The various characters of the world of Deltarune.
As with the main page, all spoilers are unmarked. Due to the ties of various elements and cast members derived from Undertale and the game expecting you to at least have some familiarity with it, spoilers involving Undertale are also unmarked.
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The Three Heroes
The main protagonist. Described by residents of their town as creepy, distant and quiet, Kris is the only human living in the monster town of Hometown with their adopted family, the Dreemurrs. They live a peaceful life until they fall into the dark world with Susie, after which their life begins to turn upside-down.
- Amazing Technicolor Population: Blue in the dark world, and the same off-colour yellow that Frisk has while in the light world.
- Ambiguous Gender: As with Frisk from the previous game, Kris has an androgynous appearance with a Gender-Blender Name, and is only ever referred to with Gender-Neutral Writing.
- Ambiguous Situation: The similarities between Kris, Frisk, and Chara are blatantly obvious, but how exactly Kris relates to the two of them, if at all, is not clear.
- Ambiguously Evil: It is stated they have penchant for playing mean pranks and being a Creepy Child among the residents of Hometown. The final scene has Kris rip the SOUL out their chest and throw it into a cage before pulling out a knife and grinning at the camera.
- And Show It to You: During The Stinger of Chapter 1, Kris yanks their own SOUL, or more accurately your SOUL, out of their chest and holds it up before throwing it into a cage.
- Badass Normal: Kris lacks any magic their monster peers possess (and it's implied that both Lightner and Darkner monsters lack the vulnerability to physical impacts the monsters from Undertale possess, or at least are less vulnerable), yet Kris can fight them on equal footing through skilled swordplay and speed.
- Bait-and-Switch: At the beginning of the game, the player is presented with customization choices. However, after completing that segment, you will be told that your choices don't matter, so your character will be automatically set to default and named Kris. It's implied, though, that this will become important later.
- Big Brother Worship: Downplayed. Events around Hometown suggest that Kris really looks up to their older brother Asriel, who is off attending college. Just the taste of hot chocolate is enough to make Kris start choking up thinking about Asriel, and Toriel mentions how the two of them were practically inseparable when they were younger.
- Big Eater: Kris apparently ate an entire butterscotch cinnamon pie Toriel baked, and it's also mentioned that she may routinely hide food from Kris. The minister of the local church also mentions how Kris likes to drink more than their own share of the communal wine, or "sick fruit juice" as Kris calls it.
- Character Development: While on the overworld, Kris's body language and dialogue from NPCs hint at their lack of emotional investment towards others, and being really quiet. While in the dark world, Kris changes into a heroic Knight in Shining Armor. This is best shown by them diving in front of Susie during the fight against the King of their own volition, despite previous being mocked by Susie that they don't do or say anything. Possibly subverted, or... something, in the final scene, where Kris rips out their SOUL (or the SOUL that the player has been using to control them, at least), summons a knife from thin air, and gives the player a very nasty glare with their eyes glowing red.
- Color Motifs: In the overworld, yellow and green, like Asriel and Chara's shirt. In the Dark World, blue and purple the colour of Frisk's shirt from the first game.
- The Comically Serious: If it'll pacify or allow them to spare foes, Kris will do anything from bowing their head, to doing ballerina twirls, to compliments or lectures. All while keeping their Hidden Eyes and deadpan expression. While Susie tries to play the Only Sane Man but fails repeatedly at all the weirdness in the Dark World, Kris consistently just stands there, never reacting to much of anything at all.
- Composite Character: They are built almost entirely from traits from both Frisk and Chara, and fill a role that both of them are or were in at one point being the adopted human child of the Dreemurrs. What exactly this means in terms of the story has not been made clear.
- Contrasting Sequel Main Character:
- While Frisk was a young child who was armed with whatever tool they could find, Kris is an older teenager who carries a legitimate weapon on their journey (a sword). They're also much more outwardly moody-looking, with Kris having shadowed eyes compared to Frisk's blank (but still visible) "-_-" facial expression.
- In Undertale, learning that Frisk was a separate entity from the player, and had a true name different from the one the player chose for them was a major twist that was first revealed at the end of a Pacifist run. In Deltarune, the player is told from the beginning that they and Kris are different entities, and the player's choice of name is immediately discarded in favor of Kris's true name.
- As mentioned above, Kris is seemingly designed so they're difficult to project onto. While Frisk was very visibly nondescript, Kris's design has a lot more detail, from their Hidden Eyes to their body language in battle. They also are given more backstory and are implied to have been somewhat of a mischievous prankster, in contrast to the blank slate that was Frisk.
