Heroscapers

Heroscapers (https://www.heroscapers.com/community/index.php)
-   C3G Legacy Library (https://www.heroscapers.com/community/forumdisplay.php?f=167)
-   -   The Book of Mad Hatter (https://www.heroscapers.com/community/showthread.php?t=35532)

Karat April 5th, 2011 01:09 PM

The Book of Mad Hatter
 
The Book of Mad Hatter

C3G DC PUBLIC EXCLUSIVE COLLECTION 4
GOTHAM UNDERWORLD



The figure used for this unit is a Heroclix figure from the Hypertime set.
Its model number and name are #046-048 / Mad Hatter.

The figure used for this unit is a Heroclix figure from the Batman: Alpha set.
Its model number and name are #013 / Mad Hatter.

The figure used for this unit is a Heroclix figure from the Hypertime set.
Its model number and name are #136 / Jervis Tetch
________________________________________________________________
Character Bio - An outcast from childhood, Jervis Tetch is no doubt a man deranged. He is known for his obsessions - sometimes it's the novel Alice in Wonderland, other times simply on hats. Often he finds himself with an unhealthy fixation on children, a particular woman, or simply on wealth and power. His targets vary, but the means are always the same: Tetch (or the Mad Hatter, as he likes to be called) has designed hats which, when worn, give him complete control over the wearer. And he is more than willing to use them.
_________________________________________________________________

-Rulings and Clarifications-
  • Q: If Mad Hatter is destroyed, do the Hat Markers that have already been placed still take effect?
  • A: The wording of Hat Trick indicates that the only way to remove a Hat Marker is by inflicting 1 or more wounds. Therefore, the Hat Markers remain in play.

    Although Mad Hatter is removed from play, the Hat Markers are still in play. Because the effect of not being able to reveal Order Markers applies to the Marker itself, and not Mad Hatter, the effect would still apply.

    Therefore, even after Mad Hatter is destroyed, figures with a Hat Marker will still not be able to reveal Order Markers until the Hat Marker is removed by receiving 1 or more wound.

    It's worth noting that Zatanna can also remove Hat Markers with her Retla Setats special power.
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
_________________________________________________________________

-Immunities, Benefits, and Weaknesses-

Immunities:Benefits:Weaknesses:_________________________________________________________________

-Strategy, Tactics and Tips--Heroscapers Community Contributions-Card Updates:
7 March 2021 - Class changed to Misfit

Karat April 5th, 2011 01:11 PM

Re: The Book of Mad Hatter(Design Phase)
 
NAME = MAD HATTER
SECRET IDENTITY = JERVIS TETCH

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MISFIT
PERSONALITY = INSANE

SIZE/HEIGHT = MEDIUM 4

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3

POINTS = 90


HAT TRICK
Start the game with 4 green Hat Markers on this card. Before attacking, you may choose an adjacent figure. If the chosen figure is a common or squad figure, remove one unrevealed Order Marker at random from its Army Card. If the chosen figure is a Unique Hero, place a Hat Marker on its Army Card. For the entire game, if a figure other than Mad Hatter has a Hat Marker on its card, Order Markers cannot be revealed on its card, and if that figure receives 1 or more wounds, remove a Hat Marker from its card.

TEA PARTY
Once per round, after revealing an Order Marker on this card and instead of taking a turn with Mad Hatter, you may roll the 20-sided die. If you roll 6 or higher, choose up to two figures other than Mad Hatter with a Hat Marker on their cards. Take temporary control of the chosen figures and immediately take a turn with each. At the end of each turn, control of the chosen figure returns to the player who controlled the figure before the Tea Party.



Margloth April 5th, 2011 02:28 PM

Re: The Book of Mad Hatter(Design Phase)
 
If MH puts a hat on a figure, and that figure takes a wound and loses the hat, can Mad Hatter pick it up again if he has 3 hats still on his card? The power doesn't specifically address this.

quozl April 5th, 2011 02:34 PM

Re: The Book of Mad Hatter(Design Phase)
 
Powers are exceptions to the rules. If the power doesn't address it, you fall back on the rules and the rules say you can't.

Margloth April 5th, 2011 02:39 PM

Re: The Book of Mad Hatter(Design Phase)
 
Yes, I would agree with you, but is that the intention? With only 4 hats and the ability to knock off those hats with 1 wound, he might not be worth his 90 points?

quozl April 5th, 2011 02:39 PM

Re: The Book of Mad Hatter(Design Phase)
 
Once he has no glyphs, he can pick more up.

faure April 5th, 2011 02:46 PM

Re: The Book of Mad Hatter(Design Phase)
 
I think there needs to be some reconciliation between this power:
Quote:

Start the game with 4 Glyphs of Hypnotic Hat on this card.
and the Equipment glyph rules:
Quote:

4. A Unique Hero can only carry one Equipment Glyph at a time.
This seems to be setting a precedent that will make this part of the Equipment Glyph rules obsolete.

quozl April 5th, 2011 02:49 PM

Re: The Book of Mad Hatter(Design Phase)
 
It's an exception to the rules.

tcglkn April 5th, 2011 02:52 PM

Re: The Book of Mad Hatter(Design Phase)
 
Quote:

Originally Posted by faure (Post 1379651)
I think there needs to be some reconciliation between this power:
Quote:

Start the game with 4 Glyphs of Hypnotic Hat on this card.
and the Equipment glyph rules:
Quote:

4. A Unique Hero can only carry one Equipment Glyph at a time.
This seems to be setting a precedent that will make this part of the Equipment Glyph rules obsolete.

Powers are meant to break rules. He starts with them but he can't equip any Glyphs unless he has none on his card.

johnny139 April 5th, 2011 02:55 PM

Re: The Book of Mad Hatter(Design Phase)
 
A few other comic pictures that might be worth looking at - in order of best to worst, by my count. Ain't Comic Vine a dream? The last one is a previously posted image, but better looking and showing more of the Hatter. I'm not a fan though 'cause it makes him look like a little kid.

UNO
DOS
TRES
QUATRO
CINCO
SEIS
SIETE

As for the card, my only real question is... does Mad Hatter count as Insane? If so, we should make him Insane and make the only immunity to the Mad Hats the Insane personality. But I see the Hatter drifting from "creepy British stalker" like in the Animated Series to full on psychotic Carroll-obsessed midget. So it could go either way.

tcglkn April 5th, 2011 03:00 PM

Re: The Book of Mad Hatter(Design Phase)
 
Can we change him to Insane? Then we can drop the Mastermind immunity from the Glyph.

The figure used for this unit is a Heroclix figure from the Hypertime set.
Its model number and name are 46-48/Mad Hatter.

The figure used for this unit is a Heroclix figure from the Batman: Alpha set.
Its model number and name are 13/Mad Hatter.

The figure used for this unit is a Heroclix figure from the Hypertime set.
Its model number and name are 136/Jervis Tetch.

Scapemage April 5th, 2011 03:07 PM

Re: The Book of Mad Hatter(Design Phase)
 
Quote:

Originally Posted by tcglkn (Post 1379661)
Can we change him to Insane? Then we can drop the Mastermind immunity from the Glyph.

The figure used for this unit is a Heroclix figure from the Hypertime set.
Its model number and name are 46-48/Mad Hatter.

The figure used for this unit is a Heroclix figure from the Batman: Alpha set.
Its model number and name are 13/Mad Hatter.

The figure used for this unit is a Heroclix figure from the Hypertime set.

Its model number and name are 136/Jervis Tetch.

I've got him. Need photos?


All times are GMT -4. The time now is 02:02 PM.

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.