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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
Events inspired off of the game Food Fantasy, mostly from its story event "Moonshadow Sea Shanty". If they seem longer than how I suggested them in TVT HGS, it's because I originally cut additional context for them to fit the character limit, but I can expand these ones now.
30 events
3 non-fatal events inspired off the character Caviar.
* (Player1) ask(s/s/s/s/1) (Player2), "Have you ever heard the voice of the god of time and space?"
* (Player1) urge(s/s/s/s/1) [typeC1] sou(l/l/l/l/ls1) to separate from [typeC1] corporeal bod(y/y/yy/ies1) before sleeping in an attempt to travel to a parallel world. (Night only)
* (Player1) yell(s/s/s/s/1) at (Player2) for touching [typeC1] eyepatc(h/h/h/h/hes1) and say(s/s/s/s/1) "(a/a/a/a/2) morta(l/l/l/l/ls2) like you wouldn't be able to keep the shape of your own sou(l/l/l/l/ls2) in front of him."

The rest are from "Moonshadow Sea Shanty"
Fatal (5):
* (Player1) chop(s/s/s/s/1) [typeC1] twin blades at (Player2), leaping in the air to deliver (a/a/a/a/1) double death blo(w/w/w/w/ws1).
* Before (Player1) can warn (Player2) of (Player3) coming to attack the latter, a sudden wave of water crashes onto (Player3), killing [typeB3]. (P3 dies naturally)
* (Player1) cough(s/s/s/s/1) blood that's stained with black bile before dying.
* (Player1) save(s/s/s/s/1) (Player2) and (Player3) from their corruption by opening a magic box, but it consumes [typeB1] instead. (Fatal for P1)
* (Player1) summon(s/s/s/s/1) a tsunami and drop(s/s/s/s/1) it on (Player2), who drown(s/s/s/s/1).

Non-fatal (22):
* (Player1) find(s/s/s/s/1) a jewel box that can turn back time, but can't yet figure out how to open it to do so.
* (Player1) find(s/s/s/s/1) a stone which gives off a black aura. Touching it induces a discomforting feeling which crawls under (his/her1) skin.
* (Player1) and (Player2) travel in a bubble to explore an underwater palace of ice that looks like crystal.
* (Player1) trot(s/s/s/s/1) along a seashore in wooden geta shoes.
* (Player1) advise(s/s/s/s/1) (Player2) to think of the one most important to [typeB2] when struggling with a task, the thought may impart the strength needed to accomplish it.
* (Player1) get(s/s/s/s/1) slowly poisoned and ask(s/s/s/s/1) (Player2) to kill [typeB1]. [TypeA2] instead trap(s/s/s/s/1) [typeB1] in ice, from which (Player1) escape(s/s/s/s/1) later.
* (Player1) slow(s/s/s/s/1) the toxins in the poisoned (Player2) by laying [typeB2] in ice.
* (Player1) would like (Player2) to stay alive - so [typeA1] can give [typeB2] a good long whooping.
* (Player1) find(s/s/s/s/1) a crystal box that can reverse time, but it corrupts [typeB1] the more [typeA1] use(s/s/s/s/1) it.
* (Player1) cough(s/s/s/s/1) blood that's stained with black bile, but doesn't die.
* (Player1) approach(es/es/es/es/1) the disheveled (Player2), who respond(s/s/s/s/2) by almost crushing the former's wrist before throwing [typeB1] to the ground.
* As monsters surround them, (Player1) say(s/s/s/s/1) that [typeA1] never imagined [typeC1] last moments to be spent by (Player2)'s side of all tributes. (Player2) repl(ies/ies/ies/ies/y1) that [typeA2] never thought that (he/she1)'d ever fight alongside a lunatic like (Player2). They successfully fend off the monsters.
* (Player1) pat(s/s/s/s/1) (Player2)'s hea(d/d/d/d/ds2) to congratulate [typeB2] for making it this far into the games.
* (Player1) find(s/s/s/s/1) a portal to another world at the bottom of the sea and seal(s/s/s/s/1) it.
* (Player1) say(s/s/s/s/1) to (Player2) that the latter's base has a nice view. (Player2) ask(s/s/s/s/2) (Player1) if [typeA1] ha(s/s/ve/s/ve1) come to declare war on [typeB2].
* After surviving a monster attack, (Player1) go(es/es/es/es/1) on about wanting to eat meat over and over before biting (Player2).
* (Player1) ti(es/es/es/es/1) red ribbons to [typeC1] hair and arms.
* (Player1) introduc(es/es/es/es/1) (Player2) to (Player3) and (Player4), the latter two of which are bickering until (Player1) call(s/s/s/s/1) them by name.
* (Player1) and (Player2) find a disheveled (Player3) and offer [typeB3] a home in their base.
* (Player1) summon(s/s/s/s/1) a water orb and throw(s/s/s/s/1) it on (Player2), soaking [typeB2].
* (Player1) summon(s/s/s/s/1) a tsunami and drop(s/s/s/s/1) it on (Player2), who surviv(es/es/es/es/1).
* (Player1) say(s/s/s/s/1) to (Player2) that "while people say the monsters with bloodshot eyes and sharp fangs are terrifying, it's people like us, who calculate and plot with a smile... who are the true monsters."

Not great nor grave. Just grey.





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RE: Hunger Games Simulator - Trouble Cube Edition - by BlackFaithStar - 06-15-2022, 16:22:13 PM

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