- Joined
- Aug 13, 2001
- Messages
- 34,463
- Location
- Cull Hazard
- NNID
- Irene4
- 3DS FC
- 1203-9265-8784
- Switch FC
- SW-7567-8572-3791
What can he do? Brian is able to create water pillars, throw fireballs, send blades of wind, or even launch large rocks. His spellcasting capabilities are near endless.
Where does he come from? A gem called Quest 64, the first rpg on the Nintendo 64. It was a bright and colorful game full of Celtic music, tons of unique enemies, and NPC's who all had unique model designs. He has trained at Melrode Monastery for most of his life, rarely being outside of it till the game actually starts. His father, Lord Bartholomy went missing months ago, intent on finding a stolen artifact called "The Eltale Book", to hopefully bring peace back to the land. When he didn't return, it was up to our young hero to take the stage.
Using his wits, he was able to overcome monsters upon monsters, dungeons of various elements, and even humans who became corrupted by the power of the 4 sacred jewels. Now his elite knowledge and power can become translated to Smash, where his boundless attributes pave the way for a greater brawling. This is his time.
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Now that the introductions are done, Brian is able to command the 4 basic elements. Due to this, there's multiple ways to include his proper abilities. It could be akin to Shulk's style change, where his spells would somewhat change what element they become, or it could be a mix-match much like Ness/Lucas do. The hard part is figuring out how to balance the character.
When you look at his best stats, or even on average, you realize a few things; First, he's not much of a jumper. All he does is a little bonus spin when you beat an enemy. He doesn't jump, climb, or swim at all in his game proper. Obviously making it impossible for him to do any of this is completely pointless. Instead, make that part of him not so good. He would climb slowly, not swim for long before drowning, and have poor jumping capabilities.
On the other hand, despite being a mage, he has trained himself to be able to take physical attacks fairly well. He'd have average defense considering his design. But then you get to the damage factor. He does not lack this, being strong with damaging moves. Likewise, the knockback for most would be kind of mediocre, with a few stronger moves intended to be more KO attacks.
But then we get the bigger issues, a proper recovery. At first, my thought was for him to use his teleport moves. But then I realized they don't translate well to Smash. Exit and Return would only bring him to the starting point of the stage at best. It'd make more sense if they were akin to Mewtwo or Zelda's teleport Up B's. A small issue is the distance. Being he has fairly bad jumping, making it have a decent amount of range works well at first, but then you realize that he technically should be able to go through walls. That does not balance well. Another thought is something more akin to a quick summon. He could use a pair of Wings that would let him fly up(more akin to Pit in Brawl), but most notably, this would compensate for his horrible jumping.
Other ideas exist, but the focus overall is on all 4 elements. Once you get a good recovery style down, the rest is easier to make. In general, a gimmick is another difficult part. One idea is that he has a magic meter of sorts. It slowly fills up. Depending what magic he uses, some of it is stronger or weaker. At lowest, he can barely cast or use weak spell versions. While the idea has similarities to Robin, this including almost all of his arsenal. Likewise, his Staff itself would be strongest at full power, but it also would mean that using any spells(even recovery) would drain it.
A: Staff Swing
AA: Staff Cross
AAA: Head Stave
Running A: Homing Arrow 2
Forward A: Rock 1
Down A: Staff Trip
Up A: Wind Cutter 1
Smash A: Rock 2(Rock 3 full charge)
Smash Down A: Hot Steam 1(Hot Steam 2 full charge)
Smash Up A: Wind Cutter 2(Wind Cutter 3 full charge)
Air A: Wind Wall(if it hits an enemy, it may give them more weight, and slow them down)
Air Forward A: Large Cutter(he swings his staff forward, creating a large blade of wind, slicing forward for a few seconds)
Air Down A: Ice Knife(he points his staff downward and 4 blades of ice appear around him, cannot freeze, or do much, but looks rather sweet)
Air Up A: Fire Pillar
Air Back A: Homing Arrow 1(he stabs his staff backwards, creating three red arrows that spin around it, doing mediocre damage)
B: Fireball 1(Fireball 2 with slight charge, Fireball 3 with full charge)
Down B: Water Pillar 1(Water Pillar 2 with slight charge, Water Pillar 3 with full charge)
Forward B: Cyclone
Up B: Return/Exit(Return teleports him a certain distance equal to 1/3 inches times his current damage, directly towards the edge, and it will grab the edge if
applicable. Exit is the same as Mewtwo's Teleport, but only is in use while on the ground.)
