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Ms. Mesmer of the Gang (Supergirl enemy) (DC Comics) hypnosis closeup

Ms. Mesmer

(The Gang)


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

Context

The Gang are minor Supergirl enemies, seen in her 1982 The Daring New Adventures Of Supergirl series.

They are convenient as small villain-ish team.

This profile is intended to be read after the Brains character profile, which has all the context.


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Background

  • Real Name: Unrevealed.
  • Marital Status: Unrevealed.
  • Known Relatives: None.
  • Group Affiliation: The Gang.
  • Base Of Operations: Chicago.
  • Height: 5’7” Weight: 130 lbs.
  • Eyes: An odd shade of green with strange patterns. Hair: Grey


Powers and Abilities

Ms. Mesmer, as her name indicates , is a hypnotist. Aided by the lights coming from her disk, she can achieve superhuman results. She could even freeze then hypnotize Supergirl.

Ms. Mes of the Gang - DC Comics- Hypnosis

However, she can only work on one person at a time. And sometimes the disk fails to work on even the most mediocre subject (in DC Heroes RPG terms, R#).

As an example of her abilities, during their first encounter, she :

  1. Froze Supergirl for five minutes.
  2. Hypnotized her into seeing something scary every time she gazed at her reflection. It turned out Supergirl saw herself as Linda, leading her to think she had reverted to her alter-ego. Ms. Mesmer couldn’t tell what the “something scary” was, though.
  3. Made her forget the whole time during which she was mentally frozen.

History

See Brains’ character profile.

The Gang - DC Comics - with Matrix Prime - Supergirl enemies


Description

See illustrations.


Personality

Ms. Mesmer tends to let Brains do the talking, and Kong and Bulldozer do the heavy lifting. This is despite being arguably the most powerful member of the Gang.

She is confident in her power despite the failure rate, but not highly driven. When she took a bullet in the shoulder, she accepted every single demand from Supergirl so she could be taken to the hospital. Yet it would have been relatively easy to pull some trick.


Quotes

“Sorry, old man. That’s not part of tonight’s plans. But don’t feel bad. Matter of fact, just keep looking my way, and I can arrange it so you don’t even remember seeing us… at all !”



Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Ms. Mesmer

Dex: 03 Str: 02 Bod: 03 Motivation: Mercenary
Int: 04 Wil: 04 Min: 04 Occupation: Criminal
Inf: 04 Aur: 04 Spi: 04 Resources {or Wealth}: 005
Init: 015 HP: 020

Skills:
Medicine (Brainwashing): 06

Connections:
The Gang (High).

Equipment:
PECTORAL DISK [BODY 03, Hypnotism: 14, Mental freeze: 15, R#05, Limitation : None of these abilities can be used to Multi-attack, Limitation : All Powers require a clear and direct line of sight (which usually means Range: 02), Limitation : the disk likely only works for Ms. Mesmer with her odd eyes and her hypnotic talent.].


Design Notes

Some extrapolation in the stats due to the lack of material.


Game Stats — DC Adventures RPG Print Friendly

Tell me more about the game stats

Ms. Mesmer — Averaged PL5.6

STR STA AGL DEX FGT INT AWE PRE
00 01 00 01 01 02 01 01

Powers

Hypnotic talent and strange eyes ● 17 points ● Descriptor: Hypnosis
– Mental paralysis — Affliction 15 (Dazed & Entranced/Stunned & Immobile/Paralysed & Unaware, resisted by Will, Extra Condition), Removable (requires her pectoral disk), Sense-dependent (Sight).
– Hypnotic suggestion — Affliction 14 (Dazed, Compelled, resisted by Will, Limited Degree), Removable and Sense-dependent as above, Extra: the Compelled Condition is an hypnotic suggestion with an autonomous trigger, and the Condition is applied by the trigger, Quirk: Ms. Mesmer can only formulate suggestions in general terms.)

Combat Advantages

Close attack 1, Defensive Roll 1.

Other Advantages

Fascinate (Persuasion).

Skills

Athletics 1 (+1), Deception 2 (+3), Insight 4 (+5), Perception 3 (+4), Persuasion 1 (+2).

Offense

Initiative +0
Unarmed +2, Close, Damage 0
Hypnotic talent and strange eyes Affliction 14 or 15 as per above.

Defence

Dodge 03 Fortitude 03
Parry 02 Toughness 01*/02
Will 04

* Without Defensive Roll

Complications

  • Hail hail The Gang’s member protect each other, and strive to improve their lot through amoral means.
  • It’s an art, not a science Sometimes, her hypnosis inexplicably fails, even against somebody with mediocre resistance.
  • It’s an art, not a science Ms. Mesmer cannot predict how her general suggestion (“you’ll see something that really scares you”) will be interpreted (what is the scary thing the person sees).

Powers Levels

  • Trade-off areas. Attack/Effect PL 15, Dodge/Toughness PL 3, Parry/Toughness PL 2, Fort/Will PL 4.
  • Points total 49. Abilities 14, Defences 9, Skills 6, Powers 17, Devices 0, Advantages 3. Equiv. PL 4.


By Sébastien Andrivet.

Source of Character: Daring New Adventures of Supergirl comics.

Helper(s): Roy Cowan, Darci.

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