As are most of his fellow Dreadnoks, their leader and his family aside, Zanzibar is a normal human - at least, in a strictly physical sense. While he may possess inexplicably advanced technology with which to commit his crimes, Zanzibar has no super-human capabilities to speak of.
Hindrances / Augmentations:
Missing Right Eye? Assuming he isn't simply wearing a patch to dress as a pirate, Zanzibar is missing an eye, which dampened his depth perception somewhat. This increases the difficulty of Agility actions by one level, and reduces his Willpower to zero (0) on eyesight card play.
Air Skiff (i): his pride and joy, Zanzibar tools around in this monster even while the other Dreadnoks enjoy their choppers. He can move with considerable speed in this one-man, heavily armed vehicle, which is described in detail within its own equipment description.
Grenades (i): Zanzibar pins two of these devices to his shoulder pads, the better to wreck people's stuff. He can fling them anywhere within the normal distance, inflicting intensity 10 slashing damage to all uncovered targets within near missile distance of where they detonate.
Hammer (s): useful for pounding his Air Skiff back into shape or smashing skulls when necessary, Zanzibar keeps this tool handy constantly. He can inflict his Strength +4 in bashing damage with it, which comes in handy while smoothing out (or making) dents in things.
Knife (s): affixed to his leather shirt, Zanzibar carries this blade with him everywhere he goes. It was made from m.s. 13 materials, can be used to cut through items of up to like m.s. given the time, and lets him inflict his Strength +2 in slashing damage in melee combat.
Makeshift Armor (s): wearing metal shoulder pads atop a minimally concealing leather shirt, Zanzibar could technically benefit from intensity 4, or +1, armor against physical attacks on his upper torso. Of course, this might be a bit generous, but there you are.
Sidearms (a): Zanzibar carries two pistols, one kept in his Air Skiff and the other on a hip holster. He can discharge a single round with these weapons to inflict his Agility +4 in damage, or a three-round burst to inflict his Agility +5 in damage.
Spear (s): mounted on his Air Skiff when not in use, Zanzibar likes to fling this thing at his many foes. While he can use this implement to inflict his Strength +4 in melee slashing damage, it most often inflicts thrown slashing damage when flung from his Air Skiff.
Boxing (s): you don't grow up stealing from others without learning how to fight. Zanzibar may divide his pre-card play action score between any two unarmed melee attacks, whether punching, kicking, biting, elbowing, or charging, the second of which occurs as a contingent action.
Crime (i): too lazy to do real work, much less apply himself to any serious scheme, Zanzibar has mastered the fine art of petty crime. He's an excellent pickpocket, and presumably has a few other marketable, yet illicit skills, giving him a reduced difficulty in this arena of knowledge.
Piloting (a): unlike most Dreadnoks, Zanzibar can operate a vehicle that isn't a motorcycle. His, the Air Skiff, is a hovercraft of sorts, which he can use in an expert fashion. When operating it, or similar vehicles, Zanzibar may resolve control actions at a reduced difficulty.
Zanzibar is a member of the Dreadnoks, which means he theoretically has them, and by extension Cobra, as a contact. Of course, the former despise Zanzibar, and the latter think of the Dreadnoks as disposable jokes at best, so take both of these with a grain of salt.
Greed: wanting all of the things while at the same time not wanting to work for any of them, Zanzibar is the consummate petty criminal. While violence is a means to an end, and world domination comes with too many catches, Zanzibar can readily wrap his mind around notions of greed.
Zanzibar's costume clearly has a piratical theme to it. It includes tattered, olive trousers, a black leather hip holster, eye patch, and boots, a purple bandana over his right thigh, a brown leather shirt beneath purple metallic shoulder pads, and a brown leather belt and gloves.
Zanzibar is utterly loathsome. Even compared to his fellow Dreadnoks, Zanzibar is a vile boor, lacking any sort of consideration for anyone or anything. And that's before you account for his disregard for the norms of personal property - at least, where that of others is concerned.
Real Name: Morgan Teach
Occupation: pirate, smuggler, stock fraudster
Legal Status: citizen of the Cayman Islands wanted in numerous countries for countless crimes
Marital Status: single
Alias(es), if any: none
Group Affiliation: the Dreadnoks
Height: 5' 8"
Weight: 190 lbs.
