Mayme (Batman & Outsiders enemy) (DC Comics)



Mayme is a 1984 obscure villain in Batman and the Outsiders. He was, frankly, an uninspired cliché of the day.

However, whilst taking notes it occurred to us than doubling — nay, tripling — down on 1980s action movie clichés with Mayme was kinda fun.


  • Real Name: Unrevealed.
  • Marital Status: Unrevealed.
  • Known Relatives: None.
  • Group Affiliation: None, or possibly his own force of mercenaries.
  • Base Of Operations: Mobile.
  • Height: 6’3” Weight: 225 lbs.
  • Eyes: Brown Hair: Black, dyed brown.


Powers and Abilities

Mayme is a large, muscular man with a big… revolver.

He’s apparently a former Special Forces soldier and instructor. Since he’s patterned after popular action movie characters of the late 1970s and early 1980s, he’s presumably a former Green Beret who turned criminal during his tour in Việt Nam.

Mayme’s troops are efficient. They hit by surprise and use massive gunfire and a generous amount of gas grenades to take down foes.

Mayme will have at least one special weapon prepared for his most dangerous opponent. And, in DC Heroes RPG terms, he will use Leadership to provide Hero Points  for that weapon’s first shot.

One step beyond !

Mayme is so derivative of various late 1970s-early 1980s action flicks (think Golan-Globus) that it is tempting to have him deliberately pattern himself after such films.

Mayme driving his Ford Gran Torino

This could influence his equipment. What comes to mind :

  1. The helicopter from Blue Thunder.
  2. A bow with explosive arrows as in Rambo.
  3. The sawed-off double barrelled shotgun from Mad Max.
  4. The Jatimatic SMG with a huge laser sight from Cobra.
  5. The pickup truck from Tango and Cash.
  6. The truck from Lone Wolf McQuade, which has to have a STR of 12.
  7. Or any van, really, as long as Mayme gets to say “Good thing my van is fast”.

To the hilt

Of course, his background would have to embrace clichés of those œuvres d’auteur. Thus, he would have begun his criminal career smuggling horse or coke out of the Golden Triangle while he was in ’Nam.

He would know *every* other characters who was in ’Nam at any point during the 1970s. And they would all remember him as the psycho who liked to kill a bit too much.

Statistics indicate that he will have been released by a bleeding heart judge at least 15 times, necessitatin’ some hard vigilante justice. If he talks about his past, rules make it mandatory to mention the war would have been won if not for hippie freaks.

His motivations for villainy would be unclear, but his style and accent would imply that he is either a Latin American (or Cuban) Communist, a rotten drug dealer (just say no ! ) or be paid by the KGB and somehow have a faint Russian accent. Or any combination of two or three of the above, it’s not really important.

Likewise his gang just have to be Cubans with Russian accents. Or Latin American revolutionaries with Wyoming accents.

Genre theory

Mayme could also affect Genre Rules ! If fighting a hero, Mayme will have to do so bare chested, and his chest will somehow be oiled. Any male hero who doesn’t fight him bare chested, oiled and with sufficient homoerotic innuendo loses 10 Hero Points.

Mayme directing his men during an ambush

Any heroine on the team will not be awarded any HP during the whole adventure and is encouraged to hang back in the background and look sexy to conserve HPs. If she does something, she’ll be out of HPs and killed so the (male) hero can swear revenge.

However, nobody loses HPs if they kill someone in an interesting and unusual manner or with a good one-liner.

Leadership will not work. Because all the bosses are stupid and ridiculous and only hard, lone wolves mavericks can be efficient at anything.

Also, the Black guy always dies, which might be a problem for Mayme.


Mayme is a mercenary, working with his own crew. During his first appearance, he worked for a Gotham gang lord beset by Batman and the Outsiders.

Mayme and his men ambushed the Outsiders while they were separated from a delirious and poisoned Batman. The well-prepared strike went fine and they captured the super-heroes.

However, the hallucinating Batman then attacked, mistaking Mayme for the man who had killed his parents in Crime Alley. The Outsiders seized the opportunity and defeated the troops while Batman punched Mayme out.

Not too long after that, Mayme was twice spotted as a background thug. Once mind-controlled by Abyssia priests, once as a bodyguard for the Gotham mob.

Though he hasn’t been seen since, it’s quite possible he has continued to operate in less well-documented places.


Mayme ostentatiously patterns himself after Mister T during his classic years. Though he has slightly lighter skin and his hair is dyed redder.

The hairstyle was in turn borrowed by Mister T from the warriors of Mandinka tribes  (in several countries in Western Africa). So there’s a slim chance Mayme might have roots closer to Gambia and Senegal than the A-Team. Very slim.


