Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #5912 (isolation #800) » Mon Jun 12, 2017 6:01 am

Post by BigYoshiFan »

Original Roll String: 1d124
1 124-Sided Dice: (121) = 121
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5913 (isolation #801) » Mon Jun 12, 2017 6:02 am

Post by BigYoshiFan »

*BigYoshiFan: 1155
JerryArr: 324
Cheery Dog: 660
#Mallow: 0

Jackpot: 600
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5918 (isolation #802) » Mon Jun 12, 2017 9:18 am

Post by BigYoshiFan »

Original Roll String: 1d124
1 124-Sided Dice: (59) = 59
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5919 (isolation #803) » Mon Jun 12, 2017 9:19 am

Post by BigYoshiFan »

Oh yeahhhhhhhhh. Something tells me I have to wait because the next game is the fifth?

BigYoshiFan: 1755
JerryArr: 420
Cheery Dog: 420
#Mallow: 420

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5921 (isolation #804) » Mon Jun 12, 2017 3:10 pm

Post by BigYoshiFan »

Cool.
125 becomes: -100 for each symbol you have. Double this amount if you're leading.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5922 (isolation #805) » Mon Jun 12, 2017 3:10 pm

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (73) = 73
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5923 (isolation #806) » Mon Jun 12, 2017 3:10 pm

Post by BigYoshiFan »

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5924 (isolation #807) » Mon Jun 12, 2017 3:10 pm

Post by BigYoshiFan »

BigYoshiFan: -150
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5930 (isolation #808) » Mon Jun 12, 2017 4:05 pm

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (51) = 51
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5931 (isolation #809) » Mon Jun 12, 2017 4:05 pm

Post by BigYoshiFan »

BigYoshiFan: -205
Mallowgeno: 100
JerryArr: -300

Jackpot: 545
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5934 (isolation #810) » Mon Jun 12, 2017 6:29 pm

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (89) = 89
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5935 (isolation #811) » Mon Jun 12, 2017 6:30 pm

Post by BigYoshiFan »

*BigYoshiFan: -205
Mallowgeno: 200
JerryArr: -300

Jackpot: 645
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5942 (isolation #812) » Tue Jun 13, 2017 4:36 am

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (36) = 36
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5943 (isolation #813) » Tue Jun 13, 2017 4:37 am

Post by BigYoshiFan »

What a waste of a protect. :/

BigYoshiFan: -205
Mallowgeno: -3
^JerryArr: -280

Jackpot: 645
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5946 (isolation #814) » Tue Jun 13, 2017 7:18 am

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (113) = 113
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5947 (isolation #815) » Tue Jun 13, 2017 7:18 am

Post by BigYoshiFan »

8 becomes PROTECT
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5971 (isolation #816) » Wed Jun 14, 2017 4:56 am

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (27) = 27
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5972 (isolation #817) » Wed Jun 14, 2017 4:57 am

Post by BigYoshiFan »

BigYoshiFan: 60
Mallowgeno: 0
^JerryArr: -50
*Cheery Dog: 0

Jackpot: 645
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5975 (isolation #818) » Wed Jun 14, 2017 7:24 am

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (66) = 66
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5976 (isolation #819) » Wed Jun 14, 2017 7:24 am

Post by BigYoshiFan »

1: +400
2: 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.
3: Create your own space
4:
GO TO 750
unless you are above 750
5: Create your own space
6: Roll 2d25 then add 100 to each result and choose one outcome to do
7: Create your own space
8:
PROTECT

9: Gain a
SUPER PROTECT
and
+200

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.
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.
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.
Last edited by mallowgeno on Wed Jun 14, 2017 7:43 am, edited 2 times in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5977 (isolation #820) » Wed Jun 14, 2017 7:25 am

Post by BigYoshiFan »

BigYoshiFan: -10
#Mallowgeno: 0
^JerryArr: -50
*Cheery Dog: 0

Jackpot: 645
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5980 (isolation #821) » Wed Jun 14, 2017 7:38 am

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (113) = 113
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5981 (isolation #822) » Wed Jun 14, 2017 7:38 am

Post by BigYoshiFan »

BigYoshiFan: -40
#Mallowgeno: 750
^JerryArr: -50
*Cheery Dog: 0

Jackpot: 645
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5984 (isolation #823) » Wed Jun 14, 2017 12:34 pm

Post by BigYoshiFan »

That's a unique one.
Original Roll String: 1d125
1 125-Sided Dice: (42) = 42
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #5985 (isolation #824) » Wed Jun 14, 2017 12:34 pm

Post by BigYoshiFan »

