Characters: Cthulhu Saves the World
One of the Great Old Ones
who had a curse put upon him by a band of heroes. This curse drained him of his power, and the only way for him to break it is for him to become a true hero.
- Anti-Hero: A Zig-Zagging Trope in this game.
- Casting a Shadow
- Cthulhumanoid: Goes without saying.
- Combat Tentacles
- Dark Is Not Evil: A comically reluctant example.
- Deadpan Snarker
- Driven to Madness / Go Mad from the Revelation: Something like it. Though others have a limited ability to do it, he has the most ability to give enemies insanity, a sort of nonstandard status effect. Insane enemies behave differently (usually becoming less tactical but more damaging), and Cthulhu and some other party members can draw strength from their insanity.
- Face-Heel Turn: In the fake-out ending, when his curse is broken, he unleashes his foretold terror upon the world. Subverted when the narrator reluctantly rewrites the ending, and Cthulhu embraces his heroism.
- Fourth Wall Observer: He chats/argues with the narrator every now and then. For example, he would have never learned how to break his curse unless the narrator blabbed about it.
- Heel-Face Turn: As stated above, he became a hero thanks to a curse.
- Heroes Prefer Swords
- Large Ham: Very much so, and right off the bat.
- Kraken: Summoned by his Union with Umi.
- Lovecraft Lite: Most of the other other Lovecraftian horrors in the game have at least a little bit of this, but Cthulhu tops them all by being a hero.
- Magic Knight: The degrees of "magic" and "knight" he attains depend on how you handle his branching level-ups. Generally speaking, he's got higher Magic, Will, and MP than Sharpe, but lower Strength, Vitality, Agility, and HP.
- Pragmatic Villainy: He intends to become a hero only because he wants to gain his power back.
- Red Is Heroic: At least on the covers, he wears a red kilt.
A woman of the sea who joins Cthulhu after he saves her from monsters.
A sentient sword with a strong sense of heroism who joins Cthulhu & co. after they defeat him and he learns that they are heroes.
girl who joins Cthulhu & co. in Dunwitch, after she laments that she can't use necromancy to control Nyarlathotep's zombies.
- All of the Other Reindeer: According to the intro for Cthulhu's Angels, she gets this treatment as soon as people discover she's a Necromancer, or something bad happens to another villager.
- Angst: She takes part in some stereotypical goth angst for laughs. For example, in the Personality Blood Types gag, she says she has pain for blood.
- Black Mage
- Elemental Powers: Moreso than any other member of the party. Fire, ice, lightning, wind, and dark are all present. She even gets a holy attack in her Union with Dacre.
- Gradual Grinder: With Deadly Kiss and Rain of Fire, she can be a pretty deadly grinder.
- Meaningful Name: At this point in the developer commentary, the developer points out that he's not very good with naming.
- Necromancer: Informed Ability. The closest we ever see of it in gameplay is Casting a Shadow.
- Spellbook: Her "armor" items. They don't improve her physical defense, but they do power up her magic.
- Standard Status Effects: Poison and Instant Death.
- Squishy Wizard
- Whip It Good
A green cat-like alien, known as an Ultharion, who joins Cthulhu & co. once they unwittingly sneak onto his spaceship.
A comically senile old priest who joins Cthulhu & co. in the Water Shrine.
A red demon dragon who joins Cthulhu & co. after they defeat him.