Z: Grab
Z + A: Head Stave
Z Forward: Fire Bomb(he launches them forward in a lowball shot while they're encased in flames)
Z Downward: Ice Wall(light blue clouds appear around Brian, possibly freezing the enemy, doesn't move them very far or do much damage though)
Z Upward: Wind Walk(just throws them high into the sky, and the character launched goes much slower for 5 seconds than normal)
Z Backward: Rolling Rock(the character is send rolling on the ground backwards a few feet, if it hits someone, there's a small chance the hit character may join the
opponent in a rolling frenzy)
Air Dodge: Escape(similar to Mewtwo's, slightly longer, and isn't seeable where he happens to be like Mewtwo is)
Supermove(s)
When Brian grabs the Smash Icon, he gets 2 seconds to choose a following move by pressing Up, Back, Down, or Forward on the Control Stick. Default is
Forward.
Up: Extinction(The ultimate fire spell selects the highest damaged opponent, and if they have over 100% and more than 1 Life, then lose a stock(but stay in the same
place))
Back: Avalanche(The extremely powerful rock spell launches Boulders in a similar fashion to Onix's Rock Throw from SSB64, with wider range, but much less
height. The damage is 10% per boulder)
Down: Walking Water(This giant water spell starts by creating a Water Pillar 3 itself, and sending it forward for tremendous damage, but little knockback. Causes
about 20% to each opponent)
Forward: Ultimate Wind(Unlike the other spells, this one targets all opponents, including weak monsters if applicable. They take 30% damage each.)
If Brian has 150% or more, the moves change to these.
Up: Power Staff 2(A red beam appears below Brian and shoots upwards...doing no damage, though. For 30 seconds, he does double the damage he normally
would for pure Physical attacks only)
Back: Magic Barrier(a small red bubble creates over him, and then a somewhat larger bubble goes around him. For 20 seconds, all non-physical attacks, including
items, do absolutely nothing to Brian. However, Fans will break his shield even with a weak attack or throw. And Shield Breaker destroys it automatically.)
Down: Healing Level 2(Brian heals 30% damage onto himself.)
Forward: Weaken All(all opponents cannot use their normal shield for 10 seconds)
Taunt: He lifts his staff above his head, and circles it, then slams it into the ground.
Winning Taunt 1: He spins his staff and jumps up, via his classic winning taunt from Quest 64.
Winning Taunt 2: He puts his hand up to his staff and his staff is in a horizontal position, then creates a Red X that falls onto him, basically backfiring a Silence spell
and casting it on himself.
Winning Taunt 3: He quickly runs, then falls on his face. His staff stands up by itself, and glows a bright yellow, then finally dances for a little bit.
Costumes-
White
Brown/Blue
Green
Yellow
Red
Weight: 2
Power: 4
Speed: 3
Jump: 2
Usage: 1
Keep in mind I made this back during Brawl speculation.
AA: Staff Cross
AAA: Head Stave
Running A: Homing Arrow 2
Forward A: Rock 1
Down A: Staff Trip
Up A: Wind Cutter 1
Smash A: Rock 2(Rock 3 full charge)
Smash Down A: Hot Steam 1(Hot Steam 2 full charge)
Smash Up A: Wind Cutter 2(Wind Cutter 3 full charge)
Air A: Wind Wall(if it hits an enemy, it may give them more weight, and slow them down)
Air Forward A: Large Cutter(he swings his staff forward, creating a large blade of wind, slicing forward for a few seconds)
Air Down A: Ice Knife(he points his staff downward and 4 blades of ice appear around him, cannot freeze, or do much, but looks rather sweet)
Air Up A: Fire Pillar
Air Back A: Homing Arrow 1(he stabs his staff backwards, creating three red arrows that spin around it, doing mediocre damage)
B: Fireball 1(Fireball 2 with slight charge, Fireball 3 with full charge)
Down B: Water Pillar 1(Water Pillar 2 with slight charge, Water Pillar 3 with full charge)
Forward B: Cyclone
Up B: Return/Exit(Return teleports him a certain distance equal to 1/3 inches times his current damage, directly towards the edge, and it will grab the edge if
applicable. Exit is the same as Mewtwo's Teleport, but only is in use while on the ground.)