BigYoshiFan: 240
#Mallowgeno: 750
^JerryArr: -50
*Cheery Dog: 0

Jackpot: 645
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6000 (isolation #825) » Fri Jun 16, 2017 6:54 pm

Post by BigYoshiFan »

1: +400
2: 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.
3: Create your own space
4:
GO TO 750
unless you are above 750
5: Create your own space
6: Roll 2d25 then add 100 to each result and choose one outcome to do
7: Create your own space
8:
PROTECT

9: Gain a
SUPER PROTECT
and
+200

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.
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.
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.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6001 (isolation #826) » Fri Jun 16, 2017 6:54 pm

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (76) = 76
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6002 (isolation #827) » Fri Jun 16, 2017 6:54 pm

Post by BigYoshiFan »

^BigYoshiFan: 440
#Mallowgeno: 750
^+JerryArr: 0
Cheery Dog: 0

Jackpot: 845
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6013 (isolation #828) » Sat Jun 17, 2017 11:58 am

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (42) = 42
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6014 (isolation #829) » Sat Jun 17, 2017 11:58 am

Post by BigYoshiFan »

#^BigYoshiFan: 420
#Mallowgeno: 420
^+JerryArr: 415
♦Cheery Dog: 420

Jackpot: 845
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6019 (isolation #830) » Sat Jun 17, 2017 6:45 pm

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (103) = 103
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6020 (isolation #831) » Sat Jun 17, 2017 6:46 pm

Post by BigYoshiFan »

#^BigYoshiFan: 445
#Mallowgeno: 515
^+JerryArr: 515
♦Cheery Dog: 420

Jackpot: 945
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6027 (isolation #832) » Sun Jun 18, 2017 1:22 pm

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (29) = 29
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6028 (isolation #833) » Sun Jun 18, 2017 1:22 pm

Post by BigYoshiFan »

Yesssssssshhhhhhhh

#^BigYoshiFan: 1415
#Mallowgeno: 540
^+JerryArr: 515
♦Cheery Dog: -413

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6031 (isolation #834) » Sun Jun 18, 2017 5:32 pm

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (117) = 117
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6032 (isolation #835) » Sun Jun 18, 2017 5:32 pm

Post by BigYoshiFan »

I'll take it.
Original Roll String: 1d20
1 20-Sided Dice: (19) = 19
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6033 (isolation #836) » Sun Jun 18, 2017 5:33 pm

Post by BigYoshiFan »

You've just delayed the inevitable, mallow. :twisted:

#^BigYoshiFan: 1315
#Mallowgeno: 740
^+JerryArr: 515
♦Cheery Dog: -413

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6036 (isolation #837) » Mon Jun 19, 2017 5:51 am

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (118) = 118
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6037 (isolation #838) » Mon Jun 19, 2017 5:52 am

Post by BigYoshiFan »

Original Roll String: 1d20
1 20-Sided Dice: (7) = 7
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6038 (isolation #839) » Mon Jun 19, 2017 5:52 am

Post by BigYoshiFan »

#^BigYoshiFan: 1415
#Mallowgeno: 840
^+JerryArr: 515
♦Cheery Dog: -413

Jackpot: 600
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6042 (isolation #840) » Mon Jun 19, 2017 7:42 am

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (112) = 112
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6043 (isolation #841) » Mon Jun 19, 2017 7:42 am

Post by BigYoshiFan »

#^BigYoshiFan: 1410
#Mallowgeno: 840
+JerryArr: 1115
♦Cheery Dog: -413

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6046 (isolation #842) » Mon Jun 19, 2017 12:41 pm

Post by BigYoshiFan »

Original Roll String: 1d125
1 125-Sided Dice: (81) = 81
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6047 (isolation #843) » Mon Jun 19, 2017 12:42 pm

Post by BigYoshiFan »

WOooooooohoooooooooooooo

#^BigYoshiFan: 1510
#Mallowgeno: 970
+JerryArr: 1115
♦Cheery Dog: -413

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6048 (isolation #844) » Mon Jun 19, 2017 12:44 pm

Post by BigYoshiFan »

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.
I liked this one a lot.
There's a fine line between genius and sociopathy.
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Post Post #6049 (isolation #845) » Mon Jun 19, 2017 12:44 pm

Post by BigYoshiFan »

-------
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6050 (isolation #846) » Mon Jun 19, 2017 12:45 pm

Post by BigYoshiFan »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: 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.
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.
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.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6051 (isolation #847) » Mon Jun 19, 2017 12:45 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (13) = 13
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6052 (isolation #848) » Mon Jun 19, 2017 12:46 pm

Post by BigYoshiFan »

Great start!

