click to return to the VandV Cthulhu page click here to return to the VandV Emporium

 

DEEP ONES

click to enlarge

Identity: Lesser Servitor Race
Group Affiliation: Deep Ones serve primarily Cthulhu, Father Dagon, and Mother Hydra.
Base of Operations: Undersea, especially the continental shelves at depths less than a kilometre, in temperate and tropical climates.
Side: Evil
Height: 6'
Hair: None
Eyes: Black
Level: 6th
Experience: 20, 000
Training: +1 Strength

Powers:
1. Armour (Type A): ADR 46.
2. Body Power (Deep One Physiology): No Deep One dies naturally. They are virtually immortal. The longer it lives, the larger it grows, and it can become exceptionally large. Deep Ones of a higher experience level will have higher Strength and Endurance scores to reflect this. Deep Ones mate with humans to breed.
3. Heightened Attack: +1 Damage/Level (+6 Damage)
4. Heightened Endurance B +24
5. Heightened Strength B +22
6. Natural Weaponry (Claws & Teeth): +3 to hit, +6 Damage.
7. Psionics (Cause Fear & Dread): Deep Ones naturally cause fear & dread in humans around them (radius of 16" (I in inches) at no power cost), and it lasts until the victim can make a successful saving throw vs. Intelligence x2 on percentage dice. A Deep One may suppress this ability at the PR cost of 4 per person affected.
8. Speed Bonus: +80" to Swimming movement.
9. Water Breathing (Type A): Deep Ones are an amphibious race who live in water but can function on land.

Weight: 240 lbs. Basic Hits: 5 Agility Mod: Nil
Strength: 32 Endurance: 34
Agility: 13 Intelligence: 16
Charisma: 10 Reactions from: Good: --     Evil: --
Hit Mod. (2.4) (4.2) (1.3) (1.2) = 15.7248 Hit Points: 79
Damage Mod.: +2 Healing Rate: 5.0
Accuracy: +1 Power: 95
Carrying Capacity: 4340 lbs. Basic HTH Damage: 2d8
Movement Rates: 82" ground, 101" swimming.
Det. Hidden: 12% Det. Danger: 16%
Inventing Points: 9.6 Inventing (48%):
Origin and Background: The Necronomicon refers to the Deep Ones as one of the "many children of Ubbo-Sathla". References in the R'lyeh Text indicate that they accompanied Cthulhu and his spawn on the migration from the distant Xoth, while passages in the Pnakotic Manuscripts trace a more natural evolution, parallel's to man's. Whatever the case, they have existed as long or longer than man, and they are avid worshipers of dead Cthulhu.

 

SPELLS

Contact Deep Ones

This spell costs 3 Power per turn and 2d12 turns to cast. Once the spell is cast, the caster must make a saving throw versus his Intelligence x2 or suffer an additional loss of 1d10 Power. The spell may be cast only on an ocean's shore, and to work it must be near of one of the Deep One's submerged colonies. The spell also involves throwing specially inscribed stones into the water.

Once the spell has been cast, the contactee may not appear for an hour or a day or more (roll 1d100 hours) -- the caster does not know when, and must wait. Those Deep Ones living nearby will swim to the caster. Remember that there is no guarantee that a contacted Deep One would rather bargain than devour the caster, or that it might not have some other alien scheme in mind.