Pro Hero Dekiru
Previously Battle Legend G.K.
So my child, which story would you like me to read to you tonight?
How about the one we've always read? About the fallen child?
Hm? You've grown tired of that one?
...A new story?
Sigh... I cannot say I did not expect this.
Alright then, my child. I will read you a new story. But it is a long one. I will only read you the first chapter. It is a very long story; much longer than the last one.
The name?
Oh, the title. Let us see here...
The name of this story is
DeltaRune.
WARNING. THIS RP IS ONLY FOR THOSE WHO HAVE PLAYED THROUGH OR WATCHED THROUGH THE ENTIRETY OF THE DEMO OF THE GAME DELTARUNE, MADE BY TOBY FOX. IF YOU HAVE NOT, I RECOMMEND YOU DO, TO GET A BETTER GRASP OF WHAT THIS ROLE-PLAY ENTAILS. HERE IS A LINK TO WHERE YOU CAN DOWNLOAD THE GAME, WHICH IS ONE HUNDRED PERCENT FREE OF CHARGE. IF YOU HAVE PLAYED AND/OR WATCHED THE ENTIRETY OF THE GAME, PROCEED ONWARD. IF NOT, YOU HAVE BEEN WARNED.
With that being said, this RP is not a carbon copy of that game; there will be small edits to make this RP unique, such as the inclusion of SEVEN main characters rather than three. There will be more bosses, and I hope to include a Jevil fight. As this is different, Chapter Two will be different as well, if we get there before ol' Toby does.
Before I go into more details, here are some standard rules that need to be followed in this RP.
1. You need at least decent grammar skills. Not only is this a 'Charms official rule, but it just makes the RP more fun as a whole. Tell me, which sentence seems more appealing to read: "when I got home from school i sat down and played computer it was fun" or, "When I got home, I sat down and played on my computer. It was fun."
2. Your OC can't be a Mary Sue, nor should they be overpowered.
3. Just follow the Pokecharms rules in general. Please.
4. More details on the RP as well as more intricate rules are down below.
The seven main characters will consist as such; three humans, two monsters, and two sibling Darkners of royal blood. This is to accommodate for the lack of people we would be able to include normally. Each character will also have an RPG-style class like in Deltarune. Here is a grid that needs to be finished before the RP can start. Don't worry; the other four characters will be just as significant to the plot as would there be the original three. If you claim one of the humans, know that SOULs cannot repeat in color or in trait between different humans.
Slot #1 (Kris Counterpart): Frash, the Red Knight
The first of the three humans. When crossing over into the Dark World, Frash gains the abilities of a Knight. He wields a broad knightly sword and a shield. His SOUL gives him the commanding power of a master strategist, as well as the power to keep pushing forward in times of crisis.
Slot #2: Leaf, the Yellow Gunslinger
The second of the three humans. When transversing worlds, Leaf gets the eyes of a Gunslinger. He brings dual revolvers into a fight. His SOUL gives him the power to shoot magic bullets, as well as a keen sense of justice.
Slot #3: Gregory, the Purple Bard
The last of the three humans. When falling into the Dark World, Gregory gets the talent of a Bard. His SOUL is his weapon, with which he can blast energy pulses.
Slot #4 (Susie Counterpart): ???, the Monstrous ???
The second of the two monsters. When crossing into the Dark World, ??? gains the power of ???. Their SOUL focuses magic into their trusty ???. They have a naturally dark demeanor, but the ability to redeem their actions hides from within.
Slot #5: Victor, the Monstrous Archer
Victor is the first of the two monsters from the world of Light. When crossing into the Dark World, Victor gains the skill of a ranger. His SOUL focuses magic into his bow, giving him crystal arrows that can be summoned on a dime.
Slot #6: Val, the Prince of the Dark
The first of Darkner royalty. Being a Darkner, Val has naturally high magic power, and operates as the team's personal warlock, with high magic power to back up his claim. He wields a wand and a grimoire in combat.
Slot #7: Monty, the Prince of the Dark
The second of Darkner royalty. As a monster, Monty has naturally high magic power, and operates as the team's Magician, using his SOUL to use high-power magic attacks. He uses a wand in combat.
How about the one we've always read? About the fallen child?
Hm? You've grown tired of that one?
...A new story?
Sigh... I cannot say I did not expect this.
Alright then, my child. I will read you a new story. But it is a long one. I will only read you the first chapter. It is a very long story; much longer than the last one.
The name?
Oh, the title. Let us see here...
