05-21-2022, 02:53:19 AM
Backlog of 14 (including 2 AEs) + 16 new events of the work my tributes this season are from.
2 Arena Events
This arena event was inspired by Mr. Hopp's Playhouse and Mr. Hopp's Playhouse 2.
Description: The tributes are in a manor haunted by monstrous life-sized plush toys.
* Surviving: (Player1) escape(s/s/s/s/1).
* Fatal 1: (Player1) get(s/s/s/s/1) crushed under a rolling toy panda.
* Fatal 2: A one-eyed plush tiger mauls (Player1).
* Fatal 3: (Player1) (is/is/is/is/are1) dragged off to hell by a humanoid toy rabbit.
* Fatal 4: (Player1)'s reanimated corps(e/e/e/e/es1) (is/is/is/is/are1) used to lure (Player2). The latter escape(s/s/s/s/1) the trap.
* Fatal 5: (Player1)'s reanimated corps(e/e/e/e/es1) (is/is/is/is/are1) used to lure (Player2). The latter (is/is/is/is/are1) subsequently killed as well.
This second arena event is inspired from an episode of BoBoiBoy.
Description: All the tributes are stuck on pieces of a giant game of Checkers.
* Surviving: (Player1) make(s/s/s/s/1) it to the end of the game.
* Fatal 1: (Player1)'s piece eats (Player2)'s piece, eliminating the latter.
* Fatal 2: (Player1)'s piece eats (Player2) and (Player3)'s pieces in one move.
* Fatal 3: (Player1)'s piece gets kinged so [typeA1] revive(s/s/s/s/1) (Player2)'s piece. They both eat (Player3).
* Fatal 4: (Player1)'s piece gets kinged, but [typeA1] get(s/s//s/1) eaten by (Player2) anyway.
* Fatal 5: (Player1) mistake(s/s/s/s/1) the game as one to get out of early to win, and (is/is/is/is/are1) eliminated on [typeC1] own accord.
Description: The tributes are in a manor haunted by monstrous life-sized plush toys.
* Surviving: (Player1) escape(s/s/s/s/1).
* Fatal 1: (Player1) get(s/s/s/s/1) crushed under a rolling toy panda.
* Fatal 2: A one-eyed plush tiger mauls (Player1).
* Fatal 3: (Player1) (is/is/is/is/are1) dragged off to hell by a humanoid toy rabbit.
* Fatal 4: (Player1)'s reanimated corps(e/e/e/e/es1) (is/is/is/is/are1) used to lure (Player2). The latter escape(s/s/s/s/1) the trap.
* Fatal 5: (Player1)'s reanimated corps(e/e/e/e/es1) (is/is/is/is/are1) used to lure (Player2). The latter (is/is/is/is/are1) subsequently killed as well.
This second arena event is inspired from an episode of BoBoiBoy.
Description: All the tributes are stuck on pieces of a giant game of Checkers.
* Surviving: (Player1) make(s/s/s/s/1) it to the end of the game.
* Fatal 1: (Player1)'s piece eats (Player2)'s piece, eliminating the latter.
* Fatal 2: (Player1)'s piece eats (Player2) and (Player3)'s pieces in one move.
* Fatal 3: (Player1)'s piece gets kinged so [typeA1] revive(s/s/s/s/1) (Player2)'s piece. They both eat (Player3).
* Fatal 4: (Player1)'s piece gets kinged, but [typeA1] get(s/s//s/1) eaten by (Player2) anyway.
* Fatal 5: (Player1) mistake(s/s/s/s/1) the game as one to get out of early to win, and (is/is/is/is/are1) eliminated on [typeC1] own accord.
12 more from the backlog
A few Ejen/Agent Ali inspired events:
* (Player1), (Player2), (Player3) and (Player4) dance to entertain restaurant patrons.
* (Player1) find(s/s/s/s/1) (a/a/a/a/1) pai(r/r/r/r/rs1) of goggles which warn [typeB1] of impending danger.
* (Player1) weaponis(es/es/es/es/e1) [typeC1] yoyo.
* (Player1) synchronis(es/es/es/es/e1) with a mech and kill(s/s/s/s/1) (Player2) and (Player3) with it.
