: 1150
DDC: 0
Realeo: 243
#JerryArr: 243
Mallow: 243

Jackpot: 500

You steal 20% of my score. My protect blocked the Merge.
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Post Post #10400 (isolation #258) » Wed Sep 20, 2017 1:08 am

Post by Shrek »

Shrek: 920
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: 243
Allo: 750

Jackpot: 500

Original Roll String: 1d157
1 157-Sided Dice: (27) = 27
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Post Post #10401 (isolation #259) » Wed Sep 20, 2017 1:09 am

Post by Shrek »

(3>)Shrek: 920
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: 243
Allo: 750

Jackpot: 500
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Post Post #10405 (isolation #260) » Wed Sep 20, 2017 1:14 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (81) = 81
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Post Post #10406 (isolation #261) » Wed Sep 20, 2017 1:14 am

Post by Shrek »

(2>)Shrek: 555
DDC: 0
Realeo: 473
#JerryArr: 243
+Mallow: 243
Allo: 750

Jackpot: 500
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Post Post #10409 (isolation #262) » Wed Sep 20, 2017 1:22 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (100) = 100
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Post Post #10410 (isolation #263) » Wed Sep 20, 2017 1:24 am

Post by Shrek »

(1>)Shrek: 732
DDC: 0
Realeo: 473
#JerryArr: 243
+Mallow: 243
Allo: 695

Jackpot: 600
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Post Post #10415 (isolation #264) » Wed Sep 20, 2017 2:48 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (14) = 14
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Post Post #10416 (isolation #265) » Wed Sep 20, 2017 2:49 am

Post by Shrek »

Shrek: 1139
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: 243
Allo: 695
TK: 500

Jackpot: 600
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Post Post #10419 (isolation #266) » Wed Sep 20, 2017 3:02 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (158) = 158


winning roll ^
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Post Post #10420 (isolation #267) » Wed Sep 20, 2017 3:03 am

Post by Shrek »

Shrek: 1209
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: 328
Allo: 695
TK: 500

Jackpot: 600

nvm
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Post Post #10423 (isolation #268) » Wed Sep 20, 2017 3:57 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (102) = 102


a winner is me ^
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Post Post #10424 (isolation #269) » Wed Sep 20, 2017 3:58 am

Post by Shrek »

Shrek: 609
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: -328
Allo: 695
TK: 500

Jackpot: 500

oops
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Post Post #10427 (isolation #270) » Wed Sep 20, 2017 4:00 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (45) = 45


a loser is me ^
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Post Post #10428 (isolation #271) » Wed Sep 20, 2017 4:01 am

Post by Shrek »

Shrek: 579
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: -328
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10429 (isolation #272) » Wed Sep 20, 2017 4:02 am

Post by Shrek »

1: +400
2: Beyond the Grave: For the rest of the game, you also win if your score goes below -1500.
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: 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)
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.
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Post Post #10432 (isolation #273) » Wed Sep 20, 2017 4:30 am

Post by Shrek »

Time to redeem myself.

Original Roll String: 1d158
1 158-Sided Dice: (34) = 34
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Post Post #10433 (isolation #274) » Wed Sep 20, 2017 4:31 am

Post by Shrek »

Shrek: 709
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: -428
Allo: 695
TK: 440

Jackpot: 400
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Post Post #10437 (isolation #275) » Wed Sep 20, 2017 4:37 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (7) = 7


neutral pointer ^
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Post Post #10438 (isolation #276) » Wed Sep 20, 2017 4:37 am

Post by Shrek »

Shrek: 839
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: -58
Allo: 695
TK: 440

Jackpot: 400

two in a row wow
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Post Post #10442 (isolation #277) » Wed Sep 20, 2017 4:41 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (80) = 80


let's go for 3 in a row ^
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Post Post #10443 (isolation #278) » Wed Sep 20, 2017 4:41 am

Post by Shrek »

Shrek: 799
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: -358
Allo: 695
TK: 440

Jackpot: 400

hecc
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Post Post #10446 (isolation #279) » Wed Sep 20, 2017 5:04 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (41) = 41


meet the flintstones ^
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Post Post #10447 (isolation #280) » Wed Sep 20, 2017 5:04 am