BigYoshiFan: -300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6055 (isolation #849) » Mon Jun 19, 2017 5:58 pm

Post by BigYoshiFan »

Thanks, I'm on a hot streak!
Original Roll String: 1d126
1 126-Sided Dice: (101) = 101
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6056 (isolation #850) » Mon Jun 19, 2017 5:58 pm

Post by BigYoshiFan »

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6057 (isolation #851) » Mon Jun 19, 2017 5:59 pm

Post by BigYoshiFan »

Correction: I
was
on a hot streak. :lol:

BigYoshiFan: -600
+Mallow: 0

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6072 (isolation #852) » Thu Jun 22, 2017 6:19 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (11) = 11
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6073 (isolation #853) » Thu Jun 22, 2017 6:19 am

Post by BigYoshiFan »

#BigYoshiFan: -1000
Mallow: 750
JerryArr: 250
Cheery Dog: 25

Jackpot: 750
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6076 (isolation #854) » Thu Jun 22, 2017 2:22 pm

Post by BigYoshiFan »

1: +400
2: Create your own space
3: reset the jackpot (no personal change)
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.
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.
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.
Last edited by mallowgeno on Sat Jun 24, 2017 2:17 am, edited 1 time in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6077 (isolation #855) » Thu Jun 22, 2017 2:22 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (89) = 89
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6078 (isolation #856) » Thu Jun 22, 2017 2:23 pm

Post by BigYoshiFan »

#BigYoshiFan: -940
Mallow: 875
JerryArr: 250
Cheery Dog: 25

Jackpot: 750
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6081 (isolation #857) » Thu Jun 22, 2017 2:50 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (17) = 17
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6082 (isolation #858) » Thu Jun 22, 2017 2:51 pm

Post by BigYoshiFan »

BigYoshiFan: 0
Mallow: 875
JerryArr: 250
Cheery Dog: -5

Jackpot: 750
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6089 (isolation #859) » Fri Jun 23, 2017 4:48 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (9) = 9
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6090 (isolation #860) » Fri Jun 23, 2017 4:48 pm

Post by BigYoshiFan »

BigYoshiFan: 100
Mallow: -880
JerryArr: 250
*Cheery Dog: -5

Jackpot: 750
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6093 (isolation #861) » Fri Jun 23, 2017 6:23 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (51) = 51
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6094 (isolation #862) » Fri Jun 23, 2017 6:24 pm

Post by BigYoshiFan »

*steals 50 from Jerry while laughing maliciously*

BigYoshiFan: 150
Mallow: -880
JerryArr: 200
*Cheery Dog: -5

Jackpot: 750
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6101 (isolation #863) » Sat Jun 24, 2017 5:41 am

Post by BigYoshiFan »

1: +400
2:
+300

3: reset the jackpot (no personal change)
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.
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.
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.
Last edited by mallowgeno on Sat Jun 24, 2017 5:04 pm, edited 1 time in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6102 (isolation #864) » Sat Jun 24, 2017 5:41 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (120) = 120
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6103 (isolation #865) » Sat Jun 24, 2017 5:41 am

Post by BigYoshiFan »

BigYoshiFan: 650
Mallow: -125
JerryArr: 200
**Cheery Dog: -5

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6109 (isolation #866) » Sat Jun 24, 2017 1:12 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (7) = 7
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6110 (isolation #867) » Sat Jun 24, 2017 1:12 pm

Post by BigYoshiFan »

Good thing I have no symbols.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6113 (isolation #868) » Sat Jun 24, 2017 3:12 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (83) = 83
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6114 (isolation #869) » Sat Jun 24, 2017 3:13 pm

Post by BigYoshiFan »

BigYoshiFan: 447
Mallow: -155
JerryArr: 500
**Cheery Dog: 595

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6117 (isolation #870) » Sat Jun 24, 2017 4:51 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (23) = 23
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6118 (isolation #871) » Sat Jun 24, 2017 4:51 pm

Post by BigYoshiFan »

BigYoshiFan: 760
Mallow: 143
JerryArr: 798
*Cheery Dog: 595

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6121 (isolation #872) » Sat Jun 24, 2017 5:23 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (16) = 16
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6122 (isolation #873) » Sat Jun 24, 2017 5:23 pm

Post by BigYoshiFan »

BigYoshiFan: 690
Mallow: 143
JerryArr: 798
*Cheery Dog: 595

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6130 (isolation #874) » Sun Jun 25, 2017 2:08 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (46) = 46
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6131 (isolation #875) » Sun Jun 25, 2017 2:08 pm

Post by BigYoshiFan »