Upin & Ipin: Lone Gibbon Keris events:
* (Player1)'s tears empower [typeC1] magical kris.
* (Player1)'s magical kris is empowered by (Player2)'s tears.
* (Player1) (is/is/is/is/are1) impaled by flying swordfish. (Fatal)
* (Player1)'s magical kris transforms [typeB1] into (a/a/a/a/1) gibbo(n/n/n/n/ns1) that kill(s/s/s/s/1) (Player2).
* Even in the Arena, a chicken steals (Player1)'s sho(e/e/e/e/es1). (Also Bloodbath)
* (Player1) take(s/s/s/s/1) all the banana fritters for [typeD1]. (Feast)
And two random ones (both fatal btw):
* (Player1) literally burn(s/s/s/s/1) (Player2)'s heart.
* (Player1) stare(s/s/s/s/1) daggers at (Player2). That is, daggers shoot out of the former's eyes and kill (Player2).
* (Player1), (Player2), (Player3) and (Player4) dance to entertain restaurant patrons.
* (Player1) find(s/s/s/s/1) (a/a/a/a/1) pai(r/r/r/r/rs1) of goggles which warn [typeB1] of impending danger.
* (Player1) weaponis(es/es/es/es/e1) [typeC1] yoyo.
* (Player1) synchronis(es/es/es/es/e1) with a mech and kill(s/s/s/s/1) (Player2) and (Player3) with it.
Upin & Ipin: Lone Gibbon Keris events:
* (Player1)'s tears empower [typeC1] magical kris.
* (Player1)'s magical kris is empowered by (Player2)'s tears.
* (Player1) (is/is/is/is/are1) impaled by flying swordfish. (Fatal)
* (Player1)'s magical kris transforms [typeB1] into (a/a/a/a/1) gibbo(n/n/n/n/ns1) that kill(s/s/s/s/1) (Player2).
* Even in the Arena, a chicken steals (Player1)'s sho(e/e/e/e/es1). (Also Bloodbath)
* (Player1) take(s/s/s/s/1) all the banana fritters for [typeD1]. (Feast)
And two random ones (both fatal btw):
* (Player1) literally burn(s/s/s/s/1) (Player2)'s heart.
* (Player1) stare(s/s/s/s/1) daggers at (Player2). That is, daggers shoot out of the former's eyes and kill (Player2).
Little Nightmares 2 inspired events (16)
"Inspired" doesn't necessarily mean these happen in the source, although they're based off it. Just reclarifying this here because the game lacks any narrative so what actually happens can only be interpreted from visuals. But anyway.
Non-fatal (8):
* (Player1) gain(s/s/s/s/1) the ability to use television screens as portals.
* (Player1) gain(s/s/s/s/1) superpowers after travelling through a dimension between TV screens.
* (Player1) wear(s/s/s/s/1) (a/a/a/a/1) paper ba(g/g/g/g/gs1) over [typeC1] hea(d/d/d/d/ds1).
* (Player1) escape(s/s/s/s/1) a hospital of living mannequins by flashing [typeC1] flashlight on them.
* (Player1) catch(es/es/es/es/1) (Player2) at the edge of a large gap the latter (is/is/is/is/are2) jumping over and pull(s/s/s/s/1) [typeB2] up to safety.
* (Player1) catch(es/es/es/es/1) (Player2) at the edge of a large gap, but [typeA1] let(s/s/s/s/1) [typeB2]. (Player2) survive(s/s/s/s/2) the fall and silently plot(s/s/s/s/2) revenge.
* (Player1) walk(s/s/s/s/1) into a TV screen and open(s/s/s/s/1) a door at the end of a hallway. Behind it is (Player2) sitting on a chair.
* (Player1) find(s/s/s/s/1) a glitching remain of the last fallen tribute. Touching it causes the apparition to disappear, with a TV-static like sensation coursing through [typeB1].
Fatal (8):
* (Player1) (is/is/is/is/are1) beaten to death by living hospital mannequins.
* (Player1) travel(s/s/s/s/1) through a TV screen, only to fall to [typeC1] deat(h/h/h/h/hs1) as the screen on the other end is over a pit.
