
Ms. Mesmer
(The Gang)
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.
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 :
- Froze Supergirl for five minutes.
- 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.
- Made her forget the whole time during which she was mentally frozen.
History
See Brains’ character profile.
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
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
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.
Source of Character: Daring New Adventures of Supergirl comics.
Helper(s): Roy Cowan, Darci.