Post by Shrek »

Shrek: 399
DDC: 0
Realeo: 473
#JerryArr: 243
#*^♦Mallow: -738
Allo: 695
TK: 440

Jackpot: 400

fuck you flintstones!!!!!!!
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Post Post #10457 (isolation #281) » Wed Sep 20, 2017 6:30 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (64) = 64


Redemption time.
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Post Post #10458 (isolation #282) » Wed Sep 20, 2017 6:31 am

Post by Shrek »

Shrek: 499
DDC: 0
Realeo: 473
#JerryArr: 368
#**^♦Mallow: -264
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10468 (isolation #283) » Wed Sep 20, 2017 8:33 am

Post by Shrek »

hi guys i'm johnny shrekville and welcome to jackass

Original Roll String: 1d158
1 158-Sided Dice: (84) = 84
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Post Post #10469 (isolation #284) » Wed Sep 20, 2017 8:34 am

Post by Shrek »

Shrek: 549
DDC: 150
Realeo: 473
#JerryArr: 368
#*♦Mallow: 171
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10472 (isolation #285) » Wed Sep 20, 2017 9:06 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (132) = 132
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Post Post #10473 (isolation #286) » Wed Sep 20, 2017 9:07 am

Post by Shrek »

Shrek: 639
DDC: 150
Realeo: 473
#JerryArr: 368
#**♦Mallow: 521
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10477 (isolation #287) » Wed Sep 20, 2017 9:28 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (85) = 85
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Post Post #10478 (isolation #288) » Wed Sep 20, 2017 9:29 am

Post by Shrek »

Gimme a 6

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #10479 (isolation #289) » Wed Sep 20, 2017 9:29 am

Post by Shrek »

Shrek: 789
DDC: 150
Realeo: 473
#JerryArr: 368
##**♦Mallow: 521
Allo: 695
TK: 440

Jackpot: 650

thanks die
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Post Post #10482 (isolation #290) » Wed Sep 20, 2017 10:33 am

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (100) = 100
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Post Post #10483 (isolation #291) » Wed Sep 20, 2017 10:33 am

Post by Shrek »

Original Roll String: 1d20
1 20-Sided Dice: (16) = 16
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Post Post #10484 (isolation #292) » Wed Sep 20, 2017 10:35 am

Post by Shrek »

claiming it

Shrek: 1114
DDC: 150
Realeo: 473
#JerryArr: 718
##**♦Mallow: 521
Allo: 695
TK: 440

Jackpot: 650
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Post Post #10495 (isolation #293) » Wed Sep 20, 2017 2:36 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (114) = 114


I will have my revenge on you TK
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Post Post #10496 (isolation #294) » Wed Sep 20, 2017 2:37 pm

Post by Shrek »

Shrek: 574
DDC: 150
Realeo: 473
#JerryArr: 878
##**^♦Mallow: 635
Allo: 820
TK: 777

Jackpot: 750
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Post Post #10500 (isolation #295) » Wed Sep 20, 2017 3:14 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (139) = 139


putting all my swampy power into this roll
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Post Post #10501 (isolation #296) » Wed Sep 20, 2017 3:15 pm

Post by Shrek »

Shrek: 399
DDC: 150
Realeo: 473
#JerryArr: 0
##**^♦Mallow: 635
Allo: 820
TK: 777

Jackpot: 750

Note to self: Never use swamp power to roll a die
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Post Post #10505 (isolation #297) » Wed Sep 20, 2017 3:25 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (2) = 2
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Post Post #10506 (isolation #298) » Wed Sep 20, 2017 3:25 pm

Post by Shrek »

Shrek: 429
DDC: 150
Realeo: 473
#JerryArr: 0
##*^♦Mallow: 635
Allo: 820
TK: 777

Jackpot: 550
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Post Post #10509 (isolation #299) » Wed Sep 20, 2017 4:25 pm

Post by Shrek »

This is my final act of justice.

Let's roll.

