Sipho Unathi
Cost Characteristic Value Roll Notes
40 STR 50 19- Lift: 25.6tons; HTH: 10d6; END: [5]
48 DEX 26 14- OCV: 9  DCV: 9
30 CON 25 14-
16 BODY 18 13-
3 INT 13 12- PER Roll: 12-
8 EGO 14 12- ECV: 5; Mental Defense: 0
8 PRE 18 13- PRE Attack: 3 1/2d6
1 COM 12 11-
5 PD 15/21   Total: 15/21 PD (0/6 rPD)
10 ED 15/21   Total: 15/21 ED (0/6 rED)
14 SPD 5   Phases: 3, 5, 8, 10, 12
0 REC 15   Running: 11" / 12"
0 END 50   Swimming: 2" / 4"
0 STUN 56  
Congo | Summary
Real Name: Sipho Unathi Hair Color: Blonde
Concept: Brick Eye Color: Brown
Affiliation: Solo Uber Height & Weight: 6' 3" (1.90 m) / 176 lbs (80.00 kg)
Played By: NPC Date of Birth: December 29, 1980
Created By: Neil Ma Place of Birth: Boende, Democratic Republic of the Congo
Cost Powers END
30 Stalking: Multipower, 37-point reserve, (37 Active Points); all slots Requires A Stealth Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
2u 1) Ambush: Invisibility to Sight and Hearing Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Chameleon (Only Where There Is Cover or Darkness; -1/2), Requires A Stealth Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
2u 2) Silent Pursuit: (Total: 29 Active Cost, 23 Real Cost) Running +5" (11" total) (10 Active Points); Requires A Stealth Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 8) plus for 11" Running, Reduced Endurance (1/2 END; +1/4), Invisible to Hearing Group (+1/4) (11 Active Points); Requires A Stealth Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 9) plus +2 with Stealth (4 Active Points); Requires A Stealth Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 3) plus +2 with Shadowing (4 Active Points); Requires A Stealth Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 3) 2
30 Retractable Alloy Claws: Multipower, 45-point reserve, (45 Active Points); all slots Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
1u 1) Cling Claws: Clinging (normal STR) (10 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
3u 2) Killing Strike: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Penetrating (+1/2) (45 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 4
16 Hunter's Senses: (Total: 16 Active Cost, 16 Real Cost) +2 PER with all Sense Groups (Real Cost: 6) plus Tracking with Normal Smell (Real Cost: 5) plus Nightvision (Real Cost: 5)
60 Toughness: (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30)
Cost Talents
12 Combat Reflexes: Combat Luck (6 PD/6 ED)
15 Combat Sense 12-
22 Danger Sense (immediate vicinity, in combat, Function as a Sense) 12-
Cost Perquisites
5 Money: Well Off
2 Reputation: Ruthless Mercenary That Brought About the Downfall of Africa Force One (A medium-sized group) 11-, +2/+2d6
Cost Skills
10 +1 Overall
15 +3 with HTH Combat
2 AK: Africa 11-
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
Everyman Skills
AK: Boende, Democratic Republic of the Congo
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Hunter
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Custom Adder, Small Motorized Ground Vehicles
3 KS: Africa Force 12-
2 KS: Mercenary World 11-
Language: Arabic (completely fluent) (3 Active Points)
Language: French (completely fluent) (3 Active Points)
Language: Kongo (idiomatic) (4 Active Points)
Language: Swahili (completely fluent) (3 Active Points)
2 Navigation (Land) 12-
3 Paramedics 12-
5 Rapid Attack (HTH)
Street Detective Package (Cost: 3 Points)
Bugging 12-
Criminology 12-
Deduction 12-
Disguise 12-
Forensic Medicine 12-
Interrogation 13-
Lockpicking 14-
Monitored by Local Law Enforcement 14 or less
Security Systems 12-
Shadowing 12-
Social Limitation: Not Completely Trusted by the Public or the Police
Stealth 14-
Streetwise 13-
4 Survival (Temperate/Subtropical, Tropical) 12-
7 Tactics 14-
3 Tracking 12-
3 Trading 13-
6 TF: Common Motorized Ground Vehicles, Helicopters, Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
4 WF: Common Melee Weapons, Small Arms
225+ Disadvantages
15 Enraged: Feels Humiliated (Common), go 11-, recover 14-
20 Hunted: Africa Force 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Uberhuman Physiology, Requires Special Medical Care (Frequently, Greatly Impairing)
15 Psychological Limitation: Brash and Impulsive (Common, Strong)
20 Psychological Limitation: Refuses to Back Down (Common, Total)
15 Psychological Limitation: Quick To Resent (Common, Strong)
15 Reputation: Traitor (Betrayed Africa Force One), 11- (Extreme)
5 Rivalry: Professional (Africa Force Members; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
15 Social Limitation: Escaped Criminal (Frequently, Severe, Not Limiting In Some Cultures)
15 Susceptibility: Full Daylight, 1d6 damage per Turn (Common)
Congo | Points Summary
Characteristics Cost: 183 Base Points: 225
Powers Cost: 144 Disadvantages: 150
Talents Cost: 49 Total Experience: 101
Perks Cost: 7 Spent Experience: 101
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 93 Total Points: 476

