Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #6487 (isolation #1000) » Tue Jul 11, 2017 6:34 am

Post by BigYoshiFan »

Trick Die
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 #6488 (isolation #1001) » Tue Jul 11, 2017 6:35 am

Post by BigYoshiFan »

Reroll Trick Die
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 #6489 (isolation #1002) » Tue Jul 11, 2017 6:36 am

Post by BigYoshiFan »

I can reroll the trick die, right?

Mallow: -300
Cheery Dog: 0
JerryArr: 0
BigYoshiFan: 1045
Gamma: -190

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6492 (isolation #1003) » Tue Jul 11, 2017 10:17 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (98) = 98
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6493 (isolation #1004) » Tue Jul 11, 2017 10:17 am

Post by BigYoshiFan »

I can smell it...

Mallow: 0
Cheery Dog: 0
JerryArr: 0
BigYoshiFan: 1145
Gamma: -190

Jackpot: 600
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6496 (isolation #1005) » Tue Jul 11, 2017 10:59 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (60) = 60
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6497 (isolation #1006) » Tue Jul 11, 2017 10:59 am

Post by BigYoshiFan »

VICTOREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

Mallow: 70
Cheery Dog: 0
JerryArr: 0
BigYoshiFan: 1645
Gamma: -190

Jackpot: 600
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6498 (isolation #1007) » Tue Jul 11, 2017 11:01 am

Post by BigYoshiFan »

128: Halve your score.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6499 (isolation #1008) » Tue Jul 11, 2017 11:02 am

Post by BigYoshiFan »

--------------------------------------
For pagetop
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6500 (isolation #1009) » Tue Jul 11, 2017 11:02 am

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.
128: Halve your score.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6501 (isolation #1010) » Tue Jul 11, 2017 11:03 am

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (74) = 74
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6502 (isolation #1011) » Tue Jul 11, 2017 11:04 am

Post by BigYoshiFan »

BigYoshiFan: 90

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6505 (isolation #1012) » Tue Jul 11, 2017 11:30 am

Post by BigYoshiFan »

Original Roll String: 1d127
1 127-Sided Dice: (25) = 25
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6506 (isolation #1013) » Tue Jul 11, 2017 11:31 am

Post by BigYoshiFan »

BigYoshiFan: 35
Mallow: 400

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6509 (isolation #1014) » Tue Jul 11, 2017 12:27 pm

Post by BigYoshiFan »

Crap. I have to stop bad habits each time a new game starts.
Original Roll String: 1d128
1 128-Sided Dice: (105) = 105
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6510 (isolation #1015) » Tue Jul 11, 2017 12:27 pm

Post by BigYoshiFan »

BigYoshiFan: 85
Mallow: 490

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6521 (isolation #1016) » Tue Jul 11, 2017 5:40 pm

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (27) = 27
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6522 (isolation #1017) » Tue Jul 11, 2017 5:41 pm

Post by BigYoshiFan »

Hhehehehhehehhehehehhe

BigYoshiFan: 420
Mallow: 420
Cheery: 420
JerryArr: 420

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6525 (isolation #1018) » Tue Jul 11, 2017 7:09 pm

Post by BigYoshiFan »

1: +400
2: Create your own space
3: Add the difference between first and second place to your score.
4: Create your own space
5: Create your own space
6: Pick a player and roll 1d5. 1: Give that player 200; 2: +50 to both; 3: +25 to both; 4: Take 100 from that player; 5: Take 200 from that 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.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
Last edited by BigYoshiFan on Wed Jul 12, 2017 6:47 am, edited 2 times in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6526 (isolation #1019) » Tue Jul 11, 2017 7:09 pm

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (113) = 113
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6527 (isolation #1020) » Tue Jul 11, 2017 7:10 pm

Post by BigYoshiFan »

Original Roll String: 1d7
1 7-Sided Dice: (2) = 2
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6528 (isolation #1021) » Tue Jul 11, 2017 7:10 pm

Post by BigYoshiFan »

BigYoshiFan: 320
Mallow: 420
Cheery: 520
JerryArr: 420

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6531 (isolation #1022) » Tue Jul 11, 2017 7:24 pm

Post by BigYoshiFan »

Fixed, thank you Gamma!
Original Roll String: 1d128
1 128-Sided Dice: (56) = 56
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6532 (isolation #1023) » Tue Jul 11, 2017 7:25 pm

Post by BigYoshiFan »

BigYoshiFan: 620
Mallow: 420
Cheery: 520
JerryArr: 420
Gamma: -70

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6535 (isolation #1024) » Tue Jul 11, 2017 7:32 pm

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (95) = 95
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6536 (isolation #1025) » Tue Jul 11, 2017 7:32 pm

Post by BigYoshiFan »

BigYoshiFan: 615
Mallow: 420
Cheery: 550
JerryArr: 420
Gamma: -70

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6539 (isolation #1026) » Wed Jul 12, 2017 6:48 am

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (60) = 60
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6540 (isolation #1027) » Wed Jul 12, 2017 6:49 am

Post by BigYoshiFan »

BigYoshiFan: 715
Mallow: 420
Cheery: 550
JerryArr: 420
Gamma: -70

Jackpot: 600
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6567 (isolation #1028) » Wed Jul 12, 2017 9:55 am

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (36) = 36
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6568 (isolation #1029) » Wed Jul 12, 2017 9:56 am