The name of this story is
DeltaRune.
WARNING. THIS RP IS ONLY FOR THOSE WHO HAVE PLAYED THROUGH OR WATCHED THROUGH THE ENTIRETY OF THE DEMO OF THE GAME DELTARUNE, MADE BY TOBY FOX. IF YOU HAVE NOT, I RECOMMEND YOU DO, TO GET A BETTER GRASP OF WHAT THIS ROLE-PLAY ENTAILS. HERE IS A LINK TO WHERE YOU CAN DOWNLOAD THE GAME, WHICH IS ONE HUNDRED PERCENT FREE OF CHARGE. IF YOU HAVE PLAYED AND/OR WATCHED THE ENTIRETY OF THE GAME, PROCEED ONWARD. IF NOT, YOU HAVE BEEN WARNED.
With that being said, this RP is not a carbon copy of that game; there will be small edits to make this RP unique, such as the inclusion of SEVEN main characters rather than three. There will be more bosses, and I hope to include a Jevil fight. As this is different, Chapter Two will be different as well, if we get there before ol' Toby does.
Before I go into more details, here are some standard rules that need to be followed in this RP.
1. You need at least decent grammar skills. Not only is this a 'Charms official rule, but it just makes the RP more fun as a whole. Tell me, which sentence seems more appealing to read: "when I got home from school i sat down and played computer it was fun" or, "When I got home, I sat down and played on my computer. It was fun."
2. Your OC can't be a Mary Sue, nor should they be overpowered.
3. Just follow the Pokecharms rules in general. Please.
4. More details on the RP as well as more intricate rules are down below.
The seven main characters will consist as such; three humans, two monsters, and two sibling Darkners of royal blood. This is to accommodate for the lack of people we would be able to include normally. Each character will also have an RPG-style class like in Deltarune. Here is a grid that needs to be finished before the RP can start. Don't worry; the other four characters will be just as significant to the plot as would there be the original three. If you claim one of the humans, know that SOULs cannot repeat in color or in trait between different humans.
Slot #1 (Kris Counterpart): Frash, the Red Knight
The first of the three humans. When crossing over into the Dark World, Frash gains the abilities of a Knight. He wields a broad knightly sword and a shield. His SOUL gives him the commanding power of a master strategist, as well as the power to keep pushing forward in times of crisis.
Slot #2: Leaf, the Yellow Gunslinger
The second of the three humans. When transversing worlds, Leaf gets the eyes of a Gunslinger. He brings dual revolvers into a fight. His SOUL gives him the power to shoot magic bullets, as well as a keen sense of justice.
Slot #3: Gregory, the Purple Bard
The last of the three humans. When falling into the Dark World, Gregory gets the talent of a Bard. His SOUL is his weapon, with which he can blast energy pulses.
Slot #4 (Susie Counterpart): ???, the Monstrous ???
The second of the two monsters. When crossing into the Dark World, ??? gains the power of ???. Their SOUL focuses magic into their trusty ???. They have a naturally dark demeanor, but the ability to redeem their actions hides from within.
Slot #5: Victor, the Monstrous Archer
Victor is the first of the two monsters from the world of Light. When crossing into the Dark World, Victor gains the skill of a ranger. His SOUL focuses magic into his bow, giving him crystal arrows that can be summoned on a dime.
Slot #6: Val, the Prince of the Dark
The first of Darkner royalty. Being a Darkner, Val has naturally high magic power, and operates as the team's personal warlock, with high magic power to back up his claim. He wields a wand and a grimoire in combat.
Slot #7: Monty, the Prince of the Dark
The second of Darkner royalty. As a monster, Monty has naturally high magic power, and operates as the team's Magician, using his SOUL to use high-power magic attacks. He uses a wand in combat.
Here are the options for human SOUL color options.
Orange: An Orange SOUL symbolizes Bravery; this human is naturally brave and will take almost any challenge head on. Their magic grants them enhanced power the faster they move.
Yellow: A Yellow SOUL symbolizes Justice; this human has an almost unwavering sense of right and wrong; they'll do what they know in their hearts, or at least believe, is the right thing one hundred (or at least ninety) percent of the time. Their magic allows them to fire projectiles from their SOUL, body, or their weapon(s).
Green: A Green SOUL symbolizes Kindness; this human is kind and courteous to everyone around them, only fighting as a last resort. They believe that enemies are friends not made. Green magic allows them to create hard yet fragile magic shields that slowly heal those behind them.
