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Cyclops in Fighting Fantasy - Island of the Lizard King

Generic Cyclops


Context

The Fighting Fantasy gamebooks  were one of the big nerd things of the 1980s.

It was choose-your-own-path gamebooks that introduced the basics of tabletop role-playing games to many. Concepts such as heroic fantasy worlds, the use of dice, game statistics, the basics of playing a character, etc.

The seventh Fighting Fantasy book had cool art by Alan Langford . The cyclops was among those illustrated monsters.


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Powers and Abilities

Cyclops are a head taller than a strong man. Their strength is enormous – even when taking their size into account. Most are deadly fighters, using their reach and brawn to control the battlefield around them with a heavy axe.

Cyclops commonly work as mercenary field leaders, being much more powerful than an ordinary fighter. They thus commonly have NCO skills. Therefore, some cyclops can bring valuable professionalism to non-human raiders.


History

Though much rarer than humans, cyclops seem to share some bad history with them. They appear to have been driven out of human areas on the world of Titan. Thus, cyclops commonly loathe humans.

As they are physically suited for war, it’s not uncommon for cyclops to work with hordes who fight humans. Such as orcs or lizard men.

Yet having a cyclops sergeant or captain is a double-edged sword. Fighters will be galvanised by the presence of a deadly cyclops leading them. But if some powerful fighter can defeat the cyclops, morale will likely come crashing down.

Cyclops not working as mercenaries tend to live alone in caves in the wild as hunter-gatherers. They will still attack humans on sight and eat them for revenge.

Encounters

A cyclops was encountered as a captain off the Allansian coast. He was working for the lizard men army of the so-called Lizard King on Fire Island.

When a hero rallied the human slaves on Fire Island (mostly captured fishermen from Oyster Bay), the cyclops bolstered the lizard men. This turned the battle against the humans.


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Game Stats — DC Heroes RPG Print Friendly

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Generic cyclops

Dex: 05 Str: 06 Bod: 05 Motivation: Mercenary
Int: 03 Wil: 02 Min: 04 Occupation: Mercenary
Inf: 03 Aur: 02 Spi: 03 Resources {or Wealth}: 002
Init: 014 HP: 000

Powers:
Growth: 01

Bonuses and Limitations:
Growth is Always On and Already Factored In.

Skills:
Military science: 03, Weaponry (Melee): 05

Advantages:
Familiarity (Military protocols and equipment), Lightning Reflexes.

Connections:
Usually none.

Drawbacks:
Serious Rage, MIH of humans, MPR (being monocular, cyclops presumably have no depth perception).

Equipment:

  • Battleaxe [BODY 05, Enhance (EV): 02 (cap is 08), Descriptor: Slashing, Recommended STR 05].
    Attack rolls against opponents in medium or heavier body armour receive a +1 to the final roll total. Attacks rolls against opponents in light or no body armour receive a -1 penalty to the final attack roll total.
  • LAMELLAR BODY ARMOUR [BODY 03, Blunting: 02, Damage capacity: 03, Enhance (Bludgeoning, Piercing, Slashing RV): 01 (cap is 07), Enhance (Slashing, Piercing RV): 01 (cap is 08), Enhance (Laser, heat/flame, Acid RV): 01 (cap is 06), Stealth penalty 3/3, Partial Coverage (Long Coat), Limitations:
    • Damage Capacity only vs. Piercing and Slashing RAPs.
    • Damage Capacity has the Full Recovery with Infrastructure Bonus.

Design Notes

The stats are pure fancy – what with FF stats being but two numbers and not being too coherent anyway.


By Sébastien Andrivet.

Source of Character: Fighting Fantasy (book 7 – Island of the Lizard King).

Helper(s): Marc Gascoigne’s Out of the Pit.

Writeup completed on the 8th of July, 2012.

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