Val CHA Cost Roll Notes 18 STR 8 13- Lift 303. 1kg; 3 ½d6 HTH Damage [2] 20 DEX 20 13- 20 CON 10 13- 18 INT 8 13- PER Roll 13-/17- 17 EGO 7 12- 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 3 OMCV 0 6 DMCV 9 4 SPD 20 Phases: 3, 6, 9, 12 9+7 PD 7 Total: 9/16 PD (0/7 rPD) 6+7 ED 4 Total: 6/13 ED (0/7 rED) 8 REC 4 40 END 4 15 BODY 5 35 STUN 8 Total Characteristics Cost: 164 Movement: Running: 20m/40m Leaping: 4m/8m Swimming: 8m/16m Cost Powers & Skills Martial Arts: Commando Training Maneuver OCV DCV Damage 3 Aikido Throw +0 +1 3 ½d6 +v/10, Target Falls 4 Boxing Cross +0 +2 5 ½d6 Strike 4 Escape +0 +0 33 STR vs. Grabs 4 Judo Disarm -1 +1 Disarm; 28 STR to Disarm 4 Kung Fu Block +2 +2 Block, Abort 2 Weapon Element: Blades, Clubs Implanted Cyberware, all slots IIF (removable eye and ear modules; -¼) 4 1) Infrared Filter: IR Perception (Sight Group); IIF (removable eye and ear modules; -¼) 4 2) Low-Light Filter: UV Perception (Sight Group); IIF (removable eye and ear modules; -¼) 10 3) Reception Enhancement: +3 PER with Sight Group and Hearing Group; IIF (removable eye and ear modules; -¼) 2 4) Ultrasonic Receptor: Ultrasonic Perception (Hearing Group); IIF (removable eye and ear modules; -¼) 20 Remington M700: RKA 2d6+1, +1 Increased STUN Multiplier (+¼); OAF (-1), 4 clips of 5 Charges (-¼), Beam (-¼) plus +1 OCV; OAF (-1) plus +2 to offset RMod; OAF (-1), [5] 4 Telescopic Scope: +4 to offset RMod; OAF (-1), Only When Shooter Braces Or Sets (-1) plus +4 versus Range Modifier for Sight Group; OAF (-1), Only When Shooter Braces Or Sets (-1) plus +1 PER with Sight Group; OAF (-1), Only When Shooter Braces Or Sets (-1), Only To Counteract Darkness Penalties (-½), Requires Ambient Light (will not work in total darkness; -¼) 11 Machete: HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1) 9 Throwing Knife: HKA 1d6-1 (2d6-1 w/STR), Reduced Endurance (0 END; +½); OAF (-1) plus Range Based On STR (+¼) for up to HKA 2d6-1; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use HKA until thrown blade is recovered; -½), [1 rc] 8 Level II Kevlar Vest: Resistant Protection (7 PD/7 ED); OAF (-1), Requires A Roll (11- roll; -½) 20 Tough In A Fight: Physical and Energy Damage Reduction, Resistant, 25%; STUN Only (-½) 8 Fast Runner: Running +8m (20m total), END 1 9 Silent While Stalking Game: Invisible Power Effects (Invisible to Hearing; +½) for up to 6m Running, Reduced Endurance (0 END; +½) 2 Strong Swimmer: Swimming +4m (8m total), END 1 Talents 22 Hard To Sneak Up On: Danger Sense (self only, out of combat, Function as a Sense) 13-/17- Skills 20 +2 with All Attacks 3 Woodcraft: +1 with Shadowing, Stealth, Tracking 2 AK: "The Bush" 11- 2 AK: Zimbabwe 11- 3 Breakfall 13- 3 Climbing 13- 2 KS: Big Game Animals Of Africa 11- 2 KS: The Military/Mercenary/Terrorist World 11- 2 KS: The Superhuman World 11- 4 Language: English (completely fluent; literate) 0 Language: Shona (idiomatic) 2 PS: Big Game Hunter 11- 2 PS: Ex-Zimbabwe National Army Captain 11- 3 Paramedics 13- 3 Shadowing 13- 3 Stealth 13- 2 Survival (Tropical Forests, Tropical Plains) 13- 3 Streetwise 13- 4 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles 3 Tactics 13- 3 Tracking 13- 3 Trading 13- 8 WF: Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Javelins and Thrown Spears, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts Total Powers & Skill Cost: 237 Total Cost: 400 400+ Matching Complications (75) 20 Enraged: if embarrassed, losing, or at an extreme disadvantage (Uncommon), go 11-, recover 8- 25 Hunted: Government of Kenya [or similar local authorities. or a local superhuman or team] Frequently (Mo Pow; NCI; Harshly Punish) 20 Psychological Complication: Arrogant And Overconfident (Very Common; Strong) 15 Psychological Complication: Loves The Hunt (Common; Strong) Total Complications Points: 75 Experience Points: 0