Z: Grab
Z + A: Head Stave
Z Forward: Fire Bomb(he launches them forward in a lowball shot while they're encased in flames)
Z Downward: Ice Wall(light blue clouds appear around Brian, possibly freezing the enemy, doesn't move them very far or do much damage though)
Z Upward: Wind Walk(just throws them high into the sky, and the character launched goes much slower for 5 seconds than normal)
Z Backward: Rolling Rock(the character is send rolling on the ground backwards a few feet, if it hits someone, there's a small chance the hit character may join the
opponent in a rolling frenzy)
Air Dodge: Escape(similar to Mewtwo's, slightly longer, and isn't seeable where he happens to be like Mewtwo is)
Supermove(s)
When Brian grabs the Smash Icon, he gets 2 seconds to choose a following move by pressing Up, Back, Down, or Forward on the Control Stick. Default is
Forward.
Up: Extinction(The ultimate fire spell selects the highest damaged opponent, and if they have over 100% and more than 1 Life, then lose a stock(but stay in the same
place))
Back: Avalanche(The extremely powerful rock spell launches Boulders in a similar fashion to Onix's Rock Throw from SSB64, with wider range, but much less
height. The damage is 10% per boulder)
Down: Walking Water(This giant water spell starts by creating a Water Pillar 3 itself, and sending it forward for tremendous damage, but little knockback. Causes
about 20% to each opponent)
Forward: Ultimate Wind(Unlike the other spells, this one targets all opponents, including weak monsters if applicable. They take 30% damage each.)
If Brian has 150% or more, the moves change to these.
Up: Power Staff 2(A red beam appears below Brian and shoots upwards...doing no damage, though. For 30 seconds, he does double the damage he normally
would for pure Physical attacks only)
Back: Magic Barrier(a small red bubble creates over him, and then a somewhat larger bubble goes around him. For 20 seconds, all non-physical attacks, including
items, do absolutely nothing to Brian. However, Fans will break his shield even with a weak attack or throw. And Shield Breaker destroys it automatically.)
Down: Healing Level 2(Brian heals 30% damage onto himself.)
Forward: Weaken All(all opponents cannot use their normal shield for 10 seconds)
Taunt: He lifts his staff above his head, and circles it, then slams it into the ground.
Winning Taunt 1: He spins his staff and jumps up, via his classic winning taunt from Quest 64.
Winning Taunt 2: He puts his hand up to his staff and his staff is in a horizontal position, then creates a Red X that falls onto him, basically backfiring a Silence spell
and casting it on himself.
Winning Taunt 3: He quickly runs, then falls on his face. His staff stands up by itself, and glows a bright yellow, then finally dances for a little bit.
Costumes-
White
Brown/Blue
Green
Yellow
Red
Weight: 2
Power: 4
Speed: 3
Jump: 2
Usage: 1
Keep in mind I made this back during Brawl speculation.
Down B: Elemental Change. (Fire > Earth > Water > Wind(repeat))
B: Power Staff Lv 1/Confusion/Invalidity/Evade Lv 1
Up B: Red Wings/Yellow Wings/Blue Wings/Green Wings
Forward B: Magma Ball/Rolling Rock/Cyclone/Walking Water
R: Restriction Lv 1
Neutral A/A during Throw: Staff Strike
Throws:
-Up: Serpentfire Arrow/Earth Blast/Homing Bubble/Wind Shrieker
-Down: Fire Globe/Gui Punch/Water Globe/Sound Laser
-Foward/Backward: Fire Bomb/Rolling Rock/Walking Water/Wind Walk
A: Staff Swing
AA: Staff Slice
AAA: Staff Upper
Dash A: Staff Spinner
Dash Animation: Running Forward with staff out, like readying a samurai saber
Smash Forward: Fireball/Rock/Bubble/Wind Cutter
Smash Down: Hot Steam/Earth Spikes/Ice Wall/Wind Wall
Smash Up: Fire Pillar/Magnet Rock/Water Pillar/Large Cutter
Aerial(s)
-Neutral: Hot Steam/Magnet Rock/Ice Wall/Wind Wall
