Saturday, June 6, 2026

Bringing Tri-Klops, Skeletor’s cybernetic hunter and swordsman, into The Sword of Cepheus 2nd Edition

 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. In a traditional sword-and-sorcery setting, his visor is an artifact of a fallen, highly advanced precursor civilization—or a dark techno-magical graft bound to his optic nerves by a sinister sorcerer.

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. Mechanically, rotating the visor requires a Minor Action on his turn. He can only benefit from one eye profile at a time.

  • 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.

  1. The Stalk: He begins combat at long range using Distavision (Red Eye) to pick off high-value targets or spellcasters with his ranged weapon.

  2. 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.

  3. 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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