chara fanart jumpscare!!!
Hehe😼
i don't do bad sauce passes
NASA
almost home
art blog(derogatory)
we're not kids anymore.
todays bird
Monterey Bay Aquarium

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Sweet Seals For You, Always

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$LAYYYTER
"I'm Dorothy Gale from Kansas"
Claire Keane

ellievsbear
Aqua Utopia|海の底で記憶を紡ぐ
RMH

Origami Around

blake kathryn
occasionally subtle

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@theoneonly123
chara fanart jumpscare!!!
Hehe😼

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If you think about it, it's actually trivially easy to make a plural reading of Kris based purely on the player/character dynamic. That feeling where most of the time you have control but you're getting backseated constantly by Kris's unexpected interpretation of dialogue options. And occasionally, will just have the controller literally ripped out of your hands (ie. Kris pulling out their SOUL). That's just a dysfunctional system with an easily understood symbol of where you fit into it (the red heart being the only thing you're really controlling)
The problem is 99% of the fandom finds Evil Ghost Demon Heart Possession more palatable than a heavily stigmatized mental disorder
frisk(Pinterest inspo)🫶🐱:3
I decided to make frisk have a summer tan to go with this look I thought it would be cute^^
I’ll plan on making more of these with chara, Betty, Aliza, and amber :3 bc they are my fav girls😘✨🏳️🌈(gay flag?!! Must’ve been the wind🫡💨)
remember her??
do you miss them..?
The Relationship between Susie and the Player... (Deltarune Analysis)
I had a sudden realisation when Susie talks about her experience with piano. This scene is an obvious nod to Susie's experience with learning healing, but... I think there's another, far deeper meaning to this scene.
What Susie experienced with the piano... is actually EXACTLY what happens in that earlier Piano scene when you attempt to solve the puzzle yourself.
If you were to ever to do ANY attempt on the song to unlock the door... Kris makes sure to mess up your notes before you even have a chance to finish. They forbid you from playing. The same exact way Susie was forbidden to play.
And so they had someone else play. Someone better. Kris.
Susie describes her past experience with piano as an attempt to further connect with Kris. But ironically, Kris was the one who was better. The one who basically took over the inexperienced one after they were told they weren't allowed to play.
Kris never let's us get near the piano, and makes sure to always fumble up the notes, "A Concert For You."
Susie's experience isn't a parallel to Kris at all. It's a parallel to the Player.
And we further connect this to the Healing arc with Ralsei. Where Ralsei teaches Susie to heal, but never actually let's her do healing when it's actually needed.
In Ch 4, Kris allows us to play piano, but further prevents us from trying when it's truly needed or when it's something complex.
But this also shows us that not all things are so simple. Kris is someone that truly loves piano, so it makes sense that they don't want someone else in their body to command them to play, for Kris, playing piano is their freedom, and its not something that they want someone else to take.
...Yet at the same time, there's nothing wrong with you wanting to play, even if it sucks. Because maybe, just maybe, it might become someone else's freedom too.
Neither are in the wrong in this matter. Between Susie and the better piano player that took her place, and between the Player and Kris... no one is necessarily wrong here. Things here are a lot more complicated than that.
This isn't the first time where Susie's character is aligning closer to the Player than Kris and Ralsei, with her becoming the one to speak for us for certain things when we're unable to, such as her vocalising the frustration of having people keep secrets not long after Ralsei and Kris kept hiding secrets from the Player.
Also the fact that the Ch 4 extended scene where you struggle against Kris in Dess' closet has Susie accept BOTH Kris and the Player equally rather than preferring one side over the other. She just doesn't realise it's two seperate ppl at once.
Not to mention how the Player and Susie are actively synergizing with each other in the best way possible.
Susie is the only one whose abilities you can directly enhance midbattle. Rude Buster's dmg gets raised by z spam (ch 1 + 2) or z timing (ch 3 + 4). And her healing gets enhanced the more you allow her to heal.
And it just so happens that Gerson' fight is also essentially TRAINING THE PLAYER to use these mechanics. It teaches you the z mechanic to parry. It forces you to let Susie heal to enhance it. It wasn't just training for Susie. It was also training for YOU to learn how to work with Susie as a duo.