^BigYoshiFan: 690
Mallow: 43
JerryArr: 723
Cheery Dog: 595

Jackpot: 300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6144 (isolation #876) » Sun Jun 25, 2017 5:47 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (35) = 35
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6145 (isolation #877) » Sun Jun 25, 2017 5:47 pm

Post by BigYoshiFan »

^BigYoshiFan: 1030
Mallow: 325
JerryArr: 963
Cheery Dog: 840

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6148 (isolation #878) » Mon Jun 26, 2017 9:10 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (12) = 12
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6149 (isolation #879) » Mon Jun 26, 2017 9:11 am

Post by BigYoshiFan »

6: STEAL 100 from each player
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6150 (isolation #880) » Mon Jun 26, 2017 9:12 am

Post by BigYoshiFan »

1: +400
2:
+300

3: reset the jackpot (no personal change)
4: Create your own space
5: Create your own space
6: STEAL 100 from each player
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.
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.
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.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6151 (isolation #881) » Mon Jun 26, 2017 9:13 am

Post by BigYoshiFan »

In post 6147, mallowgeno wrote:^BigYoshiFan: 1030
Mallow: 115
JerryArr: 963
Cheery Dog: 840

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6154 (isolation #882) » Mon Jun 26, 2017 11:22 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (85) = 85
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6155 (isolation #883) » Mon Jun 26, 2017 11:22 am

Post by BigYoshiFan »

^BigYoshiFan: 1025
Mallow: 275
JerryArr: 963
Cheery Dog: 840

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6158 (isolation #884) » Mon Jun 26, 2017 3:42 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (122) = 122
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6159 (isolation #885) » Mon Jun 26, 2017 3:42 pm

Post by BigYoshiFan »

^BigYoshiFan: 1045
Mallow: 325
JerryArr: 963
Cheery Dog: 840

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6162 (isolation #886) » Mon Jun 26, 2017 4:51 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (90) = 90
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6163 (isolation #887) » Mon Jun 26, 2017 4:52 pm

Post by BigYoshiFan »

^*BigYoshiFan: 1045
^Mallow: 325
JerryArr: 963
Cheery Dog: 840

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6168 (isolation #888) » Tue Jun 27, 2017 11:13 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (80) = 80
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6169 (isolation #889) » Tue Jun 27, 2017 11:14 am

Post by BigYoshiFan »

Best. Protect. Ever.

^BigYoshiFan: 1045
^Mallow: 528
JerryArr: 963
Cheery Dog: 800

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6174 (isolation #890) » Tue Jun 27, 2017 1:20 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (18) = 18
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6175 (isolation #891) » Tue Jun 27, 2017 1:20 pm

Post by BigYoshiFan »

NOPE.
Original Roll String: 1d126
1 126-Sided Dice: (76) = 76
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6176 (isolation #892) » Tue Jun 27, 2017 1:20 pm

Post by BigYoshiFan »

BigYoshiFan: 975
Mallow: 328
JerryArr: 963
Cheery Dog: 800

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6177 (isolation #893) » Tue Jun 27, 2017 1:20 pm

Post by BigYoshiFan »

1: +400
2:
+300

3: reset the jackpot (no personal change)
4: Create your own space
5: Create your own space
6: STEAL 100 from each player
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.
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.
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.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6180 (isolation #894) » Wed Jun 28, 2017 5:46 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (27) = 27
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6181 (isolation #895) » Wed Jun 28, 2017 5:47 am

Post by BigYoshiFan »

BigYoshiFan: 1100
Mallow: 828
JerryArr: 963
Cheery Dog: 800

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6184 (isolation #896) » Wed Jun 28, 2017 5:50 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (5) = 5
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6185 (isolation #897) » Wed Jun 28, 2017 5:50 am

Post by BigYoshiFan »

AGH

BigYoshiFan: 500
Mallow: 628
JerryArr: 963
Cheery Dog: 800

Jackpot: 300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6188 (isolation #898) » Wed Jun 28, 2017 5:54 am

Post by BigYoshiFan »

1D126
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6189 (isolation #899) » Wed Jun 28, 2017 5:55 am

Post by BigYoshiFan »

Is this game a metaphor for life and how quickly it can fall?

