souldeterminant: (Default)
frisk ([personal profile] souldeterminant) wrote2017-07-15 01:15 pm

❤ application for lifeaftr


Player Information
Name: Angel
Age: 18+
Contact: [plurk.com profile] throesofangels
Current characters: The Storyteller (NPC)

Character Information
Name: Frisk
Series: Undertale
Appearance: It's still just you. ([tumblr.com profile] chaotichero)
Age: 12
Canon Point: Post-True Pacifist ending.
Transferring From: [community profile] sol_raveh
Canon History:

Have you heard the legend about Mt. Ebott?

Additional Headcanon/Game history notes
  • Frisk comes from a background of parental neglect.
  • Frisk had mild selective mutism as a very young child, which encouraged them to learn sign language. They have since begun talking more, especially with their development in Sol Raveh.
  • The timelines Frisk pursued in their game were [Pacifist Neutral -> Genocide (Aborted at final boss) -> True Pacifist]
  • Frisk still has a fragment of their original Chara's essence in their SOUL, who is different from the Chara they knew in Sol Raveh.
  • Frisk knows of W.D. Gaster's (non) existence, but only as a concept. They do not have any memories of meeting him; only patchwork recollections of speaking to his followers. Additionally, they learned how to read and speak his language in Sol Raveh through Sans's tutelage.
  • Frisk's canonpoint entry into LifeAftr is an indiscernible amount of time after a SAVE formed by Chara. Despite the SAVE being formed before the kids erased themselves, Frisk is retaining full memory of everything up until their drop. (For more info on SAVEs, refer to the Abilities section below)


    Canon Personality:

    Frisk is the embodiment of a silent protagonist character. They are of ambiguous race, age, gender and background, a blank slate meant for the player to project ideas onto. All that said, however, doesn't mean that Frisk's personality is ambiguous as well--in fact, the only way to even learn their identity is to play the True Pacifist Route, wherein another character actually recognizes and separates Frisk from you, the player. It's very fourth-wally.

    Frisk is a very quiet human child. Always wearing a half-lidded, blank expression and very rarely speaking, they could likely be mistaken as half-asleep most of the time. Their poker face is extraordinary, never changing even when Frisk is under brutal assault or running for their life. Most of the time, Frisk prefers to let actions speak louder than words; they may not emote very often, but will gladly give a cup of water to a heat exhausted fish-woman, play along with a skeleton's puzzles to make him happy, or hug a lonely child who has lost everything. When Frisk does speak, it is usually because they're being spoken to, and their answers are often short and succinct.

    Throughout the game, various moments of narrative text can culminate into a "hidden" conversation during the epilogue, where it is implied that Frisk has come from an unhappy background before falling into the world of monsters. This provides a new lens to view Frisk through, painting them as a somewhat lonely soul and explaining their determination to form friendships with monsters in a way they never could with their own kind.

    Speaking of Determination, the kid is filled with it. Literally. Determination is an actual game mechanic, manifesting as the ability to save, reload, and restart the game. The flavor text for save points describe Frisk being inspired by something in the environment, filling them with "determination." Moreover, when Sans judges Frisk at the end of the game, he refers to their power of "Determination" by name. In-universe, Determination translates as the ability to rewind time upon Frisk's death, depositing them (and the entire world) back to a point when they were alive. Frisk's Determination is extremely powerful, overriding that of a being who was injected with a pure form of it. In the final fight of the game, driven by their need to save their friends, they are even determined enough to defy death altogether by fully restoring their HP once it reaches zero.

    All in all, while Frisk is a taciturn, inexpressive child, there's a heck of a lot lying beneath that blank face.

    And then there's Chara.

    Chara, also revealed in the True Pacifist Route, takes Frisk's place as the player's avatar. However, Chara is also a developed in-game character--and they're not quite the same as Frisk. A human that fell into the Underground years and years before Frisk, Chara was an extremely troubled child who ultimately took their own life as part of a failed plan involving human SOULS. Their own SOUL lived on, and as can be seen in the Genocide Route, attached to Frisk at the beginning of the game. It's up to the player to impose a murderous spin on Chara's actions: in the Genocide Route, they and Frisk go on a mass killing spree through the Underground, while in the Pacifist Route Frisk manages to stay in control the entire time with Chara acting solely as a snarky (but nonviolent) narrator.

    In the end, a Pacifist Route Frisk is in no danger of being influenced by a player-controlled Chara. But regardless of whether or not Chara is strongly present, the fact remains that their essence is attached to Frisk from the beginning, as well as the memories Frisk kept from the timeline where they rampaged. For a soul as sensitive and loving as Frisk, these kinds of memories elicit an extreme amount of guilt--it's hard not to feel horror when recalling your friends turning to dust at the slash of your knife.

    Luckily, both Frisk and the p̳͍̬͕l̸҉̰a̮̮̞̖͟͝ý̵̢͍̤̭͎̘̮è̢̘̺̩͝r̩̺̥̮͎̳̮ had the Determination to set things right for good.



    Personality Shifts:
    Frisk's first experience in Sol Raveh was waking up in a dusty coffin: and believe it or not, the dust part disturbed them more than their potential death. Terrified and confused, they called out for help... and was amazed when someone came.