Its really funny cause Susie's heal isn't a "Prayer" like other healing spells. And yet, Susie's heal requires a higher being's interference to raise its effectiveness.
If you think abt it, both the Player and Susie are similar in the sense that we're both outsiders to the grand scheme of the narrative, and are both trying to figure out what the heck is even going on in this town. You fought Kris in Ch 4 to help Susie while Kris is working with the Knight.
Even though everything abt Susie should make her clash with us (her ability to override choices, ignore our commands), she's the one who is the most aligned to us in terms of how we feel and experience the events of the story, and she is the one whose dynamic with the Player, has been nothing but purely beneficial to each other.
Not many people fully analyse the relationships between the Player and other characters outside of Kris (and sometimes Noelle for Weird), and I think Susie's dynamic with the Player is one that should really be looked into.

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I love it how people can see the Goner Maker sequence and go "Wow you robbed Kris of their autonomy" when you had a named vessel and your own name ripped out from under you with the line "Nobody can choose who they are in this world."
And then when it's revealed that there's a whole ass plan with Carol and the Knight which involves the soul (YOU), somehow that doesn't raise any red flags as to who might have robbed your autonomy.
Do you all understand the meaning of "the cage", or are you still caught in ch2 eras of thinking? Someone did get robbed of their autonomy during Goner Maker, and you're the only one who never got a choice.
If you ever quit, the world ends.
If you ever give up, you leave three teenagers to die in the dark.
There's nuance to how much agency each character has in this narrative, but some of you start at the conclusion that "Kris was robbed of their autonomy and is your victim" and work backwards instead of looking at the narrative as a whole.
This fandom can be a cage in its own right sometimes.
Your vessel got taken away, yes, but that doesn't mean that Kris wanted to be the cage. Carol is clearly in charge of whatever's going on with Kris and the Knight—sure, it could be the Knight or even somebody else in charge—but either way, Kris didn't design whatever this plan is, and they absolutely aren't in a position to be negotiating with the mayor of Hometown.
I don't think that Kris is inherently angry with you, either. They try to help you during the Chapter 3 quizzes, and the only time that they get violent with you (besides the hockey stick in Dess's closet, because getting to the guitar would ruin the plan that has to be completed) on a route when you're nice to them is at the very end of Chapter 1, which seems to just be intimidation tactics? They pull out their knife really threateningly, but then don't actually do anything with it. And I wouldn't blame them for trying to get some time to themself either; remember, they haven't actually eaten anything since the night before.
Kris isn't totally blameless, but they aren't robbing your autonomy either. The only times that they actively try to prevent you from doing something (outside of a couple Weird Route scenes where their anger is justifiable, most notably attempting to pray for Noelle at the candle (the bathroom doesn't count as "preventing you from doing something," it's lashing out at you for something you already did)) can be divided into two categories:
Extremely terrible to their friends or themself ("Of course not" to Ralsei in his room, "I'll never play again" to Susie in the church), or
Would very directly compromise the plan (attacking the Knight at the start of the first sanctuary, letting you get the guitar code, thinking of the Knight taking its helmet off instead of thinking about Susie getting the music from Gerson, even going into the shelter in the Sword Route).
Basically, you and Kris are both victims of Carol and co.'s plan, which Kris believes that they have to go along with (it could save Dess? Carol could ruin their life? the specific reasons are just speculating). You have the option to be terrible to Kris, in which case they'll hate you, or you can be nice, leading them to realize that collaboration will be helpful (Ch3 quizzes, also the Titan sealing).
There's nuance to how much agency each character has in this narrative, but some of you start at the conclusion that "Kris was robbed of their autonomy and is your victim" and work backwards instead of looking at the narrative as a whole.
Included in the post. This was, quite frankly, a post where I was angry at all of the "You should really look inward if you think that you're a victim in this situation" posts.
Fully agreed that you and Kris are both victims in your own right, but this post was not about that. It was about the fact that you are not the perpetrator of what Kris is going through. You are not the one who has strangled their autonomy. It is not your fault for being trapped
Now, to address some elephants in the room.