BigYoshiFan: 5
Mallow: 628
JerryArr: 963
Cheery Dog: 800

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6192 (isolation #900) » Wed Jun 28, 2017 7:19 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (74) = 74
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6193 (isolation #901) » Wed Jun 28, 2017 7:20 am

Post by BigYoshiFan »

#BigYoshiFan: 5
Mallow: 578
JerryArr: 963
Cheery Dog: 800

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6196 (isolation #902) » Wed Jun 28, 2017 12:18 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (78) = 78
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6197 (isolation #903) » Wed Jun 28, 2017 12:18 pm

Post by BigYoshiFan »

#BigYoshiFan: -185
Mallow: 503
JerryArr: 963
Cheery Dog: 800

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6207 (isolation #904) » Thu Jun 29, 2017 6:04 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (70) = 70
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6208 (isolation #905) » Thu Jun 29, 2017 6:04 am

Post by BigYoshiFan »

#BigYoshiFan: -240
+Mallow: 433
JerryArr: 893
Cheery Dog: 800

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6211 (isolation #906) » Thu Jun 29, 2017 6:28 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (112) = 112
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6212 (isolation #907) » Thu Jun 29, 2017 6:28 am

Post by BigYoshiFan »

x2
Original Roll String: 1d126
1 126-Sided Dice: (112) = 112
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6213 (isolation #908) » Thu Jun 29, 2017 6:28 am

Post by BigYoshiFan »

#BigYoshiFan: 10
Mallow: 433
JerryArr: 893
Cheery Dog: 800

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6216 (isolation #909) » Thu Jun 29, 2017 7:54 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (12) = 12
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6217 (isolation #910) » Thu Jun 29, 2017 7:54 am

Post by BigYoshiFan »

4 - MERGE
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6220 (isolation #911) » Thu Jun 29, 2017 8:54 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (28) = 28
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6221 (isolation #912) » Thu Jun 29, 2017 8:55 am

Post by BigYoshiFan »

#BigYoshiFan: 110
Mallow: 678
JerryArr: 893
Cheery Dog: 800

Jackpot: 850
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6224 (isolation #913) » Thu Jun 29, 2017 12:29 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (53) = 53
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6225 (isolation #914) » Thu Jun 29, 2017 12:30 pm

Post by BigYoshiFan »

#BigYoshiFan: 195
Mallow: 678
+JerryArr: 893
Cheery Dog: 800

Jackpot: 850
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6226 (isolation #915) » Thu Jun 29, 2017 12:30 pm

Post by BigYoshiFan »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: 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.
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.
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.
Last edited by mallowgeno on Fri Jun 30, 2017 5:22 pm, edited 1 time in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6233 (isolation #916) » Fri Jun 30, 2017 5:37 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (124) = 124
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6234 (isolation #917) » Fri Jun 30, 2017 5:38 am

Post by BigYoshiFan »

#BigYoshiFan: 245
Mallow: 708
+JerryArr: 847
Cheery Dog: 847

Jackpot: 850
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6238 (isolation #918) » Fri Jun 30, 2017 8:47 am

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (116) = 116
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6239 (isolation #919) » Fri Jun 30, 2017 8:48 am

Post by BigYoshiFan »

#BigYoshiFan: 545
Mallow: 958
+JerryArr: 847
Cheery Dog: 847

Jackpot: 1400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6242 (isolation #920) » Fri Jun 30, 2017 4:19 pm

Post by BigYoshiFan »

Original Roll String: 1d126
1 126-Sided Dice: (13) = 13
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6243 (isolation #921) » Fri Jun 30, 2017 4:19 pm

Post by BigYoshiFan »

Mallow and I are one.

#BigYoshiFan: 752
Mallow: 752
+JerryArr: 847
Cheery Dog: 847

Jackpot: 1400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6256 (isolation #922) » Sat Jul 01, 2017 6:14 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (86) = 86
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6257 (isolation #923) » Sat Jul 01, 2017 6:15 am

Post by BigYoshiFan »

Happy scumday Cheery!

Mallow: 0
Cheery Dog: -500
JerryArr: -203
BigYoshiFan: 90

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6260 (isolation #924) » Sat Jul 01, 2017 1:17 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (39) = 39
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6261 (isolation #925) » Sat Jul 01, 2017 1:18 pm

Post by BigYoshiFan »

2x
Original Roll String: 1d127
1 127-Sided Dice: (2) = 2
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6262 (isolation #926) » Sat Jul 01, 2017 1:18 pm

Post by BigYoshiFan »

Mallow: 0
Cheery Dog: -500
JerryArr: 0
BigYoshiFan: 260

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6267 (isolation #927) » Sat Jul 01, 2017 4:00 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (12) = 12
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6268 (isolation #928) » Sat Jul 01, 2017 4:00 pm

Post by BigYoshiFan »

Original Roll String: 1d25
1 25-Sided Dice: (4) = 4
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6269 (isolation #929) » Sat Jul 01, 2017 4:01 pm

Post by BigYoshiFan »

I'll merge with mallow. No, wait, Cheery. NO, Jerry. Such choices.