- Creepy Child: Their neighbors and fellow denizens outright proclaim this to their face when chatting them up. For reasons thus far unknown, Kris is more sociable and less creepy when in the player's control.
- Decoy Protagonist: You're controlling the SOUL, which happens to be inside Kris. They make this distinction violently clear in The Stinger, where Kris rips the SOUL out of their chest and throws it into a cage.
- Eleventh Hour Super Power: Attempting to talk the King down during the climax fight of the first chapter results in Kris's ACTs being replaced by stronger versions of their teammates' normal Magic: when used with Ralsei, his Dual Heal restores the whole party, when used with Susie, her Red Buster deals a huge chunk of damage, and when used alone, Kris's Courage increases the whole party's defense.
- Emo Teen: Their appearance in Hometown riffs on this, with townspeople calling them creepy and a loner.
- Empty Shell: A few things hint at this. Kris almost never does anything on their ownnote , being told what to do by Toriel, Alphys, and then Susie and Ralsei. Their bedroom is completely barren, and their eyes are never visible. Their blue coloration in the dark world is an unhealthy, almost corpse-like pallor. There's also the fact that they don't have any secondary stats like Susie and Ralsei do (aside from one pip of Guts). Then there's The Stinger, which implies that something else is animating them besides their SOUL.
- Expy: Kris wears a green sweater, seems to be Toriel and Asgore's adopted child living alongside Asriel similarly to Chara, and have the same skin and hair color as Frisk. Their name is also an anagram of "Frisk", but without the "F", and just like Frisk, Kris doesn't show much facial expression and is pretty quiet. Differences between Chara/Frisk and Kris include that Kris was apparently adopted when they were really younger (to the point of not knowing that they are adopted, since they asked when their horns would grow in) while Chara was already pretty mature, and that Kris is a prankster and a teenager while Frisk and Chara are described as "children" in Undertale and never demonstrate any love for pranks. Finally, both Frisk (in pacifist run) and Chara (in their lifetime) were both beloved by all monsters, while the Hometown doesn't seem to appreciate Kris so much.
- Fighter, Mage, Thief: The Thief to their team with Susie and Ralsei. Kris has fairly well-rounded stats, and their ability to ACT in place of casting magic gives them the primary means to spare opponents and solidifies their spot as The Leader.
- Fire-Forged Friends: While their initial feelings towards Susie aren't known, she's seen bullying them at the start of the story. A day in the Dark World later, however, she openly calls Kris her friend, and is much nicer to them. (In her own fashion, but still.) The feeling is implied to be mutual, considering Monster Kid notices Kris getting angry when they say Susie sucks (context: this is just after a story they told of her pre-Dark World behaviour).
- In contrast to their Ambiguously Evil nature, they protect Susie from the King's bullets just before they hit her, without player input.
- Friendless Background: Implied. Their half of their shared bedroom with Asriel is barren and empty save for old toys, and while their fellow classmates are friendly enough with them, none of them seem especially close to Kris either.
- Noelle is implied to be their only friend, though.
- Happily Adopted: By the Dreemurrs. As a child, Kris seemed to believe that their horns would grow in when they got older, and wore a hairband with horns to look more like their adopted parents and brother. Even though Toriel and Asgore have problems in their own lives, both of them still love Kris dearly and take opportunities to say so. And while Kris never speaks, they still hold Toriel's hand and hug her at school, suggesting the affection is mutual.
- Heroes Prefer Swords: Wields a sword and shield in the dark world.
- Heroic Mime: Much like with Frisk, their dialog with other characters is unspoken or picked as a menu option.
- Hero with Bad Publicity: While at least decently respected for being one of Asgore and Toriel's children, Kris is disparaged by their classmates and the townsfolk alike for being a bit of a troublemaker when they were younger. Though being a Creepy Child didn't help their cause. In the Dark World, King Spades demonizing the Lightners results in Kris being an open target for any antagonistic Darkners that aren't Just Following Orders.
- Hidden Depths:
- According to some Lightner NPCs, Kris is an excellent piano player, and used to play it at the hospital for the patients, as well as at church from time to time.
- Despite having a Lack of Empathy, drinking the hot chocolate is described as having emotional value for Kris, what with it being a reminder of their beloved big brother Asriel. The narration states that "Your throat tightened," implying that Kris is Trying Not to Cry.