* (Player1) fall(s/s/s/s/1) into a pit and (is/is/is/is/are1) eaten alive by rats.
* (Player1) become(s/s/s/s/1) so glued to TV that when (Player2) turn(s/s/s/s/2) off [typeC1] screen, [typeA1] beat(s/s/s/s/1) (Player2) to death.
* (Player1) watch(es/es/es/es/1) TV on a rooftop. (Player2) turn(s/s/s/s/2) off [typeC1] screen and activate(s/s/s/s/2) another on an opposite building's roof, and (Player1) rush(es/es/es/es/1) toward(s/s/s/s/1) it before falling to [typeC1] deat(h/h/h/h/hs1).
* (Player1) (is/is/is/is/are1) roasted alive in an oven by (Player2). (Player3) warm(s/s/s/s/3) [typeD3] by the oven's heat.
* (Player1) catch(es/es/es/es/1) (Player2) at the edge of a large gap the latter (is/is/is/is/are2) jumping over. However, (Player1) let(s/s/s/s/1) go of [typeB2] and [typeA2] fall to [typeC2] deat(h/h/h/h/hs1).
* (Player1) gain(s/s/s/s/1) reality-bending powers with which [typeA1] us(es/es/e/es/e1) to fight and vaporise (Player2).
Non-fatal (8):
* (Player1) gain(s/s/s/s/1) the ability to use television screens as portals.
* (Player1) gain(s/s/s/s/1) superpowers after travelling through a dimension between TV screens.
* (Player1) wear(s/s/s/s/1) (a/a/a/a/1) paper ba(g/g/g/g/gs1) over [typeC1] hea(d/d/d/d/ds1).
* (Player1) escape(s/s/s/s/1) a hospital of living mannequins by flashing [typeC1] flashlight on them.
* (Player1) catch(es/es/es/es/1) (Player2) at the edge of a large gap the latter (is/is/is/is/are2) jumping over and pull(s/s/s/s/1) [typeB2] up to safety.
* (Player1) catch(es/es/es/es/1) (Player2) at the edge of a large gap, but [typeA1] let(s/s/s/s/1) [typeB2]. (Player2) survive(s/s/s/s/2) the fall and silently plot(s/s/s/s/2) revenge.
* (Player1) walk(s/s/s/s/1) into a TV screen and open(s/s/s/s/1) a door at the end of a hallway. Behind it is (Player2) sitting on a chair.
* (Player1) find(s/s/s/s/1) a glitching remain of the last fallen tribute. Touching it causes the apparition to disappear, with a TV-static like sensation coursing through [typeB1].
Fatal (8):
* (Player1) (is/is/is/is/are1) beaten to death by living hospital mannequins.
* (Player1) travel(s/s/s/s/1) through a TV screen, only to fall to [typeC1] deat(h/h/h/h/hs1) as the screen on the other end is over a pit.
* (Player1) fall(s/s/s/s/1) into a pit and (is/is/is/is/are1) eaten alive by rats.
* (Player1) become(s/s/s/s/1) so glued to TV that when (Player2) turn(s/s/s/s/2) off [typeC1] screen, [typeA1] beat(s/s/s/s/1) (Player2) to death.
* (Player1) watch(es/es/es/es/1) TV on a rooftop. (Player2) turn(s/s/s/s/2) off [typeC1] screen and activate(s/s/s/s/2) another on an opposite building's roof, and (Player1) rush(es/es/es/es/1) toward(s/s/s/s/1) it before falling to [typeC1] deat(h/h/h/h/hs1).
* (Player1) (is/is/is/is/are1) roasted alive in an oven by (Player2). (Player3) warm(s/s/s/s/3) [typeD3] by the oven's heat.
* (Player1) catch(es/es/es/es/1) (Player2) at the edge of a large gap the latter (is/is/is/is/are2) jumping over. However, (Player1) let(s/s/s/s/1) go of [typeB2] and [typeA2] fall to [typeC2] deat(h/h/h/h/hs1).
* (Player1) gain(s/s/s/s/1) reality-bending powers with which [typeA1] us(es/es/e/es/e1) to fight and vaporise (Player2).
Not great nor grave. Just grey.