Mallow: 0
#Cheery Dog: 0
JerryArr: 0
BigYoshiFan: 0

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6280 (isolation #930) » Sun Jul 02, 2017 4:45 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (34) = 34
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6281 (isolation #931) » Sun Jul 02, 2017 4:46 pm

Post by BigYoshiFan »

8 - Take half the jackpot, and subtract it from the jackpot.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6284 (isolation #932) » Sun Jul 02, 2017 6:20 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (117) = 117
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6285 (isolation #933) » Sun Jul 02, 2017 6:21 pm

Post by BigYoshiFan »

Mallow: -555
#Cheery Dog: 100
JerryArr: 100
^BigYoshiFan: 0

Jackpot: 445
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6292 (isolation #934) » Mon Jul 03, 2017 6:37 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (53) = 53
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6293 (isolation #935) » Mon Jul 03, 2017 6:38 am

Post by BigYoshiFan »

Mallow: -755
#*Cheery Dog: 100
JerryArr: 100
^BigYoshiFan: 100

Jackpot: 300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6296 (isolation #936) » Mon Jul 03, 2017 8:52 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (75) = 75
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6297 (isolation #937) » Mon Jul 03, 2017 8:52 am

Post by BigYoshiFan »

I'll take another one!

Mallow: -958
#*Cheery Dog: 100
JerryArr: 100
^^BigYoshiFan: 100

Jackpot: 300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6300 (isolation #938) » Mon Jul 03, 2017 4:04 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (88) = 88
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6301 (isolation #939) » Mon Jul 03, 2017 4:04 pm

Post by BigYoshiFan »

1: +400
2: Create your own space
3: Create your own space
4: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
5: Create your own space
6: Create your own space
7: Create your own space
8: Take half the jackpot, and subtract it from the jackpot.
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.
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.
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.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6302 (isolation #940) » Mon Jul 03, 2017 4:05 pm

Post by BigYoshiFan »

Mallow: -958
#*Cheery Dog: 100
JerryArr: 1
^^BigYoshiFan: 200

Jackpot: 300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6307 (isolation #941) » Mon Jul 03, 2017 7:45 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (122) = 122
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6308 (isolation #942) » Mon Jul 03, 2017 7:45 pm

Post by BigYoshiFan »

Mallow: -773
#*Cheery Dog: 100
JerryArr: 31
^^BigYoshiFan: 350

Jackpot: 300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6313 (isolation #943) » Tue Jul 04, 2017 5:45 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (119) = 119
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6314 (isolation #944) » Tue Jul 04, 2017 5:46 pm

Post by BigYoshiFan »

Let's go again!
Original Roll String: 1d127
1 127-Sided Dice: (119) = 119
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6315 (isolation #945) » Tue Jul 04, 2017 5:46 pm

Post by BigYoshiFan »

Mallow: -553
#*Cheery Dog: 100
JerryArr: 36
^BigYoshiFan: 650

Jackpot: 550
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6319 (isolation #946) » Tue Jul 04, 2017 7:59 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (34) = 34
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6320 (isolation #947) » Tue Jul 04, 2017 7:59 pm

Post by BigYoshiFan »

Mallow: -553
#*Cheery Dog: 140
JerryArr: 36
^BigYoshiFan: 750

Jackpot: 650
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6323 (isolation #948) » Wed Jul 05, 2017 5:13 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (58) = 58
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6324 (isolation #949) » Wed Jul 05, 2017 5:13 pm

Post by BigYoshiFan »

Let's go again!
Original Roll String: 1d127
1 127-Sided Dice: (77) = 77
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6325 (isolation #950) » Wed Jul 05, 2017 5:14 pm

Post by BigYoshiFan »

1: +400
2: Create your own space
3: Create your own space
4: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
5: Create your own space
6: Take the effect of the last roll.
7: Create your own space
8: Take half the jackpot, and subtract it from the jackpot.
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.
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.
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.
Last edited by BigYoshiFan on Thu Jul 06, 2017 5:39 am, edited 1 time in total.
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Post Post #6326 (isolation #951) » Wed Jul 05, 2017 5:14 pm

Post by BigYoshiFan »

Cont. from previous roll.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #6327 (isolation #952) » Wed Jul 05, 2017 5:15 pm

Post by BigYoshiFan »

Mallow: -553
#*Cheery Dog: 140
%JerryArr: 36
BigYoshiFan: 600

Jackpot: 650
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6334 (isolation #953) » Thu Jul 06, 2017 5:38 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (89) = 89
There's a fine line between genius and sociopathy.
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Post Post #6335 (isolation #954) » Thu Jul 06, 2017 5:39 am

Post by BigYoshiFan »

