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Melindra for SSBOC

Mon Jul 28, 2008, 1:31 PM
  • Mood: Happy
  • Playing: Suikoden Tactics, Final Fantasy Tactics A2
This journal is my profile entry for Melindra into Super Smash Bros.: Original Characters.
:iconsupersmashbros-oc:

*****
Name: Melindra Rosewood
Age: Was 19 before being trapped in a jar for 1000 years.
Weapon: Magic
Family: Only child, both her parents already passed away.
Job: Medicine woman for her hometown, now a member of the Red Order of Shemlech.
From: An as-of-yet unnamed fantasy world.
Born at: Hilldale.
Fighting Symbol: Her bottle.


Profile:

Melindra is a former medicine woman transformed into a Djinni in payment for being rescued from bandits.
Image and more story here: [link]


Personality:

A quiet, kind woman who enjoys helping others. Before her transformation, she loved nothing more than to see the smile on other's faces as they recover fully from whatever their illness had been. After being in nearly solitary confinement for a millennium, she is glad to be able to be around other people again, though she is having difficulty adjusting to her new role as a continual servant to whoever carries her vessel. She is grateful for masters who give her freedom of movement, eager to fulfill good wishes; and she is easily hurt by and resentful of crueler masters, and quickly learning to be creative in 'misinterpreting' wishes made by the same.


As a Fighter:

Melindra actually possesses a 'Zero Suit' syndrome - using her Final Smash will change her between "Red Order Melindra" and "Free Melindra". Unlike Samus, however, a player would be able to choose either form to start with on the player's screen.

In her Red Order form, she fights much like Mewtwo - magically gliding across the ground at a slightly slow pace, making up for her light frame with a floating double-jump, and dealing high damage with her magical attacks.

In her Free form, she has to rely on her low physical strength, but makes up with a slightly faster rate of movement, higher endurance, and a variety of moves that include the ability to heal herself for small amounts of damage.


Moves:

*Red Order:
A) Deals up to two quick slaps with a fire-wreathed hand.
vA) Slams her palm on the ground, creating a small shock wave on the ground near her.
^A) Waves one arm overhead, releasing magical fire in a slow arc (similar to Samus' overhead flamethrower)
<-A-> ) Draws back and waves her arm in the chosen direction, releasing an explosive burst of magic.
Running A) Goes into a spinning charge, surrounding herself with a ring of fire.
Midair A) Thrusts out her palm, attacking with a burst of magic.
Midair vA) Does an underhand wave, creating a wind slash underneath her.
Midair ^A) Does an overhand wave, creating a wind slash above her.
Grab) Reaches out with one hand, magically capturing -all- opponents in close range in a red aura.
Grab A) Concentrates, wreathing those grabbed in magical flame for decent damage (can be done repeatedly).
Throw) Waves her arm in the chosen direction, launching her captives through the air. If aimed downward, instead clenches her fist and strikes all those caught with one large, final burst of flame.

*Free:
A) Deals two quick slaps, followed up by an attack with her basket of herbs.
vA) Bends down and quickly kicks out at her attackers.
^A) Swings her basket in an overhead arc.
<-A-> ) Takes her large book in both hands and swings it at her assaulters.
Running A) Holds her arms up to protect her face as she rams into her target.
Midair A) Swings her basket with both hands, in a sideways arc around both sides of her.
Midair vA) Swings her basket in an overhead arc (again, yes).
Midair ^A) Does a swinging kick around the area below her.
Grab) Reaches out with both hands and grabs a target.
Grab A) Smacks her victim repeatedly.
Throw) Takes the victim in both hands and hurls them with all her strength - not very far, though.


Special Moves:

*Red Order:
B) Raises her hands overhead as she charges her magic (the aura around her glows brighter), then brings her arms down, causing a magical explosion in the area in front of her. Can send foes flying.
<-B-> ) Unleashes a fireball, working much the same as Zelda's "Din's Fire".
^B) Melindra raises her arms and eyes to the heavens, causing a swirling tornado to shoot up into the air around her. In midair, this works as an extra jump.
vB) Melindra crosses her forearms across her chest and bows her head, surrounding herself in a protective sphere of prismatic energy - essentially another reflective shield technique.