Aqua: An Aqua SOUL symbolizes Patience; this human is willing to wait as long as it takes to get things done; they almost never let their emotions get the best of them, and can put up with almost anybody. Their willpower is stronger than steel. Their magic allows them to keep a clean head in the most dire of situations, slowing down time for all but themselves.
Blue: A Blue SOUL symbolizes Integrity; this human firmly believes in keeping a clean conscience; they're strong, honest, and will almost always have the moral high ground. Their magic lets their bodies improve with magic-powered athletics.
Purple: A Purple SOUL symbolizes Perseverance; a SOUL of Bravery can tackle any task, but a SOUL of Perseverance can finish any task. In layman's terms, they'll always get their crap done. They can use their natural ability to push forward to bend their SOUL as their weapon.
Custom: You can make your own Custom human SOUL for this RP if you wish; just include color, trait, and magic. Just don't go overboard, and make sure what you choose is actually a trait.
Orange: An Orange SOUL symbolizes Bravery; this human is naturally brave and will take almost any challenge head on. Their magic grants them enhanced power the faster they move.
Yellow: A Yellow SOUL symbolizes Justice; this human has an almost unwavering sense of right and wrong; they'll do what they know in their hearts, or at least believe, is the right thing one hundred (or at least ninety) percent of the time. Their magic allows them to fire projectiles from their SOUL, body, or their weapon(s).
Green: A Green SOUL symbolizes Kindness; this human is kind and courteous to everyone around them, only fighting as a last resort. They believe that enemies are friends not made. Green magic allows them to create hard yet fragile magic shields that slowly heal those behind them.
Aqua: An Aqua SOUL symbolizes Patience; this human is willing to wait as long as it takes to get things done; they almost never let their emotions get the best of them, and can put up with almost anybody. Their willpower is stronger than steel. Their magic allows them to keep a clean head in the most dire of situations, slowing down time for all but themselves.
Blue: A Blue SOUL symbolizes Integrity; this human firmly believes in keeping a clean conscience; they're strong, honest, and will almost always have the moral high ground. Their magic lets their bodies improve with magic-powered athletics.
Purple: A Purple SOUL symbolizes Perseverance; a SOUL of Bravery can tackle any task, but a SOUL of Perseverance can finish any task. In layman's terms, they'll always get their crap done. They can use their natural ability to push forward to bend their SOUL as their weapon.
Custom: You can make your own Custom human SOUL for this RP if you wish; just include color, trait, and magic. Just don't go overboard, and make sure what you choose is actually a trait.
Magician--Balanced between attacking and supporting; uses magic as first weapon. Normally fights with a staff or a wand; maybe a blade.
Healer--Primarily a supporter; the party's "go-to" for first aid. Normally fights with either their hands or a staff.
Rogue/Hunter--Primarily an attacker; quick, mischievous, and a glass cannon. Normally fights with short swords and knives.
Ranger--Primarily an attacker; fast, and likes to keep at a distance. Normally fights with a bow or a slingshot, and maybe a blade or two for close combat.
Brute--Primarily an attacker; slow but bulky, and is the party's main brawn. Fights with any heavy weapon; two-handed blade, battle axe, war hammer, mace, etc.
Bard--Balanced between supporting and attacking, but leans towards supporting; uses music to support allies and scramble enemies. Usually fights using an instrument that doubles as a weapon.
Gunslinger--Primarily an attacker; fights off enemies from up close or a distance using more firearms enhanced by magic. Fights with primitive guns, like wooden pistols or old revolvers.
Brawler--Primarily an attacker; uses martial arts to fight off foes. Fights using their body; hands, feet, elbows, legs, foreheads, etc.
If you can think of any other classes that fit into this RP, don't hesitate to make a suggestion.
Healer--Primarily a supporter; the party's "go-to" for first aid. Normally fights with either their hands or a staff.
Rogue/Hunter--Primarily an attacker; quick, mischievous, and a glass cannon. Normally fights with short swords and knives.
Ranger--Primarily an attacker; fast, and likes to keep at a distance. Normally fights with a bow or a slingshot, and maybe a blade or two for close combat.
Brute--Primarily an attacker; slow but bulky, and is the party's main brawn. Fights with any heavy weapon; two-handed blade, battle axe, war hammer, mace, etc.
Bard--Balanced between supporting and attacking, but leans towards supporting; uses music to support allies and scramble enemies. Usually fights using an instrument that doubles as a weapon.
