Gd 10
Gd 10
Ty 6
Ex 20
Gd 10
Ty 6
Ex 20
Pr 4
Ty -5



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.

Known Powers:


Limitations / Enhancements:



Air Skiff: 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: 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 Remarkable (30) Edged Attack damage to all uncovered targets within the area they detonate inside.

Hammer: 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 rank +1 CS in Blunt Attack damage with it, which comes in handy while smoothing out (or making) dents in things.

Knife: affixed to his leather shirt, Zanzibar carries this blade with him everywhere he goes. It was made from Remarkable (30) m.s. materials, can be used to cut through items of up to like m.s. given the time, and lets him inflict Edged Attack damage in melee.

Makeshift Armor: wearing metal shoulder pads atop a minimally concealing leather shirt, Zanzibar could technically benefit from Typical (6) armor against physical attacks on his upper torso. Of course, this might be a bit generous, but there you are.

Sidearms: 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 Typical (6) Shooting damage, or a three-round burst to inflict Good (10) Shooting damage.

Spear: 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 rank in Edged Attack damage, it most often inflicts Edged Throwing damage when flung from his Air Skiff.


Missing Right Eye? Assuming he isn't simply wearing a patch to dress as a pirate, Zanzibar is missing an eye. As such, his depth perception has taken a considerable hit, prompting a -2 CS penalty to vision-based Intuition FEATs, and a -1 CS penalty to all Agility FEATs.


Crime: 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 +1 CS in this arena of knowledge.

Martial Arts type B: you don't grow up stealing from others without learning how to fight. Zanzibar may attempt any unarmed melee attack, whether punching, kicking, biting, elbowing, charging, knee dropping, or even headbutting, at the listed rank +1 CS.

Piloting: 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 FEATs at a +1 CS.


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.


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"
Hair: black
Eye(s): brown
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.

(Historical Divergence)

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?

2004 Variations


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.

2011 Variations


Blade: a new addition to his arsenal, Zanzibar finally got his hands on a true pirate blade! He can swing this deadly implement, of Remarkable (30) m.s., to inflict his Strength rank +1 CS in Edged Attack damage, making him much more dangerous in melee!

Flintlock: like his blade, this device is an authentic, stolen pirate weapon! This breech-loading pistol can be discharged by Zanzibar once every four turns, assuming he spends the time to reload it, and can be fired at -1 CS to inflict Typical (6) Shooting damage!

Revolver: 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 Good (10) Shooting 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.

Extra Goodies:

Zanzibar Universal Heroes Text File Download

Cobra directories featuring a version of Zanzibar:

  1987 2004 2011  

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