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Jan. 1st, 2024 08:32 pmWARNING: This app contains mentions of murder and genocide.
Player: Jude
Age: 36
Contact: PM, PLURK: luminously. DISCORD: Jude#0789
Current Characters: Madoka Kaname
Character: Frisk
Canon: Undertale & Post Pacifist/True End, gonna also say that they attempted a No Mercy run and then stopped when they reached Sans.
Age: No official canon age. They're just referred to as a child.
Background Information: https://undertale.fandom.com/wiki/Frisk
Personality: Frisk is very much a silent protagonist in the truest sense. The player's choices dictate their actions, their dialogue, and most importantly, their fate. Even their facial expressions is a blank slate – it doesn't change, even when Frisk is running from a dangerous enemy that could potentially kill them. Their personality depends on how much LV, or Levels of Violence that the player has gained. The more LV/LOVE the player gives, the more detached and violent that Frisk becomes. However, if someone were to go through Undertale without slaying any enemies, Frisk is someone who becomes someone gentle – someone who seeks to save those who even want to kill them.
For all of the game, they keep a rather stoic expression. It can be interpreted at something that's more of an indifferent or neutral expression. It very much goes with what the character is supposed to be – one that the player can easily self-insert themselves into.
This isn't to say that Frisk doesn't have a personality, mind you.
They usually only speak when spoken to – whether it be answering a question, or responding to something that prompts a vocal response. They're very much someone who lets their actions speak for them. This can be seen in canon when Undyne is exhausted, and Frisk pours water on them to cool them down, when Asriel is in need of comfort, and Frisk hugs them, or when they accept a not-so-physical ghost sandwich in order to humor a friend. However, when they do speak? It says volumes. The best example of this can be seen with Asgore. If Frisk dies, they can tell Asgore that they've already died by his hands. Another example is when Toriel asks if Frisk wants to stay with her at the very end of the game. It may have only been a few words, but it's something that can make an emotional impact on the person he was speaking to.
While the player doesn't know about Frisk's past, it is very subtly hinted that they may have had an unhappy life before coming to the Underground. The legend of Mt Ebott is a simple one: those who climb the mountain never return. Despite knowing that, Frisk ended up climbing the mountain and falling into the Underground anyways. Even though their journey is one where they try to return to the surface, there is a choice near the end of the Neutral Routes to say that they want to stay in the Underground. Besides, why on earth would they climb the mountain? Perhaps it was curiosity, or something else deeper than that.
Though, they're definitely a bit of an oddball. Some of the options that are given in a fight are to do things such as pet an enemy, roll around in the snow in order to smell like a puppy, or even flirt with their enemies. It's definitely out of the norm compared to other children, but hey – it definitely works out for them in the end. Frisk has been able to successfully end fights without harming anyone because of that. In fact, they've been able to bring enemies together through their more peaceful nature.
It's also extremely important to note that Frisk isn't alone, in a sense. Upon landing in the Underground, they land on Chara's grave. Chara, who is the first child to have fallen into the Underground, awakens. Their spirit follows Frisk and guides them through the game. They offer their own tips in a fight, commentary, and points of views. Much like Frisk, Chara's own personality changes depending on what the player does. They're partners in the truest sense. After all, in Genocide route, Chara is the one who ultimately helps Frisk finish the job of murdering all the monsters in the Underground. In Tue Pacifist, it's Chara who shows Frisk their memories of Asriel; ultimately helping Frisk to save Asriel from themselves.
Chara isn't the only one who's important to Frisk. Toriel also acts as a guide. They are one of the first monsters that Frisk encounters in the Underground. While Flowey introduces the concept of “kill of be killed” to Frisk, it is Toriel who tells Frisk that there is no need to kill any of the monsters. They introduce the concept of sparing other monsters, and ultimately help shape Frisk into being someone who influences others with their kindness and good-will towards others. Almost immediately, they act very motherly towards Frisk. At the end of Pacifist Route, the player is given the choice to stay with Toriel and ultimately become a part of her family.
However, Frisk's personality depends on what route is taken in the game.
