despiteeverything: (but it refused)
Frisk ([personal profile] despiteeverything) wrote in [personal profile] snowblindmods 2015-11-01 07:15 am (UTC)

Character Information

Name: Frisk
Canon: Undertale
Age: Unspecified, personal guess is around 11 or so?
Gender: Also unspecified, canonically referred to with gender-neutral pronouns (going with "views their personal gender identity/expression as meh" honestly)
Canon Point: Post-True Pacifist ending.
Background Link: Undertale Wiki

Note: I'm going with Frisk having experienced a few resets, starting with a Neutral Pacifist, followed by one near-full No Mercy/Bad Time run (ending with them resetting after getting dunked on), and a few runs of varying levels of neutral before finally being able to achieve True Pacifist Ending.
Inventory: Their trademark striped shirt and pants and other clothes (socks and shoes)
A heart-shaped locket
The phone that Toriel gave them (basically a brick now, though they could probably check previous text while it has charge) - although they still have several keys attached to it for the houses of various houses/rooms in the Underground
A slice of butterscotch-cinnamon pie
A family photo

Personality:
As with many things about Frisk, their personality is up to various interpretations. The interpretation that I personally use, is that the True Pacifist ending is indicative of Frisk's true nature. Or if it makes things simpler, the personality I'm going to describe is based entirely on the True Pacifist route, which includes sparing every monster encountered, going on a Date with both Papyrus and Alphys and a Friend Date with Undyne. All of which basically involves being a highly lovable little nugget.

One of Frisk's most striking traits is one that is repeated throughout the game - one that goes almost into ability territory, but is reinforced heavily by Frisk's own personality. Frisk has an incredibly strong will to live, but more than that they have a desire to press on, to keep going, to keep trying again when they fail. It even shows itself in less dire straits, as a general desire to push forward through obstacles despite deterrents and miscellaneous circumstances. Such as progressing through the ruins even though Toriel tells them to wait, or one time through one of Papyrus' puzzles rather than waiting for him to perform the solution for them.

While it serves them well in their adventures through the Underground, it can go to unfortunate extremes of pure stubbornness. Frisk's overabundance of determination is something that the game's primary antagonist, Asriel, attempts to exploit near the end of the True Ending, in order to try to keep Frisk trapped in the game. He cites how Frisk's determination and stubbornness to get a perfect ending - where everyone is happy - will drive them to go through their journey over and over again, no matter how many times Asriel might reset it.

Hand in hand with this determination is a sense of optimism - it seems strange that Frisk would push so hard to keep going and to find peaceful solutions with all they encounter, if they didn't believe such solutions and resolutions might be possible. They would have to believe that there isn't truth in Flowey's "kill or be killed" mantra. And so Frisk doesn't. Not to push this to an extreme though - they're "not totally naive or innocent" as Sans puts it, when judging them at the end of a pacifist run. In a more practical sense, this does involve a decent sense of when to cut and run. It's not perfect (Frisk likely makes plenty of use of those Save points) but there are times, such as the fight with Undyne, where Frisk opts for discretion.

As the above paragraph indicates, Frisk is also a pacifist. They prefer using other methods of resolving conflicts with those they encounter instead of fighting. This doesn't mean that they're passive or willing to just take whatever is dished out at them. But Frisk refuses to be the one meting out pain to others. No matter how harsh the opponent - from the lowliest of Froggits who just need a compliment, to Flowey, who tormented Frisk, including trapping them in a nightmare world and killing them repeatedly, and then threatening to kill everyone Frisk cared about - Frisk has shown them all mercy, when under their own control at least.

On a related note, Frisk is overall displays a decent amount of caring and empathy. Merciful doesn't always mean nice, but Frisk displays a considerable amount of compassion throughout the game. The most blatant display of this is Frisk's forgiveness of Asriel, and their attempts to comfort him about his fate of returning to being Flowey. Many of the options involved with sparing monsters throughout the game involves behaving in a compassionate and friendly manner with them - complimenting Froggits, laughing at Snowdrake's bad puns, singing along with Shyren, hugging or encouraging Vulkin, and so on and so forth.

That's not to say they don't see the value in struggle. Frisk knows that very well. Most particularly, the struggle to do the right thing, to find the right path that gets everyone their happy ending. And Frisk knows all too well the pain of failing in that struggle. There's a lot of guilt over that genocide route that failed. Experience has fed pretty strongly into that determination thing, let's just say.