Gunslinger--Primarily an attacker; fights off enemies from up close or a distance using more firearms enhanced by magic. Fights with primitive guns, like wooden pistols or old revolvers.
Brawler--Primarily an attacker; uses martial arts to fight off foes. Fights using their body; hands, feet, elbows, legs, foreheads, etc.
If you can think of any other classes that fit into this RP, don't hesitate to make a suggestion.
Name:
Race:
SOUL Color/Trait (only applies to humans):
Age:
Height:
Natural Appearance:
Personality:
Class:
Dark World Appearance (only applies to Lightners):
Weapon(s):
Other:
Race:
SOUL Color/Trait (only applies to humans):
Age:
Height:
Natural Appearance:
Personality:
Class:
Dark World Appearance (only applies to Lightners):
Weapon(s):
Other:
Name: Frash Dreemurr
Race: Human
SOUL Color/Trait: Red; Determination
Age: 14
Height: 5'8"
Natural Appearance: Frash has red eyes; he also has fair skin with a slight tan, and short dark brown hair that's long enough over his face to cover his right eye. However, due to shade, nobody really sees his left eye. He has an above-average build for someone of his age. Normally, he wears a green sweat-shirt with two yellow up-pointing chevrons that wind across the front and back.
Personality: Frash is someone who's easy to get along with, though he's usually quiet. However, he does mess around with people who he's close with. If he wants to do something, which is rare, he's going to do it.
Class: Knight
Dark World Appearance: When in the Dark World, Frash's skin turns a light blue. His hair fades into a deep jet-black, and Frash's eyes grow into a more violent red color. His shirt turns into a dark grey color, and his pants turn charcoal-black. The stripe-like up-pointing chevrons on his sweatshirt turn white. He also gets armor; knee-pads, elbow-pads, and a chest plate. The chest plate is shaped like a broad down-pointing chevron, almost like a heart. He has one shoulder-pad on his left shoulder, and he has a blue and purple-striped scarf across his other shoulder, also around his neck, flowing down behind his back almost like a cape. He also has two metal boots. His armor is light, protective, and comfortable.
Weapons: After falling down, Frash was gifted a wooden sword with a high-carbon steel edge. The sword is colored bronze, and has a silver pattern across the flat sides of the blade, with a dark grey leather wrapping, and both a metal cross guard and pommel. The cross guard is shaped like angel wings with the feathers pointing towards the blade, and the pommel is a sphere. It vaguely resembles a Delta Rune. Frash also has a dark grey shield with a silver rim and a dramatic bronze Delta Rune across the front.
Other: What happened to Kris at the end of Chapter One will happen to Frash. He's also a quiet kid who misses his brother.
Race: Human
SOUL Color/Trait: Red; Determination
Age: 14
Height: 5'8"
Natural Appearance: Frash has red eyes; he also has fair skin with a slight tan, and short dark brown hair that's long enough over his face to cover his right eye. However, due to shade, nobody really sees his left eye. He has an above-average build for someone of his age. Normally, he wears a green sweat-shirt with two yellow up-pointing chevrons that wind across the front and back.
Personality: Frash is someone who's easy to get along with, though he's usually quiet. However, he does mess around with people who he's close with. If he wants to do something, which is rare, he's going to do it.
Class: Knight
Dark World Appearance: When in the Dark World, Frash's skin turns a light blue. His hair fades into a deep jet-black, and Frash's eyes grow into a more violent red color. His shirt turns into a dark grey color, and his pants turn charcoal-black. The stripe-like up-pointing chevrons on his sweatshirt turn white. He also gets armor; knee-pads, elbow-pads, and a chest plate. The chest plate is shaped like a broad down-pointing chevron, almost like a heart. He has one shoulder-pad on his left shoulder, and he has a blue and purple-striped scarf across his other shoulder, also around his neck, flowing down behind his back almost like a cape. He also has two metal boots. His armor is light, protective, and comfortable.
Weapons: After falling down, Frash was gifted a wooden sword with a high-carbon steel edge. The sword is colored bronze, and has a silver pattern across the flat sides of the blade, with a dark grey leather wrapping, and both a metal cross guard and pommel. The cross guard is shaped like angel wings with the feathers pointing towards the blade, and the pommel is a sphere. It vaguely resembles a Delta Rune. Frash also has a dark grey shield with a silver rim and a dramatic bronze Delta Rune across the front.
Other: What happened to Kris at the end of Chapter One will happen to Frash. He's also a quiet kid who misses his brother.
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