Military-style merc who stays on top of things and shouts sensible orders.


“Now ! [Hit ’em] ’fore they get used to the lights !”

Game Stats — DC Heroes RPG

Tell me more about the game stats


Dex: 05 Str: 04 Bod: 05 Motivation: Mercenary
Int: 05 Wil: 05 Min: 05 Occupation: Mercenary
Inf: 05 Aur: 04 Spi: 04 Resources {or Wealth}: 006
Init: 017 HP: 015

Martial artist*: 05, Military science*: 05, Vehicles (Land)*: 05, Weaponry (Firearms, exotic)*: 05


Underworld (Low).

None demonstrated.


  • 1976 FORD GRAN TORINO [STR 05 BODY 06, Radio communications: 08, Running: 06, R#02]. From the Starsky & Hutch Ford limited Spring series, red with a white swoosh on each side.
  • S&W M29 .44 magnum revolver [BODY 03, Projectile weapons: 05, Ammo: 06, R#02.] The exact same model as Dirty Harry.

Mayne’s crew

Mayme has a small army of goons ; all are Black dudes. It is unclear whether they work for the mob and Mayme provides the equipment, or if he somehow payrolls them. They all seem pretty well trained in general tactics, Mayme’s modus operandi and their special equipment.

Dex: 03 Str: 03 Bod: 03 Motivation: Mercenary
Int: 02 Wil: 03 Min: 03 Occupation: Thug
Inf: 02 Aur: 02 Spi: 03 Resources {or Wealth}: 004
Init: 007 HP: 005

Vehicles (Land): 03, Weaponry (Firearms, exotic): 04


  • GAS MASKS [BODY 02, Enhance (RV vs. particulates, vapors and gasses): 04 (cap is 09), R#03.]
  • Thompson M1 submachinegun [BODY 03, Projectile weapons: 05, Ammo: 07, R#3, Advantage : Autofire].
  • Gas grenades (x2) [BODY 02, Knockout gas: 06, Grenade drawback, R#03].

Mayne often obtains speciality equipment for his troops. When he ambushed the Outsiders, he had the vehicles equipped with FLOODLIGHTS [BODY 02, Flash: 06]. He had his troops attack while the Outsiders were dazzled by the sudden, intense lighting.

At least one of his men was armed with a PLASTIC GEL GUN [BODY 03, Ice production: 09, Limitation : Ice production only to create obstacles and encase opponents, R#03, Note : Looks much like a WWII-era flamethrower] which was successfully used against Metamorpho, trapping him in a block of hardening clear plastic.

Game Stats — DC Adventures RPG

Tell me more about the game stats

Mayme — Averaged PL 6.4

03 03 01 03 05 02 01 01

Combat Advantages

Close Attack 3, Defensive Roll 3, Improved Grab, Improved Disarm, Leadership, Ranged Attack 5.

Other Advantages

Equipment 4.


Athletics 2 (+5), Deception 2 (+3), Expertise: Criminal 4 (+6), Expertise: Military 9 (+10), Insight 3 (+4), Perception 4 (+5), Persuasion 2 (+3), Technology 9 (+10, Limited 2 to demolitions), Vehicles 8 (+11, Limited 2 to land vehicles).


– S&W M29 .44 magnum revolver — Ranged Ballistic Damage 4 ● 8 points
– 1976 Ford Gran Torino — Size L, Str 06, Speed 6, Defense 8, Toughness 8, Feature (radio communicator) ● 11 points


Initiative +2
Unarmed +8, Close, Damage 3
Magnum revolver +8, Ranged, Damage 4


Dodge 7 Fortitude 7
Parry 7 Toughness 6/3*
Will 5

* Without Defensive Roll.


  • Mercenary Mayme is attracted to the money and prestige of working for the big dogs.

Power levels

  • Trade-off areas Attack & Effect PL 6, Dodge/Toughness PL 7, Parry/Toughness PL 7, Fort & Will PL 6.
  • Point total 87 Abilities 38, Defences 15, Skills 16, Powers 0, Devices 0, Advantages 18. Equiv. PL 6.


Mayne often obtains speciality equipment for his troops. When he ambushed the Outsiders, he had the vehicles equipped with floodlights (Dazzle 7, Area [Cone, Distance 1], Close) and had his troops attack while the Outsiders were dazzled by the sudden, intense lighting.

At least one of his men was armed with a Plastic Gel Gun (Snare 8 ) which was successfully used against Metamorpho, trapping him in a block of hardening clear plastic.

By Sébastien Andrivet.

Source of Character: Batman and the Outsiders #13.

Helper(s): Roy Cowan, David Johnston, Pufnstuff; DCA stats by Pawsplay.