Background/History: A former captain in the Zimbabwe National Army, Nyenyedzii was known to be an aggressive and brave solider. He fought in numerous military engagements, and nearly lost his life when he was shot in the face during the Second Congo War. Unable to continue his military duties missing an eye and ear, Nyenyedzii headed out into the bush, to apply his combat skills as a big game hunter. While somewhat successful, his desire to live well (especially considering Zimbabwe’s rampant inflation) led him to get involved with activities such as poaching, where he dealt in rare and endangered animals, and smuggling, mainly of animal skins and ivory, but also of gold and diamonds. Eventually he amassed enough wealth to travel to South Africa, where his criminal connections allowed him to purchase and have implanted several cybernetic systems designed repair his damaged eye and ear.
Able to see and hear fully again, Nyenyedzii tried rejoining the Army, but found that peace had broken out while he’d been away. Frustrated with the lack of action, he returned to leading safaris, and probably would have continued his rather mundane side-life of crime if he hadn’t been asked to eliminate a competitor. As the money was good and he’d killed plenty of people while in the army, Nyenyedzii took the job without a second thought.
The act of deliberately hunting another human awoke a new-found thrill in Nyenyedzii mind. He’d enjoyed his instances of combat in the National Army, and discovered that pursuing a man was far more exciting than any game safari. So he slowly stopped hunting animals and started to hunt his fellow men. And with time, Nyenyedzii’s skill and reputation led him to hunt the most dangerous humans of all—superhumans.
Personality/Motivation: Originally Shumba (a name he took once he started to become active in superhuman circles) wanted nothing more than to live the privileged life of a Zimbabwe army officer. However, now that he’s found something far more exciting to do with his time, he’s become somewhat obsessed with hunting people. As a strong believer in the way of the jungle (which in his mind is ‘kill or be killed’) he feels much the same about life in a super-human dominated world. The strongest and most capable are the victors, the losers die and are (metaphorically) eaten. This attitude also explains his noted arrogance when dealing with those Shumba finds wanting. He feels no reason to be polite or respectful to those he regards as lesser people, after all, if they were capable enough to handle things on their own, they wouldn’t need to hire him, would they?
Quote: “Run and hide if you wish, the outcome is always the same.”
Powers/Tactics: Extremely physically fit and capable, Shumba is skilled in a wide variety of combat forms, including hand-to-hand and modern firearms. He prefers to hunt his targets much like he would an animal in the jungle—from a place of concealment. He’ll often watch his target for some time, and then figure out the best time and place to ambush him—usually taking the form of a long range rifle shot. However, if that’s not possible, then he’ll see about doing the job up close and personal, using his combat knife and machete.
Appearance: Standing 6’3” and weighing 220 pounds, Shumba has a powerful and impressive build. He doesn’t wear a costume per se, but instead dresses in classic bush clothes: knee-high paddock boots, jodhpurs, bush jacket, and hat. The kevlar vest is worn under the jacket, while the rest of Shumba’s gear is kept attached to his belt or normally slung over one shoulder.
Designer’s Notes: This character started out as Bwana, found on page 5 of Enemies: The International File. I changed his identity to Shumba (a Shona word being “Lion”) and changed his name from “N'Kenzi Mobutu” to something more appropriate for his region of Africa. In updating and adapting Bwana to Shumba, I left his characteristics alone, but rewrote or redesigned a lot of his powers. For example, I rebuilt all his equipment and cybernetics, removed some powers that looked pointless (or silly), and added in a large number of skills that would make sense for the character's background. Naturally his Complications were heavily altered as well, as I dropped several that made no sense to me (such as x2 STUN from surprise attacks).
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