#3+ players
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into-the-fraymotif · 8 months ago
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hey, i like your content. fraymotifs are probably more forgotten stuff than kernelsprites and prototyping. anyway, you got ideas for united fraymotif of Page of Light, Maid of Doom, Rogue of Mind, Witch of Heart, Mage of Space and Bard of Time?
Page of Light using information and luck for defense
Maid of Doom creating death and doomed fates around
Rogue of Mind attacking with electricity and transmits thoughts
Witch of Heart manipulates souls and uses them for his own purposes
Mage of Space predicts future and knows where to hit for maximum destruction
and Bard of Time breaks timelines and time to make clones and duplicate objects from other lines
thank you in advance and good luck in promoting your blog!
Thank you! I really appreciate the kind words. You were my first follower, so I'm really glad you've stuck around! Lots of moving parts to this Fraymotif, and it seems that you have an idea what everyone's doing. I will warn you that my interpretations when it comes to Classpecting are a little different, but overall, it's pretty similar.
Brighter Days for the Unison al Coda
Page of Light [one who becomes and becomes fully realized through information, relevance, and fortune] + Bard of Time [one who allows the destruction of and invites destruction through time, change, and activity] + Witch of Heart [one who manipulates and manipulates through emotion, essence, and the self] + Maid of Doom [one who serves and serves through death, decay, and finality] Mage of Space [one who understands and understands through space, creation, and passivity] + Rogue of Mind [one who redistributes and redistributes through reason, order, and consequences]
Brighter Days (Good times to come) + Unison (multiple voices or instruments playing the same note in the same octave) + al Coda (meaning "go to the coda", in reference to music notation that sends the player back to an earlier part in the piece to repeat it.)
The Bard allows destruction both through Time, but also through being active as a component of the Time Aspect. From this, the active Classes (Page, Witch, and Mage) will have a slight "tint" if you will of Time-destruction. Bonus Bard Boosts (TM) ensue.
The Bard sort of weakens the distinction between timelines enough for the Rogue takes a bunch of adjacent near-future possibilities and give them to the Mage. The Mage (who can't really do anything with raw outcome data alone) manifests them into physical time-loop bubbles, which the Mage conjures into physical space, overwriting pockets of the area around them. These bubbles basically are a fully-immersive loop wherein some or all of the Mage's allies fight the Targets in various ways in snippets of alternate near-future events.
The Witch takes all instances of each Target both in and out of these bubbles, and modifies their in-game ID value (because SBUB is still very much a game at Heart) until they read as the same identical unit. The Maid then "flags" this ID value to update all of the connected Targets' health vials simultaneously, causing any damage dealt to one to reflect on all other instances. All of the instances being attacked on loop in the time bubbles around rack up exponentially across all other instances thanks to the Maid.
The Witch harnesses the Page's self-realization, and forces it to break past the barriers present in their personal journey, sort of similar to how Aranea got Jake to do a Hopey thing but more direct and targeted. The Rogue again gives knowledge of the various possible futures to the beefed-up Page, and with aid from the Bonus Bard Boosts (TM) for passively destroying Time, the Page uses their command over relevance and fortune to defy the intended "alpha timeline" by just enough to force canon to follow the events of the Fraymotif.
The Maid has to serve Doom as the basis of their powers, but they cant just go about facilitating the end of the current timeline with how relevant the Page and their allies are at the moment. The solution to this is to get the Mage to teleport them out of the scene (and possibly into a wall, wherein they may waste away from a potassium defeciency), giving them the privilage of dying off-screen, irrelavent. Before the timeline can succumb to its ill fate, the Rogue takes the looped outcomes all around the place and uses the gaping hole in the timeline that the Bard forgot to close up (time slipped away from them and they weren't able to get to it yet) to toss the outcomes back where they found them. The Page's Lighty Thing dies down as the Maid and Witch work in tandem to work the limiter back onto the Page.
The Targets from this timeline are brought back by the Mage, but up in the air so they take fall damage, ending the Fraymotif.
To be completely honest, I thought I had published this one already, but I just saved the draft. My bad lol
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lazylittledragon · 4 months ago
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costumes and other things :3
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rottingjam · 6 months ago
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some hyunju / player 120 doodles :3
pls click for full quality!
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wilk775 · 5 months ago
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LET THE DARKNESS RISE.
Im not used to draw comics, but I loved this scene so much.
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anbaisai · 10 months ago
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AU where Mostro Lounge launches it as an official sporting event, because Azul smelled the business opportunity (featuring @raven-at-the-writing-desk's Miss Raven with Jade)
(Continuation of the book 4 mystery)
Bonus of the nefarious opportunistic octopus:
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butterflyscribbles · 18 days ago
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I understand now my eyes have been opened✨
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keksalot404 · 17 days ago
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Messy Sketches: Darker than Darkners Edition
(WARNING: Story and Gameplay spoilers for Chapters 3 and 4, mostly the secret bosses!)
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miruoxxi · 1 month ago
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live up to your image
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free-mints · 14 days ago
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Deltarune Chapter 3+4 Spoilers
The true chapter 4 weird route where you get adopted as Noelle’s new hamster
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cidnangarlond · 11 months ago
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whalemleck · 1 year ago
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ОУ
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into-the-fraymotif · 5 months ago
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hey hey ! i saw that queue was empty and figured i'd yeet another request your way, i hope you had fun writing the last one that is still currently in your inbox while i'm writing this x)
This one is a pretty big group attack, i know this one will take more time, but it's also gonna be awesome so it balances out
Knight of light + *Thief of Time + Witch of Space + Sylph of hope + Seer of Blood + Prince of Doom
i imagine the *thief is very chill and doesn't have much of a party-breaker personality, figured i'd clarify since it affects the fraymotif
Thank you for your time! i look forward to seeing what you do with this one
Alright, I figure I should clarify some things about what I've dubbed partybreakers. It's less of a "the partybreaker player engages with the Fraymotif in XYZ ways," and more like "this Fraymotif has XYZ qualities, which makes it a 'partybreaker.'" So not all Thief Fraymotifs would result in a partybreaker, it's just that a Fraymotif that has themes of wielding your teammates as weapons (/neg) and/or treating your teammates as obstacles or indiscriminately to the Targets of the Fraymotif. It's sort of hard to explain as it is kind of arbitrary, but the gist is that 'partybreaker' is an informal classification of Fraymotif, and not a component of them. Hopefully that makes any amount of sense lol.