For Genocide, Frisk becomes determined in the very sense. While Chara is the one who counts down how many monsters are left to kill in each save point, it's Frisk who the characters make a note of. Sans points out that Frisk has a rather blank expression – one that doesn't even seem human. Instead of humoring Papyrus with puzzles, Frisk walks right passed them. They're dead set in doing what they set out to do, and that's nothing more than murdering each and every monster that they can find. At the end of the Genocide Route, Frisk has lost all humanity that they once have. Asgore asks what kind of monster they are, telling the players that Frisk is no longer human in any sense of the word. It's also important to note that once every monster in the area has been slain, the encounter rates start to increase. Despite there not being any monsters that appear ( https://i.ytimg.com/vi/L9EPrZvArYo/maxresdefault.jpg ), the battle screen is shown anyways, followed by a very eerie and quiet bgm ( https://www.youtube.com/watch?v=CzM2oWtTAws ). This may represent Frisk's paranoia and mental state as they progress through the Undergound.
Pacifist, however is an entirely other route. It's a path chosen by Frisk sparring and helping monsters – making friends with each and every one of them, even if it means befriending those who try to kill them. It's completely different from the Genocide Route. After all, at the end of it, Sans tells Frisk that they ultimately did the right thing every time they were faced with a challenge. Even if they ran away, they did it with a smile. The ending dialogue with each monster hints that Frisk is someone with a kind heart – someone patient, understanding, and empathetic. These are characteristics gained and learned through making friends and ultimately understanding the motivations behind their enemy's actions. Frisk seeks to save those around them, even if it means saving the person who tries to kill their friends. Their more peaceful journey in the Underground has what may be the best possible ending: the monsters going free.
Considering that they may be coming in game from the Pacifist Route, they'll be a child who seeks peace, rather than violence – especially since they won't be coming in with any LOVE. This isn't to say that they weren't affected by the Genocide run, mind you. They'll be carrying guilt and regret from their actions, even if they did ultimately RESET the timeline.
Abilities & Inventory: DETERMINATION: https://undertale.fandom.com/wiki/Determination
The Wiki is a bit vague though, so I'll explain things a little better.
Not only can someone SAVE with DETERMINATION, they can also SAVE, LOAD, and RESET. It's easier to say that this mechanic is very much the way it sounds. When someone plays a game, they can restart, load, and save whenever they want, right? DERTIMINATION works the same way. Frisk is able to find save points though various points in the Underground, load from them after death, and most importantly: restart the timeline. When Frisk chooses to restart, they begin at the very beginning of the game. It's important to note that the only ones that remember the timelines are Flowey and Chara, two characters who also have DETERMINATION. There is also Sans, who has more of a feeling of deja vu from restarted timelines more than anything else.
It's an ability I would like for Frisk to carry in game, if possible! Of course, this would come at the discretion of the other player involve with this.
Physically, I'm going to say that Frisk is quite agile! They're by no means a fighter, but they can dodge attacks with ease.
I'd also like them to come in with the locket they found in New Home ( https://64.media.tumblr.com/3f9911a2e13fb2376658368582bcc0b4/tumblr_inline_o7731axkee1qda68o_500.png ), but they don't really need anything else except the clothes on their back.
Suitability & Plans: I won't deny that I think Frisk is just an overall fun character to play, but I also think that they're the kind of character who can adapt to any sort of setting. There's no denying how dangerous the Undergound was for them. There were countless monsters who tried to kill them and take their SOUL for themselves. Unfortunately, danger is nothing new to them. They may have been raised in a human world, but they were able to fit in with monsters and found a way to eventually help save them.
Child or no, Frisk is someone with a good head on their shoulders. They made their way through the Underground without travel companions, and are the kind of person who can ultimately find a way to fit in and make friends here. While they're coming in from a canonpoint where they don't believe that fighting is the solution to any problem, they have been warned that they won't be able to save everyone. It's something they've been made aware of, and advice they'll take to heart. Not to mention that they're... kind of an oddball. They've flirted with slime-like monsters, have eaten garbage on live TV in order to try to win a FIGHT. To say that I'll be able to be creative with them is an understatement.
The plans I have for characters is always development. This is something I love to explore and my plans usually depend on what kind of game it is. If it's a horror game, it's usually something where their development wouldn't go in the best way. But, for a game like this one? I'd like to try to develop Frisk for the better! While they're coming from a point where all the characters seem to have found their own happy ending, I'd like for Frisk to learn several things:
a) that fighting doesn't mean killing.
b) that not all things can be resolved in a friendly way.
I'm also very much interested in developing CR and their own magic though the games mechanics! Besides having DETERMINATION, they're pretty much a blank slate for learning any sort of potential magic.