- Hidden Eyes: Their eyes are never seen until The Stinger, where their visible eye is glowing bright red.
- Hypnotic Gaze: Implied to some extent when the party works on pacifying Jevil with hypnosis techniques.
- Kick the Dog: They can take the Manual from Ralsei and the Bouquet from Asgore and toss them from their inventory. In the Manual's case, Ralsei tries to put it back in your inventory the first time, thinking it was an accident and just apologizes meekly and promises to make a better one the successful second time. And tossing the Bouquet (which you can do in front of Asgore) sounds more like Kris describing it than the game.* You threw the Bouquet on the ground like the piece of trash that it is.
- Knight in Shining Armor: Takes on this appearance in the dark world. They also defend their allies from an attack by the King during the boss battle with him.
- Lack of Empathy: The monster residents of the town noted that Kris never demonstrated once they ever cared about anyone else. The SOUL taking control of Kris's actions to interact with them alone is enough to shock and surprise the townsfolk.
- The Leader: Mainly of the Levelheaded and Mastermind variety, able to keep a cool head at all times during their adventures and being the one who gives their party members strategic orders to participate in ACT commands. They're also the one who ultimately makes the call on whether to fight or spare opponents.
- Luckily, My Shield Will Protect Me: Their sword morphs into a shield for their Defend Command.
- Magically Inept Fighter: As in Undertale, humans seem to be inherently lacking in magical power, and Kris is no exception. This can been seen by how Kris's Magic stat is zero, and the menu explicitly points out that the ACT command does not involve magic.
- Meaningful Name: As noted on the Undertale character page, in Scandinavian languages, "Kris" invokes the word "crisis" or "critical" in contrast to Frisk whose name means "[to be] healthy/sound."
- Momma's Boy: Despite being a teenager, they still let Toriel lead them into the school by hand and get a hug. Berdly even comments on Toriel usually being their project partner.
- Mysterious Past: Downplayed. They were adopted by the Dreemurrs at a young age, but it is not yet known how and why they were separated from their human parents. If they even have them, that is.
- Nice Mean And Inbetween: The Heroic Mime to Ralsei's Nice Guy and Susie's Jerk with a Heart of Gold.
- Not So Stoic: Monster Kid describes them as looking annoyed when they bad mouth Susie, and drinking hot chocolate from the diner, something Kris and Asriel once did regularly, causes their throat to tighten as they're Trying Not to Cry thinking about Asriel.
- Obsessed with Food: Kris is remarked as a glutton, eating all of Toriel's pie, and drinking Father Alvin's fruit juice. Their mother is concerned enough to warn Sans to keep chocolate away from them.
- O.O.C. Is Serious Business: In the Hometown epilogue, many of the town's residents will note that Kris isn't acting as creepy as they normally are. If that isn't enough to tip you off that something is wrong, what happens after the epilogue certainly will.
- Pet the Dog: If you manage to appear in a certain room in the Scarlet Forest (it's RNG based) with an unknown person behind a tree who gives you an egg, you can give the egg to Asgore in the epilogue, giving the poor guy something to eat other than the single pickle in his fridge.
- Player Character: Or 'vessel,' as the voice at the beginning calls them. This is made violently clear in The Stinger.
- The Prankster: It's implied they were one in their younger days; at one point, one of the students mentions that Kris would scare people by pretending their hand was cut off and use ketchup for fake blood. Likewise, one of the adults will reminisce that his daughter used to be afraid of humans hiding under the bed while stating it wasn't nice of Kris to do that.
- Punny Name: Besides the Significant Anagram below, a kris can also be a type of dagger.
- Significant Anagram: Kris is a partial anagram of Frisk and a complete anagram of 'risk'.
- The Smart Guy: In addition to being the one who cooks up strategies on how to approach battles, Kris is also the one who solves the puzzles during their adventures, Susie even has to follow Kris's lead on how to solve a puzzle required to open a cell Kris and Ralsei were imprisoned in.
- Sneaking Snacks: Apparently does this often. Sans states that Toriel has to keep her chocolate locked up to prevent them from doing it.
- Split-Personality Takeover: Implied by The Stinger of Chapter 1, in which Kris rips their own SOUL out of their chest and throws it into a cage before sporting a Slasher Smile.
- The Stoic: Kris doesn't have any kind of "shocked" sprite, unlike Susie or Ralsei. Whatever Kris sees, they just take it in stride.
