Uncle Jimbo's End of Time Blues
|"All that you see is not all that there is."|
GREAT CTHULHU, MASTER OF R'LYEH
Durability: 34 / 34 / - / 17 (Mortal and Critical damage become Wound damage)
* Area of effect: 10m diameter
Toughness: Amazing/Small Craft
Unarmed Attack  - brawl , Movement  - swim , Stamina  - endurance , regenerate , Acrobatics , Knowledge  - language (star-spawn of Cthulhu) , language (elder thing) , language (Yithian) , language (mi-go) , Navigation  - astrogation , Physical Science  - astronomy , physics , planetology , Social Science  - history* , Tactics  - infantry , space , Technical Science  - invention , Awareness , Creativity  - architecture , sculpture , Lore  - Cthulhu Mythos , fringe science , psychic lore , Resolve  - physical resolve , Teach  - Adept , Tech Op , Culture  - diplomacy , Interaction  - bargain , seduce , Leadership  - command , inspire 
* Areas of expertise: Xoth cluster (-2), Saturn (-1), Elder Thing-R'lyeh War (-2)
Cthulhu knows hundreds of spells, many of which have not been seen in effect for millions of years. A selection follows. The GM should feel free to devise relatively minor cantrips whenever they might be useful to the Great Old One. Cthulhu has a -1 bonus to all Alienism spells due to his FX Mastery perk.
When Cthulhu casts a spell that causes damage, the spell's firepower is increased to at least these levels depending on his skill: rank 1-6 Good, rank 7-18 Small Craft, rank 19-24 Light, rank 25-30 Medium.
Alienism - alter weather , bind Mythos creature4 , body warping of Gorgoroth , call/dismiss Mythos deity1 , cause disease , command dhole , contact Mythos creature2 , contact Mythos deity3 , create Gate , create window , curse of the stone , dread curse of Azathoth , enchant item5 , enthrall victim , fist of Yog-Sothoth , grasp of Cthulhu , mind exchange , perfection , power drain , reach , spectral razor , summon Mythos creature4 , view Gate , Voorish sign , wave of oblivion , wrack 
1 Azathoth, Cthugha, Daoloth, Shub-Niggurath, Yog-Sothoth, and others undescribed
Telepathy  - contact , suggest 
Regeneration: Cthulhu can make a Stamina-regenerate check once per round. On a Marginal result, he recovers 2d4+2 Stun points. On an Ordinary, Good or Amazing result, he recovers 2d4+2 Wound points.
Reintegration: If Cthulhu is reduced to 0 Wound points, he bursts apart into a foul-smelling, greasy green vapour, and reforms in d12+8 minutes with full Wound points once again.
Hideous Grasp: Cthulhu's enormous claws can snatch up or crush multiple smaller creatures at a blow. He can strike or grapple all creatures within the listed area of effect, using a single control die but rerolling a different situation die for each target.
Morph: In common with all of his kind, Cthulhu's shape is mutable. He can elongate his extremities as if he had Biokinesis-morph, though this ability is not psionic and requires no skill check or power points. He has at least eight different morph forms and the morph control ability as rank benefits.
Sanity Loss: Any human who sees great Cthulhu must make a Knowledge-deduce check with a -3 bonus to determine if he can correlate the being's presence with the scraps of myth and race-memory that hint at the reign of the Great Old Ones. On an Ordinary success, the witness must make a horror check with a +3 penalty, and immediately loses one rank in Resolve-mental resolve. On a Good or Amazing success, the witness must make a madness check at +3 penalty and loses three ranks in Resolve-mental resolve.