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  #1  
Old June 8th, 2012, 05:51 PM
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Gardevoir Gardevoir is offline
 
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Help with stats for Mewtwo and Mew customs?

I need some help with the stats for Mewtwo and Mew for Heroscape customs. So far I have:
Mewtwo
Life 7
Move 7
Range 6
Attack 7
Defense 5

Mew
Life 6
Move 6
Range 1
Attack 5
Defense 5

I am designing them to go with Marvel and C3G Heroscape. I want to base them off the first Pokemon movie, but I have based their stats off their video game base stats. If anyone has any better stats for them then could you please let me know. Thank you in advance .


Last edited by Gardevoir : June 8th, 2012 at 06:13 PM. Reason: The post went all funny :S

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  #2  
Old June 8th, 2012, 11:25 PM
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Arch-vile Arch-vile is offline
 
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Re: Help with stats for Mewtwo and Mew customs?

Stats look fine, I don't see why Mew doesn't have range though. Mew has the same powers as Mewtwo.

Let's see some special powers! I have done a few custom pokemon but haven't created any Gen1 Legends yet. I'd like to see your take on the specials for them.


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  #3  
Old June 9th, 2012, 05:00 AM
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Gardevoir Gardevoir is offline
 
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Re: Help with stats for Mewtwo and Mew customs?

Quote:
Originally Posted by Arch-vile View Post
Stats look fine, I don't see why Mew doesn't have range though. Mew has the same powers as Mewtwo.

Let's see some special powers! I have done a few custom pokemon but haven't created any Gen1 Legends yet. I'd like to see your take on the specials for them.
Thank you . Their special powers are not anything special.


Mewtwo

COUNTER
If Mewtwo is attacked by a normal attack from an opponent’s figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 11 or higher Mewtwo takes no damage and the attacking figure receives 1 wound.

PSYCHIC THROW
Instead of attacking, you may choose one figure within 4 clear sight spaces of Mewtwo. Roll the 20-sided die. If you roll 6 or higher, place the chosen figure on any empty space within 4 spaces of its original placement. After the figure is placed, you may roll the 20-sided die. If you roll 11 or higher, the thrown figure receives 1 wound. If the figure is thrown onto a level higher than its original placement or onto water, do not roll the 20-sided die. The thrown figure does not take any leaving engagement attacks.

MENTAL SHIELD
An opponent can never take temporary or permanent control of Mewtwo.

FLYING


Mew

TELEPORT Instead of moving Mew normally, you may choose any empty space that is on the same level and within 10 spaces of Mew. Place Mew on the chosen space. When Mew starts to teleport, if she is engaged she will not take any leaving engagement attacks.

BARRIER When Mew rolls defense dice against a normal attack from a non-adjacent figure, each shield rolled counts for one additional block.

EVASIVE TELEPORT
If Mew is attacked by an opponent’s figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 6 or higher Mew takes no damage and may immediately move using her Teleport Special Power.

FLYING



Like I said they are nothing special, but I have based them off what they do in the first Pokemon film, so Mewtwo's counter is deflecting attacks back (hyper beam and a rhyhorn's charge in the film) and his mental shield just because he is a powerful psychic. Mew's barrier is the bubble she makes.


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Old June 9th, 2012, 08:50 PM
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Re: Help with stats for Mewtwo and Mew customs?

Very cool. There are a few issues I noticed, most are just me being nitpicky.

Mewtwo has no real need to Throw, due to its range attack of 7. With lava or Special Defensively powers though, like Stealth Dodge, Throw could be useful.

You might want to consider Stealth Flying for both, as psychics they can really zip in and out (Mew especially, Mewtwo just uses his power). Another thing: while I agree that Mewtwo is masculine and Mew more feminine, the games show both are genderless. "It" may be a better pronoun imo.

Mew seems to be much more powerful than Mewtwo. 2 has the attack and obvious wound chance, but Mew has effectively 10 defense and avoids all damage on a roll of 6+. That lets Mew stick around longer and dish out more pain. I would raise Mew's roll to 11 like Mew2's to even the playing field.

Expanding on Mental Shield might be neat too. In the movie Mewtwo used his psychic powers to control a bunch of pokemon (the Tauros scene for the Rockets sticks out). Might be a neat power.


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  #5  
Old June 9th, 2012, 09:37 PM
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Re: Help with stats for Mewtwo and Mew customs?

Quote:
Originally Posted by Gardevoir View Post
PSYCHIC THROW
Instead of attacking, you may choose one figure within 4 clear sight spaces of Mewtwo. Roll the 20-sided die. If you roll 6 or higher, place the chosen figure on any empty space within 4 spaces of its original placement. After the figure is placed, you may roll the 20-sided die. If you roll 11 or higher, the thrown figure receives 1 wound. If the figure is thrown onto a level higher than its original placement or onto water, do not roll the 20-sided die. The thrown figure does not take any leaving engagement attacks.


Mew

TELEPORT Instead of moving Mew normally, you may choose any empty space that is on the same level and within 10 spaces of Mew. Place Mew on the chosen space. When Mew starts to teleport, if she is engaged she will not take any leaving engagement attacks.
I made Mew and Mewtwo cards in my Kanto Pokemon thread. They are pretty similar to your designs:

Mew
Spoiler Alert!