- Super Empowering: During the final battle against the King, using Kris's ACT commands replaces them with stronger team combo moves. When used in tandem with their party members, the text states that Kris's SOUL is shining on the teammate they're empowering.
- Supporting Protagonist: Kris is the playable character but Susie is the one undergoes the most character development in the first episode.
- Suspiciously Similar Substitute: Kris is a lot like Frisk and Chara from Undertale, with a lean more toward Chara (straight down to the oft-missed detail of their bangs concealing their eyes).
- Sweet Tooth: It's implied by Toriel. When she announced to Kris that she's baked a cinnamon-butterscotch pie, she has to warn Kris not to immediately eat the entire pie. Also, Sans admits to Kris that Toriel told him whenever she buys chocolate, she has to lock it away so that Kris doesn't eat it all.
- Token Human: The only human living in Hometown.
- Unique Protagonist Asset: They are the only human in the story, so they're the only character with the characteristic SOULs of humans, and the shining light only they can see allows them to save and reload events. They're also the only character with the ACT command, with Susie and Ralsei having a MAGIC command in its place, making them indispensable to any sort of pacifist victory.
- Vague Age: Kris is a teenager who is attending high/middle school, but their age is otherwise left unspecified. Depending on how much older Asriel is, Kris could even be in their final year of high school. This serves as yet another parallel with Frisk, who couldn't be mistaken for anything other than a very young child.
A monster who goes to the same school as Kris. She's known for being violent and a troublemaker.
- Action Girl: Susie is the most head-on of the trio, looking forward to a fight.
- Anti-Hero: She's very fond of violence as a first resort (to the point the player is advised to warn enemies in advance that she'll attack regardless of what you say), and switches sides three times due to the fact that she doesn't like to follow orders, but she ends up mellowing out as Chapter 1 goes on.
- An Axe to Grind: She uses axes in battle, and is a big fan when one suddenly appears in her first battle.
- Ax-Crazy: How else would you describe a bully whose favorite threat is to eat her victim's face, and her idea of 'complimenting' the enemy is how she likes the ax in their face? Although, she mellows down a lot as the story goes.Susie: Hey, little guy. I really like the ax in your face. Where'd you get it? Heh heh heh heh.
- Barbaric Bully: She's threatened to bite people's faces off for annoying her, though it's not clear how serious she's being about carrying out her threats. Her hesitation to actually kill anyone and how she's a Jerk with a Heart of Gold heavily implies that they were empty threats.
- The Berserker: Deconstructed. In the first half of Chapter 1, she's uncontrollable and will constantly attack monsters, with Kris and Ralsei having to warn them to watch out if they want to spare them. This makes things significantly harder for Kris and Ralsei, especially if you're trying to spare the enemies. Against K. Round, her constant attacking makes the battle more difficult as time goes on. After beating her and Lancer, Susie finally becomes controllable in battle, and later admits that this mentality was only making things worse.
- Big Eater: Her Establishing Character Moment involves her chomping down the chalk intended for the classroom. In the Dark World she eats the Top Chef's cake, a pinecone, and Lancer's mysterious tree-salsa. Nearly all of her Flavor Text when she's given food has her complaining about the portion size or demanding more. And then there's whatever got her banned from Free Ham Sandwich day...
- Big Sister Instinct: King Spades threatening to murder Lancer just for failing him doesn't sit well with Susie, to say the least.
- Blinding Bangs: Her eyes are usually concealed by her bangs with exceptions for surprised and amused sprites until her HeelFace Turn is cemented near the end of Chapter 1, where they shift to Peek-a-Bangs.
- Blood Knight: Before she becomes controllable, she'll always attack the topmost enemy on the screen. Also, she prefers the more violent approach to dealing with the Darkners, only deciding not to with Lancer's dad because Lancer treated her nicely.
- Bokukko: In the Japanese localization, she uses the pronoun "ore", which is considered even more masculine than the usual tomboy pronoun of "boku".
- The Bully: Susie is established as a violent bully; however, when she witnesses Lancer's dad bullying him in the exact same manner, she changes her tune.
- Cain and Abel and Seth: She serves a "Seth" role to the Cain and Abel dynamic between Frisk and Asriel, both of whom have clear analogues in Kris and Ralsei, though her ultimate relationship with them still remains to be seen.
- Casting a Shadow: Uses the dark energy abilities Rude and Red Buster and has the character class "Dark Knight" in the Dark World.
