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Poll: (NON-BINDING) Allow non-fatal elimination events? TVT HGS bans them, for reference.
You do not have permission to vote in this poll.
I'll quit if they're allowed.
0%
0 0%
I'd prefer they be forbidden.
25.00%
6 25.00%
I don't really care.
45.83%
11 45.83%
I'd prefer they be allowed.
29.17%
7 29.17%
I'll quit if they're forbidden.
0%
0 0%
Total 24 vote(s) 100%
* You voted for this item. [Show Results]

Hunger Games Simulator - Trouble Cube Edition
These tributes want to axe you a question:
Edelgard von Hresvelg aka Edelgard (she/her, 17 at youngest)
Vindicator (it, safe)

Events
Star Wars (5)
"(Player1), the time has come. Execute Order 66," (Player2) secretly say(s/s/s/s/2) to (Player1).
(Player1) ha(s/s/s/s/ve1) brought peace, freedom, justice and security to [typeC1] new empire.
(Player1) killed them. [TypeA1] killed them all. And not just (Player2), but (Player3) and (Player4) too. They're like animals, and [typeA1] slaughtered them like animals. [TypeA1] hate(s/s//s/1) them. (1 kills 2, 3 and 4)
After (Player1) (is/is/is/is/are1) disarmed by (Player2), (Player3) orders(s/s/s/s/3) the latter to kill [typeB1]. (Player2) tell(s/s/s/s/2) [typeB3] that [typeA2] shouldn't, but (Player3) simply tell(s/s/s/s/3) [typeB2], "do it," which pushes [typeB2] into killing (Player1). (2 kills 1)
This is where (Player1)'s fun begins. (also Bloodbath)

Hyness' Rant (4)
(Player1) (is/is/is/is/are1) the maste(r/r/r/r/rs1) of a power driven to the far reaches of the universe, and [typeA1] ha(s/s/ve/s/ve1) but one desire! Can on(e/e/e/e/es2) such as (Player2) possibly fathom how dearly [typeA1] ha(s/s/ve/s/ve1) clung to this dream across the aeons? How could [typeA2]? [TypeA2] couldn't! Never ever ever! [TypeA1] who once faced those who were in such fear of [typeC1] power that they sealed [typeB1] away and banished [typeB1] to the edge of the galaxy! [TypeB1]!
As if the loveliness (Player1) ha(s/s/s/s/ve1) experienced wasn't enough, (Player2) tried to erase [typeC1] very existence from history! Rude! Only through [typeC1] magic w(as/as/ere/as/ere1) [typeA1] able to overcome [typeC2] science and achieve prosperity! [TypeA1] alone w(as/as/ere/as/ere1) responsible for stopping a repulsive nightmare of a galactic crisis, yet this is how [typeA2] repay(s/s//s/2) [typeB1]! This won't stand! It won't be forgiven! It won't be forgotten! Never ever ever!
(Player1) who called (Player2) mad, are you listening? (Player1) left [typeB2] at the edge of the galaxy to be forgotten, then went along [typeC1] merry way, probably living somewhere pretty and peaceful! But know this! [TypeC1] future is a farce! [TypeA1] ha(s/s/ve/s/ve1) none! (Player2), maste(r/r/r/r/rs2) of a matter most dark, vow(s/s/s/s/2) to be restored, as foretold in the book of legend, which everyone thought was just a fairy tale! It wasn't!
(Player1) ha(s/s/ve/s/ve1) already obtained the vessel that contains [typeC1] (Player2), and [typeA2] will soon awaken and shower [typeB1] in compassion! Look! The vessel of (Player2) is filling up even as [typeA1] speak(s/s//s/1)! Now the time for [typeC2] greatness to enter the world has come! Welcome to a new history! A new age! The age of awesome! Happy birthday, (Player2)! Happy birthday! Grace [typeB1], gloriously dark (Player2)!

Memes (3)
(Player1) ask(s/s/s/s/1) (Player2), "are you tired of being nice? Don't you just want to go ape shit?"
Oh lawd, (Player1) comin'.
Oi, (Player1)! (Player2) used a superpowered spirit to remove (Player3) from the simulator! Ain't that wacky? (2 kills 3)

Team Fortress 2 (3)
(Player1) (is/is/is/is/are1) dead. Not big surprise. (1 dies)
(Player1) (is/is/is/is/are1) like (a /a /a /a /1)little bunn(y/y/y/y/ies1), scurrying around, eating up [typeC1] lettuce and berries.
(Player1) almost healed (Player2) to death. (non-fatal)

Among Us (2)
(Player1) kill(s/s/s/s/1) (Player2), then escape(s/s/s/s/1) the crime scene through a conveniently placed vent. (1 kills 2)
(Player1) w(as/as/as/as/ere1) just doing [typeC1] tasks.

Non-Standard Game Overs (2)
With (Player1)'s deat(h/h/h/h/hs1), the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created. (1 dies)
(Player1)'s deat(h/h/h/h/hs1) (is/is/is/is/are1) all just (a /a /a /a /1)bad drea(m/m/m/m/ms1)... And [typeA1]'(s/s/re/s/re1) NEVER waking up! HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA (1 dies)

Over/Underflow (2)
(Player1) damage(s/s/s/s/1) (Player2) so much [typeC2] health underflows to a positive value, sparing [typeB2]. (non-fatal)
(Player1) heal(s/s/s/s/1) (Player2) so much [typeC2] health overflows to a nonpositive value, killing [typeB2]. (1 kills 2)

Seen it All (2)
(Player1) witnesses the next event and think(s/s/s/s/1), "now (I/I/I/I/we1)'ve seen everything".
(Player1) witnesses the previous event and think(s/s/s/s/1), "now (I/I/I/I/we1)'ve seen everything".

Other (7)
(Player1) arrive(s/s/s/s/1) at (Player2)'s house and asks, "little (Player2), little (Player2), let me come in." (Player2) respond(s/s/s/s/2), "not on the hair on (my/my/my/my/our2) chinny chin chi(n/n/n/n/ns2)", so (Player1) promise(s/s/s/s/1) that [typeA1]'ll huff, and [typeA1]'ll puff, and [typeA1]'ll blow (Player2)'s house in.
(Player1) defeat(s/s/s/s/1) (Player2), causing the latter to split into a number of smaller identical clones of [typeD2]. (non-fatal)
(Player1) go(es/es/es/es/1) to jail. [TypeA1] go(es/es//es/1) directly to jail. [TypeA1] do(es/es//es/1) not pass go. [TypeA1] doe(es/es//es/1) not collect 200 of [typeC1] currency.
(Player1) grind(s/s/s/s/1) (Player2)'s bones to make [typeC1] bread. (1 kills 2, also Bloodbath and Feast)
(Player1) plant(s/s/s/s/1) a time bomb somewhere, then return(s/s/s/s/1) later to find it hasn't detonated yet. When [typeA1] inspect(s/s//s/1) it, it's one second away from detonation. (1 dies)
(Player1) respond(s/s/s/s/1) to (Player2)'s remark in a way that proves it to be accurate.
On this day, (Player1) received a grim reminder. [TypeA1] lived in fear of (Player2), and w(as/as/ere/as/ere1) disgraced to live in [typeC1] cage [typeA1] called walls.
On this night, (Player1) received a grim reminder. [TypeA1] lived in fear of (Player2), and w(as/as/ere/as/ere1) disgraced to live in [typeC1] cage [typeA1] called walls.

What else needs saying?
TRIPLE STAR
That's what you are.
Amazing!
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RE: Hunger Games Simulator - Trouble Cube Edition - by NebulaChimera2211 - 05-13-2022, 12:55:39 PM

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