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Meathook (Ultraverse Malibu comics) (Solution enemy)

Meathook


Power Level:
Game system: DC Heroes Role-Playing Game

Context

Meathook was a minor villain in mid-1990s Ultraverse comic books. We suggest that you first read the Outrage character profile for a lot of context about Darkurians.


Background

  • Real Name: Unrevealed.
  • Marital Status: Unrevealed.
  • Known Relatives: None.
  • Group Affiliation: Quattro.
  • Base Of Operations: Mobile.
  • Height: 6’1” (more in Darkurian form). Weight: 205 lbs (more in Darkurian form).
  • Eyes: Red pupils over black irises. Hair: Black (none in Darkurian form).


Powers and Abilities

Meathook is somewhat tougher and more ferocious than most Darkurian grunts. He has the full range of capacities normal to warriors of his race – as detailed in the game stats.


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History

Meathook worked for Quattro. This is one of the two known ultra groups operating for Rex Mundi in the absence of NM-E.

He and the rest of Quattro were involved in very bloody thefts of nuclear weapons in former Soviet military bases. They then attempted to stop Regina’s forces on the Moon during Break-Thru.

Like most people who have worked for Mundi, Metahook was left to hang when he was no longer needed. But he and fellow Quattro member Death Dance managed to hit the mattresses, staying in hiding for months.

The pair was eventually found by Hardcase, though. They agreed to provide him with key intelligence about the headquarters of their former employer.


Description

See peekchur.


Personality

Meathook is just a young, pretentious punk. He enjoys feeling tough and really likes to kill.

He sees himself as a real badass. But that didn’t hold well when faced with the much more experienced and proficient Darkurian fighter Outrage.


Quotes

“Eat this, old man !”


DC Universe History

Quattro is a good example of a small, mid-powered superhuman strike team. It could serve almost any master and be included in almost any superheroes campaign milieu.


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Game Stats — DC Heroes RPG Print Friendly

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Meathook (battle form)

Dex: 05 Str: 10 Bod: 10 Motivation: Thrill of combat
Int: 04 Wil: 04 Min: 04 Occupation: Mercenary
Inf: 04 Aur: 04 Spi: 04 Resources {or Wealth}: 006
Init: 013 HP: 028

Powers:
Analytical smell/tracking scent: 05, Claws: 11, Extra limbs (x4): 03, Growth: 04, Invulnerability: 10, Jumping: 01, Magic sense: 02, Regeneration: 10, Running: 05, Stretching: 01

Bonuses and Limitations:

  • Growth is Always On and Already Factored In (but this is not worth points since he has an Alter-Ego).
  • Analytical smell/tracking scent has a +2CS to OV penalty for scents not from the Wold (-2).
  • Flight is Winged and cannot be used if Meathook is in natural battle form (see below).
  • Stretching does not include the defensive bonus (-1).
  • Claws and Running are Contingent on Growth.
  • Invulnerability has a Catastrophic Burnout (-2).

Skills:
Martial artist: 05, Weaponry: 06

Advantages:
Alter-Ego (compressed form), Immortal, Language (Darkurian), No Vital Area, Stabilization.

Connections:
Death Dance (Low).

Drawbacks:
Strange Appearance, MIF of the Vyr. If he has to use his Invulnerability, he gains Catastrophic Rage and Catastrophic Psychological Instability for 1d10 Phases before reintegrating.


Meathook (smaller form)

Most of the time, Meathook will look like a near-Human. as such, will not draw too much attention in a major metropolis as long as he wears sufficient clothing. However, this is a compressed form. Darkurians are natural shape-shifters, whose natural form is huge, ugly and well-suited for combat.

Only two forms have been demonstrated, with no intermediary state. This is essentially an Alter-Ego, in game terms.

Dex: 05 Str: 07 Bod: 06 Motivation: Thrill of combat
Int: 04 Wil: 04 Min: 04 Occupation: Mercenary
Inf: 04 Aur: 04 Spi: 04 Resources {or Wealth}: 006
Init: 013 HP: 028

Powers:
Analytical smell/tracking scent: 05, Invulnerability: 10, Jumping: 01, Magic sense: 02, Regeneration: 10

Bonuses and Limitations:

  • Analytical smell/tracking scent has a +2CS to OV penalty for scents not from the Wold (-2).
  • Invulnerability and Regeneration have a sort of Minor Burnout and a Power Loss (see below).

Skills:
Martial artist: 05, Weaponry: 06

Advantages:
Alter-ego (battle form), Immortal, Language (Darkurian), No Vital Area, Stabilization.

Connections:
Death Dance (Low)

Drawbacks:
Distinct Appearance, MIF of the Vyr. If he has to use his Invulnerability, he gains Catastrophic Rage and Catastrophic Psychological Instability for 1d10 Phases before reintegrating.


You could make a killing

Darkurians are quite unstoppable, as they can regenerate terrible wounds very quickly. In many cases an attack that doesn’t actually score RAPs will appear to wound the Darkurian and be nigh-instantly healed.

Darkurians have, however, a special organ inside their body. If that organ is badly damaged or destroyed, Darkurians lose their regenerative power.

It is unclear how long this condition lasts. Our stats assume that in most cases the organ is damaged enough to cease to function, but can eventually fix itself and resume its regenerative properties. This occurs as the Darkurian Recovers from the Burnout or Power Loss discussed below.

Darkurian fighters are trained to move that organ within their body in random patterns during combat. Knowledgeable opponents thus cannot concentrate their attacks on it. There are two main ways they can be hit in their special organ:

  • Dumb chance. This is the Minor Burnout Drawback on their regenerative powers. The Burnout is reversed, due to the nature of the Powers under consideration. Rather than have a Burnout when the Darkurian rolls a double 1, the Burnout occurs when an attacker rolls a double 0.
  • A Called Shot made by a person knowing about Darkurian physiology — usually another Darkurian — using the standard +2CS penalty. If successful, it brings a complete Power Loss on the regenerative Powers’s part. Darkurian combat training includes a fair bit about predicting where the opponent will shift his innards, though. Therefore, the OV of the Called Shot suffers from a penalty equal to the difference between Martial Artist scores.
    A Darkurian with Martial Artist: 05 attacking a Darkurian with Martial Artist: 07 would thus suffer a +2 OV Penalty on top of the usual Called Shot difficulty. Whereas the Darkurian with Martial Artist: 07 could attempt his Called Shot at no additional penalty.

By Sébastien Andrivet.

Source of Character: Ultraverse.

Helper(s): Various community members for modelling the Darkurian vital organ.

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