- Catchphrase: "Nah." She's rather uninterested in the conflict between Lightners and Darkners, and generally tries to avoid showing any sensitive emotion. As such, Susie is very dismissive of just about everything.
- Call-Back: Her fight against Lancer is almost identical to Frisk's fight against Toriel, down to being the moment where Lancer's bullets avoid hitting her, and it serves as a similar moment that it does for players, where she realizes peaceful solutions can work.
- Character Development: She mellows out significantly over the course of a few hours. Her friendship with Lancer allows her to show a happier, more fun-loving side, and then allows her to embrace a more peaceful path, since she can't bring herself to truly hurt him. She also goes from scoffing at the idea of being nice to enemies to swallowing her pride and asking Kris and Ralsei to help her do just that. Her defensiveness lessens considerably, too; at the end, she admits her "attack first, ask questions never" mentality wasn't working, and she does so without any prompting.
- Color Motifs: Purple and red.
- Contralto of Danger: Her Voice Grunting is the deepest for a female character yet, even more so than the previous record-holder, Undyne.
- Cool Big Sis: She becomes something like this to Lancer as the first chapter progresses, as he learns how to be a bad guy from her.
- Defrosting Ice Queen: When first introduced, she is cold and doesn't have any friends, but near the end of the Chapter 1, she starts to warm up to Kris and the others.
- Delinquent: She's this in school, with her even making mention of being nearly expelled due to how often she causes trouble.
- Deuteragonist: She has the main character arc in Chapter 1 since Kris is a Silent Protagonist and Ralsei serves as the primary Exposition Fairy, going from a selfish bully who threatens to eat people's faces to a hero in her own right, if rough around the edges.
- Do Wrong, Right: She accidentally does this with Lancer, becoming his mentor in being bad. Though as it turns out, she's only barely better at it than he is.
- The Dreaded: The students of Alphys' class all fear her. When Kris is told to follow Susie into the hallway, the other students speak as though Kris is about to die. Furthermore, Susie establishes herself as someone to be feared almost immediately upon arriving in the Dark World.
- Dual Boss: After her FaceHeel Turn, she is fought in the forest along with Lancer.
- Dumb Muscle: She has trouble solving puzzles and figuring out how to ACT around enemies, preferring to let Kris handle that stuff.
- Early-Bird Cameo: In Undertale, when the "fun" value is between 80 and 89, a clam girl appears in Waterfall who tells Frisk that her neighbor in the capital has a daughter named Suzy and that she thinks that the two could be good friends. During the true pacifist epilogue, she cryptically states that in the grand scheme of things, Suzy may be why Frisk came to the underground in the first placenote . In the Switch version (released 43 days prior to Deltarune), an additional line of dialogue is added to her epilogue text when the fun value is set to 81, in which she states that the time they will meet Suzy is fast approaching, before turning into a gray sprite similar to the Gaster followers and disappearing. Speaking to the clam girl and learning of Suzy's existence also causes a picture of three smiling people with the words "don't forget" to be added to Sans's secret workshopnote . Although their names are spelled differently, with aspects of Deltarune, the name "Susie" included, having been planned since before the release of Undertale's demo, it could still mean something, especially given how everything looks at the moment.
- Establishing Character Moment: Eating chalk in the hallway and then bullying Kris and threatening to eat their face, before backing off, establishing her goofiness and focusing more on being scary than actually being bad.
- Et Tu, Brute?: She does not take it well when she finds out that The Fun Gang has been imprisoned under Lancer's order. That being said, Lancer himself has a very valid reason for locking them up...
- Everyone Has Standards:
- Despite being the powerhouse of the team and more than enough of a Jerkass to indiscriminately thrash anyone in the path to her getting home, Susie doesn't kill anyone in the process. Even in battle, she merely sends the foes flying despite having the capability to slaughter them all. This comes to a head when it seems like she's going to make sure Lancer is Rewarded as a Traitor Deserves, only to botch the fatal blow on purpose and make amends with him.
- It's implied that she holds respect for Toriel, as Susie mentions that Kris "[has] a good mother", and that "it would be a shame to make her bury her child". It's part of the reason as to why she didn't kill Kris at the start.
- Extreme Omnivore: She's a Big Eater in general but on top of regular food she's also eaten chalk, pine cones, and possibly people's faces.