Original Roll String: 1d158
1 158-Sided Dice: (81) = 81
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Post Post #10510 (isolation #300) » Wed Sep 20, 2017 4:25 pm

Post by Shrek »

Shrek: 529
DDC: 145
Realeo: 473
#JerryArr: 0
##*^♦Mallow: 635
Allo: 820
TK: 777

Jackpot: 650
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Post Post #10513 (isolation #301) » Wed Sep 20, 2017 4:47 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (148) = 148
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Post Post #10514 (isolation #302) » Wed Sep 20, 2017 4:47 pm

Post by Shrek »

nice
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Post Post #10515 (isolation #303) » Wed Sep 20, 2017 4:47 pm

Post by Shrek »

Shrek: 529
DDC: 145
Realeo: 473
#JerryArr: 0
##*^♦Mallow: 635
Allo: 820
TK: 832

Jackpot: 650
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Post Post #10523 (isolation #304) » Wed Sep 20, 2017 5:09 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (146) = 146
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Post Post #10524 (isolation #305) » Wed Sep 20, 2017 5:10 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (141) = 141
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Post Post #10525 (isolation #306) » Wed Sep 20, 2017 5:11 pm

Post by Shrek »

148: +350 and gain a PROTECT

*Shrek: 879
DDC: 750
Realeo: 0
#JerryArr: 0
##^♦Mallow: 642
Allo: 820
TK: 431

Jackpot: 1,000
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Post Post #10529 (isolation #307) » Wed Sep 20, 2017 5:28 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (93) = 93
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Post Post #10530 (isolation #308) » Wed Sep 20, 2017 5:28 pm

Post by Shrek »

Shrek: 879
DDC: 750
Realeo: 0
#JerryArr: 0
##^♦Mallow: 774
Allo: 820
TK: 431

Jackpot: 945
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Post Post #10533 (isolation #309) » Wed Sep 20, 2017 5:42 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (103) = 103
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Post Post #10534 (isolation #310) » Wed Sep 20, 2017 5:43 pm

Post by Shrek »

8: +3
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Post Post #10539 (isolation #311) » Wed Sep 20, 2017 5:46 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (132) = 132
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Post Post #10540 (isolation #312) » Wed Sep 20, 2017 5:47 pm

Post by Shrek »

Shrek: 879
DDC: 775
Realeo: 0
#JerryArr: 0
##^♦Mallow: 881
Allo: 820
TK: 431
Cheery: 750

Jackpot: 945

forget, do I clear everyone's symbols?
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Post Post #10543 (isolation #313) » Wed Sep 20, 2017 5:50 pm

Post by Shrek »

lol rip mallow

Original Roll String: 1d158
1 158-Sided Dice: (76) = 76
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Post Post #10544 (isolation #314) » Wed Sep 20, 2017 5:51 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (150) = 150
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Post Post #10545 (isolation #315) » Wed Sep 20, 2017 5:52 pm

Post by Shrek »

Shrek: 1179
DDC: 775
Realeo: 0
JerryArr: 0
%Mallow: 881
Allo: 820
TK: 431
Cheery: 750

Jackpot: 1,245

not risking this
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Post Post #10548 (isolation #316) » Wed Sep 20, 2017 5:56 pm

Post by Shrek »

no, mallow, this jackpot is all mine. v

Original Roll String: 1d158
1 158-Sided Dice: (26) = 26
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Post Post #10549 (isolation #317) » Wed Sep 20, 2017 5:56 pm

Post by Shrek »

frick
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Post Post #10550 (isolation #318) » Wed Sep 20, 2017 5:57 pm

Post by Shrek »

mallow do math for me since you made that scoreboard error
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Post Post #10557 (isolation #319) » Wed Sep 20, 2017 6:06 pm

Post by Shrek »

Original Roll String: 1d158
1 158-Sided Dice: (95) = 95
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Post Post #10558 (isolation #320) » Wed Sep 20, 2017 6:07 pm

Post by Shrek »

Shrek: 497
DDC: 257
Realeo: 197
JerryArr: 197
Mallow: 197
Allo: 197
TK: 197
Cheery: 197

Jackpot: 1,245
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Post Post #10571 (isolation #321) » Thu Sep 21, 2017 12:16 am

Post by Shrek »

aaaaaaaaaaaa you jerks

I need that jackpot for compensation

Original Roll String: 1d158
1 158-Sided Dice: (152) = 152
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Post Post #10572 (isolation #322) » Thu Sep 21, 2017 12:17 am

