Showing posts with label mad hatter. Show all posts
Showing posts with label mad hatter. Show all posts

Mad Hatter II

Mad Hatter II
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Dex:   2   Str:   2   Body:    3
Int:   7   Will:  5   Mind:    4
Infl:  3   Aura:  4   Spirit:  4
Initiative: 12  Hero Points:  50

Skills:
Artist (actor): 4
Gadgetry: 10
Martial Artist: 3
Scientist: 3
Thief: 5
Weaponry: 3

Advantages: Genius

Drawbacks: Serious Irrational Attraction to stealing valuable hats and committing crimes with hat theme.


Alter Ego: "Jervis Tetch"

Motivation: Mercenary
Occupation: Criminal
Wealth: 7

Equipment:

Archer Hat [Body: 4, Str: 7, EV: 3, Gliding: 2] Project a clamp that pulls object towards the wearer.

Ball Bowler [Body: 3, Growth: 6] Discharges a ball with Body: 4 that grows in size.

Chef's Hat [Body: 0, Jumping: 4] Hat has inner spring that wearer can jump on like a trampoline.

Fire Hat [Body: 2, Fog:7]

Magician's Hat [Body:1] Contains various magic tricks, such as:
    Knock Out Gas Flowers [Poison Touch: 7]
    Exploding Bunny [Bomb: 7]



Source: Who's Who, 3rd Edition

foe of: Batman



Ed's Notes: At first I thought this guy was a complete waste. An impostor who impersonates a lower like the Mad Hatter?! What a tool. BUT... looking at him, he's significantly BETTER than the original. Too bad he's dead.

My Dear

My Dear
________________________________
Dex:   3   Str:   3   Body:    2
Int:   1   Will:  2   Mind:    2
Infl:  2   Aura:  0   Spirit:  2
Initiative:  6                  

Skills:
Acrobatics: 6




Source: Who's Who, 3rd Edition



Ed's Notes: Mad Hatter's pet chimp.



Mad Hatter

Mad Hatter
________________________________
Dex:   3   Str:   2   Body:    3
Int:   7   Will:  6   Mind:    5
Infl:  4   Aura:  4   Spirit:  4
Initiative: 14  Hero Points:  50

Skills:
Gadgetry: 9
Scientist: 7
Thief: 4

Advantages: Connections: Arkham Asylum  (Low); Genius; Pet (chimpanzee);
Scholar (computers, hats)

Drawbacks: Serious Irrational Attraction to hats; Serious Psychological Instability

Alter Ego: Jervis Tetch
Motivation: Mercenary
Occupation: Computer Scientist
Wealth: 5

Equipment:
Mind Control Device [Str: 5, Body: 1, Control: 6] Makes the wearers Str 5, and puts them under Tetch's control. Usually placed inside hat bands.



Source: Whos' Who, 3rd Edition; Batman Sourcebook, page 71; Batman Role Playing Game, page 147

foe of: Batman



Ed's Notes: Here's a hint: when getting swamped by a bunch of innocent people-turned mook zombies wearing hats... KNOCK OFF THEIR HATS!!!  2nd Edition rates his Body at 4 and Omits his Scientist Skill. "Mind Control Device" is shown as "Mesmerism Hat." It omits the Str: 5 on the hats, and gives them Hypnotism: 9 instead of Control, along with an R#: 2.