- Face of a Thug: Susie perpetuates being a terrifying individual to her class and people in general, and she has the overall attitude of a thug as well as a particularly freaky Nightmare Face whenever she's pissed or threatens to eat people's faces, but she is and can be way nicer than one may think.
- Fighter, Mage, Thief: The Fighter to her team with Kris and Ralsei. Susie packs the highest HP, base defense, and attack power, making her a good anchor the other characters can work around.
- Fire-Forged Friends: At the start, she can't stand Kris, but their journey in the Dark World changes that. When they finally get home, she suggests they go back together the next day, and gives them a genuine smile.
- Foil: Serving as the aggressive and violent opposite to Ralsei and Kris, Susie also is one to violent players from Undertale as someone who responds to everything with violence and proclaims it to be the easiest way of living but doesn't actually kill anyone and simply can't bring herself to overall.
- With regards to Kris specifically, both are loners with no friends, are known to eat a lot, and hide their eyes with their hair, though how they choose to act with regards shutting out others are opposite one another.
- Good Costume Switch: While not evil, Susie starts out bouncing between schoolyard bully and reluctant ally. Towards the end of Chapter 1, she saves Kris from the King cementing her hero status, while switching from Blinding Bangs to Peek-a-Bangs.
- Graceful Loser: Double subverted. She initially tries to weasel her way out of a loss should the player beat her and Lancer non-lethally, but she does start traveling with the party again all the same. Later, in the long elevator ride, she'll admit she lost.
- Hammer Space: Where she apparently keeps her axe. Her Defend Command even shows her tossing it and making it vanish, which might be a Call-Back to how Undyne and Asgore summoned their weapons.
- HeelFace Revolving Door: Constantly shifting her allegiance in Chapter 1, owing to Ralsei's more pacifist approach. She starts as a heel bully to Kris, turns into an Anti-Hero face when Ralsei joins, turns heel again with Lancer, turns semi-face after escaping the dungeon, then turns completely face after the battle with the King.
- Hero with an F in Good: Played with; she's rather incompetent at giving out compliments and acting non-violent ("I hope you get unbanned from Free Ham Sandwich Day."), but the King is such a tyrant that it works out anyway.
- Hidden Eyes: She has these at first to highlight her violent nature, but when she softens they start appearing more frequently.
- I Just Want to Have Friends: Her real motivation, and what ends up triggering her final HeelFace Turn, is that she just wants people to like her. But she's such a Jerk with a Heart of Gold that she has no idea how to go about that. It's shown how she reacts very badly to Lancer's apparent betrayal.
- Innocently Insensitive: When she runs into Lancer while rescuing the others, Susie is breezy about the prospect of thrashing the King so that he won't hurt her, Kris, or Ralsei. She doesn't register that she's upsetting Lancer because she's talking about hurting his dad.
- Jerkass Has a Point: Ralsei eventually concedes at the end of the demo that Susie was right that you can't just expect to befriend everyone and expect it to work out.
- Jerk with a Heart of Gold: She's established early on as a "mean girl", but she slowly reveals herself as not all that bad. While she prefers the direct, violent approach in most situations, her reasons for doing so are more pragmatic than anything, and she eventually does come around to respecting more peaceful solutions. There are several hints that her mean behavior is a front she puts up, primarily the fact that she never really follows through on her scary threats, and the fact that she never actually kills anyone.
- King Koopa Copy: Susie is a big, violent, arrogant, toothy beast, and physically resembles Bowser as if he were a teenage girl, complete with spiky arm bracelets; the only thing missing is the fireballs and the shell. Notably, her personality draws more from Bowser's appearances in the Mario RPG titles than the mainline games — she tries to act big and tough, but is actually a pretty big goofball and overall not as bad as she — or anybody else — thinks she is. She also occupies a similar niche as Bowser in Super Mario RPG as a tanky physical attacker with below-average spells, and the Fastball Special she pulls on Ralsei even resembles Bowser's Hurly Gloves from the same game.
- The Lad-ette: If you didn't know her name, you wouldn't be blamed for thinking she was just a long-haired guy. At first, she looks like a typical Barbaric Bully and has zero stereotypical feminine personality traits.
- Lady Swears-a-Lot: She's the most foul-mouthed of the three heroes by a long shot, frequently using the word "ass" to describe things negatively.
- The Lancer: She carries elements of this. Susie is aggressive, brash, and talkative, unlike Kris. She refuses to follow Kris at first, going around clobbering monsters. Even once Susie joins the squad, she can't be controlled. It's only after a good chunk of the game that Susie decides to start ACTing and following Kris's orders. Hilariously enough, this character development comes about as a result of her friendship with a character named Lancer.