Post by Shrek »

Shrek: -70
DDC: 355
Realeo: 230
JerryArr: 230
Mallow: 230
Allo: 230
TK: 580
Cheery: 510

Jackpot: 1,245
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Post Post #10584 (isolation #323) » Thu Sep 21, 2017 3:36 am

Post by Shrek »

Original Roll String: 1d159
1 159-Sided Dice: (143) = 143
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Post Post #10585 (isolation #324) » Thu Sep 21, 2017 3:36 am

Post by Shrek »

TK: -70
Shrek: 500

Jackpot: 500
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Post Post #10592 (isolation #325) » Thu Sep 21, 2017 8:30 am

Post by Shrek »

Original Roll String: 1d159
1 159-Sided Dice: (131) = 131
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Post Post #10593 (isolation #326) » Thu Sep 21, 2017 8:31 am

Post by Shrek »

TK: -125
Shrek: 495
~DDC: 0
Mallow: 0

Jackpot: 445
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Post Post #10602 (isolation #327) » Thu Sep 21, 2017 9:45 am

Post by Shrek »

Original Roll String: 1d159
1 159-Sided Dice: (48) = 48
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Post Post #10603 (isolation #328) » Thu Sep 21, 2017 9:46 am

Post by Shrek »

*TK: -125
*Shrek: 695
*~DDC: 0
*Mallow: 0
Allo: 295

Jackpot: 445
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Post Post #10606 (isolation #329) » Thu Sep 21, 2017 11:28 am

Post by Shrek »

Original Roll String: 1d159
1 159-Sided Dice: (70) = 70
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Post Post #10607 (isolation #330) » Thu Sep 21, 2017 11:29 am

Post by Shrek »

*TK: -125
Shrek: 770
*~DDC: 0
*Mallow: 0
Allo: 295
JerryArr: 348

Jackpot: 445
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Post Post #10612 (isolation #331) » Thu Sep 21, 2017 12:54 pm

Post by Shrek »

Original Roll String: 1d159
1 159-Sided Dice: (43) = 43
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Post Post #10613 (isolation #332) » Thu Sep 21, 2017 12:54 pm

Post by Shrek »

*TK: -100
Shrek: 795
*~DDC: 0
*Mallow: 0
Allo: 498
JerryArr: 348

Jackpot: 445
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Post Post #10616 (isolation #333) » Thu Sep 21, 2017 1:06 pm

Post by Shrek »

I can see you really want to lose your left kidney in a terrible, freak accident.

Original Roll String: 1d159
1 159-Sided Dice: (15) = 15
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Post Post #10617 (isolation #334) » Thu Sep 21, 2017 1:07 pm

Post by Shrek »

*TK: 140
Shrek: 738
*~DDC: 240
*Mallow: 240
Allo: 1035
JerryArr: 588

Jackpot: 445
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Post Post #10620 (isolation #335) » Thu Sep 21, 2017 1:21 pm

Post by Shrek »

Original Roll String: 1d159
1 159-Sided Dice: (26) = 26


KIDNEY ACCIDENT
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Post Post #10621 (isolation #336) » Thu Sep 21, 2017 1:21 pm

Post by Shrek »

*TK: 140
Shrek: 1038
*~DDC: 240
*Mallow: 240
*Allo: 1035
JerryArr: 588

Jackpot: 445

I have overtaken you
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Post Post #10624 (isolation #337) » Thu Sep 21, 2017 1:59 pm

Post by Shrek »

Original Roll String: 1d159
1 159-Sided Dice: (1) = 1
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Post Post #10625 (isolation #338) » Thu Sep 21, 2017 1:59 pm

Post by Shrek »

*>>>TK: 140
Shrek: 1198
*~DDC: 240
*Mallow: 240
*Allo: 1035
JerryArr: 588

Jackpot: 445
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Post Post #10626 (isolation #339) » Thu Sep 21, 2017 1:59 pm

Post by Shrek »

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: Double Edge Sword-Gain a
SUPER PROTECT
and a
Critical Hit
. Then roll a 2 sided die. If it's a 1 -400, if it's a 2 +400.
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: 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)
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 then roll 10d150. Gain the total.
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Post Post #10631 (isolation #340) » Thu Sep 21, 2017 3:24 pm