-Directional: Homing Arrow/Rock Shower/Ice Knife/Ultimate Wind(all as stabbing moves)
Tilts: Compression/Weakness Lv 1/Drain Magic/Slow Enemy
Final Smash 1: Maximum Element
Final Smash 2: Elemental Ensemble(First the enemy gets blown near together, then they're frozen solid with ice, next comes a huge fireball from the sky, with a giant rock falling on 'em, sending them away a bit, depending their current damage)
B: Power Staff Lv 1/Confusion/Invalidity/Evade Lv 1
Up B: Red Wings/Yellow Wings/Blue Wings/Green Wings
Forward B: Magma Ball/Rolling Rock/Cyclone/Walking Water
R: Restriction Lv 1
Neutral A/A during Throw: Staff Strike
Throws:
-Up: Serpentfire Arrow/Earth Blast/Homing Bubble/Wind Shrieker
-Down: Fire Globe/Gui Punch/Water Globe/Sound Laser
-Foward/Backward: Fire Bomb/Rolling Rock/Walking Water/Wind Walk
A: Staff Swing
AA: Staff Slice
AAA: Staff Upper
Dash A: Staff Spinner
Dash Animation: Running Forward with staff out, like readying a samurai saber
Smash Forward: Fireball/Rock/Bubble/Wind Cutter
Smash Down: Hot Steam/Earth Spikes/Ice Wall/Wind Wall
Smash Up: Fire Pillar/Magnet Rock/Water Pillar/Large Cutter
Aerial(s)
-Neutral: Hot Steam/Magnet Rock/Ice Wall/Wind Wall
-Directional: Homing Arrow/Rock Shower/Ice Knife/Ultimate Wind(all as stabbing moves)
Tilts: Compression/Weakness Lv 1/Drain Magic/Slow Enemy
Final Smash 1: Maximum Element
Final Smash 2: Elemental Ensemble(First the enemy gets blown near together, then they're frozen solid with ice, next comes a huge fireball from the sky, with a giant rock falling on 'em, sending them away a bit, depending their current damage)
Notably has pieces from Blue Cave and Crystal Valley, showing off both houses as well.
Hazards include Pixies using Silence Lv 2, which can disable special moves for a short time, though it won't stop any currently active. It does not go through shields.
Grangach fires off a Walking Water, which covers most of the field and deals a decent amount of damage with little knockback.
Thunder Jell does what is does best, using Homing Arrow Level 2, which can pelt almost anyone for a small bit of damage, slightly slowing them down like if they were hit by Mario's fireball.
Finally, Termant will slowly go after anyone nearby, and lift up before hitting with its forelegs. If the sweetspot hits, it acts similar to a Smash attack with massive knockback. It however can rather easily be taken out with a small amount of attacks.
Each hazard represents an appropriate element, being Wind, Water, Fire, and Earth. Kiliac's pirate ship can also slowly come by from time to time, acting as another platform. I have not mapped out the full platform spots, but will add the details as it comes up.
Hazards include Pixies using Silence Lv 2, which can disable special moves for a short time, though it won't stop any currently active. It does not go through shields.
Grangach fires off a Walking Water, which covers most of the field and deals a decent amount of damage with little knockback.
Thunder Jell does what is does best, using Homing Arrow Level 2, which can pelt almost anyone for a small bit of damage, slightly slowing them down like if they were hit by Mario's fireball.
Finally, Termant will slowly go after anyone nearby, and lift up before hitting with its forelegs. If the sweetspot hits, it acts similar to a Smash attack with massive knockback. It however can rather easily be taken out with a small amount of attacks.
Each hazard represents an appropriate element, being Wind, Water, Fire, and Earth. Kiliac's pirate ship can also slowly come by from time to time, acting as another platform. I have not mapped out the full platform spots, but will add the details as it comes up.
A Tamer's Quest
First Stage: Castle Siege (Wolf, Wolf, Wario) [Kobold, Kobold, Goblin]
Second Stage: Wuhu Island (Fox, Ice Climbers, Donkey Kong) [Were Hare, Merrow, Orc Jr.]
