This interpretation comes from a lot of different things. I just finished reading the Sandman and Hatter M, and this is a Grimmer* interpretation of the maniac milliner. I wrote him up as a playable character in a Scuba Diving game, but I figured I might as well post him for public use.
*I hope you cringed as much reading that as I did writing it.
Power Level
Scuba Diving (17 refresh, 45 skill points, Fantastic skill cap)
Templates
Changeling, Sidhe Knight
Name
Madrigan Millineros Theophilus Carter (“Mad”, to his friends)
High Concept
The Mad Hatter
Trouble
“We’re All Mad Here”
Other
Jack of Spades; Nightmare Child; Not Actually A Very Good Milliner; Charming, Until I’m Not
Skills
Fantastic: Conviction, Weapons
Superb: Discipline, Lore
Great: Stealth, Intimidation, Athletics,
Good: Alertness, Endurance, Might
Fair:, Performance, Presence, Craftsmanship
Average:Investigation , Rapport, Resources
Stress
Social:000
Mental:0000 +1 mild consequence
Physical:0000(0000) and Armor:2, or 3 if wearing the Cloak.
Stunts
Weapon Specialization (Swords): You know how to attack effectively with a specific type of weapon. Choose a type of weapon. Your attacks with that type of weapon inflict two additional stress.
Powers
Dream Eater [-1] (Emotional Vampire, only works on sleeping people)
Oneiromancy [-5]
Refinement [-3]
Marked By Power [-1] (Wonderland)
Inhuman Strength [-2]
Supernatural Toughness [-4]
Inhuman Speed [-2]
The Catch [+3] is pure iron.
Total Refresh Cost: -16
Fate Points: 1
Focus Items (10 Slots)
Ring of Ivory (Oneiromancy +3 Offensive Control)
Ring of Horn (Oneiromancy +2 Offensive Power)
Mirror-Glass Bracelet (Oneiromancy +2 Defensive Power, +3 Defensive Control)
Mundane Equipment
A rather beat up old top hat, of which he is very fond. ("Why? Because it's my bloody hat. It isn't magic and it certainly isn't a crown. Ask to try it on again and i'll swallow your mind like a gumdrop, mortal.")
(really he has killed people over this hat)
Technically, Vorpal and the Cloak of Empty Mirrors. He carries them often. The Vorpal Sword is a blade like no other- If you put a dozen swords of every sort into a crucible, and melted it down, distilling them, Vorpal would be at the bottom. It does, indeed, go snicker-snack. It's blade is made of mirror-glass that never reflects exactly what it's meant to, and the pommel, hilt, and crossguard are the bones of a long forgotten god. The Cloak of Empty Mirrors, which he wears almost all the time if he can get away with it, is a knee-length black duster with no mantle. It swallows light and reflects a starry void. In the bottom four or five inches, sullen emerald-indigo dreamfire burns.
Possible Spells and Rotes
Dreamfire Sandstorm
Type: Oneiromancy Evocation, attack
Shifts: 8
Control: Rote
Duration: 1 action
Opposed By: Target Athletics, magical block
Effect: The more violent side of conjuring dream-stuff. Emerald-indigo Dreamfire, black sand and mirthless shadows scour at the target. Weapon:8 at Legendary attack.
The Dream Hunters
Type: Oneiromancy Evothaum, Summoning
Shifts: 10 (requires an invocation or sponsor debt)
Control: Rote
Duration: An hour.
Effect: Calls up two Nightmares to vex, beguile, or simply kill a target. Nightmares can look like almost anything- they’re spun from raw dream-stuff and imbued with animating intelligence. Whether or not they’re golems is up to your interpretation of what oneiroplasm is, but their stats are identical to those of the Fetch known as Hammerhands (OW 42). The Oneiromancer creating the Nightmare gives it a Name following it’s creation, and thus it is bound to his will. (Mechanically, I don’t have to go through the whole discipline vs. conviction. I’m it’s daddy.) If you want the Nightmare to target a specific person (a Nightmare of this sort is called a Nemesis), it requires several symbolic links to them (blood, hair, skin, spit) and gains several powers- Supernatural Sense of it’s prey’s location, Human Guise into the target, it’s building block abilities all move up one tier, and it gains the ability to pierce the target’s Catch with it’s natural weapons. A few Nemesi may have Modular Abilities and True Shapeshifting- these are the Sidhe of the Nightmares, and are not created, but called, and even then, not easily. (The March Hare, for example, is a Sidhe of the Nightmares.)
Just A Dream
Type: Oneiromancy evocation, defensive block (veil)
Shifts: 9
Control: Roll Discipline plus relevant foci. Requires sponsor debt/invocation.