Post by Shrek »

Original Roll String: 1d159
1 159-Sided Dice: (3) = 3
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Post Post #10632 (isolation #341) » Thu Sep 21, 2017 3:24 pm

Post by Shrek »

*>>TK: 263
*Shrek: 1198
*~DDC: 240
*Mallow: 240
*Allo: 1035
JerryArr: 517

Jackpot: 517
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Post Post #10635 (isolation #342) » Thu Sep 21, 2017 3:26 pm

Post by Shrek »

Original Roll String: 1d159
1 159-Sided Dice: (52) = 52
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Post Post #10636 (isolation #343) » Thu Sep 21, 2017 3:27 pm

Post by Shrek »

protecting those dumb resets

Original Roll String: 10d150
10 150-Sided Dice: (105, 102, 150, 79, 87, 108, 50, 70, 61, 31) = 843
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Post Post #10637 (isolation #344) » Thu Sep 21, 2017 3:28 pm

Post by Shrek »

*>>TK: 263
Shrek: 1864
*~DDC: 240
*Mallow: 240
*Allo: 1035
JerryArr: 767

Jackpot: 767

NUMBER OF THE BEAST

also i win
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Post Post #10638 (isolation #345) » Thu Sep 21, 2017 3:33 pm

Post by Shrek »

160: For every 250 points you have, gain a critical hit.
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Post Post #10639 (isolation #346) » Thu Sep 21, 2017 3:34 pm

Post by Shrek »

Original Roll String: 1d160
1 160-Sided Dice: (102) = 102
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Post Post #10640 (isolation #347) » Thu Sep 21, 2017 3:34 pm

Post by Shrek »

Shrek: -60

Jackpot: 500
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Post Post #10650 (isolation #348) » Thu Sep 21, 2017 5:11 pm

Post by Shrek »

thank you
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Post Post #10655 (isolation #349) » Fri Sep 22, 2017 3:28 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (5) = 5
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Post Post #10656 (isolation #350) » Fri Sep 22, 2017 3:29 am

Post by Shrek »

Shrek: 0 (9)

Jackpot: 500
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Post Post #10659 (isolation #351) » Fri Sep 22, 2017 3:37 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (1) = 1
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Post Post #10660 (isolation #352) » Fri Sep 22, 2017 3:37 am

Post by Shrek »

Shrek: -200 (11)
Mallow: 0 (4)

Jackpot: 300
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Post Post #10665 (isolation #353) » Fri Sep 22, 2017 4:18 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (9) = 9
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Post Post #10666 (isolation #354) » Fri Sep 22, 2017 4:19 am

Post by Shrek »

Shrek: -110 (17)
Mallow: -400 (13)
Realeo: 0 (4)

Jackpot: 300
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Post Post #10678 (isolation #355) » Fri Sep 22, 2017 4:35 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (8) = 8
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Post Post #10679 (isolation #356) » Fri Sep 22, 2017 4:35 am

Post by Shrek »

Shrek: 20 (26)
Mallow: -130 (25)
Realeo: -403 (15)
JerryArr: -200 (8)

Jackpot: 300
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Post Post #10682 (isolation #357) » Fri Sep 22, 2017 4:42 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #10683 (isolation #358) » Fri Sep 22, 2017 4:42 am

Post by Shrek »

Shrek: 50 (27)
*Mallow: -130 (32)
Realeo: -403 (15)
JerryArr: -200 (8)

Jackpot: 300
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Post Post #10686 (isolation #359) » Fri Sep 22, 2017 5:18 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (5) = 5
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Post Post #10687 (isolation #360) » Fri Sep 22, 2017 5:18 am

Post by Shrek »

Shrek: 253 (31)
*Mallow: -130 (32)
Realeo: -403 (15)
JerryArr: -200 (9)

Jackpot: 300
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Post Post #10692 (isolation #361) » Fri Sep 22, 2017 7:15 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (9) = 9
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Post Post #10693 (isolation #362) » Fri Sep 22, 2017 7:16 am

Post by Shrek »