That being said, also appears to possess a fair degree of self-confidence, or at least a distinct lack of self-consciousness, even a ridiculous streak. Frisk appears to have no reservations whatsoever about doing all manner of silly things when befriending monsters - such as getting into a flexing contest with Aaron or the entirety of the "fight" with Mettaton EX. Even ridiculous things they do, like pouring tea under a door during a sidequest to help with room service (and getting complimented for it). Petting vegetables during cooking lessons with Undyne. Overall, it's one of the ways in which Frisk is definitely still a kid.

Another way is in the sense of wonder they seem to find fairly easily. Throughout the game, Frisk's health is replenished by their determination, which is described as essentially their will to live. Various save points throughout the game describe different things that give Frisk enough determination to fully heal themselves. And many times they're simple things - crinkling playfully through leaves, a warm house in the ruins, a conveniently-shaped lamp. Even more ridiculous things such as the idea of a mouse hacking a safe to get to some cheese - implying that Frisk has a decent sense of imagination too.

For all this, Frisk does seem to hold how they express themselves in reserve. While in many ways they are an example of the "silent protagonist" trope typical of RPGs, they do speak. Many of the commands during battles involve talking and there are times that they speak to NPCs (usually indicated by something like "..." in the NPC's dialogue). However the overall indication is that they don't feel the need to be needlessly chatty, if they don't have to be. It's similar with their emotions - while they don't show visible reactions, there are characters who comment on the faces they make, such as horror at fighting Toriel after resetting from a timeline where she's died, or grimacing at Sans if he talks about how "you haven't died even once" when they have.

Flavor Abilities:
- small red heart on their chest that appears and glows slightly during confrontations
- SO MUCH DETERMINATION
- Really aside from the reality-shattering abilities of SAVE and Reset (which they won't have here) they're just a kid

Suitability: Despite their young age, Frisk has already handled being thrust into a new and unfamiliar world with very different rules than the ones they're used to pretty well. While Nobinfury is a lot harsher than the Underground, Frisk shouldn't struggle overmuch with adapting, once they learned the rules. Look they got through Omega Flowey and True Lab with all the Amalgamates they have seen some shit.

I think Frisk would take a pretty decent interest in the monsters that I know have begun appearing in the community. It's not the first they've been told "monsters are terrible" and that turned out to be so untrue the first time so I imagine they might try to see if the same applies here. And just in general if there's some way to resolve things with them/learn about them/at least form a truce. NGL Frisk's first encounter with one of the creatures isn't going to end well probably unless they dodge long enough to realize this is a good time to reprise the Undyne pacifist boss fight, or else someone is there to drag them off.

I also had the absolutely terrible idea that if/when they experience any, (some of) the hallucinations they hear speak in Chara's voice.

RP Samples:
Network Sample: Hark, a test drive

Log Sample:

[They didn't have the dimensional boxes anymore, but a backpack was just as good in many ways. Packing things up is a chore though, instead of just tossing them in and trusting they'll fit. It's a chore they have to do pretty diligently though, things being what they are here.

They do it every morning after waking up, going through what they have, organizing it, tucking it carefully in the makeshift rucksack they'd made. They pull out their photo and look it over, smiling a little to themselves. They miss the others. They... well, Frisk isn't sure if they'd necessarily know much better how to handle this all, but it'd still be more fun with them there. More fun and less creepy.]


I hope you're all okay.

[Well. Nothing for it but to get going. They'd feel better outside.

The push the door out of the house open, hands plastered on their hips, ready to face the world - okay maybe that's a bit overdramatic, but it makes them grin as they hop down the steps into the snow.

The sky isn't bright, it never really is here, but that just makes it all the easier to pretend they're walking through Snowdin forest. There's no puzzles here, but pushing their way through the snow is remarkably similar in that regard, and they keep their head high as they trek eastward. Or at least what they're pretty sure is eastward. They've been keeping an eye on those names that've been written on a lot of the houses. It's as good as anything else for keeping track of where you're going here.

Morning is for traveling, afternoon is for searching and finding a place for the night. All throughout both though, Frisk keeps an eye out for others, and especially for familiar faces - whether ones from home or those they've met here. Sometimes though, when they're distracted, or searching, they don't realize that someone's nearby until they're really close. Should anyone approach too quick without announcing themselves, Frisk jumps and whips around, eyes wide.]


Oh, I didn't see you. [They smile very slightly] Hey.

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