Post by BigYoshiFan »

Nrghhhhhhhhhh

BigYoshiFan: 0
Mallow: 110
Cheery: 550
JerryArr: 100
Gamma: -387

Jackpot: 400
There's a fine line between genius and sociopathy.
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Post Post #6569 (isolation #1030) » Wed Jul 12, 2017 9:57 am

Post by BigYoshiFan »

Such an honor to hold the award for being the worst :lol:
There's a fine line between genius and sociopathy.
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Post Post #6576 (isolation #1031) » Wed Jul 12, 2017 12:52 pm

Post by BigYoshiFan »

1: +400
2: Create your own space
3: Add the difference between first and second place to your score.
4: If your score is negative, add your score to the leader's score (eg: if they have 1000 and you have -200, they go to 800), then you
Go to 0
.
5: Create your own space
6: Pick a player and roll 1d5. 1: Give that player 200; 2: +50 to both; 3: +25 to both; 4: Take 100 from that player; 5: Take 200 from that player
7: Create your own space
8: Create your own space
9: Create your own space
10:
+123

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.
128: Halve your score.
Last edited by mallowgeno on Wed Jul 12, 2017 4:34 pm, edited 2 times in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6577 (isolation #1032) » Wed Jul 12, 2017 12:52 pm

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (115) = 115
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6578 (isolation #1033) » Wed Jul 12, 2017 12:53 pm

Post by BigYoshiFan »

lol

BigYoshiFan: -0
Mallow: 110
Cheery: 550
*♦^JerryArr: -180
%Gamma: 53

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6602 (isolation #1034) » Wed Jul 12, 2017 5:55 pm

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (50) = 50
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6603 (isolation #1035) » Wed Jul 12, 2017 5:56 pm

Post by BigYoshiFan »

zzzzzzzzzzzzzzzzzzzzzz No symbols zzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6610 (isolation #1036) » Wed Jul 12, 2017 6:23 pm

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (32) = 32
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6611 (isolation #1037) » Wed Jul 12, 2017 6:23 pm

Post by BigYoshiFan »

BigYoshiFan: 320
♦^#Mallow: 1123
Cheery: 420
♦^JerryArr: 420
*Gamma: 855

Jackpot: 200
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6616 (isolation #1038) » Thu Jul 13, 2017 5:59 am

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (114) = 114
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6617 (isolation #1039) » Thu Jul 13, 2017 5:59 am

Post by BigYoshiFan »

BigYoshiFan: 410
♦^#Mallow: 898
Cheery: 420
♦^JerryArr: 587
*Gamma: 1080

Jackpot: 200
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6627 (isolation #1040) » Thu Jul 13, 2017 6:29 am

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (69) = 69
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6628 (isolation #1041) » Thu Jul 13, 2017 6:29 am

Post by BigYoshiFan »

BigYoshiFan: 660
♦^#Mallow: 648
Cheery: 420
♦JerryArr: 969
Gamma: 1330

Jackpot: 550
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6644 (isolation #1042) » Thu Jul 13, 2017 2:00 pm

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (40) = 40
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6645 (isolation #1043) » Thu Jul 13, 2017 2:01 pm

Post by BigYoshiFan »

9 - Roll a 1d500 and give that amount to any player you choose. Subtract that amount from your score.
There's a fine line between genius and sociopathy.
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Post Post #6693 (isolation #1044) » Fri Jul 14, 2017 8:50 am

Post by BigYoshiFan »

Original Roll String: 1d129
1 129-Sided Dice: (86) = 86
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6694 (isolation #1045) » Fri Jul 14, 2017 8:50 am

Post by BigYoshiFan »

Mallow: 297
Gamma: 160
BigYoshiFan: 50

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6725 (isolation #1046) » Fri Jul 14, 2017 5:44 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: place a Critical Hit on one of the other player
7: Create your own space
8: Create your own space
9: Force any other two players to MERGE
10: ±100 (choose which way you want)
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.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
Last edited by mallowgeno on Sat Jul 15, 2017 12:39 pm, edited 2 times in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6726 (isolation #1047) » Fri Jul 14, 2017 5:44 pm

Post by BigYoshiFan »

Original Roll String: 1d129
1 129-Sided Dice: (33) = 33
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6727 (isolation #1048) » Fri Jul 14, 2017 5:44 pm

Post by BigYoshiFan »

♦Mallow: 1220
Gamma: 0
BigYoshiFan: -5
Cheery: -50
Jerry: 500

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6732 (isolation #1049) » Fri Jul 14, 2017 6:18 pm

Post by BigYoshiFan »

Original Roll String: 1d129
1 129-Sided Dice: (82) = 82
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6733 (isolation #1050) » Fri Jul 14, 2017 6:19 pm

Post by BigYoshiFan »

9 - Force any other two players to MERGE
There's a fine line between genius and sociopathy.
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Post Post #6760 (isolation #1051) » Sun Jul 16, 2017 9:55 am

Post by BigYoshiFan »

Original Roll String: 1d20
1 20-Sided Dice: (18) = 18
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6761 (isolation #1052) » Sun Jul 16, 2017 9:58 am

Post by BigYoshiFan »

19 becomes EVERYONE -200
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6771 (isolation #1053) » Sun Jul 16, 2017 4:05 pm

Post by BigYoshiFan »

