- 8,438
- 3,293
OK, so right now our NT profiles are generally consistent, but the format on them need some changing. I'll go ahead and knock this out before moving to durability.
Format
I like the "via (insert ability)," but I think that it should be explained exactly what it does. No one not familiar with the verse will know how Sharp Teeth counts as Attack Reflections. We need to describe.
Now, for AP, linking to my calc is perfectly fine, but let's describe it. So instead of "via this calc" it should be changed to "these weapons are capable of doing this amount of damage." This flows better and seems more appealing than slapping a raw calc in someone's face.
Durability and Speed should also be explained a bit more in regards to how Rhino Skin and Extra Feet affects the cast. All Stamina, Range, and Intelligence parts have their bold removed, since this is outright wrong.
Throne Butt and it's effects get added to all profiles that much it under notable techniques.
Extra Powers and Abilities from Weapons
It is a good thing that we list off what their abilities and mutations allow them to do, but what about weapons? What weapon the character has can affect how much regen they can ignore, what kind of resistance they fail to, and more.
"But wait, the cast can't hold all the weapons at once! Isn't that a composite-ish profile?" Well, it would be if we assumed they can hold them all. It doesn't mean we can't index the weapon's powers; all we need to do is add a "Can only hold two weapons at once" weakness to their profiles.
So, what powers do the cast gain from weapons and why? Let's break it down.
Homing Attack. Although they already have this, holding a Seeker Shotgun or Seeker Pistol add another method to utilizing Homing Attacks.
Instinctive Attacking. This may be pretty controversial, but this would come from the Smart Gun. The Smart Gun tracks and fires on an opponent with no conscious effort of the mutants. This should qualify as automatic/instinctive attacks. Of course this is only offensive, not defensive, but it should still be valid.
[[Fire Manipulation]|Fire Weaponry]]. Pretty simple. Incinerator, Fire Weapons, and the three Flame Shotguns attack with fire.
Poison Weaponry. Toxic Bow and Toxic Launcher produce deadly poison.
Explosive Weaponry. All explosive weapons.
Blood Weaponry. Blood Launcher, Blood Hammer, and Blood Cannon. Need to explain the functionality of these attacks, since "blood" attacks aren't inherently more powerful or different.
Energy Weaponry. All laser weapons and energy melee weapons. These weapons attack using energy.
Plasma Weaponry. All plasma weapons and Devastator. These weapons fire balls of plasma.
Lightning Weaponry. All lightning weapons. These weapons conduct lightning, which arks off to the opponents instantly in an un-dodge-able fashion.
Attack Reflection. All melee weapons sans Screwdriver. Although they already have this to a lesser extent (which needs to be explained better), the melee weapon reflection is full-on reflection. A turn-around of all projectiles.
Projectile Destruction. Blood Explosions, caused by the blood weapons and Melting's explosions.
Radioactive Weaponry. Ultra weapons. They fire radioactive projectiles, use radiation as an ammo, and some even release rads after hitting.
Added Global Abilities
Regenerationn (Low). This level of Regenerationn is obtained from Bloodlust and are able to consume blood. It should be noted that the mutants gaining health from mechanical targets is pure game mechanics, as the description of the ability directly mentions blood and the game screen says "Drink Blood" when taking this ability.
Removing/Revising Powers and Abilities
Radiation Manipulation should be clarified as Radiation Absorption. All characters except Horror cannot outright attack with and manipulate radiation. Horror retains this ability from his Radiation Beam. It should also be noted that his Rad Beam is strong enough to kill those who literally feed on radiation.
Character-Specific Revisions
All mutants gain "at least Large Building level with Boiling Veins against explosions and fire" durability for being immune to the most powerful conventional explosion in the game, the Nuke Launcher. I decided not to include Rogue's Portal Strikes, since she isn't universal and is character-specific.
Verse Page/Verse Wide
Re-order the mutants and bosses to all be in alphabetical order.
REMOVE boss pages. Yes, I mean this. Their pages viciously downplay them, since the only scale to the grenade launcher, and anything more would be game mechanics, and their AP is virtually non-existent. Pretty much the only thing we can discover from them is game mechanics, and they have nothing notable.
Change mutant names to remove "(Nuclear Throne)" when unneeded. Most characters do not have other characters in the same spot vying for the name, so adding the verse in the name is superfluous and makes linking them tedious. Some do, however, need this, so this is case-by-case for the cast.
Format
I like the "via (insert ability)," but I think that it should be explained exactly what it does. No one not familiar with the verse will know how Sharp Teeth counts as Attack Reflections. We need to describe.
Now, for AP, linking to my calc is perfectly fine, but let's describe it. So instead of "via this calc" it should be changed to "these weapons are capable of doing this amount of damage." This flows better and seems more appealing than slapping a raw calc in someone's face.
Durability and Speed should also be explained a bit more in regards to how Rhino Skin and Extra Feet affects the cast. All Stamina, Range, and Intelligence parts have their bold removed, since this is outright wrong.
Throne Butt and it's effects get added to all profiles that much it under notable techniques.
Extra Powers and Abilities from Weapons
It is a good thing that we list off what their abilities and mutations allow them to do, but what about weapons? What weapon the character has can affect how much regen they can ignore, what kind of resistance they fail to, and more.
"But wait, the cast can't hold all the weapons at once! Isn't that a composite-ish profile?" Well, it would be if we assumed they can hold them all. It doesn't mean we can't index the weapon's powers; all we need to do is add a "Can only hold two weapons at once" weakness to their profiles.
So, what powers do the cast gain from weapons and why? Let's break it down.