Your vessel got taken away, yes, but that doesn't mean that Kris wanted to be the cage
I think it's a mistake to assign all blame away from Kris and to give it all to Carol. Yes, she's the adult in this situation, and the fact that she is using Kris as the cage is really shitty. However, I do not think it is wise to discount Kris' own involvement in all of this. After all, they take great and deliberate actions to make sure that you and their friends cannot help.
Again, they are a teenager who is functionally a blackbox to us right now with one (two if you count the Knight) adults encouraging this behavior.
Besides, for Kris to have your soul in the first place, they must have agreed to be the cage.
Will now be discarded. No one can choose who they are in this world.
"you promised..."
I like to think that the discarding line is Kris, but that's entirely headcanon, and it could be any of the three main fountain maker group people. They are the only one with a motive to put your soul within Kris while intercepting a vessel that the first voice praised you for creating.
I agree that Kris did not design the plan. I think the most likely culprit of the plan in its entirety is Carol, considering that she is the white text on the phone who lists off plans.
"I'll be... right there..."
Again, the post was not necessary about assigning all of the blame to Kris. It is about dispelling the narrative that you are fully the one in control, and that you frankly should not exist in this world.
Kris being a fake idgaf'er during the quiz is fun to me. No notes. I see you bonding you little shit.
However, claiming that the hockey puck scene is the only time where Kris is violent is patently untrue. Yes, it is the most outward string of violence that they express, but I need to remind you all that Kris is not aware that we do not feel pain. Any action that they take against the soul is with the knowledge that they could hurt it. (Weird Route will be ignored here because obviously their actions are justified in that situation.)
There are multiple moments where they haphazardly toss the soul into cages and boxes (like damn the cage fully shakes the first time, and then they pull out a knife to threaten you). I think the hockey puck scene is usually blown out of proportion in player discussions due to the fact that we don't feel pain, but Kris doesn't know that. Besides, nothing hurts more than feeling like you're entirely unwanted and a pest for daring to help the friends that you made too.
but they aren't robbing your autonomy either
Disagree, and this is where I tend to butt heads with a lot of Deltarune players.
You, originally, were going to have your own vessel. This vessel, presumably, would have given you the ability to express yourself and choose your own actions. By being intercepted and placed within Kris, you lost all of that expression. No matter what from this point onward, the fountain gang has removed your autonomy. This is by design. They wish to keep you on the straight and narrow path that they have laid out for you. <- our understanding thusfar
And Kris will constantly fight you on choices you make. Like I said in the original post, the agency thing is incredibly nuanced here! You wanted to be yourself and make your own choices, but you will only be seen as someone else, and that someone else can stifle you. Kris' actions aren't truly their own, and they may begin to question if these friends are really theirs, or if people like this version of them more. It's very interesting!
But the point is that every time Kris stifles one of your choices, that is a reminder that your autonomy was stolen. You cannot act in a way that THEY do not want to, even if it could help your friends.
* (You turned the doorknob.) * (... You didn't do anything else.)
Yes, they need to keep us in line for "the plan". However, I think people are being far too charitable with what this plan even is. Again, it's all speculation, but I don't have high hopes when the Knight slashes two of my friends while Kris kneels.
You could've been friends with these people. You could've been able to save them from their fate, or at least struggled with them in a way that matters. You could've been their when they laughed. You could've been there when they cried.
Instead, you get to watch between bars while Kris reaps the rewards, all the while they're debating on whether or not to twist the knife. You cannot control that decision, even though you hope that they will do the right thing now that they are beginning to doubt.
No matter what though, that's four chapters down where your friends still don't really know you.
And it all started with your autonomy being ripped away from the start.
That is why Kris is called the cage.
You are both victims, but hurt people tend to hurt people, and I do not want that washed away.
You cannot flee this cage, because the moment you do...
THEN THE WORLD WAS COVERED IN DARKNESS.
Wouldn't it just be such magical storytelling if, after you got replaced the first time, you… Got Replaced 2: Again? Everyone gets to be friends with each other Except You. You have to watch from the sidelines, a one-way street, forever. Isn't that just so Deep and Profound? Aren't you glad you spent 10+years investing in this story?
