Kolu M'Beya (Manhunter DC Comics) closeup

Kolu M’Beya


Context

Mr. M’Beya appeared in the notable 1973/1974 Manhunter feature, in Detective Comics. Though DC was behind the times back then, this feature was a gritty story resembling a then-cutting-edge crime thriller movie. It was a fan-favourite, and influential.

Kolu is a brilliant weaponsmith with a chip on his shoulder, involved in the post-colonial Western African travails. In the right kind of RPG campaign he could easily be useful – perhaps he designed the unique weapons of a Player Character .


Background

  • Real Name: Kolu M’Beya.
  • Marital Status: Unrevealed.
  • Known Relatives: Father (name unrevealed, deceased).
  • Group Affiliation: None.
  • Base Of Operations: Nairobi, Kenya.
  • Height: 5’9” Weight: 150 lbs.
  • Eyes: Brown Hair: Black


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Powers & Abilities

Kolu M’Beya is one of the world’s best weaponsmiths. He studied under the likes of the Belgian Giraud or the Korean Chull Kim. He can work wonders with conventional firearms, but also melee weapons from all over the world – including Japanese or Indian designs.

M’Beya does conventional weaponry work. That is, things you can find in the real world rather than super-science or energy weapons. His best work flirts with the cinematic , though, like the Mauser he prepared for Manhunter.

Kolu is also used to the battlefield, and is himself an excellent weapons specialist.


History

Kolu M’Beya is the son of the man who worked as Paul Kirk’s safari guide in the 1940. With the money his father made from the affluent Kirk, Kolu was given an Oxford  education. He grew to adulthood in the turbulent end of the 1960s.

With numerous African countries being in the throes of decolonisation, Kolu chose to take part in the march of History. He had grown up among well-maintained elephant rifles and other precision weaponry. And he himself was a weaponsmithing expert, always having been fascinated by guns and blades. Thus, he became an arms dealer.

The beauty of our weapons

As he started out Kolu was a young, fiery arms dealer. He would only sell weapons to those whose aims and ethics he supported. He sometimes took an active hand in arming and even training rebel movements fighting against the all-too numerous corrupt governments across the continent.

Manhunter (Paul Kirk)'s gear built by Kolu M'Beya

In 1974, Kolu M’Beya became involved in the deadly covert war between Manhunter (Paul Kirk) and the Council. This began when Kirk approached him for supplies. His now-dead father having told him Kirk was a good and respectful man, the younger M’Beya agreed to design Manhunter’s arms and armor – his Mauser, bundi dagger, throwing knives, armor vest, etc.

During this job, M’Beya came up with :

  1. The specific steel alloy of the Manhunter’s blades.
  2. The powerful explosive used in some of Kirk’s 7.63mm Mauser rounds.

Return of the Manhunter

By this point, M’Beya had burned out on how those wars he’d seen always turned sour and bitter. He thus was reluctant about getting involved in the Manhunter’s war against the Council. However, Kirk discovered that various weapons crafted by M’Beya were now used by Council assassins. The weaponsmith was already involved without his knowledge.

Kolu M'Beya's workshop

Fed up with it, Kolu grabbed a rifle. He joined Manhunter and his allies in the last assault against the Council’s stronghold. But his early participation to the assault was cut short. Mr. M’Beya was shot in the shoulder by a Council patrol as he was stepping out of the plane.

Manhunter nerve-pinched him discreetly. Kirk wanted the wounded M‘Beya to pass out for a time so he’d stay on the plane and act as a reserve, rather than stubbornly join the assault.

This plan worked – M’Beya came back to consciousness just in time to machinegun a large group of guards who were in pursuit of his allies. This made Manhunter’s suicide bombing of the Council’s headquarters possible.

Memento mori

Years later, Kolu M’Beya helped Asano Nitobe and Christine St. Clair with their precision weaponry, and seems to have been their pilot.

He may have other high-profile clients.


Description

See peekchurs.


Personality

Kolu M’Beya is a proud political activist and backer of rebellions.

He’s a bit wary of White folks, and sees himself more as an African-in-general  than a Kenyan or a citizen of any specific nation.


Quotes

“I sell equipment to Whites… but not my personal services, or my loyalty !”



Game Stats — DC Heroes RPG

Tell me more about the game stats

Kolu M‘Beya

Dex: 04 Str: 03 Bod: 04 Motivation: Justice
Int: 04 Wil: 04 Min: 04 Occupation: Weaponsmith, arms dealer
Inf: 04 Aur: 04 Spi: 04 Resources {or Wealth}: 007
Init: 012 HP: 015

Skills:
Gadgetry: 07, Vehicles (Air, land): 05, Weaponry: 06

Bonuses and Limitations:
Gadgetry is limited to weapons, ammunition, body armour and holsters.

Advantages:
Expertise (Metallurgy), H.Q. (Confined, his shop in Nairobi), Language (an undisclosed number of African languages), Scholar (Weapons of the world).

Connections:
Christine St. Clair (Low), previously Manhunter (Paul Kirk) (Low).

Drawbacks:
None demonstrated.

Equipment:
When readying for a fight, M‘Beya preferred a Ruger Mini-14 AC-556 assault rifle [BODY 04, Projectile weapons: 06, Ammo: 08, R#02, Advantage : Autofire].

He later used a light machinegun – though no specific model was drawn, he sounds like the sort of guy who’d use a MG-42.


Game Stats — DC Adventures RPG

Tell me more about the game stats

Kolu M’Beya — Averaged PL 5.3

STR STA AGL DEX FGT INT AWE PRE
01 02 01 04 02 02 01 01

Combat Advantages

Close attack 3, Defensive Roll 1, Ranged attack 3.

Other Advantages

Contacts, Equipment 8, Languages 2.

Skills

Athletics 1 (+2), Deception 2 (+3), Expertise (Weapons of the world) 10 (+12), Expertise (Combat equipment maker) 11 (+13), Insight 2 (+3), Perception 2 (+3), Persuasion 1 (+2), Ranged combat (Firearms) 2 (+9), Stealth 1 (+2), Technology 11 (+13) (Limited 2 to applications having to do with combat equipment), Vehicles 4 (+8) (Limited 1 to common land and air vehicles).

Equipment

Assault rifle 15 points
Other guns and weapons 25 points

Offense

Initiative +1
Unarmed +5, Close, Damage 1
Ruger mini +9, Ranged, Damage 5 Multiattack Ballistic

Defense

Dodge 6 Fortitude 6
Parry 5 Toughness 3/2*
Will 4

* Without Defensive Roll

Complications

  • Motivation Support his pet political causes
  • Honour Not see his weapons serve evil ends

Power levels

  • Trade-off areas Attack/Effect PL 7, Dodge/Toughness PL 5, Parry/Toughness PL 4, Fort/Will PL 5.
  • Point total 80 Abilities 28, Defences 15, Skills 19, Powers 0, Devices 0, Advantages 18. Equiv. PL 6.


By Sébastien Andrivet.

Source of Character: DC universe.

Helper(s): Capita_Senyera.