by garyvanhorn
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Great Cthulhu
The Elder God
Modern / Strange Times / Lord / Being
6 speed
6 health
5 wits
5 melee
9 power
2 damage
1 aim
1 point
1 throw
2 react
2 stealth
7 armor
8 strength
7 intellect
0 honor
0 respect
Cards
0 common, 0 secret, 0 elite, 2 henchmen
Bonuses
Special Abilities
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Cthulhu begins the game Imprisoned. Cthulhu's henchmen remain free. Cthulhu's henchmen may pass a challenge against the enemy Low Gate by taking one damage. They may attempt to free Cthulhu, but not other characters, by challenging the enemy prison as normal. (-20 survival, -20 melee, -30 adventure)
Unknowable. Immune to mental abilities. (5 survival)
Move cost 1 in Water, Deep Water. Can remain in Deep Water. (10 survival, 10 adventure)
Characters ending Movement in Cthulhu's space must test Wits 4. On a Fail or FOPP, they take 1 damage. ()
Value Breakdown:
Survival: 208
Ranged: 54
Melee: 146.2
Adventure: 91
TOTAL: 499.2
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