Mesmerizer PCC



In the mid-1800s a new pseudo-science was developed by a German by the name of Mesmer. Mesmer was convinced that he had found a way to artificially induce a trance-state similar to that used by Far Eastern gurus to accomplish incredible feats of mental and physical prowess. He demonstrated his technique many times for the wealthy and affluent, who were astounded by this incredible power he seemed to possess. Real scientists debunked Mesmer at every turn, calling him a fraud out to connive money from his unwitting (and very rich) victims. Mesmer's technique, called "mesmerism" in his honor, was never sufficiently proven to be an effective method for anything, but that did not stop its spread throughout the relatively new psychological community created by Dr. Sigmund Freud.

Freud renamed this technique "hypnosis," after the legendary Hypnos, to remove the stigma that the name mesmerism carried. He and his colleagues refined hypnosis into a (more or less) reliable method for discovering psychological trauma, regressing subjects' memories, and any number of other similar effects, but never came close to the astounding feats accomplished by Mesmer.

While hypnosis spread into popular culture and became a widely accepted facet of psychology and psychiatry, what few knew was that Mesmer's original art had not died with him. A number of Mesmer's students had kept mesmerism alive and well even as the remainder of humanity believed it dead. Their refining of mesmerism and continual practice in its use made them masters of manipulation and mind-altering. Surprisingly, most of them stayed true to Mesmer's beliefs that his art should be used to help humanity.

Subtly, these mesmeric disciples implanted ideas and commands into the minds of powerful and wealthy men to begin the process of ending the world's problems. In the decades before Dark Day the "mesmerizers" had great success in reducing the problem of war and increasing global awareness. It is said that the entire "hippie" movement of the Sixties was an attempt by an overly zealous mesmerizer to promote peace and love. It is also believed that the mesmerizers were behind tycoon Ted Turner's donation of one billion dollars to the United Nations.

Then came Dark Day, and everything they had done crumbled like so many toy building blocks. With the replacement of most of the powerful world leaders by supernatural beings, the mesmerizers found that their subtle campaign of world change was no longer a viable option. All of the mesmerizers in the field were called back to Vienna for a symposium on the proper course of action.

It was finally decided that the mesmerizers would become, in essence, a spy network, following the minions of the Nightlords and thwarting them when they could and reporting them to the other factions when they could not. About half of the mesmerizers were assigned to other factions as "moles" and informants. Their incredible abilities to fool others made this transference seamless. The few beings that suspected either had their minds altered or were inducted into the Order of Mesmer. Only as a last resort were assassinations considered to silence those "in the know," and only against the evil or corrupt.

It is important to note for any Mesmerizer player characters that all of them (except for the occasional evil rogue) are members of the Order of Mesmer. They are expected to make monthly reports on their allies and whatever organization they belong to. Evil (Miscreant and Diabolic) Mesmerizers are killed by the Order whenever encountered and may be the focus for a player Mesmerizer and his group.

Mesmerizers were designed for Nightbane, but are compatible with any of Palladium's other games with little or no difficulty.



Mesmerizer PCC


Alignment: Any, but Miscreant and Diabolic characters are hunted rogues, despised by the Order of Mesmer.
Attribute Requirements: ME 14; MA 12


Special Abilities and Bonuses:
  1. Altered Aura: Mesmerizers are so adept at affecting others' minds that they project a permanent field around themselves that obscures their aura. This field is virtually identical to the psionic power Alter Aura, but is always on (even when the Mesmerizer is asleep) and requires only a thought to change. It is so precise that any other being, even specific ones, may be imitated. This is especially useful when infiltrating a group composed of supernatural beings. The Nightbane Talent See Truth can pierce this veil, as can the psionic abilities Mind Bond and Block Breaker, but saving throws are still applicable. If the Mesmerizer fails, he instantly knows about the piercing and who has accomplished it; he is also allowed an initiative roll to get up a mind block or alter his aura again before the piercer learns the truth. Only if the piercer wins initiative is the truth revealed.
  2. Powers of Illusion: The Mesmerizer can effectively create a full sensory illusion similar to the Psychic Mirage power (Between the Shadows). This illusion can be free-moving (as described in the book) or it can be a personal or immobile illusion. Free-moving illusions act precisely as described in Between the Shadows, but have only half the regular ISP cost.
    Immobile illusions are illusions that do not move, attack, or have any other offensive application. Examples would include an illusionary potted plant (looks, feels, and smells real but doesn't actually do anything), an illusionary book (has the weight and feel of a book, but is filled with gibberish unless Total Recall is used to remember an entire book), an illusionary lamp (provides illusionary light), or any number of other similar things. Such illusions only cost 5 ISP to create and have a duration of ten minutes per level of experience.
    Personal illusions are useful as disguises and impromptu weapons. Simple illusions (changing hair or eye color, skin tone, etc.) cost 5 ISP and last one hour per level of experience. Mid-level illusions (wings that don't work, becoming an entirely different species, etc.) cost 15 ISP and last for twenty minutes per level of experience. Complex illusions (Nightbane stigmata, hideous or alien appearances, copying another person, etc.) cost 30 ISP and last a mere five minutes per level. At the "complex" level, fangs, claws, and other natural weapons may be grown. These do apparent normal damage (ie: claws that seem to do 2d6 SDC) but the damage is all in the target's mind. (See Between the Shadows for a discussion on illusionary damage).
    Illusionary weapons are an interesting case. They cannot do lasting damage to anyone and simply pass through inanimate objects, but can seem to do damage to anything with enough brains to be affected by illusions (IQ 3 or higher). Thus, an illusionary Darkmetal spear would seem to do grotesque amounts of damage to a Hound, but in reality the Hound would simply collapse at zero "illusionary hit points." Remember though that anyone that has sufficient cause to disbelieve the existence of a weapon that appears out of thin air is allowed a saving throw. A simple weapon (knife, sword, club, etc.) can be simulated with 5 ISP for one minute per level. Such a weapon does its regular damage to illusionary hit points and SDC. Complex weapons (guns, Darkmetal melee weapons, grenades, etc.) cost twice the ISP and last half as long.