Original Roll String: 1d20
1 20-Sided Dice: (20) = 20
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6772 (isolation #1054) » Sun Jul 16, 2017 4:05 pm

Post by BigYoshiFan »

mallowgeno: 125
Gamma Emerald: 0
JerryArr: 450
BigYoshiFan: 125

Jackpot: 750
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6802 (isolation #1055) » Mon Jul 17, 2017 9:05 am

Post by BigYoshiFan »

Original Roll String: 1d131
1 131-Sided Dice: (30) = 30
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6803 (isolation #1056) » Mon Jul 17, 2017 9:06 am

Post by BigYoshiFan »

JerryArr: 360
Mallow: 500
BigYoshiFan: 30

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6806 (isolation #1057) » Mon Jul 17, 2017 11:12 am

Post by BigYoshiFan »

Original Roll String: 1d131
1 131-Sided Dice: (81) = 81
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6807 (isolation #1058) » Mon Jul 17, 2017 11:12 am

Post by BigYoshiFan »

JerryArr: 360
Mallow: 500
*BigYoshiFan: 30
Agent Sparkles: 90

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6865 (isolation #1059) » Tue Jul 18, 2017 5:55 am

Post by BigYoshiFan »

Original Roll String: 1d132
1 132-Sided Dice: (105) = 105
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6866 (isolation #1060) » Tue Jul 18, 2017 5:55 am

Post by BigYoshiFan »

Gamma: 8
Agent Sparkles: -188
Mallow: 630
JerryArr: 547
cheery: 30
BigYoshiFan: 203

Jackpot: 1050
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6869 (isolation #1061) » Tue Jul 18, 2017 6:01 am

Post by BigYoshiFan »

Original Roll String: 1d132
1 132-Sided Dice: (15) = 15
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6870 (isolation #1062) » Tue Jul 18, 2017 6:01 am

Post by BigYoshiFan »

Gamma: 308
Agent Sparkles: 300
Mallow: 930
JerryArr: 847
cheery: 330
BigYoshiFan: 803

Jackpot: 1050
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6873 (isolation #1063) » Tue Jul 18, 2017 6:17 am

Post by BigYoshiFan »

Original Roll String: 1d132
1 132-Sided Dice: (87) = 87
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6874 (isolation #1064) » Tue Jul 18, 2017 6:17 am

Post by BigYoshiFan »

Gamma: 308
Agent Sparkles: 300
Mallow: 730
JerryArr: 847
cheery: 330
BigYoshiFan: 703

Jackpot: 850
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6884 (isolation #1065) » Tue Jul 18, 2017 6:57 am

Post by BigYoshiFan »

Original Roll String: 1d132
1 132-Sided Dice: (41) = 41
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6885 (isolation #1066) » Tue Jul 18, 2017 6:57 am

Post by BigYoshiFan »

Yes... YES...

Gamma: 727
Agent Sparkles: 724
Mallow: -654
JerryArr: 0
cheery: 754
BigYoshiFan: 1427

Jackpot: 850
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6890 (isolation #1067) » Tue Jul 18, 2017 8:06 am

Post by BigYoshiFan »

Original Roll String: 1d132
1 132-Sided Dice: (95) = 95
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6891 (isolation #1068) » Tue Jul 18, 2017 8:06 am

Post by BigYoshiFan »

A little overkill never hurt anyone. GG

*Gamma: 727
Agent Sparkles: 724
Mallow: -694
JerryArr: 0
cheery: 754
BigYoshiFan: 2277

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6893 (isolation #1069) » Tue Jul 18, 2017 8:08 am

Post by BigYoshiFan »

133 - ROLL AGAIN (x3)
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6894 (isolation #1070) » Tue Jul 18, 2017 8:09 am

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.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (3x)
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6895 (isolation #1071) » Tue Jul 18, 2017 8:09 am

Post by BigYoshiFan »

1D133
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6896 (isolation #1072) » Tue Jul 18, 2017 8:09 am

Post by BigYoshiFan »

BigYoshiFan: 20

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6901 (isolation #1073) » Tue Jul 18, 2017 8:20 am

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.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (3x)
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6902 (isolation #1074) » Tue Jul 18, 2017 8:20 am

Post by BigYoshiFan »

Original Roll String: 1d133
1 133-Sided Dice: (133) = 133
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6903 (isolation #1075) » Tue Jul 18, 2017 8:21 am

Post by BigYoshiFan »

BigYoshiFan: 520
Mallow: 50
Gamma: 100

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6916 (isolation #1076) » Tue Jul 18, 2017 8:58 am

Post by BigYoshiFan »

Ahhhhh, the smell of salt in the morning. lol
Original Roll String: 1d132
1 132-Sided Dice: (43) = 43
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6917 (isolation #1077) » Tue Jul 18, 2017 8:59 am

Post by BigYoshiFan »

Seriously though, I'm getting pretty lucky.