Mewtwo
Spoiler Alert!


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  #6  
Old June 10th, 2012, 07:51 AM
Gardevoir's Avatar
Gardevoir Gardevoir is offline
 
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Re: Help with stats for Mewtwo and Mew customs?

Quote:
Originally Posted by Arch-vile View Post
Very cool. There are a few issues I noticed, most are just me being nitpicky.

Mewtwo has no real need to Throw, due to its range attack of 7. With lava or Special Defensively powers though, like Stealth Dodge, Throw could be useful.

You might want to consider Stealth Flying for both, as psychics they can really zip in and out (Mew especially, Mewtwo just uses his power). Another thing: while I agree that Mewtwo is masculine and Mew more feminine, the games show both are genderless. "It" may be a better pronoun imo.

Mew seems to be much more powerful than Mewtwo. 2 has the attack and obvious wound chance, but Mew has effectively 10 defense and avoids all damage on a roll of 6+. That lets Mew stick around longer and dish out more pain. I would raise Mew's roll to 11 like Mew2's to even the playing field.

Expanding on Mental Shield might be neat too. In the movie Mewtwo used his psychic powers to control a bunch of pokemon (the Tauros scene for the Rockets sticks out). Might be a neat power.
That is why I gave him the throwing power, mainly to what you have already said but also to get figures on or off height. I had originally gave Mewtwo a mind control power, but it does not fit on the card, even on a card with extra writing space :/ . I have edited them, are these any better?

Mewtwo
life 7
move 7
range 6
attack 7
defense 5
points 380
Pokemon
Unique Hero
Telepath
Terrifying
Medium 5

COUNTER
If Mewtwo is attacked by a normal attack from an opponent’s figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 9 or higher Mewtwo takes no damage and the attacking figure receives 1 wound.

PSYCHIC THROW
Instead of attacking, you may choose one figure within 4 clear sight spaces of Mewtwo. Roll the 20-sided die. If you roll 6 or higher, place the chosen figure on any empty space within 4 spaces of its original placement. After the figure is placed, you may roll the 20-sided die. If you roll 11 or higher, the thrown figure receives 1 wound. If the figure is thrown onto a level higher than its original placement or onto water, do not roll the 20-sided die. The thrown figure does not take any leaving engagement attacks.

MENTAL SHIELD
An opponent can never take temporary or permanent control of Mewtwo.

STEALTH FLYING
When Mewtwo starts to fly, it will not take any leaving engagement attacks.

Flying Symbol



Mew
life 6
move 6
range 6
attack 5
defense 5
points 320
Pokemon
Unique Hero
Telepath
Childish
Small 2

TELEPORT Instead of moving Mew normally, you may choose any empty space that is on the same level and within 10 spaces of Mew. Place Mew on the chosen space. When Mew starts to teleport, if it is engaged it will not take any leaving engagement attacks.

BARRIER When Mew rolls defense dice against a normal attack from a non-adjacent figure, each shield rolled counts for one additional block.

EVASIVE TELEPORT
If Mew is attacked by an opponent’s figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 9 or higher Mew takes no damage and may immediately move using it's Teleport Special Power.

STEALTH FLYING
When Mew starts to fly, it will not take any leaving engagement attacks.

Flying Symbol



Mewtwo's and Mew's powers to dodge have slightly increased to 9 or higher, mainly because Mew is dodging a lot in the movie (when attack by shadow balls from Mewtwo) and every time Mewtwo was attacked, he blocked it and sent it back. I have changed them to 'its' and have given them both Stealth Flying. Would you say those are fair?


Quote:
Originally Posted by White Knight View Post
Quote:
Originally Posted by Gardevoir View Post
PSYCHIC THROW
Instead of attacking, you may choose one figure within 4 clear sight spaces of Mewtwo. Roll the 20-sided die. If you roll 6 or higher, place the chosen figure on any empty space within 4 spaces of its original placement. After the figure is placed, you may roll the 20-sided die. If you roll 11 or higher, the thrown figure receives 1 wound. If the figure is thrown onto a level higher than its original placement or onto water, do not roll the 20-sided die. The thrown figure does not take any leaving engagement attacks.


Mew

TELEPORT Instead of moving Mew normally, you may choose any empty space that is on the same level and within 10 spaces of Mew. Place Mew on the chosen space. When Mew starts to teleport, if she is engaged she will not take any leaving engagement attacks.
I made Mew and Mewtwo cards in my Kanto Pokemon thread. They are pretty similar to your designs:

Mew
Spoiler Alert!


Mewtwo
Spoiler Alert!
Those look awesome , well done, great job on them! Mine are strikingly similar to yours , that is slightly odd.... but I love your designs of them .


The Sinner. The Slayer. The Savage. The Soldier.

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  #7  
Old June 10th, 2012, 10:47 AM
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Arch-vile Arch-vile is offline
 
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Re: Help with stats for Mewtwo and Mew customs?

They look good! I like them.


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