Like, if they're not hoping on Kris to stomp us out of existence, they're hoping on our own damn BODY to do it >.<;;
Does anyone else think they want Frisk to happen all over again, just because it'd be familiar? Why prefer a familiar pain over something good? Why do so many people want to be erased? Do they even realize that's what they're asking for by hoping the vessel becomes its own person?
It's strange seeing even our fellow Soul-respecters on Reddit not thinking through the implications of the Vessel becoming its own guy.
Excerpts from my ask to StarPup/Baddrummer:
Q: I think it'd be convoluted/too many cooks for [the Vessel] to develop a life of its own like Baymax in Kingdom Hearts. […] It also leads to that problem we've observed of fans putting a wall between themselves and the story--the idea that there's some Third Guy instead of Literally Just Us playing as ourselves. Why would the Vessel need to learn to be itself when [A] there's no room in the narrative and [B] that arc is already being explored through every member of the Fun Gang? Fans have long seen the Vessel as a separate character from both themselves and Kris. A: […] Narratively, I think that the vessel was simply meant to be our avatar. I know Gaster says "it will not hear" which makes it seem like it could have a mind of its own, and the fact that we name it differently from ourselves, but I simply do not think there is room in this narrative for another "Creature with Lack of Identity", especially one that is literally just us but again. Most of my thoughts about this game come from an angle of "How would this fit narratively and what themes would it play on?" [...] If it's our avatar, which please let it be because I'm already so tired of getting "third guy'd" with the vessel and the red soul, then things are a lot simpler. Us being separated from our vessel and forced into Kris only to be discarded later when banished is already our plotline. Reuniting with our vessel would be a way to reestablish our own autonomy and personhood. I simply don't know what could be done with the vessel that isnt us being reunited with it. If the vessel is its own person, then great we're back to square one with the autonomy thing. That means there was and never has been a way for us to have our own autonomy, and that we're always an influencing force rather than one that can be a person. I don't like that at all. I hope that's not where this is going. I hope we were shaping a version of ourselves to be placed into this world, and that we were denied the ability to be ourselves when we were intercepted. If we reunite with our vessel and it's just Kris But Maybe Less Antagonistic, then what's the point? […] The vessel would be us finally getting to express ourselves. #and rn the vessel feels like it would be shoehorned in if it became its own character in the final hour.
The line between oneself and another person is very important in this story. For it to suddenly switch up on us at the last minute would retroactively cause problems.
The vessel was supposed to be a version of ourselves. People just say "our child" because they're trying to get ahead of the curve & expecting the game to pull an Undertale, "surprise--the vessel had a life & personality of its own, it's its own person, Kris 2.0", a twist for its own sake, as though it's already confirmed we were never meant to be our own person in-universe. Meaning the Gonermaker hijacker's words never get subverted.
Think about how cruel it would be for it to be its own person: roughly 15 years of its lifespan would be missing, it exists solely so someone else can control it, even if temporarily (Kris's circumstance But Worse), it'd be another person's personhood being violated for our benefit In Thee Story About Personhood, and it'd be icky & manipulative to impose our own preferences on someone with their own selfhood (and no, chat, that's not even what parenthood should look like.) Even if the Vessel never feels the need to rebel against you, painting it as its own person separate/independent of the Player, even at a later point, still naturally endows it with its own rights to autonomy (if you disagree, then your moral compass is screwy.) That's why it shouldn't happen.
The "evidence" people invoke to support the idea that it's its own person is either just "Undertale will repeat itself, trust me bro" (Frisk commits identity theft) or Gaster's wording during the Gonermaker Sequence (which I think was misleading & often misinterpreted, but basically, "It will not hear" could easily mean in the same way a rock or stick will not hear. "Shape its mind as your own" is just filling your new brain with your own interests/values/etc. to better reflect you in the story, not having a wholeass person to manipulate/overwrite for your own ends.) If I had to guess the reason we give it a separate name from ours, it'd be [A] just our handle/avatar as part of any typical RPG (character-creator in BG3, SDV, Skyrim, etc. in the same vein as the Lightners' Darkworld clothing) and [B] precisely to emphasize that the Player is a participant (if the game only asked for one name, most people would put in a fake RPG name, and our 4th-wall-breaking involvement would not be as clear.) When you investigate the puck Kris stuns you with, it says it looks like it would hurt. If you imagine either the soul or vessel as separate from yourself, then that's all they are. But, as with Darkworlds, our imagination makes everything real to us. (And no, chat, the limitations of choices doesn't mean that the choices we will get must come from "someone else." That'd just be confirmation bias from preemptively deciding the Vessel is its own person, using the limited nature of our choices in DR (nvm the fact that, once free of Kris, we may get a longer list of intuitively-programmed options) as "evidence" that the Vessel would be its own person, and not, y'know, just the limited nature of this type of RPG.)