Homing Attack. Although they already have this, holding a Seeker Shotgun or Seeker Pistol add another method to utilizing Homing Attacks.
Instinctive Attacking. This may be pretty controversial, but this would come from the Smart Gun. The Smart Gun tracks and fires on an opponent with no conscious effort of the mutants. This should qualify as automatic/instinctive attacks. Of course this is only offensive, not defensive, but it should still be valid.
[[Fire Manipulation]|Fire Weaponry]]. Pretty simple. Incinerator, Fire Weapons, and the three Flame Shotguns attack with fire.
Poison Weaponry. Toxic Bow and Toxic Launcher produce deadly poison.
Explosive Weaponry. All explosive weapons.
Blood Weaponry. Blood Launcher, Blood Hammer, and Blood Cannon. Need to explain the functionality of these attacks, since "blood" attacks aren't inherently more powerful or different.
Energy Weaponry. All laser weapons and energy melee weapons. These weapons attack using energy.
Plasma Weaponry. All plasma weapons and Devastator. These weapons fire balls of plasma.
Lightning Weaponry. All lightning weapons. These weapons conduct lightning, which arks off to the opponents instantly in an un-dodge-able fashion.
Attack Reflection. All melee weapons sans Screwdriver. Although they already have this to a lesser extent (which needs to be explained better), the melee weapon reflection is full-on reflection. A turn-around of all projectiles.
Projectile Destruction. Blood Explosions, caused by the blood weapons and Melting's explosions.
Radioactive Weaponry. Ultra weapons. They fire radioactive projectiles, use radiation as an ammo, and some even release rads after hitting.
Added Global Abilities
Regenerationn (Low). This level of Regenerationn is obtained from Bloodlust and are able to consume blood. It should be noted that the mutants gaining health from mechanical targets is pure game mechanics, as the description of the ability directly mentions blood and the game screen says "Drink Blood" when taking this ability.
Removing/Revising Powers and Abilities
Radiation Manipulation should be clarified as Radiation Absorption. All characters except Horror cannot outright attack with and manipulate radiation. Horror retains this ability from his Radiation Beam. It should also be noted that his Rad Beam is strong enough to kill those who literally feed on radiation.
Character-Specific Revisions
- Fish: Statistics Amplification mentions Speed is boosted from Water Boost. The Speed Stat mentions that Speed is boosted from Water Boost. "Limited Water Manipulation" changed to "Limited Water Creation" and gives justifications.
- Crystal: None aside from explanation.
- Eyes: Enhanced Senses mentions he passively has enhanced vision, enabling him to see in the dark.
- Melting: Projectile Destruction from his Corpse Explosions. He gains this from blood weapons like everyone else, but he is individually capable of doing this without his weapons.
- Plant: Status Effect Inducement from his Vine Snare. He can impede movement with this Snare, slowing enemies to a crawl.
- Y. V.: Flight nerfed to Levitatio. We never see outright flight, rather a low hovering. Durability rewording.
- Steroids: Genius Intelligence removed from abilities section. Intelligence lowered from Genius to Gifted (while being a scientist does indeed make you very smart, above the "above average," it does not make you a genius). Mention he is capable of wielding both of his two weapons simultaneously.
- Robot: Absorption clarified as Consumptio. He cannot just phase them into his body, he must consume them. Intelligence explained more (he is advanced to the point that he passively upgrades weaponry, which even Steroids cannot do).
- Chicke: Statistics Amplification mentions that, when headless, Chicken's Black Sword gains massive power. Gains Berserk Mode. When headless and carrying her Black Sword, Chicken becomes far more deadly, extending the range and power of her attacks massively. Gains Regenerationn (Mid). Chicken is able to regenerate her head if she is healed or heals herself with Bloodlust. This is notable, since doing so becomes easy with her Black Sword empowerment. Attack Potency changes to higher with Black Sword when headless, since the Black Sword after she loses her head is, by far, the most lethal weapon she possesses. Standard Equipment mentions the Black Sword. Weakness notes that she can only spend a short amount of time headless without regenerating her head. If she cannot consume the blood of others or otherwise heal herself, she bleeds out after several seconds and cannot regenerate.
- Rebel: Remove Summoning. Rebel's "summoning" is essentially Duplication; she sacrifices her own health to generate a smaller copy of herself that dies later. Gains Duplication for reasons above. Weakness notes her allies die over time.
- Horror: Regenerationn becomes Regenerationn (Low). Although all characters gain this, it should be noted that Horror has two ways of achieving this. Mention that the Radiation Beam is powerful enough to kill beings who feed off of radiation.
- Rogue: Explosion Manipulation changes to Explosive Weaponry alongside the rest of the cast, but keeps the added reasoning specific to Rogue.
All mutants gain "at least Large Building level with Boiling Veins against explosions and fire" durability for being immune to the most powerful conventional explosion in the game, the Nuke Launcher. I decided not to include Rogue's Portal Strikes, since she isn't universal and is character-specific.
Verse Page/Verse Wide
Re-order the mutants and bosses to all be in alphabetical order.
REMOVE boss pages. Yes, I mean this. Their pages viciously downplay them, since the only scale to the grenade launcher, and anything more would be game mechanics, and their AP is virtually non-existent. Pretty much the only thing we can discover from them is game mechanics, and they have nothing notable.
Change mutant names to remove "(Nuclear Throne)" when unneeded. Most characters do not have other characters in the same spot vying for the name, so adding the verse in the name is superfluous and makes linking them tedious. Some do, however, need this, so this is case-by-case for the cast.