Oct. 5th, 2018

waningsigns: (Default)
Player
Name: Brush
Age: 17
Personal Journal: N/A
Contact: BrushApocalypse#7677 (Discord)
Other In-Game Characters: N/A

Character
Name: Frisk
Age: About 11 or 12
Gender: Nonbinary
Canon: Undertale
Canon Point: Just before confronting Mettaton EX in a Pacifist run.

History: Wiki Entry

Personality:
In canon, though their speech is never directly shown to us outside of select dialogue prompts, it can be inferred that they rarely speak unless prompted by other characters— characters don’t seem to pause in a way that would indicate them speaking, nor do they seem to react to any unseen dialogue except in a few rare instances. Exceptions can be found in interactions with shopkeepers like Gerson or Burgerpants, but these are clearly the exception rather than the norm.

In addition, in an interaction with Sans in the Judgement Hall after reloading your save, he gives Frisk a series of secret codewords to prove they can time travel. When they offer these codewords, Sans asks that they “speak a little louder,” indicating that when they do speak it’s very quiet. I have chosen to interpret this as Frisk being unwilling to draw excess attention to themself, at least when it comes to their voice— in the Shyren fight, the attention brought to them by the concert they can conduct with Shyren is indicated to be very distressing, though they don’t seem phased by being on tv with Mettaton— and further extend that interpretation to say that they prefer to talk in sign language when possible, though it’s not often that it is. If talking quietly is unobtrusive, then being able to communicate in complete silence is even better.

By default, they assume most people don’t know ASL. They’ll talk quietly, nod or shake their head instead of “yes” or “no” if it’s appropriate, and occasionally start signing to themself if particularly distressed or lost in thought. If they know the person they’re talking to can understand it, then they’ll switch entirely to sign as that is more comfortable to them.

Most of the time, they are a friendly, eager-to-please kid with boundless energy, described by Sans in his pacifist judgement speech as having “kept a certain tenderness in [their] heart” and saying “even when you ran away, you did it with a smile.” They’re drawn to people in need, trying to help them out in whatever way they can (like how they immediately agree to help Alphys get with Undyne, or when they help Royal Guards 01 and 02 confess their feelings for each other, or even just giving Undyne water when she collapses in Hotland,) and they’re quick to forgive misdeeds done to them, such as when choosing to befriend Undyne even when she’s done nothing but antagonise them through Waterfall.

They’re obedient, following Sans’s instruction to hide behind the conveniently shaped lamp without question, and easily get swept up in other people’s notions like when Alphys mistakenly thinks they wrote her a love note and takes them out on a date. They don’t seem to have a problem with this, however, just rolling with it and letting it happen until the situation sorts itself out. They’re not satisfied to stay put in one place, however, only staying with Toriel at most long enough to take a nap before inevitably asking to leave.

They have a somewhat offbeat sense of humor, tending towards absurd statements to throw people off rhythm. Iconic moments include: flirting with Toriel and calling her mom, flirting with Papyrus and then either declaring they can make spaghetti or announcing that they have zero redeeming qualities to back that up, potentially immediately flirting with Alphys while roleplaying as Undyne… they’re not limited to flirt-based humor, however, as they’re also able to deliver puns in Snowdrake’s fight, and can deliver a string of dirt-based jokes to neutralize Woshua. They also have no shame in bringing most fights to a grinding halt to cook up some instant noodles, though they can at least recognize when a situation is far too serious to call for that and just eat it raw.

They’re driven most strongly by the belief that everyone deserves a happy ending. They’ll do anything to achieve that goal, even orchestrating the absolute worst outcome just to better understand how people tick— this is based on how many players feel unsatisfied with the True Pacifist Ending, feeling that Asriel remaining underground with no choice but to become Flowey again is a loose end left untied and wanting some way to “truly” save him. I imagine that if this Frisk had a “player” that player would be a completionist, determined to learn every secret hidden in the game, and I’ve based their personality around figuring out what kind of person might actually do such a thing in real life, given the power. They’re very ‘the end justifies the means’ in this regard, driven half by a desire to find any way to save Asriel and half by a morbid curiosity about what happens if they try this.

That curiosity also drives them to prod at things from every angle, learning every different way they could possibly tick— what happens if I kill every major monster blocking my path, but spare all the random encounters? What if I do the reverse? What if I punch everyone I meet in the face once, not hard enough to kill them or anything just enough to be a jerk? Those are all thoughts they’ve had, and they’re all things they actually did, just to see what would happen. If there’s something the player can possibly do in Undertale, then Frisk has done almost all of it at least twice, just to see if anything would change the second time.

Additionally, their experiences have given a particular kind of unshakable air to them, like they can go through anything without batting an eye, such as in the No-Mercy run when they completely fail to react to Sans cracking jokes— though that one can potentially be chalked up to LOVE having an impact on their personality. Still, the fact that the facial expression on their sprite never changes from that blank expression indicates they are fairly stoic. Even in mundane situations, they’ll tend towards more subdued reactions to unpleasant news, simply because they’ve stared down a nigh-godlike Asriel so many times and always came out on top. They also never move any faster then their regular walking pace, even when pursued by Undyne, indicating a degree of flippancy about danger.