BigYoshiFan: 820
Mallow: 200
Gamma: 100
Agent Sparkles

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6918 (isolation #1078) » Tue Jul 18, 2017 9:00 am

Post by BigYoshiFan »

I jinxed my luck for you. <3
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6921 (isolation #1079) » Tue Jul 18, 2017 9:06 am

Post by BigYoshiFan »

Original Roll String: 1d132
1 132-Sided Dice: (58) = 58
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6922 (isolation #1080) » Tue Jul 18, 2017 9:07 am

Post by BigYoshiFan »

BigYoshiFan: 535
Mallow: 200
Gamma: 460
Agent Sparkles: 0

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6929 (isolation #1081) » Tue Jul 18, 2017 9:50 am

Post by BigYoshiFan »

Original Roll String: 1d132
1 132-Sided Dice: (41) = 41
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6930 (isolation #1082) » Tue Jul 18, 2017 9:50 am

Post by BigYoshiFan »

^BigYoshiFan: 535
Mallow: 145
Gamma: 610
Agent Sparkles: 0

Jackpot: 345
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6935 (isolation #1083) » Tue Jul 18, 2017 11:00 am

Post by BigYoshiFan »

Original Roll String: 1d133
1 133-Sided Dice: (23) = 23
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6936 (isolation #1084) » Tue Jul 18, 2017 11:01 am

Post by BigYoshiFan »

x2
Original Roll String: 1d132
1 132-Sided Dice: (4) = 4
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6937 (isolation #1085) » Tue Jul 18, 2017 11:01 am

Post by BigYoshiFan »

What a waste of a double roll.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6965 (isolation #1086) » Tue Jul 18, 2017 6:12 pm

Post by BigYoshiFan »

Original Roll String: 1d133
1 133-Sided Dice: (121) = 121
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6966 (isolation #1087) » Tue Jul 18, 2017 6:12 pm

Post by BigYoshiFan »

Merge with sparkles

^BigYoshiFan: 603
Mallow: 435
*^Gamma: 490
#Agent Sparkles: 603
JerryArr: -69
%Cheery Dog: %

Jackpot: 345
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6982 (isolation #1088) » Wed Jul 19, 2017 6:05 am

Post by BigYoshiFan »

Original Roll String: 1d133
1 133-Sided Dice: (43) = 43
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6983 (isolation #1089) » Wed Jul 19, 2017 6:06 am

Post by BigYoshiFan »

^BigYoshiFan: 903
Mallow: 1480
*^Gamma: 490
#Agent Sparkles: 903
JerryArr: 31
%Cheery Dog: 190

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6986 (isolation #1090) » Wed Jul 19, 2017 6:10 am

Post by BigYoshiFan »

ahhhhhhhhh gg
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6990 (isolation #1091) » Wed Jul 19, 2017 6:20 am

Post by BigYoshiFan »

Original Roll String: 1d134
1 134-Sided Dice: (17) = 17
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6991 (isolation #1092) » Wed Jul 19, 2017 6:21 am

Post by BigYoshiFan »

BigYoshiFan: 160

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6994 (isolation #1093) » Wed Jul 19, 2017 6:38 am

Post by BigYoshiFan »

Welcome!
Original Roll String: 1d134
1 134-Sided Dice: (15) = 15
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6995 (isolation #1094) » Wed Jul 19, 2017 6:39 am

Post by BigYoshiFan »

BigYoshiFan: 260

Jackpot: 600
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7007 (isolation #1095) » Wed Jul 19, 2017 7:30 am

Post by BigYoshiFan »

Original Roll String: 1d134
1 134-Sided Dice: (60) = 60
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7008 (isolation #1096) » Wed Jul 19, 2017 7:31 am

Post by BigYoshiFan »

BigYoshiFan: 1020
animorpherv1: 720
Gamma: 401
Agent Sparkles: 800
Mallow: 400

Jackpot: 600
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7013 (isolation #1097) » Wed Jul 19, 2017 8:06 am

Post by BigYoshiFan »

Original Roll String: 1d134
1 134-Sided Dice: (14) = 14
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7014 (isolation #1098) » Wed Jul 19, 2017 8:06 am

Post by BigYoshiFan »

Oops.

BigYoshiFan: 1620

animorpherv1: 720
Gamma: 326
Agent Sparkles: 800
^Mallow: 400

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7015 (isolation #1099) » Wed Jul 19, 2017 8:09 am

Post by BigYoshiFan »

135 - Choose a symbol and give everyone one of that symbol.
There's a fine line between genius and sociopathy.
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Post Post #7016 (isolation #1100) » Wed Jul 19, 2017 8:10 am

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.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (3x)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
.
135: Choose a symbol and give everyone one of that symbol.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7017 (isolation #1101) » Wed Jul 19, 2017 8:10 am

Post by BigYoshiFan »

Original Roll String: 1d135
1 135-Sided Dice: (63) = 63
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7018 (isolation #1102) » Wed Jul 19, 2017 8:10 am

Post by BigYoshiFan »

BigYoshiFan: 60

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7032 (isolation #1103) » Wed Jul 19, 2017 9:33 am

Post by BigYoshiFan »

Original Roll String: 1d135
1 135-Sided Dice: (11) = 11
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7033 (isolation #1104) » Wed Jul 19, 2017 9:33 am

Post by BigYoshiFan »

Original Roll String: 1d135
1 135-Sided Dice: (110) = 110
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7034 (isolation #1105) » Wed Jul 19, 2017 9:34 am

Post by BigYoshiFan »

BigYoshiFan: 360
Mallow: 210
animorpherv1: 40
Agent Sparkles: 210

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7036 (isolation #1106) » Wed Jul 19, 2017 9:50 am

Post by BigYoshiFan »

39 is not a +# space.
39: -500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7039 (isolation #1107) » Wed Jul 19, 2017 10:15 am

