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.
Description: a bloated gray corpulent mass, humanoid and once human,
hairless, with wide, round, unblinking yellow eyes. Small vestigial
tentacles remind one of a Star-Spawn or of Great Cthulhu himself; they
surround the mouth. The sharp teeth remain proportional to a human’s.
Lacking earshells, the thrall hears poorly in air, though well in
water. This intelligent entity typically wears an expression of
contemptuous malevolence. It can speak; it’s tones have a dribbling
quality disgusting to human listeners.
Notes: a thrall always starts as a human. He or she must be expert in magic, insane, and a worshipper of Cthulhu. Transformed by a succession of rituals dependent upon astrological positions and relations. The metamorphosis of human to thrall takes several to many years. The rituals beg the intervention of Cthulhu, who must accept the petitioner. The mind, will and identity of the former human are kept, transferred into an immortal body.
The thrall typically crouches. It can move quickly for short distances, but the short, puffy legs do not allow it to run for more than a few yards. The amphibious thrall is at home in water, and swims with great speed and power. This creature shuns direct sunlight.
Thrall skin is grainy and puffy, with an unhealthy sheen. It typically exudes tiny jelly-like droplets smelling of methane. Attack victims often tear away large patches of thrall skin without apparent harm to the thrall; these patches quickly dry to flakes and then reduce to powder.
Each finger and toe concludes in a sharp claw, but the thrall’s awkwardness precludes most foot attacks. Thralls retain previous sexual characteristics, but the distorted organs are sterile.
Conditional immortality: when all the wound boxes in its head or body are filled with Killing damage by physical damage, the thrall turns into a cloud of gray-green, foul-smelling gas. When the thrall is healed back to half his lost wound boxes, the gas reforms into the thrall, ejecting any impaling weapons and breaking any container into which it has been gathered. When all the wound boxes in its head or body are filled with Killing damage by a spell or magical weapon, the thrall dies permanently.
After several decades, the thrall loses its ability to regenerate, except when submerged in salt water. Then the thrall retreats to sea, there to continue service to Cthulhu. It now can be killed, but only by magical means, and can never again leave the sea.
Thrall of Cthulhu Number of Dice: 65 to 120
Body: 4d to 8d Lift: 200 lbs. to 1.6 tons Throw: 25 to 400 lbs. Coordination: 1d to 5d Sprint: 16 to 30 yards Jump: 4 to 10 yards Sense: 2d to 6d Swimming: 16 to 30 yards Mind: 2d to 6d Command: 2d to 4d Empathy: 1d to 2d Attack: Width+2 in Shock to width+2 in Killing Armor: +2 wound boxes per hit location Unnatural Intensity: 6
Skills: Brawling 3d, Mythos 3d, Swimming 3d, Wrestling 2d
Traits: Ageless (4d), Extra Wound Boxes x2 (4d) Swimming 2d (Treated as half Flight in Water), Inhuman Biology (3d), Supernatural (8d), Special Attack: Claws (2d), Unnatural Intensity 5 (5d), Physical Resistance (5d) (ignores Shock damage)*, Regeneration (5d) (heals one Killing damage per round)*
Adeptus Astartes Pla...
The AA have several implants that make t...
Adeptus Astartes Pla...
In REIGN you can't buy MDs or EDs in sta...
Adeptus Astartes Pla...
According to the fiction, the Space Mari...
Social Combat
Very sweet- Especially since it is a nea...
Drawbridge Closed sc...
One simple solution is to add an additio...