One occasion on which they do seem to express hesitance about something is in the True Lab, in the room with the shower. They move very slowly towards it while moving at their regular pace if directed away, indicating that they’re scared to see what it is that’s in there. They can also scream out in their encounter with Lemon Bread, though it does nothing, likely indicating they are stressed enough to override their previously established preference to remain quiet. So although they do display a remarkable degree of composure against most threats, this area is still scary enough to get to them.

They weren’t always as jaded as they are now about unusual happenings around them. When they first fell down, they still held to a stoic facade, but it was just that: a facade. Beneath the mask, they were scared, confused, and just going along with whatever seemed least likely to make people hate them.

Their first time through the underground, they did as Toriel said when she told them to fight her, and accidentally killed her. They loaded their save immediately, horrified by their actions, and did everything they could to save her and spare every monster they came across— until they fought Undyne. They couldn’t figure out how to convince her not to fight, and by then were far more adapted to the ability to turn back time, and so they killed her and moved on telling themself that they would come back and undo it just as soon as they see what happens next. In the end, after escaping the underground, it was their underlying guilt over her death that brought them back to the beginning to try again.

Their second time through, they successfully escaped, but never outright made friends with her. It was only on their third go-around that they finally made friends with her.

When they did make friends with her, seeing her passion for justice directed at something other than killing them, it struck a chord in them. The note would only be resolved when they finished their path through the True Pacifist ending, met Asriel, got through to his heart and watched him destroy the barrier only for him to hide away in the Ruins, waiting to turn back into a soulless flower. Their determination found a new target beyond simple curiosity for curiosity’s sake— they wanted to save everyone, including Asriel.

This is where the biggest shift in their worldview occurred, going from meek child to determined... not savior, exactly, but trying to be. The edges got tumbled out over time, the heart of their mission often getting buried under fascination at the possibilities of what else they can do with their power, and there was a gradual slope out of the facade of blank reactions into a genuine air of seen-it-all, but no other route had such a singular effect on their personality until the No-Mercy run.

They started their No-Mercy run, as they start most runs, simply wondering what would happen if they did this. In this case, "this" was killing everyone they could find to gain as much EXP as possible. Though the excess of LOVE dulled their emotional attachment to the monsters, and their determination to see this through kept them going across the entire underground, that still wasn’t enough when they reached the battle with Sans— they threw themself against him far more times than they bothered to count, until finally they gave up simply because of the tedium of dying in the same way over and over again. When they reset, and the LOVE left them, they were immediately sickened by their actions and refused to do it again even when Flowey tried to urge them.

They did multiple Pacifist runs after aborting the No-Mercy run, each time trying different tactics to convince Asriel to join them peacefully on the surface. They dragged their feet through their latest one, hoping maybe if they take as long as they possibly can they can get more opportunities to speak with Flowey and make friends with him like that, but it was cut short by them getting dragged into the Dream Width.

Being once more thrust into an unfamiliar and highly magical world, they have a small return to how they were in their early runs. Though they remain habitually deadpan through danger s large and small, simply trying to navigate an awkward conversation gets Frisk a little panicky over their inability to undo it if they say the wrong thing. It’s far outweighed by their wide-eyed fascination with having a whole world before them again, though, and they wouldn’t give that up for anything.

Chara never had any influence over Frisk's behavior. Every action Frisk took was their own, even in No-Mercy, and while Chara did nothing to stop them from carrying it out (and even encouraged them in places, making comments about free EXP) they had no ability to truly impact it one way or another. Frisk chose to kill due to their own boredom and curiosity, and nothing more. Chara simply chose to go along with it, taking it as their new purpose. When Chara said "It's me, Chara." they were simply introducing themself to Frisk, and when Frisk moves outside of player control, it's just Frisk, no possession involved. They do move outside of player control in other routes, after all, such as when they hide behind the lamp or step towards Flowey in defiance before his fight.

Samples:
Sample 1
Sample 2

Vaikuntha
Moogle Name: Izwin
Moogle Gender: Female

First Job: Time Mage
Second Job: Illusionist
Melody: But It Refused. Through sheer force of will and determination, Frisk decides not to be defeated. They return to full health instantly and all damage is drastically reduced for the duration, and should any blow still manage to take them out they simply revive again within seconds. Their soul also becomes visible as a glowing red heart over their chest, though this is an entirely visual aspect and targeting it has no further effect than hitting them in the chest normally would. Otherwise, they are no faster or stronger than they normally are. When the duration ends, Frisk is left mentally and physically fatigued for a time equal to the time spent as an unstoppable force. It can last for up to two turns at level 1, with an additional turn added with every level up.

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OU Frisk

December 2018

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