home home news news columns columns features features

<-- Back to society

CthulhuRun 2053

by M.Archer (cs4118@SCITSC.WLV.AC.UK)


So boy’s, girl’s and slimy things here it is, my first major posting so be kind. It’ all untried and tested and I may ramble a bit so please give it a chance. Oh and I haven’t got any of the paranormal’s to hand so any rule’s on some of the weirder power’s may have to wait.

The Great Cthulhu

B     Q   S  C I  W  E    R      Weapons
37/10 7x3 47 - 14 14 (70) 11+2D6 47D, +6Reach(at least)

Flight move is x3

Powers: Immunity to Age, Supa-Regeneration, Terror

Weaknesses: Ha!, apart from him being stuck in R’leyeh(Physically at least)

Spells: All CoC spells and SR spells (execpt Fashion, urgh slime is so out!)

Notes: Supra-Regenerations works as per SR rules, but on a dead result he dissolves into a cloud (Mist Form), only to return in 10 to 20 minutes. Terror this work in a similar manner to Fear but more extreme. On a failure the character should go wibble in some way, and probaly run if they suceed.

Cthulhu and Mana (musing one)

The most Shadowrunny theory (which FASA used in Earthdawn), goes like this: the mana is a bell curve slowly building up to a point and then going down. Based on this, Cthulhu should be up and about in 3300 AD (bet you can’t wait), but Mr Lovecraft made it clear that mankind was well out of the picture by the time sleepy time was over so maybe the mana patches go in a porgessively higher peak’s, so the 2011 one will go higher than the last. This would put C’s at 8200’s AD+ more than enough.

Cthonians

B    Q   S  C I W E  R  Weapon
13/2 2x3 20 - 6 6 20 3* 13D, +3Reach

Burrow move is at x1

Powers: Regeneration, Fear, Infulence, Body Drain (Drain’s Blood), Earthquake (Treat as Accident), Immunity to Heat, Telepathy

Weakness: Vulnerability (Water)

Spells: Some from both

Note: Watch Tremors to see how to use these guy’s remember they’re smarter than the average worm!

Dark Young

B Q   S  C I W E    R Weapon
6 6x3 13 - 5 6 (15) 6* 18D,+2Reach

Powers: Immunity to Normal Weapons, Immunity to Fire, Strengthy Drain (if bit) Fear

Spells: Whatever mummy will give them

Deep Ones

B Q   S C I W E R Weapon
3 3x3 5 - 4 3 6 4 5M

Notes: If these are being turned into fish food think about Meta-versions remember Deep Ones start out human. And remember they can also get fitted with cyberware.

Lloigor

out Force 6-30

Powers: Essence Drain, Psychokinesis, Vortex, Manifest

Spells: Several CoC and lot’s of SR

B     Q   S C I   W    E   R   Weapon
F/F/4 F/4 F - F/2 F/3 (F)A F/3 (Str)M

+20 Iniative when Astral, +10 when in normal

Range of about 6-30

Notes: NO longer do they need human mana to manifest only to do the vortex. They need a total of 20+ collected essence, and the vortex does 50D in a 1 m area with normal SR degression (you know like grenades). And you thought the brotherhood was bad.

Nyarlathotep

      B    Q S    C    I  W  E    R   Weapon
Human 6+rb 6 4+rb 6+rb 29 33 (4)  8** Humanoid
Beast 16   6 27   -    29 33 (30) 8** 60D

Powers: Terror (in Beast), Supra-Regerate II,

Spells: All Coc and SR

Notes: Can appear as any humanoid (hence rb, racial bonus), or any other creature (ie Dragon etc). Supra regeneration work’s similar to Cthuhlu’s, if in human’s and fails changes into beast and leaves if in beast just leaves.

Nyarlathotep’s Plot II

His orignal plan having come to nothing, as we haven’t nuked are self in oblivion what does he do now. This is up to the GM ase he could have done anything from the ‘29 crash to the formation of the Corp’s to the force behind Toxics (or the UB). You could proibably use him for a SR/Cthulhu grand unifed conspiracy theory (S/C GUCT).

MI-Go the Fungi from Yuggoth

B Q   S C I W E   R Weapon
4 5x2 4 - 4 4 (4) 5 3L

Move is x2w flying in air, in space 1000+

Powers: Immunity to Normal weapons, Immunity(Space- Vacuum, Pressure and Low Temps), Fear

Spells: Can know a small number of CoC and SR spells

Mi-Go and the Final Frontier

I think Mi-Go would be smart I a space bourne campaign, and cause there weird (Dual Creatures should go pop, I guess they don’t), cause this all depend’s on what’s going on up there (any ideas I can’t do everything you know)

Hound’s of Tindalos

B Q       S       C I       W     E    R       Weapon
F (F/2)-1 (F/2)+1 - (F/2)+3 (Fx3) F(A) (F/2)+1 (Str)M

+20 Iniative when Astral, +10 when in normal

Range of about 2-15

Powers: Manifest, Regeneration, Immunity to Normal weapons, Venom, Fear, Enhanced senses (Time)

Weakness: Can only manifest from angles

Spells: Several CoC and SR

Notes: May favorite doggies which will never win cruffs!

Hound’s and Time

These will stomp on any use of time magic, termanly. As far I can remember there are no temporal spells but could I suppose explain will there’s no Teleport spell (you wanna go instanly from A to B, you gotta squiggle with time). Oh and to digress these guy’s are great spolier’s for Kult and Mage.


How it’s done

That’s all the creatures I’ve done so far now like those magicians I gonna show you how I did it.

Stats

These transfer as follows

  • Body is Constitution,
  • Quickness is Dexterity,
  • Strength is Strength,
  • Charisma is Appearance,
  • and Willpower is Power

to convert from Cthuhlu to Shadowrun divide the Stat by 3.

Essence is dodgey I used Size but I ain’t totally happy about, if you got one better let’s hear.

Armour

This is half of the Cthulhu armour

Damage

This is probably very dodgy but seem’s to work.

To calculate the Power level work out the maximum damage of the highest attack and compair to this table:

Power Max Dam
Light    1-8
Medium   9-13
Serious 14-17
Deadly  18+

The Damage level is the average damage caused

Powers and spells are decided arbitaritly (ie you pick the most apropriate)


Well that’s me for now the Shamen’s are coming sone

PS: Rerading this document casuses 1d100 San lost or a Terror Test!