Test Drive Sample: https://songerein.dreamwidth.org/142846.html?thread=38354942#cmt38354942
Player: Jude
Age: 36
Contact: PM, PLURK: luminously. DISCORD: Jude#0789
Current Characters: Madoka Kaname
Character: Frisk
Canon: Undertale & Post Pacifist/True End, gonna also say that they attempted a No Mercy run and then stopped when they reached Sans.
Age: No official canon age. They're just referred to as a child.
Background Information: https://undertale.fandom.com/wiki/Frisk
Personality: Frisk is very much a silent protagonist in the truest sense. The player's choices dictate their actions, their dialogue, and most importantly, their fate. Even their facial expressions is a blank slate – it doesn't change, even when Frisk is running from a dangerous enemy that could potentially kill them. Their personality depends on how much LV, or Levels of Violence that the player has gained. The more LV/LOVE the player gives, the more detached and violent that Frisk becomes. However, if someone were to go through Undertale without slaying any enemies, Frisk is someone who becomes someone gentle – someone who seeks to save those who even want to kill them.
For all of the game, they keep a rather stoic expression. It can be interpreted at something that's more of an indifferent or neutral expression. It very much goes with what the character is supposed to be – one that the player can easily self-insert themselves into.
This isn't to say that Frisk doesn't have a personality, mind you.
They usually only speak when spoken to – whether it be answering a question, or responding to something that prompts a vocal response. They're very much someone who lets their actions speak for them. This can be seen in canon when Undyne is exhausted, and Frisk pours water on them to cool them down, when Asriel is in need of comfort, and Frisk hugs them, or when they accept a not-so-physical ghost sandwich in order to humor a friend. However, when they do speak? It says volumes. The best example of this can be seen with Asgore. If Frisk dies, they can tell Asgore that they've already died by his hands. Another example is when Toriel asks if Frisk wants to stay with her at the very end of the game. It may have only been a few words, but it's something that can make an emotional impact on the person he was speaking to.
While the player doesn't know about Frisk's past, it is very subtly hinted that they may have had an unhappy life before coming to the Underground. The legend of Mt Ebott is a simple one: those who climb the mountain never return. Despite knowing that, Frisk ended up climbing the mountain and falling into the Underground anyways. Even though their journey is one where they try to return to the surface, there is a choice near the end of the Neutral Routes to say that they want to stay in the Underground. Besides, why on earth would they climb the mountain? Perhaps it was curiosity, or something else deeper than that.
Though, they're definitely a bit of an oddball. Some of the options that are given in a fight are to do things such as pet an enemy, roll around in the snow in order to smell like a puppy, or even flirt with their enemies. It's definitely out of the norm compared to other children, but hey – it definitely works out for them in the end. Frisk has been able to successfully end fights without harming anyone because of that. In fact, they've been able to bring enemies together through their more peaceful nature.
It's also extremely important to note that Frisk isn't alone, in a sense. Upon landing in the Underground, they land on Chara's grave. Chara, who is the first child to have fallen into the Underground, awakens. Their spirit follows Frisk and guides them through the game. They offer their own tips in a fight, commentary, and points of views. Much like Frisk, Chara's own personality changes depending on what the player does. They're partners in the truest sense. After all, in Genocide route, Chara is the one who ultimately helps Frisk finish the job of murdering all the monsters in the Underground. In Tue Pacifist, it's Chara who shows Frisk their memories of Asriel; ultimately helping Frisk to save Asriel from themselves.
Chara isn't the only one who's important to Frisk. Toriel also acts as a guide. They are one of the first monsters that Frisk encounters in the Underground. While Flowey introduces the concept of “kill of be killed” to Frisk, it is Toriel who tells Frisk that there is no need to kill any of the monsters. They introduce the concept of sparing other monsters, and ultimately help shape Frisk into being someone who influences others with their kindness and good-will towards others. Almost immediately, they act very motherly towards Frisk. At the end of Pacifist Route, the player is given the choice to stay with Toriel and ultimately become a part of her family.
However, Frisk's personality depends on what route is taken in the game.