6 - Take the effect of the last roll.
There's a fine line between genius and sociopathy.
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Post Post #6338 (isolation #955) » Thu Jul 06, 2017 5:41 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (126) = 126
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6339 (isolation #956) » Thu Jul 06, 2017 5:41 am

Post by BigYoshiFan »

Mallow: -558
#Cheery Dog: 140
JerryArr: -69
BigYoshiFan: 630

Jackpot: 450
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6344 (isolation #957) » Thu Jul 06, 2017 3:20 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (40) = 40
There's a fine line between genius and sociopathy.
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Post Post #6345 (isolation #958) » Thu Jul 06, 2017 3:20 pm

Post by BigYoshiFan »

Mallow: -761
#Cheery Dog: 140
JerryArr: -519
BigYoshiFan: 300

Jackpot: 500
There's a fine line between genius and sociopathy.
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Post Post #6350 (isolation #959) » Thu Jul 06, 2017 3:46 pm

Post by BigYoshiFan »

1: +400
2: Create your own space
3: Create your own space
4: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
5: All negative players RESET. Then you gain
+100
for each player reset.
6: Take the effect of the last roll.
7: Create your own space
8: Take half the jackpot, and subtract it from the jackpot.
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.
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.
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.
Last edited by mallowgeno on Thu Jul 06, 2017 5:21 pm, edited 1 time in total.
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Post Post #6351 (isolation #960) » Thu Jul 06, 2017 3:47 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (104) = 104
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6352 (isolation #961) » Thu Jul 06, 2017 3:47 pm

Post by BigYoshiFan »

Mallow: 0
#Cheery Dog: 140
JerryArr: -334
BigYoshiFan: 800

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6359 (isolation #962) » Fri Jul 07, 2017 4:47 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (40) = 40
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6360 (isolation #963) » Fri Jul 07, 2017 4:47 pm

Post by BigYoshiFan »

zzzzzzzzzzzzzzzzz
There's a fine line between genius and sociopathy.
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Post Post #6363 (isolation #964) » Fri Jul 07, 2017 5:39 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (23) = 23
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6364 (isolation #965) » Fri Jul 07, 2017 5:40 pm

Post by BigYoshiFan »

Mallow: 0
#Cheery Dog: -165
JerryArr: -284
BigYoshiFan: 890

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6367 (isolation #966) » Fri Jul 07, 2017 7:07 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (102) = 102
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6368 (isolation #967) » Fri Jul 07, 2017 7:08 pm

Post by BigYoshiFan »

Rip everyone. Oh wait, just rip me.

Mallow: 0
#Cheery Dog: 0
JerryArr: 0
BigYoshiFan: 0

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6383 (isolation #968) » Sat Jul 08, 2017 1:18 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (50) = 50
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6384 (isolation #969) » Sat Jul 08, 2017 1:18 pm

Post by BigYoshiFan »

^Mallow: 200
#Cheery Dog: 550
JerryArr: 0
^BigYoshiFan: -100

Jackpot: 750
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6391 (isolation #970) » Sat Jul 08, 2017 3:58 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (8) = 8
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6392 (isolation #971) » Sat Jul 08, 2017 3:58 pm

Post by BigYoshiFan »

*^Mallow: -600
Cheery Dog: 550
JerryArr: -400
^BigYoshiFan: -250

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6404 (isolation #972) » Sun Jul 09, 2017 5:49 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (71) = 71
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6405 (isolation #973) » Sun Jul 09, 2017 5:49 am

Post by BigYoshiFan »

^Mallow: -540
Cheery Dog: 340
JerryArr: 4
^BigYoshiFan: 150

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6408 (isolation #974) » Sun Jul 09, 2017 3:53 pm

Post by BigYoshiFan »

Hah.
Original Roll String: 1d127
1 127-Sided Dice: (17) = 17
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6409 (isolation #975) » Sun Jul 09, 2017 3:53 pm

Post by BigYoshiFan »

^Mallow: -140
Cheery Dog: 340
JerryArr: 4
^BigYoshiFan: 80

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6417 (isolation #976) » Sun Jul 09, 2017 4:42 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (69) = 69
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6418 (isolation #977) » Sun Jul 09, 2017 4:43 pm

Post by BigYoshiFan »

x1/2
Original Roll String: 1d127
1 127-Sided Dice: (68) = 68
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6419 (isolation #978) » Sun Jul 09, 2017 4:43 pm

Post by BigYoshiFan »

^Mallow: -40
Cheery Dog: 340
%JerryArr: 4
^BigYoshiFan: 255

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6424 (isolation #979) » Sun Jul 09, 2017 5:46 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (38) = 38
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6425 (isolation #980) » Sun Jul 09, 2017 5:47 pm

