Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Here's a rough-and-ready version of Great Cthulhu that comes to an even 1,500 points (right in the middle of the Universal
Entity range, 1,000 - 2,000 points). It's a rough-and-ready version of
Cthulhu, suitable for throwing at powerful supers rather than an
insidious threat that underlies an entire low-powerred CoC-style
campaign. You should find that he's plenty nasty, though.
THE GREAT CTHULHU (1,400 points) Source: Divine
Permission: Super (15 points) Intrinsic: Allergy [Elder Sign; Killing] (-4 points) Intrinsic: Brute (-8 points) Intrinsic: Custom Hit Locations (8 points) Intrinsic: Inhuman (-8 points) Intrinsic: Size Shift (A, D, R, U) 10 levels (40 points)
- Flaw: Always On
- Flaw: Full Power Only
- Flaw: One or the Other (Growth)
Damage Location Table Roll * Hit Location (Wound Boxes)
1 * Left Leg (12)
2 * Right Leg (12)
3 * Left Arm (12)
4 * Right Arm (12)
5-7 * Torso (18)
8 * Left Wing (10)
9 * Right Wing (10)
10 * Head (8+4)
Stats (370 points) Body 6d+4hd Coordination 2d+1wd Sense 5d+2wd Brains 5d+3hd+1wd Command 6d+3hd Cool 7d+3hd
Base Will 30 (44 points)
Skills
Skills as possessed by humans are largely irrelevant to Great Cthulhu.
Use his basic stats for all Skill rolls.
Combat
Great Cthulhu has the following attack options in combat:
Hand-to-Hand Attacks: 6d+4hd (Damage: width+10 in Shock and width in Killing)
Projected Hallucination: 6d+1wd, range 640 yards, 3 mile radius (Damage: width in Shock, ignoring all armour)
Psychic Attack: 6d+2hd, range 1,280 yards, 160 yard radius (Damage:
width in Shock and Killing to all targets, ignores all physical armour
and barriers, and reduces all stats and skills by 1 per width of roll,
lasting width in rounds)
Telepathic Blast: 6d+3wd, range 1.5 miles (Damage:
width in Shock, ignores all physical armour, cannot be blocked, must
beat target's Cool+Resist dice pool in dynamic contest, and reduces all
stats and skills by 1 per width of roll, lasting width in rounds)
Tentacles: 6d, range 20 yards, affects four targets with a single dice roll (Damage: width in shock and killing)
Great Cthulhu has the following defence options in combat:
Armour and Size Shift: Blocks 15 points of Shock damage and 5 points of Killing damage from all attacks.
Immunities:
Blocks 3 points of Shock and Killing damage per round from all attacks
and environmental damage associated with the ocean depths and outer
space (cold, drowning, heat, oxygen, pressure, radiation, vaccuum, etc).
Projected Hallucination: Cthulhu can gobble dice form attacks by distracting attackers with illusions.
Regeneration:
Cthulhu automatically heals 5 points of Shock damage at the beginning
of each round (no Willpower expenditure required)
Telepathy: Cthulhu can gobble dice from attacks by glimpsing intentions of attackers.
Tentacles: Cthulhu can deflect attacks unless they beat the width and height of his Bind [Tentacles] gobble roll.
Not to mention defensive options provided by Second Chance and Spellcasting.