Post by BigYoshiFan »

1D135
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7040 (isolation #1108) » Wed Jul 19, 2017 10:16 am

Post by BigYoshiFan »

zzzzzzzzzzzzzzzzzzz
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7048 (isolation #1109) » Wed Jul 19, 2017 10:59 am

Post by BigYoshiFan »

Oh, well in that case I also lose the 300 I mistakenly gave myself.
Original Roll String: 1d135
1 135-Sided Dice: (108) = 108
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7049 (isolation #1110) » Wed Jul 19, 2017 11:00 am

Post by BigYoshiFan »

BigYoshiFan: 110
Mallow: 210
animorpherv1: -460
Agent Sparkles: 610
JerryArr: -570

Jackpot: 750
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7092 (isolation #1111) » Wed Jul 19, 2017 3:26 pm

Post by BigYoshiFan »

1D136
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7093 (isolation #1112) » Wed Jul 19, 2017 3:26 pm

Post by BigYoshiFan »

Mallow: 725
Agent Sparkles: -800
JerryArr: -180
Gamma Emerald: 40
BigYoshiFan: 300

Jackpot: 445
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7103 (isolation #1113) » Wed Jul 19, 2017 3:56 pm

Post by BigYoshiFan »

Original Roll String: 1d136
1 136-Sided Dice: (100) = 100
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7104 (isolation #1114) » Wed Jul 19, 2017 3:56 pm

Post by BigYoshiFan »

Mallow: 815
Agent Sparkles: -700
JerryArr: -180
♣Gamma Emerald: 40
BigYoshiFan: 260
animorpherv1: 725

Jackpot: 545
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7143 (isolation #1115) » Wed Jul 19, 2017 5:45 pm

Post by BigYoshiFan »

Original Roll String: 1d136
1 136-Sided Dice: (101) = 101
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7144 (isolation #1116) » Wed Jul 19, 2017 5:45 pm

Post by BigYoshiFan »

Mallow: 335
Agent Sparkles: 1357
JerryArr: -180
♣Gamma Emerald: 1206
BigYoshiFan: 290
animorpherv1: 725

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7147 (isolation #1117) » Wed Jul 19, 2017 6:08 pm

Post by BigYoshiFan »

Niceeeee
Original Roll String: 1d136
1 136-Sided Dice: (133) = 133
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7148 (isolation #1118) » Wed Jul 19, 2017 6:08 pm

Post by BigYoshiFan »

Not niceeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

Mallow: 0
Agent Sparkles: 0
JerryArr: 0
♣Gamma Emerald: 0
BigYoshiFan: -400
animorpherv1: 0

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7168 (isolation #1119) » Thu Jul 20, 2017 6:23 am

Post by BigYoshiFan »

Original Roll String: 1d136
1 136-Sided Dice: (122) = 122
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7169 (isolation #1120) » Thu Jul 20, 2017 6:23 am

Post by BigYoshiFan »

x1/2
Original Roll String: 1d136
1 136-Sided Dice: (105) = 105
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7170 (isolation #1121) » Thu Jul 20, 2017 6:24 am

Post by BigYoshiFan »

Mallow: -275
Agent Sparkles: -230
JerryArr: -600
♣~Gamma Emerald: -200
BigYoshiFan: -895
animorpherv1: -400

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7191 (isolation #1122) » Thu Jul 20, 2017 7:54 am

Post by BigYoshiFan »

Original Roll String: 1d136
1 136-Sided Dice: (120) = 120
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7192 (isolation #1123) » Thu Jul 20, 2017 7:54 am

Post by BigYoshiFan »

Mallow: 0
Agent Sparkles: -107
JerryArr: -600
♣~Gamma Emerald: -98
BigYoshiFan: -645
animorpherv1: -400

Jackpot: 650
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7209 (isolation #1124) » Thu Jul 20, 2017 9:38 am

Post by BigYoshiFan »

Original Roll String: 1d136
1 136-Sided Dice: (121) = 121
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7210 (isolation #1125) » Thu Jul 20, 2017 9:39 am

Post by BigYoshiFan »

Stolen from mallow. mwahhahahahhaha

Mallow: 146
Agent Sparkles: 218
JerryArr: -600
♣~Gamma Emerald: -59
BigYoshiFan: -395
animorpherv1: -50

Jackpot: 650
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7249 (isolation #1126) » Thu Jul 20, 2017 5:47 pm

Post by BigYoshiFan »

Original Roll String: 1d136
1 136-Sided Dice: (76) = 76
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7250 (isolation #1127) » Thu Jul 20, 2017 5:47 pm

Post by BigYoshiFan »

Mallow: 221
%Agent Sparkles: 413
JerryArr: 42
♣Gamma Emerald: 1025
BigYoshiFan: 0
animorpherv1: 225
Cheery Dog: 360

Jackpot: 445
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7251 (isolation #1128) » Thu Jul 20, 2017 5:48 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. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (3x)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
Last edited by mallowgeno on Fri Jul 21, 2017 12:56 am, edited 2 times in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7256 (isolation #1129) » Thu Jul 20, 2017 6:29 pm

Post by BigYoshiFan »

Original Roll String: 1d136
1 136-Sided Dice: (96) = 96
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7257 (isolation #1130) » Thu Jul 20, 2017 6:29 pm

Post by BigYoshiFan »