Post by BigYoshiFan »

^*Mallow: -40
Cheery Dog: 340
%JerryArr: 4
^BigYoshiFan: 380

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6426 (isolation #981) » Sun Jul 09, 2017 5:47 pm

Post by BigYoshiFan »

1: +400
2: Gain 1 of every symbol (except the %)
3: Create your own space
4: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
5: All negative players RESET. Then you gain
+100
for each player reset.
6: Take the effect of the last roll.
7: Create your own space
8: Take half the jackpot, and subtract it from the jackpot.
9: Roll 3d100, then 1d5. If the d5 was 1, lose the result of the 3d100, if it was 4 or 5, gain the result of the 3d100, otherwise +20.
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.
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.
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.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6429 (isolation #982) » Mon Jul 10, 2017 6:04 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (66) = 66
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6430 (isolation #983) » Mon Jul 10, 2017 6:04 am

Post by BigYoshiFan »

^*Mallow: -40
Cheery Dog: 340
%JerryArr: 4
^BigYoshiFan: 205

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6433 (isolation #984) » Mon Jul 10, 2017 6:47 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (22) = 22
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6434 (isolation #985) » Mon Jul 10, 2017 6:47 am

Post by BigYoshiFan »

x1/2
Original Roll String: 1d127
1 127-Sided Dice: (21) = 21
There's a fine line between genius and sociopathy.
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Post Post #6435 (isolation #986) » Mon Jul 10, 2017 6:47 am

Post by BigYoshiFan »

I'm gonna assume the x1/2 applies to this new roll.
Original Roll String: 1d127
1 127-Sided Dice: (47) = 47
There's a fine line between genius and sociopathy.
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Post Post #6436 (isolation #987) » Mon Jul 10, 2017 6:48 am

Post by BigYoshiFan »

I'll keep it.

^Mallow: 200
Cheery Dog: 580
%JerryArr: 244
^BigYoshiFan: 325

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6439 (isolation #988) » Mon Jul 10, 2017 2:12 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (14) = 14
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6440 (isolation #989) » Mon Jul 10, 2017 2:12 pm

Post by BigYoshiFan »

^Mallow: 150
Cheery Dog: 580
%JerryArr: 244
^BigYoshiFan: 285

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6443 (isolation #990) » Mon Jul 10, 2017 3:48 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (57) = 57
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6444 (isolation #991) » Mon Jul 10, 2017 3:48 pm

Post by BigYoshiFan »

^Mallow: 150
Cheery Dog: 580
%JerryArr: 580
^BigYoshiFan: 620

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6449 (isolation #992) » Mon Jul 10, 2017 4:02 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (99) = 99

Welcome back
There's a fine line between genius and sociopathy.
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Post Post #6450 (isolation #993) » Mon Jul 10, 2017 4:02 pm

Post by BigYoshiFan »

^Mallow: 150
Cheery Dog: 580
%JerryArr: 610
^BigYoshiFan: 420
Gamma: -30

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6451 (isolation #994) » Mon Jul 10, 2017 4:03 pm

Post by BigYoshiFan »

1: +400
2: Gain 1 of every symbol (except the %)
3: Create your own space
4: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
5: All negative players RESET. Then you gain
+100
for each player reset.
6: Take the effect of the last roll.
7: Create your own space
8: Take half the jackpot, and subtract it from the jackpot.
9: Roll 3d100, then 1d5. If the d5 was 1, lose the result of the 3d100, if it was 4 or 5, gain the result of the 3d100, otherwise +20.
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.
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.
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.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6457 (isolation #995) » Mon Jul 10, 2017 5:20 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (52) = 52
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6458 (isolation #996) » Mon Jul 10, 2017 5:20 pm

Post by BigYoshiFan »

Hai Jerry. Those are some nice points you have there.

^Mallow: 75
Cheery Dog: 580
%JerryArr: 430
^BigYoshiFan: 620
Gamma: -30

Jackpot: 1000
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6469 (isolation #997) » Mon Jul 10, 2017 7:51 pm

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (78) = 78
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6470 (isolation #998) » Mon Jul 10, 2017 7:51 pm

Post by BigYoshiFan »

Mallow: -200
Cheery Dog: 410
JerryArr: 230
^BigYoshiFan: 620
Gamma: -110

Jackpot: 1100
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6486 (isolation #999) » Tue Jul 11, 2017 6:34 am

Post by BigYoshiFan »

My lead... nooooooooooooooooooo
Original Roll String: 1d127
1 127-Sided Dice: (101) = 101
There's a fine line between genius and sociopathy.
#sundevils #forksup
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