Other Distinguishing Characteristics: Zanzibar wears a patch over his right eye, implying that it is missing. However! In recent years, he was caught wearing a patch over his left eye. Whether this was a sculpting error or marks him as a pirate poseur is entirely up to you!
Additional characteristics of note include a skull and sabers tattoo on his right bicep, the handlebar moustache and considerably long topknot he wears at all times. On occasion, he will also grow out a soul patch to go with these other fashion choices.
Despite his alias, Zanzibar wasn't born in Africa. No, he came to be in the Cayman Islands, and was reared on an itinerant garbage scow. Wandering from one port of ill repute to another during his formative years, Zanzibar acquired all manner of bad habits and personality traits.
An unrepentant thief, for one thing, Zanzibar's hands found themselves in the pockets of others just as often as not. Destined for a life of crime, Zanzibar tried his hand at numerous different illicit careers, but all of them seemed to involve too much effort for his tastes.
Thus winding his way around the world, landing in one jail after another for the pettiest of petty crimes, Zanzibar ultimately got lucky when attempting to swindle the Dreadnoks. Brazenly selling Zartan a stolen tanker full of bootleg gasoline, he was recruited on the spot.
When the Dreadnoks' leader left for America soon after, however, his gang rapidly decided that it wasn't nearly as fond of him as Zartan was. As such, Zanzibar made haste to follow Zartan to the States, accompanied by the similarly loathed Monkeywrench.
Reuniting with Zartan and some of the gang after attempting to steal that previously-stolen gas back again, Zanzibar immediately found himself hip deep in the Dreadnoks' work for Cobra, the terrorist organization and state that their leader had been inextricably linked to.
Even after Zartan wandered off again, for reasons related to his original absence, the Dreadnoks remained in Cobra's employ. Zartan's siblings, Zarana and Zandar, each led a group of the 'Noks in the service of that group, and, well, Zanzibar needed money.
The gang was tired of sharing their grape soda and chocolate donuts with him, because he would use the former to brush his teeth, and take a single bite out of the latter before returning them to the box! No, Zanzibar was happy to do crime for Cobra, because it kept him fed.
And it beat having a real job.
When the Cobra gig dried up, Zanzibar accompanied his fellow Dreadnoks to Chicago, where Zartan built his band of misfits and malcontents into a nation-spanning gang. A powerful criminal organization with even more powerful connections, the group was truly dangerous on its own.
Shepherded by Zartan's daughter, Zanya, the group even helped Cobra get back on its feet after its first collapse! Though their relationship with those terrorists was dicey afterwards, Zanzibar continued to work with Cobra until the Dreadnoks broke away from them for good.
Presumably, Zanzibar remains with the group to this day. Who else would have him?
Zanzibar's second ensemble is a variant on his first, including tattered, blue and white camouflage trousers, a black leather belt, holster, and boots, a purple bandana over his right thigh, a brown leather shirt under metallic shoulder pads, and a brown leather eye patch and gloves.
Blade (s): a new addition to his arsenal, Zanzibar finally got his hands on a true pirate blade! He can swing this deadly implement, of m.s. 13, to inflict his Strength +4 in slashing damage, making him a much more dangerous hooligan in melee combat.
Flintlock (a): like his blade, this device is an authentic, stolen pirate weapon! This breech-loading pistol can be discharged by Zanzibar once every four exchanges, assuming he spends the time to reload it, and can be fired at an increased difficulty to inflict his Agility +4 in damage!
Revolver (a): this less 'in character' weapon, while not nearly as historical as his other new implements, is just as stolen. Zanzibar can discharge it to inflict his Agility +5 in damage per deadly assault, though he cannot do so in a semi-automatic fashion.
Zanzibar's third costume is comprised of raggedy olive trousers, a purple bandana over his right thigh, a black leather hip holster, eye patch, boot sheath, and buccaneer boots, bronze wrist bands and ankle guards, a gray sash, and gray shoulder pads with a holster for his flintlock.
Cobra directories featuring a version of Zanzibar:
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