Mallow: 221
%Agent Sparkles: 413
JerryArr: 955
♣Gamma Emerald: 1020
#BigYoshiFan: 0
animorpherv1: 225
Cheery Dog: 360

Jackpot: 445
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7260 (isolation #1131) » Thu Jul 20, 2017 7:45 pm

Post by BigYoshiFan »

NO GAMMA NOOOOOOOOOOOOO
Original Roll String: 1d136
1 136-Sided Dice: (14) = 14
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7261 (isolation #1132) » Thu Jul 20, 2017 7:46 pm

Post by BigYoshiFan »

Mallow: 221
%Agent Sparkles: 413
JerryArr: 955
♣Gamma Emerald: 1465
#%BigYoshiFan: 0
animorpherv1: 225
Cheery Dog: 360

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7264 (isolation #1133) » Thu Jul 20, 2017 8:00 pm

Post by BigYoshiFan »

Original Roll String: 1d136
1 136-Sided Dice: (121) = 121
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7265 (isolation #1134) » Thu Jul 20, 2017 8:00 pm

Post by BigYoshiFan »

Mallow: 221
%Agent Sparkles: 413
JerryArr: 955
♣Gamma Emerald: 1465
#%BigYoshiFan: 280
animorpherv1: 225
Cheery Dog: 360

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7277 (isolation #1135) » Fri Jul 21, 2017 7:15 am

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (5) = 5
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7278 (isolation #1136) » Fri Jul 21, 2017 7:15 am

Post by BigYoshiFan »

*Gamma Emerald: 500
Agent Sparkles: 0
Mallow: 0
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7307 (isolation #1137) » Fri Jul 21, 2017 11:17 am

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (123) = 123
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7308 (isolation #1138) » Fri Jul 21, 2017 11:17 am

Post by BigYoshiFan »

♣Gamma Emerald: 220
Agent Sparkles: -70
Mallow: 0
BigYoshiFan: 125

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7313 (isolation #1139) » Fri Jul 21, 2017 11:46 am

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (91) = 91
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7314 (isolation #1140) » Fri Jul 21, 2017 11:47 am

Post by BigYoshiFan »

♣Gamma Emerald: 275
Agent Sparkles: -70
Mallow: 0
BigYoshiFan: 250
JerryArr: 100

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7317 (isolation #1141) » Fri Jul 21, 2017 11:50 am

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (74) = 74
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7318 (isolation #1142) » Fri Jul 21, 2017 11:50 am

Post by BigYoshiFan »

♣Gamma Emerald: 215
Agent Sparkles: -70
Mallow: 0
BigYoshiFan: -50
JerryArr: 100

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7321 (isolation #1143) » Fri Jul 21, 2017 12:19 pm

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (47) = 47
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7322 (isolation #1144) » Fri Jul 21, 2017 12:19 pm

Post by BigYoshiFan »

8 - Steal the club.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7328 (isolation #1145) » Fri Jul 21, 2017 1:24 pm

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (36) = 36
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7329 (isolation #1146) » Fri Jul 21, 2017 1:24 pm

Post by BigYoshiFan »

♣Gamma Emerald: 245
Agent Sparkles: -50
Mallow: 0
BigYoshiFan: 100
JerryArr: 100

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7332 (isolation #1147) » Fri Jul 21, 2017 1:30 pm

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (79) = 79
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7333 (isolation #1148) » Fri Jul 21, 2017 1:30 pm

Post by BigYoshiFan »

9 - Undo the effect of the last roll.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7351 (isolation #1149) » Fri Jul 21, 2017 5:41 pm

Post by BigYoshiFan »

In post 7334, Agent Sparkles wrote:Your own last roll or the one before you?
The one before you.
Original Roll String: 1d137
1 137-Sided Dice: (43) = 43
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7352 (isolation #1150) » Fri Jul 21, 2017 5:41 pm

Post by BigYoshiFan »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Gain one symbol of your choice (except club) for each digit in your score. Each symbol must be different, and if your score is 1000 or more, one must be a %.
6: Create your own space
7: Reversal of Fortune:
JACKPOT
; if you had a %, you get 1.5 times the
JACKPOT
instead and lose any %'s you had.
8: Steal the club.
9: Take all symbols from everyone and give them to yourself. Lose 25 points per symbol you steal before gaining them.
10: Roll a d37 and add 100 to the result. You may do this even if crippled.
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. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (3x)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
Last edited by mallowgeno on Fri Jul 21, 2017 7:06 pm, edited 4 times in total.
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Post Post #7353 (isolation #1151) » Fri Jul 21, 2017 5:42 pm

Post by BigYoshiFan »

YOU'RE ALL CRIPPLED. MWAHAHAHHHAA

~♣Gamma Emerald: 295
~Agent Sparkles: 395
~Mallow: -150
~BigYoshiFan: -50
~JerryArr: -50
~Cheery: -65

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7362 (isolation #1152) » Fri Jul 21, 2017 6:40 pm

Post by BigYoshiFan »

Original Roll String: 1d100
1 100-Sided Dice: (27) = 27
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7363 (isolation #1153) » Fri Jul 21, 2017 6:40 pm

Post by BigYoshiFan »

Sparklesssssssssssssssssssss

~♣Gamma Emerald: 315
~Agent Sparkles: 173
~Mallow: -150
~BigYoshiFan: 173
JerryArr: 0
~Cheery: -65

