Special Abilities: Panoramic Vision: Tri-Klops can see in all
Night Vision: Tri-Klops can see in the dark.
Gamma Vision: Tri-Klops can see around corners. He is not removed from
the board at the end of a turn if a player is in an adjacent room.
Dista Vision: Allows Tri-Klops to see extremely far.
Blinding Flash: For 4 magic points, Tri-Klops can blind an opponent. The
character suffers a -2 modifier to attack, defence, and magic rolls.
Tri-Klops Reaction Table
Tri-Klops will attack the closest player with his sword. After the first
successful strike by the opposing player, he will attempt to blind them.