But every other pattern of "evidence" about "objects coming to life and beings gaining sentience" as applied to the Vessel actually contradicts our own thematic relevance to everyone else's arc in the game: if one vessel gains its own sentience, then why not any and every other vessel we try to use? Ralsei is already the one learning to be his own person despite believing he's just an object. If every potential vessel we try to occupy deviates from us, then that communicates to the audience that we don't belong in this universe--we were summoned to do a job and then gtfo with the added wound-salt that some rando replaces us. Because whether it happens now or later, the vessel's independent personhood means our banishment. If any vessel is potentially its own person, then, as StarPup says^, there was and never has been a way for us to be ourselves in the game, and Thee Player, themself, breaks theme with everyone else, thus shattering the consistency & very substance of this game's thematic core. It'd mean there is no meaningful difference between one person and the person/object next to them. Thus, your differences & whatever makes you unique would be unnecessary, and there would be no reason for you to shine if someone else already has (ring any Kris & Susie bells?)
Another reminder that a random vessel is generated, and yet Gaster still asks your real name, if you skip Chapter 1. As my Reddit friend writes, "Almost as if we were the one destined to be inside the story regardless of how we name the vessel and not the vessel itself independently…" If you do name your vessel, and you name it yourself, then Gaster says, "Of course. Of course they are the same." How else to interpret that?
I don't want to control someone else, and I don't want to get sidelined Yet Again (by my own body, no less.) By just jumping from one person with their own sentience to another, the game is not really changing status quo. The Gonermaker Hijacker's words--the very first and most thematically-central problem in this story--also wouldn't be subverted, not really, if the Vessel was its own person (either from the start or later) rather than a way for us to be ourselves in that universe. It'd be an injustice to that New Person the story wouldn't have time to explore/rectify (even worse if it were left unresolved, both for it and us). Therefore, it'd be much better if the vessel were literally just a vessel, interchangeable with us, just our body. I just think references to the vessel as its own person needlessly confound our already-small, unpersoned place in the story.
We are already the one in the role of Person Screwed Out Of Our Personhood. The true subversion would be letting us be our own person, and the vessel is the sensible, clean way to do that. What good would it really do to teach Yet Another Lesson of (others'--not even our!) autonomy to the audience when that ground is already being covered by 3 other characters--one of whom had their own individuality distinguished from the Player in Chapter 1--and especially considering also how we occupy a subverted role of being a person with even less autonomy than, and having our being-self-ness, robbed by the player character (Kris) that it'd fall completely flat happening all over again with the vessel. We're so used to being asked to Step Aside, Self-Erase, Make Ourselves Small, Make Room For Everyone Else, that some have decided it's the track on which the story should stay & stagnate rather than subvert. (If there's so little room in the story, as it is, that THEE Player, themself, needs to give up their spot, then why have both the vessel and us be separate characters? Why write the Player into the story at all to begin with?) It makes more narrative sense for Team Knight to have discarded your ability to Be Yourself than it does for them to have discarded some rando who wasn't related to you and who would usurp you by developing their own sense of self, anyway. Why players want to erase themselves (and the rest of us by consequence) from a story that explicitly reaches out to us and asks us to involve ourselves remains beyond me.