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7370 (isolation #1154) » Fri Jul 21, 2017 7:06 pm

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (61) = 61
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7371 (isolation #1155) » Fri Jul 21, 2017 7:06 pm

Post by BigYoshiFan »

Shit. I didn't do a d100.
Original Roll String: 1d100
1 100-Sided Dice: (44) = 44
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7372 (isolation #1156) » Fri Jul 21, 2017 7:07 pm

Post by BigYoshiFan »

Oh hey, that's even better. XD

*~♣Gamma Emerald: 315
~Agent Sparkles: 173
~Mallow: 10
~BigYoshiFan: 673
JerryArr: 0
~Cheery: -65

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7378 (isolation #1157) » Fri Jul 21, 2017 7:12 pm

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (90) = 90
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7379 (isolation #1158) » Fri Jul 21, 2017 7:12 pm

Post by BigYoshiFan »

Why do I keep doing dis
Original Roll String: 1d100
1 100-Sided Dice: (55) = 55
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7380 (isolation #1159) » Fri Jul 21, 2017 7:13 pm

Post by BigYoshiFan »

I guess I'm merging with my dude Gamma.

~♣Gamma Emerald: 494
~Agent Sparkles: 173
*~Mallow: 10
~BigYoshiFan: 494
JerryArr: 0
~Cheery: -65

Jackpot: 300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7386 (isolation #1160) » Fri Jul 21, 2017 7:19 pm

Post by BigYoshiFan »

~♣Gamma Emerald: 469
~Agent Sparkles: 173
*~Mallow: 10
~BigYoshiFan: 469
JerryArr: 0
~Cheery: 235

Jackpot: 300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7387 (isolation #1161) » Fri Jul 21, 2017 7:19 pm

Post by BigYoshiFan »

Original Roll String: 1d100
1 100-Sided Dice: (68) = 68
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7388 (isolation #1162) » Fri Jul 21, 2017 7:19 pm

Post by BigYoshiFan »

~♣Gamma Emerald: 469
~Agent Sparkles: 173
*~Mallow: 10
~BigYoshiFan: 399
JerryArr: 0
~Cheery: 235

Jackpot: 300
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7391 (isolation #1163) » Fri Jul 21, 2017 7:57 pm

Post by BigYoshiFan »

Original Roll String: 1d100
1 100-Sided Dice: (64) = 64
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7392 (isolation #1164) » Fri Jul 21, 2017 7:57 pm

Post by BigYoshiFan »

~♣Gamma Emerald: 469
~Agent Sparkles: 173
*~Mallow: 110
~BigYoshiFan: 499
JerryArr: 0
~Cheery: 235

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7418 (isolation #1165) » Sat Jul 22, 2017 6:45 am

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (68) = 68
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7419 (isolation #1166) » Sat Jul 22, 2017 6:45 am

Post by BigYoshiFan »

~♣Gamma Emerald: 715
~Agent Sparkles: 173
~Mallow: 518
~BigYoshiFan: 424
JerryArr: 100
Cheery: 908

Jackpot: 700
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7427 (isolation #1167) » Sat Jul 22, 2017 8:14 am

Post by BigYoshiFan »

Original Roll String: 1d137
1 137-Sided Dice: (48) = 48
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7428 (isolation #1168) » Sat Jul 22, 2017 8:14 am

Post by BigYoshiFan »

~♣Gamma Emerald: 715
~Agent Sparkles: 173
Mallow: 0
~BigYoshiFan: 419
JerryArr: 100
Cheery: 908

Jackpot: 700
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7431 (isolation #1169) » Sat Jul 22, 2017 8:21 am

Post by BigYoshiFan »

omfg i hate being crippled
Original Roll String: 1d100
1 100-Sided Dice: (81) = 81
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7432 (isolation #1170) » Sat Jul 22, 2017 8:21 am

Post by BigYoshiFan »

x1/2
Original Roll String: 1d100
1 100-Sided Dice: (77) = 77
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7433 (isolation #1171) » Sat Jul 22, 2017 8:22 am

Post by BigYoshiFan »

I don't think I can do half a merge so..... next!
There's a fine line between genius and sociopathy.
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Post Post #7442 (isolation #1172) » Sat Jul 22, 2017 8:45 am

Post by BigYoshiFan »

Original Roll String: 1d100
1 100-Sided Dice: (73) = 73
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7443 (isolation #1173) » Sat Jul 22, 2017 8:46 am

Post by BigYoshiFan »

♣Gamma Emerald: 819
~Agent Sparkles: 433
Mallow: 185
~BigYoshiFan: 439
JerryArr: 100
Cheery: 908

Jackpot: 950
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7446 (isolation #1174) » Sat Jul 22, 2017 11:11 am

Post by BigYoshiFan »

Original Roll String: 1d100
1 100-Sided Dice: (98) = 98
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7447 (isolation #1175) » Sat Jul 22, 2017 11:11 am

Post by BigYoshiFan »

♣Gamma Emerald: 819
~Agent Sparkles: 433
Mallow: 185
~BigYoshiFan: 499
JerryArr: 200
Cheery: 908

Jackpot: 950
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7464 (isolation #1176) » Sat Jul 22, 2017 4:00 pm

Post by BigYoshiFan »