Shrek: 753 (38)
*Mallow: 0 (42)
Realeo: -403 (15)
JerryArr: -200 (9)
DDC: 0 (2)

Jackpot: 300
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Post Post #10696 (isolation #363) » Fri Sep 22, 2017 7:54 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (6) = 6
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Post Post #10697 (isolation #364) » Fri Sep 22, 2017 7:55 am

Post by Shrek »

Shrek: 748 (46)
*Mallow: 360 (47)
Realeo: -403 (15)
JerryArr: -200 (9)
DDC: 0 (2)

Jackpot: 300
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Post Post #10706 (isolation #365) » Fri Sep 22, 2017 8:42 am

Post by Shrek »

You cant make spaces on your first time around
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Post Post #10709 (isolation #366) » Fri Sep 22, 2017 8:49 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (1) = 1
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Post Post #10710 (isolation #367) » Fri Sep 22, 2017 8:50 am

Post by Shrek »

Shrek: 768 (46)
*Mallow: 435 (57)
Realeo: -403 (15)
JerryArr: -800 (13)
DDC: 0 (2)
Allo: 0 (9)

Jackpot: 300
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Post Post #10713 (isolation #368) » Fri Sep 22, 2017 9:07 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (10) = 10
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Post Post #10714 (isolation #369) » Fri Sep 22, 2017 9:07 am

Post by Shrek »

Shrek: 1068 (52)
*Mallow: 435 (57)
Realeo: -403 (15)
JerryArr: -800 (13)
DDC: 0 (2)
Allo: -400 (13)

Jackpot: 300
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Post Post #10717 (isolation #370) » Fri Sep 22, 2017 9:36 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #10718 (isolation #371) » Fri Sep 22, 2017 9:38 am

Post by Shrek »

Shrek: 1143 (57)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: -800 (13)
DDC: 0 (2)
Allo: -400 (13)

Jackpot: 300
Last edited by mallowgeno on Fri Sep 22, 2017 9:48 am, edited 1 time in total.
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Post Post #10721 (isolation #372) » Fri Sep 22, 2017 10:14 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (6) = 6
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Post Post #10722 (isolation #373) » Fri Sep 22, 2017 10:15 am

Post by Shrek »

Shrek: 1173 (67)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: -900 (22)
DDC: 0 (2)
Allo: -400 (13)

Jackpot: 300
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Post Post #10728 (isolation #374) » Fri Sep 22, 2017 10:36 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (10) = 10
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Post Post #10729 (isolation #375) » Fri Sep 22, 2017 10:37 am

Post by Shrek »

Shrek: 1273 (75)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: -890 (30)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (2)

Jackpot: 300
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Post Post #10732 (isolation #376) » Fri Sep 22, 2017 11:38 am

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #10733 (isolation #377) » Fri Sep 22, 2017 11:38 am

Post by Shrek »

Shrek: 773 (81)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: -890 (30)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (5)

Jackpot: 300
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Post Post #10736 (isolation #378) » Fri Sep 22, 2017 1:08 pm

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (4) = 4
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Post Post #10737 (isolation #379) » Fri Sep 22, 2017 1:09 pm

Post by Shrek »

Shrek: 1173 (89)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: 300 (37)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (5)

Jackpot: 300
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Post Post #10740 (isolation #380) » Fri Sep 22, 2017 1:26 pm

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (9) = 9
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Post Post #10741 (isolation #381) » Fri Sep 22, 2017 1:27 pm

Post by Shrek »

Shrek: 804 (96)
*Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: 0 (42)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (5)

Jackpot: 300
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Post Post #10744 (isolation #382) » Fri Sep 22, 2017 1:54 pm

Post by Shrek »

Oof you're right

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #10745 (isolation #383) » Fri Sep 22, 2017 1:55 pm

Post by Shrek »

*Shrek: 804 (101)
**Mallow: 804 (61)
Realeo: -403 (15)
JerryArr: 360 (47)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (5)

Jackpot: 300

now i'm getting into the weird, custom made territory
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Post Post #10748 (isolation #384) » Fri Sep 22, 2017 2:01 pm

Post by Shrek »

Original Roll String: 1d10
1 10-Sided Dice: (5) = 5
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Post Post #10749 (isolation #385) » Fri Sep 22, 2017 2:04 pm