Subito Subtleties of a Grave Scherzo
Knight of Light [one who protects and protects through information, relevance, and fortune] + Thief of Time [one who steals and steals through time, change, and activity] + Seer of Blood [one who knows and knows through bonds, connections, and sacrifice] + Prince of Doom [one who destroys and destroys through death, decay, and finality] + Witch of Space [one who manipulates and manipulates through space, creation, and passivity] + Sylph of Hope [one who heals and heals through beliefs, ideals, and positive emotion]
Subito (suddenly; sudden) + Subtleties (details that are subtle) + Grave (triple entendre meaning something deadly, the place where a corpse is buried, and from italian "Grave" meaning solemn, indicating an excruciatingly slow tempo) + Scherzo (a short orchestral piece of music)
The Knight and Sylph begin by creating a cognitohazard that the Seer ensures only spreads through the targets. The Knight protects their allies through exploiting the flow of information, and the Sylph floods the targets with false beliefs that everything is great and that they are gaining the upper hand. While the targets are all making a quick jaunt through pyroland, the Prince cleaves through the targets, inflicting a sort of miasma that the targets are unable to be aware of.
The Thief makes use of this by stealing the targets' futures from them, and that along with the Witch containing the Prince and Thief's havoc to a specific area of effect, causes the targets to rapidly begin to decay and deteriorate. The Seer directs this by giving the Witch the focus to exempt the Prince from the affected area, as well as the Seer, Sylph, and Knight working to prevent and mend any leakage of the Prince's wanton destruction from affecting the rest of the party, if and when it happens. The Witch collapses the Space around the targets, slamming them together, which ends up clearing any statuses the party had caused.
This party actually works well together, especially if the Prince knows the difference between destroying their aspect and destroying through their aspect. Also I have no clue what the Thief would do with all that stolen Time, so have fun dealing with their following shenanigans lol
Thanks for your patience!
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otterlyart · 5 months ago
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What's stronger than death?
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bee-mes · 16 days ago
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It's been like 5 days now i think I'm safe to post this. If i tainted your deltarune playthrough I'm genuinely sorry, play it anyway it's bangin. ALSO, filter out everything deltarune if you absolutely need to use the internet for anything.
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lucanderie · 19 days ago
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Still need to mull this over some more, but it's very intriguing how much player-defying Kris proves themselves physically capable of this chapter.
They maliciously comply with our exact wording when asked to turn a doorknob. They cover their mouth midway through a sentence. When asked to say Berdly's name, they repeat themselves loudly in shock. They do PLENTY of physical actions or gestures unprompted, such as kneeling down and touching Ralsei when only prompted to talk, pushing Susie out of harm's way for the second time, giving her their knife with a flourish, laughing or nodding to clarify a statement... as well as their unprompted hijinks at the church. They act by themselves both in the spur of the moment and premeditated, in both low-stakes interactions and highly emotional, instinctive reactions. It seems like they're capable of doing any emoting, physical gesturing, or creative prompt interpretations they so desire apart from a) speaking, b) when directly commanded to do something else and c) in many weird route sequences (will circle back to this). They know entire commands word for word before they execute them, and they are aware enough of the fact that we have goals and what those goals may be to actively conspire against us. Kris knows our "rules".
This is extremely interesting because we saw very little of this in the previous chapters- leading us to believe Kris had basically zero input on Dark-World happenings, and had less understanding of their own situation then say, Ralsei did. But here, Kris isn't just getting more clever about or more accustomed to defying us- they're proving progressively more capable of just doing things of their own volition that any possessed kid who was randomly dropped into this situation with no warning or context would not wait two days to try.
Combined with the fact that from the beginning, they defy us to limit what we see long before they defy what we actually force them to do, (even when they clearly don't like doing it!), and that there's precedent for a character's mindset determining the player's level of control with Susie, it's seeming more and more like Kris is purposefully limiting themselves in earlier chapters. They have a vested interest in "playing the part", coming across to either us or someone else like they have less agency than they do, and they get progressively more open about the amount of defiance that they are capable of.
This is just, a fascinating jump in Kris's amount of agency! At the very least, they may know a similar amount of meta-info to even Ralsei. It changes some of their earlier actions from purely-forced to compliant. And there's a lot of (non-evil, you guys) reasons they would do this- they're probably at least, (at this point), afraid of some kind of retribution from us or their co-conspirators. They want to stay ahead of us by hiding their agency, they may not be comfortable enough with themselves to show express in certain instances... And this changes their defiant actions from things that they are allowed to do into things they are willing to risk doing- saving Susie twice, not hurting Ralsei's feelings, comforting Noelle, slorking down those juice cups like they're NOTHING- all little risks they're willing to take.
This just leaves the weird route- which may either be a route where the player simply gains more control over Kris, or maybe the "proceed" commands could be more general and therefore more inclusive. Or Kris could be initially, willing to play along with freezing the Darkners in order to achieve their goal, to bide their time, and once they realize how fucked up we can get it's too late.
I don't know. I'm definitely missing things, but I just love how much more Kris we have and are eventually going to get.
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