Original Roll String: 1d138
1 138-Sided Dice: (62) = 62
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7465 (isolation #1177) » Sat Jul 22, 2017 4:00 pm

Post by BigYoshiFan »

~***Gamma: 500
Cheery: 130
BigYoshiFan: -40

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7468 (isolation #1178) » Sat Jul 22, 2017 4:03 pm

Post by BigYoshiFan »

club op
Original Roll String: 1d138
1 138-Sided Dice: (103) = 103
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7469 (isolation #1179) » Sat Jul 22, 2017 4:04 pm

Post by BigYoshiFan »

***Gamma: 800
Cheery: 130
BigYoshiFan: -115

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7476 (isolation #1180) » Sat Jul 22, 2017 4:54 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. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7477 (isolation #1181) » Sat Jul 22, 2017 4:55 pm

Post by BigYoshiFan »

I shall capture the gyarados.
Original Roll String: 1d138
1 138-Sided Dice: (54) = 54
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7478 (isolation #1182) » Sat Jul 22, 2017 4:55 pm

Post by BigYoshiFan »

As soon as I get out of the negatives.

****Gamma: 875
Cheery: 130
BigYoshiFan: -95
Agent Sparkles: 0

Jackpot: 500
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7487 (isolation #1183) » Sat Jul 22, 2017 5:59 pm

Post by BigYoshiFan »

Gamma Emerald evolved! :eek:
Original Roll String: 1d138
1 138-Sided Dice: (87) = 87
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7488 (isolation #1184) » Sat Jul 22, 2017 6:00 pm

Post by BigYoshiFan »

***Gamma: 1031
Cheery: 190
BigYoshiFan: 5
Agent Sparkles: 0

Jackpot: 731
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7491 (isolation #1185) » Sat Jul 22, 2017 6:43 pm

Post by BigYoshiFan »

Original Roll String: 1d138
1 138-Sided Dice: (78) = 78
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7492 (isolation #1186) » Sat Jul 22, 2017 6:44 pm

Post by BigYoshiFan »

EVERYONE MERGE

*Gamma: 1031
Cheery: 435
BigYoshiFan: 435
Agent Sparkles: 435

Jackpot: 731
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7493 (isolation #1187) » Sat Jul 22, 2017 6:44 pm

Post by BigYoshiFan »

Gamma's defenses have been weakened.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7496 (isolation #1188) » Sat Jul 22, 2017 7:06 pm

Post by BigYoshiFan »

RIGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGED
Original Roll String: 1d138
1 138-Sided Dice: (49) = 49
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7497 (isolation #1189) » Sat Jul 22, 2017 7:06 pm

Post by BigYoshiFan »

♣*Gamma: 1031
Cheery: 435
BigYoshiFan: 405
Agent Sparkles: 435

Jackpot: 731
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7534 (isolation #1190) » Sun Jul 23, 2017 4:38 am

Post by BigYoshiFan »

Original Roll String: 1d139
1 139-Sided Dice: (122) = 122
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7535 (isolation #1191) » Sun Jul 23, 2017 4:38 am

Post by BigYoshiFan »

Gamma: 500
Cheery: 0
Mallow: 185
Agent Sparkles: -240
BigYoshiFan: -100

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7540 (isolation #1192) » Sun Jul 23, 2017 5:41 am

Post by BigYoshiFan »

Original Roll String: 1d139
1 139-Sided Dice: (16) = 16
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7541 (isolation #1193) » Sun Jul 23, 2017 5:41 am

Post by BigYoshiFan »

Gamma: 500
Cheery: 0
Mallow: 115
Agent Sparkles: -240
BigYoshiFan: -400
JerryArr: -400

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7546 (isolation #1194) » Sun Jul 23, 2017 8:52 am

Post by BigYoshiFan »

Original Roll String: 1d139
1 139-Sided Dice: (64) = 64
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7547 (isolation #1195) » Sun Jul 23, 2017 8:53 am

Post by BigYoshiFan »

Sabotaging Gamma Emerald

Gamma: 50
Cheery: 0
Mallow: 60
Agent Sparkles: -240
BigYoshiFan: 50
*♦^JerryArr: -680

Jackpot: 400
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7550 (isolation #1196) » Sun Jul 23, 2017 11:03 am

Post by BigYoshiFan »

So generous of you
Original Roll String: 1d139
1 139-Sided Dice: (3) = 3
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7551 (isolation #1197) » Sun Jul 23, 2017 11:04 am

Post by BigYoshiFan »

Oh yes.

%Gamma: 390
%Cheery: 340
%Mallow: 400
%Agent Sparkles: 100
BigYoshiFan: 640
%*^JerryArr: 0

Jackpot: 400
Last edited by mallowgeno on Sun Jul 23, 2017 3:22 pm, edited 1 time in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7552 (isolation #1198) » Sun Jul 23, 2017 11:04 am

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:
JACKPOT!!!
if you're negative,
UNLUCKY
if you're positive.
8: Roll Again, and keeping adding 1 to the die until you reach a +# 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. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
Last edited by BigYoshiFan on Sun Jul 23, 2017 4:54 pm, edited 2 times in total.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #7561 (isolation #1199) » Sun Jul 23, 2017 4:36 pm

Post by BigYoshiFan »

Yes.
Original Roll String: 1d139
1 139-Sided Dice: (100) = 100
There's a fine line between genius and sociopathy.
#sundevils #forksup

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