*Free:
B) Melindra delivers a vicious overhead blow with her book, bringing it down on her opponent's head. Direct hits against foes standing on the ground drives them into the ground (DK style).
<-B-> ) She reaches into her basket and pulls out a small pouch of medicine, which she tosses at her opponents. Occasionally, the pouch will burst open, catching the target and anyone next to them in a powdery cloud that puts them to sleep.
^B) She reaches into her basket and pulls out a small vial of healing solution, which she then drinks, restoring about 8% of her health. Takes a few moments to find what she's looking for, so it's easy to interrupt.
vB) Like Princess Peach, she bends down and plucks an herb/root/mushroom from the ground. Most herbs are normal ones that she can throw as a weapon, but occasionally she plucks a healing herb, instead healing about 15% of her health.


Taunts:

*Red Order: Does a kind of salute, crossing her forearms across her chest and bowing her head, saying either " Please, surrender!" or "I don't wish to harm you..."
*Free: Clutches her book to her chest with both arms, bowing her head and slightly twisting back and forth, either saying " Please, leave me be!" or letting out a sigh of relief.


Victory Pose:

*Red Order: Does a spin in midair, then lands kneeling with her head bowed and forearms crossed across her chest, saying "Your wish is my command."
*Free: Brushes dirt off her skirt and turns to the camera, smiling and holding her book with both arms in front of her, saying "I have some medicine you can use, if you like."


Final Smash:

Freedom/Captivity:
When she's a djinni, Melindra's final smash freezes time for a few moments, and as her bottle is magically shattered, opponents near her are caught in a field of released magical energy - much like being hit by a slightly larger ranged Power Bomb (and unable to escape, since time's frozen) centered around Melindra. Once the attack is over with, she emerges as Free Melindra.

When she's in her 'free' form, this attack summons Shemlech, a large green-skinned Djinn, who creates a magic vortex centered around Melindra, sucking in nearby opponents and dealing continual damage to them (much like Kirby's final smash), in the meantime capturing Melindra into a small, red crystal bottle. At the end of the attack, Melindra is released in her Red Order form, and her opponents are released with one last burst of damage.


Courses:

*Forest Glade:
A simple stage, platforms consisting of outstretched branches of the trees. On the left side is a cave entrance. Occasionally, bandits will enter from the right side and attack the brawlers. During this time, a green light will emanate from the cave entrance, and anyone who gets knocked into the cave will be stuck for a few moments, taking damage and eventually get spit back out - if a bandit gets knocked into the cave, they will vanish, but a pig will come walking out of the cave after a few moments. Also on occasion, herbs may grow in the center of the stage. Once an herb is fully grown, it can be picked up and used, healing 8% of that character's health. If an herb is plucked too early, it will instead do 4% damage.

*Court of the Tyrant:
[link]
This golden throne room features a starry sky in the background seen through arches in the walls, and various platforms atop gilded pillars. In the middle of the background is a large throne, on which a black-robed man with a crown watches and occasionally laughs at the fighters. On occasion, he will fiddle with the left side of his throne, and traps will activate on the course, such as randomly opening trapdoors on the main floor or spikes on top of the pillars.
Also, the tyrant may turn to the djinni's bottle on the stand to his right. If Melindra is not fighting on the stage, her bottle will be on the stand, and she will be standing next to it, looking sad and downcast. If she is a participant, there will instead be a jade-and-gold encrusted urn on the stand, and Shemlech, a green-skinned, muscular man will stand next to it, arms folded across his chest. Whichever it is, the tyrant will command the djinni, who will raise their arms over their head and cause some random occurrence on the battlefield, such as pillars of fire, strong wind gusts in one direction, or random explosions throughout the battlefield.


Just in case:
Smash Brothers and all related materials are copyright Nintendo
Dungeons and Dragons is copyright Wizards of the Coast (I think)
Melindra Rosewood, Shemlech, and the 3 Orders of Shemlech (Red, Blue, and Green) are copyright myself, Evan C.

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