For Genocide, Frisk becomes determined in the very sense. While Chara is the one who counts down how many monsters are left to kill in each save point, it's Frisk who the characters make a note of. Sans points out that Frisk has a rather blank expression – one that doesn't even seem human. Instead of humoring Papyrus with puzzles, Frisk walks right passed them. They're dead set in doing what they set out to do, and that's nothing more than murdering each and every monster that they can find. At the end of the Genocide Route, Frisk has lost all humanity that they once have. Asgore asks what kind of monster they are, telling the players that Frisk is no longer human in any sense of the word. It's also important to note that once every monster in the area has been slain, the encounter rates start to increase. Despite there not being any monsters that appear ( https://i.ytimg.com/vi/L9EPrZvArYo/maxresdefault.jpg ), the battle screen is shown anyways, followed by a very eerie and quiet bgm ( https://www.youtube.com/watch?v=CzM2oWtTAws ). This may represent Frisk's paranoia and mental state as they progress through the Undergound.
Pacifist, however is an entirely other route. It's a path chosen by Frisk sparring and helping monsters – making friends with each and every one of them, even if it means befriending those who try to kill them. It's completely different from the Genocide Route. After all, at the end of it, Sans tells Frisk that they ultimately did the right thing every time they were faced with a challenge. Even if they ran away, they did it with a smile. The ending dialogue with each monster hints that Frisk is someone with a kind heart – someone patient, understanding, and empathetic. These are characteristics gained and learned through making friends and ultimately understanding the motivations behind their enemy's actions. Frisk seeks to save those around them, even if it means saving the person who tries to kill their friends. Their more peaceful journey in the Underground has what may be the best possible ending: the monsters going free.
Considering that they may be coming in game from the Pacifist Route, they'll be a child who seeks peace, rather than violence – especially since they won't be coming in with any LOVE. This isn't to say that they weren't affected by the Genocide run, mind you. They'll be carrying guilt and regret from their actions, even if they did ultimately RESET the timeline.
Abilities & Inventory: DETERMINATION: https://undertale.fandom.com/wiki/Determination
The Wiki is a bit vague though, so I'll explain things a little better.
Not only can someone SAVE with DETERMINATION, they can also SAVE, LOAD, and RESET. It's easier to say that this mechanic is very much the way it sounds. When someone plays a game, they can restart, load, and save whenever they want, right? DERTIMINATION works the same way. Frisk is able to find save points though various points in the Underground, load from them after death, and most importantly: restart the timeline. When Frisk chooses to restart, they begin at the very beginning of the game. It's important to note that the only ones that remember the timelines are Flowey and Chara, two characters who also have DETERMINATION. There is also Sans, who has more of a feeling of deja vu from restarted timelines more than anything else.
It's an ability I would like for Frisk to carry in game, if possible! Of course, this would come at the discretion of the other player involve with this.
Physically, I'm going to say that Frisk is quite agile! They're by no means a fighter, but they can dodge attacks with ease.
I'd also like them to come in with the locket they found in New Home ( https://64.media.tumblr.com/3f9911a2e13fb2376658368582bcc0b4/tumblr_inline_o7731axkee1qda68o_500.png ), but they don't really need anything else except the clothes on their back.
Suitability & Plans: I won't deny that I think Frisk is just an overall fun character to play, but I also think that they're the kind of character who can adapt to any sort of setting. There's no denying how dangerous the Undergound was for them. There were countless monsters who tried to kill them and take their SOUL for themselves. Unfortunately, danger is nothing new to them. They may have been raised in a human world, but they were able to fit in with monsters and found a way to eventually help save them.
Child or no, Frisk is someone with a good head on their shoulders. They made their way through the Underground without travel companions, and are the kind of person who can ultimately find a way to fit in and make friends here. While they're coming in from a canonpoint where they don't believe that fighting is the solution to any problem, they have been warned that they won't be able to save everyone. It's something they've been made aware of, and advice they'll take to heart. Not to mention that they're... kind of an oddball. They've flirted with slime-like monsters, have eaten garbage on live TV in order to try to win a FIGHT. To say that I'll be able to be creative with them is an understatement.
The plans I have for characters is always development. This is something I love to explore and my plans usually depend on what kind of game it is. If it's a horror game, it's usually something where their development wouldn't go in the best way. But, for a game like this one? I'd like to try to develop Frisk for the better! While they're coming from a point where all the characters seem to have found their own happy ending, I'd like for Frisk to learn several things:
a) that fighting doesn't mean killing.
b) that not all things can be resolved in a friendly way.
I'm also very much interested in developing CR and their own magic though the games mechanics! Besides having DETERMINATION, they're pretty much a blank slate for learning any sort of potential magic.
Test Drive Sample: https://songerein.dreamwidth.org/142846.html?thread=38354942#cmt38354942