Duration: 2 exchanges
Opposed by: Target Discipline
Effect: Dreams are perception, and perception is reality. Alter someone's perceptions, and you alter their reality. You create a phantasm of your nonexistence, acting as a 7-shift veil that can be seen through.
The Knight of Spades
Type: Oneiromancy Evothaum, Conjuration
Shifts: 8
Control: Rote
Duration: A day.
Effect: Children dream of knights and their swords. Knights dream of the perfect blade. Vorpal is what swords dream of. Conjures Vorpal- a Weapon:4, impossibly sharp short sword- and the Cloak of Empty Mirrors, which acts as Armor:3. The other shift is devoted to duration.
Through the Looking-Glass
Type: Oneiromancy Ritual, Worldwalking
Complexity: 7 (must tag a Nearby Mirror, Reflecting Pool, or similar scene aspect)
Duration: a half-minute
Effect: Opens a portal to Wonderland (the Dreaming) or the Nevernever through a mirror. Because of it’s low complexity and aspect tag, Mad can cast this in about fifteen seconds, less if he pushes himself.
Variations: More shifts leave the portal open longer, but that is really inadvisable. You laugh at the idea of a Jabberwock, until you actually see one.
Welcome to Wonderland
Type: Oneiromancy Evothaum, Psychomancy
Shifts: 8
Control: Rote
Duration: see explanation
Opposed By: target Discipline
Effect: A simple, nonviolent way of ending a conflict. Puts the target to sleep, represented as a direct attack on the mental stress track. It's a Weapon:0 attack at accuracy 8. You're going to sleep for a long, long time. Often used to prepare someone for Dream Eater.
Mirror Images
Type: Oneiromancy evocation, offensive block
Shifts: 8
Control: Roll Discipline
Duration: Usually 2 exchanges, beefed up to 4 with sponsor debt
Opposed By: Target Discipline
Effect: Creates a shifting dreamscape of shadows, sand, and reflections at the edge of a zone. Mechanically, it increases a zone border by 7 shifts, generally to Epic, for 2 exchanges.
Looking-Glass
Type: Oneiromancy evocation, defensive block
Shifts: 8
Control: Rote
Duration: 1 exchanges
Effect: Shadows and reflections bend themselves into a shield to preserve their master. Acts as an 8-shift block or Armor:4 for one exchange.
ONEIROMANCY [-5]
Description: You have mastered the powers of Sleep and Dreams. Far more powerful than most believe, Dreams and Reality are a wyrm biting its own tail- they both tell each other what they are, all the time.
Sponsor: Ancient gods of sleep, the ever-moving moon. Can be self sponsored, but generally among psychomancers, Nightmare changelings, or denizens of Wonderland.
Agenda: “And now to sleep, perchance to dream...”. You put people to sleep and give them dreams or nightmares. Compels to knock people out and eat their dreams. Oneiromancers are cold and proud. Punish those who slight you, slights imagined or otherwise.
Evocation: Oneiromancy evocations involve direct mental assault, shadows, sand, reflections, perception, dreams, dreamfire, sleep, and the manipulation of oneiroplasm (psychically charged ectoplasm) to create objects.
Thaumaturgy: Oneiromancy rituals involve putting people to sleep, prophetic dreams, sending messages in dreams, and the manipulation of perception. On the darker side, you can call up Nightmares (middling fetches) that take the shape of the target’s worst one.
Evothaum: You gain the ability to use Psychomancy, Summoning, and Conjuration at Evocation’s speed.
Extra Benefits:
-The Dreamtime
Gain the Demesne power when in the Dreaming. It is, literally, the stuff of dreams, and dreams are yours to command.
-Dreamsense
You can use Lore in place of Empathy for the Reading People and Social Defense trappings of that skill.
Notes
Mad, rather fittingly, is kind of a badass. He’s hitting at Weapon:8 with Vorpal, and with Fantastic Weapons, not many argue about how unfair that is. If they do, certainly not for long. His Oneiromancy isn’t really offensively inclined, but he’s throwing around 8-shift attacks and defenses. His favorite tricks are direct mental assaults that knock people out, calling Nightmares to serve him, and calling his favoured weapons and armor. He dodges at Fantastic and sprints at Legendary. Unfortunately, he’s also mad. As the proverbial hatter. He is the proverbial hatter, as a matter of fact. He's not crazy like a fishmalk, he's crazy like Heath Ledger's Joker. He’s funny and charming until, very abruptly, he isn’t. At all. Then he’s a high-functioning sociopath who’s incredibly violent and very easily bored. Think Cat Sith but with actual human morals. He just ignores them.
Note- Through The Looking-Glass only takes a few seconds because the two extra shifts are devoted to reducing the time spent on the ritual, not keeping the portal open longer.