    Much like in the Underground, Frisk was shown kindness for the first time in a new and frightening place. Unlike the Underground, or their entire life previously, they weren't then expected to earn the kindness of everyone they met. Starting from Maka Albarn, their savior from the coffin, Frisk was treated with the care and concern one might expect a child to receive when thrust into a dangerous place. This effected a subtle yet almost immediate change in them: slowly they became more willing to speak, more confident in the generosity and kindness of others. In short, the stage had been set for them to grow.

    Of course, Frisk's own kindness had not always been upheld in the past. Eventually, their history caught up with them in the form of their adoptive mother, Toriel, arriving from a timeline where they had stricken her down without mercy.

    Her understandable spurning of Frisk set back their progress greatly, but intervention arrived from an unlikely source: Sans the Skeleton, ironically the monster who had stopped their genocidal rampage once upon a timeline. Although this Sans had no memory of Frisk as an enemy, he was aware of its truth -- and he chose to believe in them anyway. This laid the groundwork for a great amount of growth for Frisk, the beginning of the idea that they could make such terrible mistakes and still be forgiven; that they didn't have to earn their friends' love by making things perfect.

    This idea, slowly cultivated, allowed for the eventual reconciliation of Frisk and Toriel. It also paved the road for a different, more frightening idea: that Frisk had forced others to love them, and would only hurt them all the worse when they inevitably gave in to a Reset.

    The greatest revelation of this danger occurred upon the death of Papyrus, the kindest monster they knew as well as Sans's brother. Although they couldn't Reset the world, the temptation to do so was overwhelming; seeking counsel from a grieving Sans did nothing to help them resolve their moral quandary. Eventually they came to the decision that if they were to ever regain their Reset, the possibility that they would do so out of grief or shock made them very much dangerous.

    After that, things began sliding towards a certain destination.

    Another humongous influence in Frisk's time at Sol Raveh was Chara, the "demon" who had once come when Frisk called their name. Although the being still residing in their own SOUL was certainly wounded and hateful, the Chara they met was very much human -- and it didn't take long for them to establish one another as their Partner. Thanks in particular to Chara, Frisk began seeing their own life as something that might need protecting, if not only for others' sake: once crippled by a severe aversion to knives, Frisk began wielding one again, going so far as to embrace some of the damaged elements of their personality that brought their Genocide run into existence to begin with.

    Through their shared experience of the Underground, histories of abuse, and similar relationships to monsters, Frisk and Chara grew monumentally close. When one began backsliding, so did the other, and that, perhaps, became the biggest instrument in what would be the final chapter in their lives within the castle.

    Chara, for example, never quite recovered from the time that Frisk died of poison and hellhounds. Frisk never quite recovered from their Partner's trauma. The idea that they could cause so much pain, even in death, only furthered their perception of themself as inherently dangerous.

    So naturally, when Frisk learned that their Partner had begun plans for a permanent sleep, they knew that there was only one way to make it all right: if both of the dangerous anomalies passing as children were removed from existence. For all the growing and backtracking and wandering Frisk had done as a person for just under a year in the castle, their Determination -- this time, to do the right thing -- had never wavered.

    After all, it's still them.

    Abilities:

    • Determination - Detailed above in the Personality section, "Determination" is an actual power that allows Frisk to rewind time upon their death, keeping all of their memories. They may also rewind at will. There are limitations on this power; for example, they can only rewind to a pre-specified point in time, called a SAVE. They can only have one SAVE at a time, and they can only form one when they're inspired by something that makes them feel determined. To further limit this power in LifeAftr, the following nerfs will apply:
      • Frisk can form SAVEs, but cannot access them at will. They must be feeling determined in order to reload a SAVE.
      • When accessing and reloading a SAVE, the entire world is not rewound--only Frisk. Meaning they return to the physical state they were in when forming the SAVE, but the world around them stays exactly as is. Essentially functions as a sort of healing power that they can't use if unconscious or not in the right state of mind.
      • If Frisk fails to access a SAVE and dies, they are subject to the game's policies on death.
      • Frisk may only form one SAVE per day, and may only LOAD once per day as well. Attempts to exceed this limit will result in a severe temporary weakening and potential unconsciousness.
    • RESET - Not quite as clear-cut as Determination, but basically a juiced up version of it. RESET is the equivalent of sending everything back to zero--everything rewinds to a predetermined point in time, including everything about Frisk except their memories. It would seem that this point in time cannot be overridden with a new one like a SAVE file can: it's there forever. In LifeAftr, this power is completely nerfed.
    • Dodging - For a such a pacifistic kid, Frisk is alarmingly agile. Much of their time spent in the Underground is spent dodging bullet hell, and well... it can get pretty dicey (MAJOR spoilers and also spoop).
    • Soul Resonance - Learned from Maka Albarn in Sol Raveh. Soul Resonance allows Frisk to utilize the corporeal nature of their SOUL to link it with that of others, sharing their emotions and the very essence of what they are. Soul Resonance cannot be performed unless both participants have relative control over their soul, and it requires both willingness and a visceral understanding between parties to work.



    Inventory:
    • Cell phone » A modified smartphone from the Underground, upgraded for functionality in the castle. Suffered total water damage.
    • Heart Locket » A heart-shaped, golden locket that says "Best Friends Forever". A tiny black key hangs behind it on the chain.
    • Butterfly Knife » A knife with a black bow tied around the hilt and a butterfly pattern carved into the spine. A gift from Chara.


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