Sipho Unathi, as a teen, found that he was more powerful and quicker than others. By the time that he was sixteen, he was the best hunter of the tribe, surpassing even the older men who had both strength and skill. He quickly came under the favor of the chief and he relished his role as first hunter. He gained the choicest pieces of meat and the most flavorful fruits, nuts, and tubers.

After a few years of this, he tired of hunting for game animals and was given the task of bringing breakers of the tribal law to justice. His prowess at battle made all the neighboring tribes sue for peace with his tribe and he was the enforcer of all pacts.

The large peaceful region within the Congo jungle did not escape notice. A team of other powerful men and women approached Sipho and he joined them. After all, he could be the leader of a weak pack or the leader of a strong pack. There was not choice. Then, he learned that this team did not operate with a leader. Or more accurately, sometimes one led, sometimes another. More often than not, it was a superhuman known as Eland - until Eland was severely wounded.

After Eland announced his retirement, Sipho, who used the name Congo the Hunter, thought that surely he would be allowed to take the helm of leader. That was not to be the case. Eland's son, known as Kilimanjaro joined, was quickly embraced as leader of the group. Over the next two years, Congo became more frustrated. And that continued to grow until the team decided to become part of Africa Force.

Even though Congo voted against joining up with the Tsholofelo organization, he went along rather than quit. He began to talk to the others, trying to convince them that he would fit in as leader of the new team. But, again Kilimanjaro was chosen instead.

Even before the team got its uniforms, Africa Force One had enemies. There were those that did not want a powerful organized team. And one of them found out that Congo was not happy. Fatwa struck Dar Es Salaam simultaneously with a crisis in Cameroon. Congo took the offer that the Egyptian woman made. And he made prey of two of the most powerful beings in the world.

Who needs a pack to hunt? Not Congo. Not anymore.


Sipho is a man who is easily slighted and who will take out his aggressions on whomever slights him. It need not be today, but can be several months away. Eventually, he will hunt and vanquish his enemies. He makes a living now as a mercenary, but it is not really money that drives him. He is selective with his contracts and gives huge discounts if the target is someone whom he despises.


"In this world, there are the hunters and the hunted. I am the hunter."


Congo is an uberman with superhuman strength, agility, and toughness. He is accomplished at stalking prey and has senses similar to many animals of the jungle. Just before the mission in which he killed Kilimanjaro and Ibex, he purchased cybernetic claws that allow him to climb efficiently or slash at his prey.


As a member of Africa Force One, he briefly wore an Africa Force suit, but doesn't any longer. Shortly after he slew Kilimanjaro and Ibex, he threw off his uniform, placed it in a hole and urinated on it before burying it. He has alternated between two costumes since then. The first consists of khaki shorts and a safari shirt with a hat and boots to match. The second is a simple leopardskin loincloth and leather sandals. There really is no reason for him choosing to wear one or the other, though. He also has a pair of short retractable metal claws that he likes to unsheath and sheath, just for effect.