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.
Cthulhu as an Anti-Archetype (Qlippoth) (see Mordiggian for a
discussion of the theology). Part of an Unknown Armies/Call of Cthulhu
crossover.
“In his house at R’lyeh dead Cthulhu waits dreaming”
All of us came from the sea. Whether in the very base of our brains
from a billion years ago, floating in salty amniotic fluid within our
mothers, or feeling the pound of our salt-blooded pulse, we feel the
call of the salt, the urge to regress, sink beneath the waves, become
the aquatic ape and indulge our simplest and deepest desires.
If the sea symbolises the unconscious, then the city is its opposite.
The city is rationality, nature squared and walled away. In its
rationality, artificiality and alienation it is connected to the
labyrinth, reminding us that in the heart of the maze, the Minotaur of
the unconscious still lurked, bounded and baffled by the structures of
civilisation.
What then do we make of the city that sinks beneath the waves?
Rationality is overwhelmed, flooded by the conquering tide of instinct.
Tidal waves of desire crash across the feeble structures by which
mankind seeks to rule itself. Feed. Revel in the weightlessness of the
womb-like depths. Sport and enjoy ourselves. Kill.
When the labyrinth sinks beneath the waves, what becomes of the monster
at its heart? He is free to permeate the waters, to send his great
tendrils floating, bringing the message of the depths to all who heed
his call. One day, when the stars are right, He will ascend above the
surface, and then he will flood the world.
Masks in human cultures: The Kraken. Tangaroa. Dagon. Tiamat. The
Minotaur. Cyclops, son of Poseidon. Atlantis, Lemuria and Mu. Moby Dick.
Taboos: Those who seek to channel Great Cthulhu should not dwell more
than (100-rating) miles from the sea. They should value passion and
instinct above the feeble stirrings of petty human intellect.
Avatar Channels
1-50%: Stirring the Depths.
“He spoke of the dreams in a manner none could mistake. They and their
subconscious residuum had influenced his art profoundly, and he shewed
me a morbid statue whose contours almost made me shake with the potency
of its black suggestion.” The Call of Cthulhu
With a successful roll, the Avatar can express the call of Cthulhu and
the sea in art, poetry, prose, etc, and cause his audience to feel the
archetypal resonance. They can flip-flop any roll connected with
creating such art. Viewing or otherwise experiencing the artwork is a
disturbing experience, but the fact of causing such deep emotional
response in all viewers guarantees a steady income. Most who channel
the archetype do so un- or sub-consciously and never advance beyond
this level.
51-70%: Smell of the Sea.
The Avatar seems to exude the primal smell of the sea; while this may
seem objectively disgusting, it has a profoundly hypnotic and
suggestive effect as the inhaler subconsciously regresses. With a
successful roll, the avatar can place a person who inhales their scent
in a hypnotised state. The hypnotised person gets a Soul roll to resist
suggestions or commands that go against their instincts. A critical
failure means that the person is actively repulsed and is instinctively
hostile and even violent towards the avatar.
71-90%: Revel
“Mankind would have become as the Great Old Ones; free and wild and
beyond good and evil, with laws and morals thrown aside and all men
shouting and killing and revelling in joy.”
Given a group of people, the Avatar can inspire them to throw aside
their inhibitions and conscious thoughts, indulging in a mad,
gluttonous orgy as they answer the Call. The Revel will last until
sunrise of the next day. Unwilling participants may make Soul rolls,
with success meaning that they are able to flee the scene – though this
may result in them becoming targets of the Revel’s bacchanalian
bloodlust. Appropriate modifiers should be applied given the nature of
the targets: a group of Mormon theologians might incur a penalty, while
a group of college students in Spring Break hardly needs a roll
At this level, those who consciously heed the Call and seek to channel
the Archetype find that they physically adapt to the sea. Every time
Great Cthulhu is successfully channelled, the Avatar further develops
“the Innsmouth Look”: Fat layers below the skin, hair sloughs away or
becomes scales, eyes enlarge, fingers and toes become webbed and gills
form upon the sides of the neck, concealed beneath flaps of skin. An
avatar roll must be failed for the person to be mistaken for a regular
human, though they can pass as a sufferer of some strange skin disease.
The Avatar can substitute his Avatar: Cthulhu skill for his swimming
skill, or any other skill performed in the water. He can stay submerged
for a time equivalent to his Avatar skill in minutes without needing to
breathe. As long as he stays beneath the surface of the waves, he does
not age.
91-98%: Deep One
The Innsmouth look fully matures, and the Avatar becomes a Deep One, a
fish- or frog-like humanoid of great strength, whose natural habitat is
the deep ocean. The Avatar can stay submerged for a time equal to their
Avatar rating in hours, and does not age while beneath the waves. He or
she no longer bears any resemblance in mind or body to a human, and can
only interact with humanity through use of the Smell of the Sea, Revels
or other such powers.
Deep ones are powerfully driven to mate with untainted humanity, and
use their powers for this purpose. The offspring of a Deep One mating
is born with an automatic 25% rating in Avatar: Cthulhu.
At 99%, the Godwalker of Cthulhu undergoes a further growth and
metamorphosis, becoming a titanic, Godzilla-like horror referred to as
The Star Spawn. The Star Spawn is constrained by ancient enchantments
to remain in the city of R’lyeh, deep below the Pacific, and can only
leave the city if summoned by powerful magic.