AiDEE-c0
evil flower blossoming cutely
A long time ago, humans lived, died, and survived on Earth. Humans ruled the world, for a time. Once the nuclear apocalypse struck, everything changed. Humanity was completely obliterated. The apocalypse did not destroy Earth, it merely changed it. Life, somehow, recreated itself and generated new beings to roam the new world, even if it were in shambles. Humans, plants, animals, and even robots turned into horrible monsters. Even some pools of radiation alone were enough to create sentient beings. The apocalypse also created mutations, special abilities obtainable through enough radiation consumption, and portals, a series of mysterious worm-hole-like tunnels that transport anything they consume from one place to the next. The nature of these portals is unknown, although it may be related to the I.D.P.D., a police force from another world. No one knows why the apocalypse occurred, but it doesn't matter anymore. As the years went by, the new inhabitants of the wasteland found a new purpose, and some began to travel together. They spoke of an ancient legend: the legend of The Nuclear Throne, which begins with a single mutant, who supposedly found the throne, but was never heard from again.
The Throne definitely exists - is a roleplay taking place within the universe of the game Nuclear Throne, utilizing its alternate universe mechanic. The main storyline will follow a band of mutants (and whatever else) as they travel through the wasteland, searching for the destined Throne.
I will not be accepting any of the original cast as player characters, nor will they appear in this roleplay. Pre-existing concepts however, such as some of the existing mutant types will be considered. Bosses will also be unique, unless a majority of the players wishes for it to be otherwise.
If this concept has caught your interest, here are some small info dumps, relevant to the story and mechanics of the roleplay;
More will be explained when interest is shown.
The Throne definitely exists - is a roleplay taking place within the universe of the game Nuclear Throne, utilizing its alternate universe mechanic. The main storyline will follow a band of mutants (and whatever else) as they travel through the wasteland, searching for the destined Throne.
I will not be accepting any of the original cast as player characters, nor will they appear in this roleplay. Pre-existing concepts however, such as some of the existing mutant types will be considered. Bosses will also be unique, unless a majority of the players wishes for it to be otherwise.
If this concept has caught your interest, here are some small info dumps, relevant to the story and mechanics of the roleplay;
The players will take on the role of a group of mutants and runaways, seeking to reach the Nuclear Throne. Why? Because the world is in shambles and the Throne might just have the power to fix it. That is, the Throne is said to have the power to do basically anything, so motivation may vary. Each player may start with one or two characters (companions count into this) equipped with a gun and some basic supplies that fit their profession(s) and/or past life. Weapons are to be selected from this table, up to 1_3, custom weapons will need to be discussed with me.
Each character will have a "passive" and "active" gimmick around which their future build will most likely revolve. Feel free to find inspiration in the official characters, but try not to just lowkey rip them off. An important aspect of each character will be the mutations at their disposal. These will be given out through the "leveling system" - you start at level 1 with no mutations, until enough Rads are accumulated and the next level is reached. The level cap is 5, granting 3 regular mutations and a single Ultra Mutation in total. The mutations will be randomly selected by me upon level-up, from a pool of 10 generic and 3-5 personal options. 4 options will be presented to you and you may make a single choice.
Each character will have a "passive" and "active" gimmick around which their future build will most likely revolve. Feel free to find inspiration in the official characters, but try not to just lowkey rip them off. An important aspect of each character will be the mutations at their disposal. These will be given out through the "leveling system" - you start at level 1 with no mutations, until enough Rads are accumulated and the next level is reached. The level cap is 5, granting 3 regular mutations and a single Ultra Mutation in total. The mutations will be randomly selected by me upon level-up, from a pool of 10 generic and 3-5 personal options. 4 options will be presented to you and you may make a single choice.
Muscle Growth: Allows for greater carrying capacity, increased melee damage and grants a small health bonus.
Specialized Digestion: Allows for consumption of flesh to regenerate health without penalty.
Brain for Guns: Increases ranged weapon damage and accuracy, as well as reload times. Each weapon type is slightly enhanced.
Extra Limb: Allows for the sudden growth of an extra leg, arm or specialized appendage.
Bull Might: Grants resistance to fire damage, makes corpses killed by melee fly harder and allows for the breaking of walls. Also grants immunity to explosions when under 40% HP.
Undeniable Charisma: Grants the power to attract both sentient beings and objects towards self.
Pufferspikes: Grants the power to damage enemies by touching them. Can occasionally negate melee attacks.
Radlust: Rad Canisters and killing Keepers regenerates HP.
Lucky Pocket: Grants a fistful of ammo and a weapon one tier higher than your mainhand the next time you wake up.
Picky Beggar: Mutate Later.
Specialized Digestion: Allows for consumption of flesh to regenerate health without penalty.
Brain for Guns: Increases ranged weapon damage and accuracy, as well as reload times. Each weapon type is slightly enhanced.
Extra Limb: Allows for the sudden growth of an extra leg, arm or specialized appendage.
Bull Might: Grants resistance to fire damage, makes corpses killed by melee fly harder and allows for the breaking of walls. Also grants immunity to explosions when under 40% HP.
Undeniable Charisma: Grants the power to attract both sentient beings and objects towards self.
Pufferspikes: Grants the power to damage enemies by touching them. Can occasionally negate melee attacks.
Radlust: Rad Canisters and killing Keepers regenerates HP.
Lucky Pocket: Grants a fistful of ammo and a weapon one tier higher than your mainhand the next time you wake up.
Picky Beggar: Mutate Later.
Combat will mostly consist of ammo management and dice rolls. First, each player rolls an initiative, which decides what enemies may be targetted and not, based on their difficulty. Next, a D(Ammo Number) is rolled to see how much damage can be inflicted upon those enemies. Should any enemies remain, it will be their turn to retaliate and dodge rolls will have to be made, based on enemy number and difficulty. Melee users do not need to roll for ammo, instead, they roll a D(Health*1.5 Rounded) die to see how many enemies they can hit, going over this number will be at an HP cost.
Each player starts with 8HP, unless one of their gimmicks modifies their health.
All enemies drop their weapons upon death, along with a random amount of ammo. Ammo, Weapon, Med chests and Rad Canisters are also hidden randomly around the world. What each one contains should be rather self-explanatory.
Players may decide to take a short/long rest. A short rest recovers half of your missing hit points, while a long rest heals you completely, with a higher chance of ambush. Resting near a campfire makes you feel better. It can also serve to grant small roll bonuses.
Should a player be brought to 0HP, they may be brought back through the use of a Big Medkit. If they are left behind, they might later be found in a different universe... somehow.
Each player starts with 8HP, unless one of their gimmicks modifies their health.
All enemies drop their weapons upon death, along with a random amount of ammo. Ammo, Weapon, Med chests and Rad Canisters are also hidden randomly around the world. What each one contains should be rather self-explanatory.
Players may decide to take a short/long rest. A short rest recovers half of your missing hit points, while a long rest heals you completely, with a higher chance of ambush. Resting near a campfire makes you feel better. It can also serve to grant small roll bonuses.
Should a player be brought to 0HP, they may be brought back through the use of a Big Medkit. If they are left behind, they might later be found in a different universe... somehow.
More will be explained when interest is shown.