Third Stage: Pokemon Stadium 1 (Lip Mii, Robin[Green Male], King K. Rool) [Princess Flora, Leonardo, Kiliac]
Fourth Stage: Brinstar, Flora/Leonardo/Kiliac VS (Ridley[Green], Ridley[Red]) [Wyvern, Red Wyvern]
Fifth Stage: The Great Cave Offensive[Battlefield], Flora/Leonardo/Kiliac VS (King Dedede, Dark Pit[White], Inkling[Purple Female], Mario) [Solvaring, Zelse, Nepty, Fargo]
Sixth Stage: Dracula's Castle, Flora/Leonardo/Kiliac VS (Bowser, Ganondorf) [Guilty, King Beigus]
Bonus Game
Final Stage: Reset Bomb Forest[Omega Mode] (Ganon) [Mammon]
No ideal music, that said. For explanations, Kobolds are dog-like in this game. Goblins look a lot like Wario. Merrow is an ice character, Orc Jr. is basically a really ruff dog, and Were Hare is a druidic rabbit in a cloak(Fox has something similar of a design). The Lip Mii is close enough to Princess Flora(both with plant-like stuff), Robin is a Wind-like mage to some degree enough to fit Leonardo(plus good coloring), and Kiliac is a pirate. The Wyverns are dragons. Yep. King Dedede is the only other major hammer wielder, not unlike Solvaring, Dark Pit is a dual-wielding master with wind-like capabilities, while Inkling is the closest to Nepty's fishgirl status, and Mario is pretty close to a perpetual frowner with fire powers like Fargo. Bowser is somewhat close to a gruff half-ogre enough, while Ganondorf now has a sword and is pretty much an evil King. Lastly, Mammon is fairly bug-like but still a demon, so Ganon comes close.
The first battle takes place inside a Castle, due to Solvaring's surprise attack where he summons some monsters. Second one is close enough to West Carmagh, where all 3 are founds. Pokemon Stadium 1 goes through different elements, like your 3 partners you'll soon have for a few fights. Brinstar is a very cave-like area by design, much like where you fight the Wyvern and Red Wyvern. Coincidentally it's a Metroid stage. The Great Cave Offensive is a perfect spot to represent multiple areas of where you fight the bosses. Dracula's Castle is... well another castle. And finally, Reset Bomb Forest is fairly similar to Mammon's World in design.
First Stage: Castle Siege (Wolf, Wolf, Wario) [Kobold, Kobold, Goblin]
Second Stage: Wuhu Island (Fox, Ice Climbers, Donkey Kong) [Were Hare, Merrow, Orc Jr.]
Third Stage: Pokemon Stadium 1 (Lip Mii, Robin[Green Male], King K. Rool) [Princess Flora, Leonardo, Kiliac]
Fourth Stage: Brinstar, Flora/Leonardo/Kiliac VS (Ridley[Green], Ridley[Red]) [Wyvern, Red Wyvern]
Fifth Stage: The Great Cave Offensive[Battlefield], Flora/Leonardo/Kiliac VS (King Dedede, Dark Pit[White], Inkling[Purple Female], Mario) [Solvaring, Zelse, Nepty, Fargo]
Sixth Stage: Dracula's Castle, Flora/Leonardo/Kiliac VS (Bowser, Ganondorf) [Guilty, King Beigus]
Bonus Game
Final Stage: Reset Bomb Forest[Omega Mode] (Ganon) [Mammon]
No ideal music, that said. For explanations, Kobolds are dog-like in this game. Goblins look a lot like Wario. Merrow is an ice character, Orc Jr. is basically a really ruff dog, and Were Hare is a druidic rabbit in a cloak(Fox has something similar of a design). The Lip Mii is close enough to Princess Flora(both with plant-like stuff), Robin is a Wind-like mage to some degree enough to fit Leonardo(plus good coloring), and Kiliac is a pirate. The Wyverns are dragons. Yep. King Dedede is the only other major hammer wielder, not unlike Solvaring, Dark Pit is a dual-wielding master with wind-like capabilities, while Inkling is the closest to Nepty's fishgirl status, and Mario is pretty close to a perpetual frowner with fire powers like Fargo. Bowser is somewhat close to a gruff half-ogre enough, while Ganondorf now has a sword and is pretty much an evil King. Lastly, Mammon is fairly bug-like but still a demon, so Ganon comes close.
The first battle takes place inside a Castle, due to Solvaring's surprise attack where he summons some monsters. Second one is close enough to West Carmagh, where all 3 are founds. Pokemon Stadium 1 goes through different elements, like your 3 partners you'll soon have for a few fights. Brinstar is a very cave-like area by design, much like where you fight the Wyvern and Red Wyvern. Coincidentally it's a Metroid stage. The Great Cave Offensive is a perfect spot to represent multiple areas of where you fight the bosses. Dracula's Castle is... well another castle. And finally, Reset Bomb Forest is fairly similar to Mammon's World in design.

In every case, the colors are determined by the cape, though some have a belt to note as well.
https://imgur.com/a/06YRJEM On another note, the user


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