Bringing Tri-Klops, Skeletor’s cybernetic hunter and swordsman, into The Sword of Cepheus 2nd Edition requires capturing both his incredible master-at-arms combat prowess and the dark, techno-magic or ancient-tech nature of his iconic three-eyed visor. This blog post picks right up from Skeletor, The Overlord of Evil & Beast Man For Sword of Cepheus 2nd Edition Rpg
In the gritty, 2d6-based world of Sword of Cepheus 2e, he functions beautifully as a terrifying legendary bounty hunter, an elite mercenary captain, or a high-tier boss lieutenant.
Here is Tri-Klops fully statted out and formatted for your 2nd Edition campaign.
Tri-Klops, The Cosmic Hunter
Tri-Klops is a brawny brute who balances sheer physical power with cold, mechanical precision.
Characteristics & Attributes
STR: 11 (+1)
DEX: 10 (+1)
END: 11 (+1)
INT: 8 (0)
EDU: 7 (0)
SOC: 5 (-1)
Stamina: 22
Lifeblood: 11
Armor: 4 (Segmented Bronze Skirt & Reinforced Breastplate)
Skills
Athletics: 2
Combat Engineering: 1
Melee Combat (Blade): 3
Ranged Combat (Bow/Rifle): 2
Recon: 3
Survival: 2
Tactics: 1
Traits
Battle-Hardened: Tri-Klops gains a +1 DM to all Morale checks and saves against fear or intimidation.
Combat Focus: When engaged in melee, he can choose to forgo his movement to gain a +1 DM to a single melee attack roll.
Tracker: He gains Advantage on all Recon checks made to track a target through wilderness or ruins.
Special Equipment & Abilities
The Gamma-Visor (Ancient Tech / Artifact)
Tri-Klops’ defining feature is his rotating, three-eyed cybernetic visor.
The Red Eye (Distavision): Built for long-range scouting and targeting. Tri-Klops ignores all negative range modifiers when using ranged weapons up to Extreme range. He can clearly see fine details up to a kilometer away.
The Blue Eye (Nightvision): Grants complete visibility in total darkness, ignoring all concealment penalties from shadows, smoke, or magical darkness.
The Green Eye (Gammavision): Allows Tri-Klops to see structural weaknesses, energy signatures, or magical auras. When active, he gains a +2 DM to Combat Engineering checks to breach structures, and his melee attacks ignore 2 points of an opponent's Armor rating by striking structural vulnerabilities.
Weapons & Combat Stats
Heavy Broadsword: Melee Combat (Blade) +3, Damage $3d6+1$.
Ancient Plasma Rifle (or Heavy Crossbow): Ranged Combat +2, Damage $3d6+2$ (Range: Medium, 50m). Note: If played in a pure Sword & Planet setting, this is a heavy energy weapon. In standard Sword & Sorcery, reskin this as a heavy, mechanical arbalest.
Tactics & Combat Behavior
Tri-Klops is not a mindless berserker. He relies heavily on his Recon and Tactics skills to ambush his prey.
The Stalk: He begins combat at long range using Distavision (Red Eye) to pick off high-value targets or spellcasters with his ranged weapon.
The Close: Once the distance closes, he rotates to Gammavision (Green Eye) to bypass the armor of front-line fighters, utilizing his Combat Focus trait to systematically dismantle heavy targets.
The Escape: If outmatched, he switches to Nightvision (Blue Eye), using a smoke bomb or darkness to slip away into the terrain, hunting the party another day.
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