Even if it's handled or decorated beautifully, there's nevertheless something intrinsically unsatisfying about the Player being usurped yet again [A] after someone already has done so to us (twice--the first time in Undertale and now by Kris) and [B] right before being banished once the game ends, anyway (which is fast approaching.) I'd be disappointed if the finite room left in the story was taken away from us and all the other characters that still need development and were given, instead, to this completely new, random-ass character that showed up late in the story. If the vessel were to be its own person, there would have to be a narratively significant reason, but all it would communicate to the audience is that there's never been any intended room for the Player. If the vessel's only connection is to the Player, and it gets taken away a second time in the form of "being itself," guess what that says to the Player. Whether the vessel were to get "character development" starting in Ch5 or 6 or at the very last minute of the game, the vessel was implied to have started a life of its own without us, it'd screw the Player over. The vessel's only canonical significance has been to us as our means of self-expression: it hasn't been independently developing its own character or arc this whole time, and wherever themes of identity and self-expression crop up in the story, it's more relevant to us than it is to some rando the story hasn't spent any time with. It'd be one helluva slap in the face for the story to give any time to a stranger when, for so much of it, we've already been denied selfhood. We're the one who needs to be able to be, express, exist as ourselves. My frame of mind when thinking of the vessel as its own person is one of detachment, because I know I'll be replaced, whereas the story actually asks for my investment, my hope that these will be my friends one day.
(Additionally, if the Vessel is or will become its own person, then why not have an existing character who already is their own person, who would maybe be less-hostile to us, fill that role and take us on? Again, what room in the story is there for the vessel if it isn't just our body/voice? These people will personify a rock before they personify the Soul.) If you think your vessel "needs" to be on-theme with everyone else, then that automatically kicks you off-theme, because where do you draw the line between pieces of you? Is your IRL body its own thing, too? Are Kris's or Susie's bodies going to eventually deserve autonomy & legal rights from their souls (even if they never ask for it?) Is your hair a separate entity from your skin, your eyes, your bones? Should your hands and vocal cords have a will of their own, and are you a controlling pos if you think they should belong to you? At some point, personal sovereignty means bodily autonomy/being able to call something your own. If nothing is yours, not even your own self, then you practically don't exist and are more dehumanized than ever.
Sure, this may be a story where (some; other objects stay objects in Darkworlds) objects learn to accept their personhood, but that's not the only or even main story--the main story is people learning to be themselves, and guess what that means if the Player can never have their own body? And if being oneself isn't the main thesis of the story, then why are the other characters wasting limited story time learning to do just that? And if we agree it is, then why wouldn't it apply to us?
Now, if the final story beat is, "This version of you gets to stay," with an emphasis on, "This Is Still YOU (just a piece)" then I'm fine with that, because that means you can "plug in" anytime you want using your imagination in the future after Ch7 ends, writing fanfic, making fanart, or even just having fantasies because it's all equally imaginary and thus "canon," anyway. But the way people speak about the vessel does not reflect that--it reflects the idea of yet another person, who is not us, coming in to push us out. But there's no scenario where blurring the lines between one person and another person (saying the vessel is us but also its own person) isn't significant in a Bad way in this, of all stories. Whatever differences exist between the vessel and ourselves should not be meaningful or emphasized by the story. (If the story is going to address the vessel as a poor/incomplete reflection of us, it should do it in a way that compliments how much more three-dimensional we are as a higher being in relation to this world, that there are wonders to us beyond the characters' comprehension.)
There's just this massive, ridiculous trend of self-erasure and putting a wall between oneself and the story in this fandom, and the Vessel-issue is undeniably part of that.
Sera Doodles
busy with work this week and can only make a doodle of my Sera
Wi ing Wi ing
imagine this guy using powers in a snow storm

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wip
Homura, you weren't the only 1 to remember her. Tatsuya remembered his big sister, too.
That's because TATSUYA KANAME IS THE GOAT!
But on a serious note I still get sad about Tatsuya losing his ability to remember Madoka.
also wholesome fanart of the two which isn't mine
Taenia memoriae by 五十兎 [pixiv] [twitter]
♡ reprint permission was granted by the artist.
Am I the only one wishing for this? Thinking about it warms my soul.
Context: Mami and Madoka with her family are nearby, all having a family "holiday", but the kids being hyper and Homura in a need to distract her heavy mind, they allow her to take them for a little walk nearby. While not excited at first (doing it just for Madoka), this little experience and some realizations make her grow a bond with them.

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