  3. Charisma and Trust: Mesmerizers are very likable and always seem trustworthy to others. This is reflected by a high Mental Affinity attribute (minimum 16 after bonuses). While they cannot Intimidate, add +2% to their Trust percentage at every even level.

  4. Psionics: Mesmerizers are master psionics. They have the following powers at first level: Death trance; empathy; meditation; mind block; see aura; presence sense; speed reading; total recall; alter aura; bio-manipulation; mind wipe; block breaker; induce sleep; suggestion. At each third level, select an additional psionic power from either Sensitive or Physical. At levels five, ten, and fifteen, choose a psionic power from the following list: Mind bond; possession; deaden pain; exorcism; super-hypnotic suggestion; increase healing.

  5. ISP: The Mesmerizer has ISP equal to the ME attribute plus 1d4x10, plus 2d6 at each new level of experience.

  6. PCC Bonuses: Mesmerizers are completely impervious to mind control and possession! Add 2d4 to MA and 1d4 to ME; +3 to perception; +5 vs horror factor.



PCC Skills:
Language/Literacy: Native and German (98%)
Basic Math (98%)
Language/Literacy: two of choice (+10%)
Detect Ambush (+5%)
Detect Concealment (+10%)
Disguise (+15%)
Forgery (+5%)
Pilot: two of choice (+10%)
Prowl (+15%)
Research (+5%)
Lore: two of choice (+5%)
Two Domestic or Technical skills of choice (+5%)
WP: one of choice
Hand to Hand: Basic may be chosen in place of one "other" skill or Expert (or Assassin if evil) for two

PCC Related Skills: Select six other skills from the following list. Gain one more at levels 4, 8, 10, 12, and 14.
Communications: Any
Domestic: Any (+5%)
Electrical: Basic Electronics only
Espionage: Any (+10%)
Mechanical: Basic Mechanics only
Medical: First Aid (+5%) and Paramedic only (the latter counts as two skill selections)
Military: Strategy/Tactics only
Physical: Any except Acrobatics, SCUBA, and Wrestling
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any (+10%)
Science: Any
Technical: Any (+5%)
WP: Any
Wilderness: Land Navigation and Identify Plants and Fruits only

Secondary Skills: Choose four secondary skills from the above list. These are additional areas of knowledge that do not receive the bonuses in parentheses.

Equipment: A wardrobe of clothes, disguises, and costumes; several makeup kits; a small house or apartment; car. truck, or van (1d6 years old); any other minor equipment the GM is willing to allow. Weapons will be limited to civilian devices unless the character is a member of one of the more militant factions. They prefer not to fight anyway, relying on their powers to get them out of difficult situations.

Money: 3d4x100 dollars in cash and 2d4x1000 dollars in a secured account. The character can also receive resources from the Order if they deem it necessary.

XP: Use the Nightbane experience table



The Order of Mesmer

This organization is described above and little more needs to be said, except that their resources are near-limitless and they will do nearly anything to stay hidden. The main complex is in Vienna (hidden in plain sight), but the Order has chapterhouses in most of Europe and North America's major cities. They also have an operation similar to Spook Squad's Beachhead (a covert team hidden in the Nightlands) currently underway.

The Order isn't in the least put out by the existence of supernatural beings. Mesmer had always believed in ghosts and monsters, and his development of mesmerism proved that there was more out there than meets the eye. In general, Mesmerizers (and the Order itself) treat non-humans and humans the same way.


Relations with Other Factions

The Resistance: The Order finds their enthusiasm a touch overwhelming. They've got the right idea though--the Nightlords must be destroyed. The Resistance, for their part, has no idea that they have secret helpers (and a number of spies) in their ranks.

The Underground Railroad: Trading one extreme for the other. The Order can understand their wish to remain hidden, but cannot understand why they are willing to just hand the Earth over to the Nightlords. The Railroad doen't know anything abou them.

The Nocturnes: Mesmerizers dislike vampires almost as much as the Nightlords. The Nocturnes, however, have proven their devotion to good over and over again. The Order has several spies in their ranks and are willing to trust them--for now.

The Seekers: To their eternal consternation, the Order cannot seem to keep the Seekers from knowing about them. Much information about the Mesmerizers, their methods, and location of their chapterhouses has fallen to the Seekers, and the Order can't get any spies past the sorcerers long enough to recover it. In the meantime, the two groups have a nervous knowledge of each other but no real contact.

The Warlords: Despicable examples of how power corrupts. The Order combats these punk Nightbane whenever the oppotunity presents itself.

Spook Squad: As in so many other matters, the Squad doesn't have a clue.

The Lightbringers: While the Guardians have no knowledge of the Order of Mesmer, their very existence disturbs the Order. Something about them...

Order of Morpheus, Club Freak, Dream Riders, the Gray Ghost Society: Knowledge, but no contact.



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