Post by Shrek »

111: High Roller

Shrek: 0 (111)
*Mallow: 804 (61)
Realeo: -803 (15)
JerryArr: -40 (47)
DDC: -400 (2)
Allo: -800 (13)
Cheery: -400 (5)

Jackpot: 300

Original Roll String: 5d160
5 160-Sided Dice: (88, 99, 115, 131, 16) = 449
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Post Post #10750 (isolation #386) » Fri Sep 22, 2017 2:07 pm

Post by Shrek »

27: +30

93: -70

142: MERGE with the JACKPOT!!!

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 ">".

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.

(3>)Shrek: 130 (111)
*Mallow: 804 (61)
Realeo: -803 (15)
JerryArr: -40 (47)
DDC: -400 (2)
Allo: -800 (13)
Cheery: -400 (5)

Jackpot: 300

Doing the normal points loss, accelerant, and Jackpot merge first.

Original Roll String: 1d20
1 20-Sided Dice: (4) = 4
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Post Post #10751 (isolation #387) » Fri Sep 22, 2017 2:08 pm

Post by Shrek »

Let's roll. 50% chance I survive.

Original Roll String: 1d20
1 20-Sided Dice: (15) = 15
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Post Post #10752 (isolation #388) » Fri Sep 22, 2017 2:09 pm

Post by Shrek »

OH THAT'S WHAT I'M TALKING ABOUT MY FRIEND

(1>)Shrek: 1150 (111)
*Mallow: 804 (61)
Realeo: -803 (15)
JerryArr: -40 (47)
DDC: -400 (2)
Allo: -800 (13)
Cheery: -400 (5)

Jackpot: 300

time for the bonus roll now which will be continued in the next post because I don't want to get a static or some shit from editing this to fix the accelerant number
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Post Post #10753 (isolation #389) » Fri Sep 22, 2017 2:11 pm

Post by Shrek »

Original Roll String: 1d20
1 20-Sided Dice: (1) = 1
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Post Post #10754 (isolation #390) » Fri Sep 22, 2017 2:12 pm

Post by Shrek »

unless I am incorrect

16 x 25 = 400 (+16 for the accelerant)

Shrek: 1566 (111)
*Mallow: 804 (61)
Realeo: -803 (15)
JerryArr: -40 (47)
DDC: -400 (2)
Allo: -800 (13)
Cheery: -400 (5)

Jackpot: 300

...gg?
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Post Post #10757 (isolation #391) » Fri Sep 22, 2017 2:56 pm

Post by Shrek »

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.)
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Post Post #10758 (isolation #392) » Fri Sep 22, 2017 2:57 pm

Post by Shrek »

wow my first multiple of ten game and I won it

neat
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Post Post #10760 (isolation #393) » Fri Sep 22, 2017 6:10 pm

Post by Shrek »

Original Roll String: 1d161
1 161-Sided Dice: (55) = 55
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Post Post #10761 (isolation #394) » Fri Sep 22, 2017 6:10 pm

Post by Shrek »

10: +100
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Post Post #10780 (isolation #395) » Sat Sep 23, 2017 5:00 am

Post by Shrek »

Original Roll String: 1d161
1 161-Sided Dice: (118) = 118
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Post Post #10781 (isolation #396) » Sat Sep 23, 2017 5:00 am

Post by Shrek »

Shrek: 250
Realeo: -985
JerryArr: 200
Mallow: 0
Cheery: 0
#DDC: 0

Jackpot: 500
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Post Post #10784 (isolation #397) » Sat Sep 23, 2017 6:43 am

Post by Shrek »

Original Roll String: 1d161
1 161-Sided Dice: (75) = 75
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Post Post #10785 (isolation #398) » Sat Sep 23, 2017 6:43 am

Post by Shrek »

*Shrek: 450
Realeo: -985
JerryArr: 200
Mallow: 0
Cheery: 0
#DDC: 0
Allo: -40

Jackpot: 700
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Post Post #10788 (isolation #399) » Sat Sep 23, 2017 7:01 am

Post by Shrek »

Original Roll String: 1d161
1 161-Sided Dice: (67) = 67

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