- Leeroy Jenkins: Susie is initially uncontrollable, and will automatically attack the topmost enemy on the screen. Ralsei tries to get her to play nice, to no avail. Even before she becomes a party member, her plan for trying to escape the World of Darkness basically amounts to ditching Kris and running off on her own, beating up everyone that gets in her way.
- Logical Latecomer: To the Dark World, she has a rather understandable response to being trapped: freaking out, running to find the nearest exit, and refusing Ralsei's pleas to be a hero. She also questions being nice to opponents that attack her and the others.
- Loners Are Freaks: Monster Kid describes her as such, to Kris's annoyance.
- Magic Knight: While her base magic stat is pretty low, she IS a monster and capable of doing magical attacks. It's also implied via her Boss Battle that she doesn't actually physically hit enemies, but casts Axe Beams at them instead.
- Magically Inept Fighter: Played With. Susie knows only one magic, Rude Buster, which isn't applicable to pacifist play and has a high TP cost that doesn't usually justify using it unless you're using it to specifically avoid wasting TP by hitting its maximum. On the other hand, if you're able to consistently graze bullets without getting hit enough to need Ralsei's heal prayer, Rude Buster suddenly becomes a fantastic source of damage output.
- Masculine Girl, Feminine Boy: Masculine girl to Ralsei's feminine boy, being more aggressive and brash.
- Meaningful Name: "Susie" is an anagram for "issue," whereas the name itself is a variation of Susan, which means "graceful lily", something Susie averts until late into Chapter 1.
- The Millstone: Starts out this way if you're trying to spare your opponents, as she automatically attacks every round, so the first round has to be spent warning the enemy encounter about her so her attacks will always miss or the enemy she attacks will usually be defeated right away. After you fight a boss who only heals and gets stronger when attacked, even Ralsei points out how unhelpful her behavior is. Eventually, she's convinced to drop the Berserker act and the player is allowed to control her.
- Monster Knight: Her class is Dark Knight, and she ultimately turns out to have her own selfish sense of morality that gets exposed and tested a bit more at the end of Chapter 1.
- More Teeth than the Osmond Family: Whenever she threatens someone, she bears large rows of sharp teeth.
- Music Soothes the Savage Beast: Before officially joining the party, she can be put to sleep by Ralsei's singing in battles with the appropriate ACT. This works even if she's in the party (such as against Ponmen) or an enemy (in the Dual Boss fight alongside Lancer).
- Nice Mean And Inbetween: The Jerk with a Heart of Gold to Ralsei's Nice Guy and Kris's Heroic Mime.
- Noodle Incident: She got banned from Free Ham Sandwich Day at some point, likely due to her Big Eater tendencies.note
- No Sense of Direction: She's aware of Lancer's lack of directional sense, but she's just as bad in an actual maze. During the "lost woods"-style puzzle, the second half of it involves going the direction Lancer and Susie aren't going.
- No Social Skills: Ultimately, the reason behind Susie's cruel tendencies and what earns her the role of an outcast is her difficulties with expressing herself in non-threatening ways. This includes her not being able to receive positive reinforcement without getting defensive as well as not even knowing how to compliment people. A big part of her character development is accepting that she's better than everyone else thinks she is, coupled with some good, old-fashioned practice in regards to just talking with others.
- Odd Friendship: Lancer and her end up getting along really well despite Susie being an ill-tempered bully and Lancer being a decent guy on the wrong side.
- Only Sane Woman: In some respects, despite her antisocial and often violent behavior. She has a better grasp of the potential seriousness of their situation than Ralsei and Kris, and is more inclined to question the typical assumptions of RPG plots or the things encouraged by the game mechanics of Undertale (such as complimenting people who are trying to kill you).
- Our Dragons Are Different: The description for her Mane Ax says that it's a Beginner's ax forged from the mane of a dragon whelp, meaning that it's her made out of her own hair.
- Paste Eater: She eats the chalk from Alphys' classroom.
- Peek-a-Bangs: After her HeelFace Turn, her eyes stop being hidden on her sprites in the dark world and all of her dialogue portraits.
- Pet the Dog: She genuinely gets along with Lancer really well, when everyone else finds him pretty irritating, and he ends up being the catalyst for her HeelFace Turn.
- Poke the Poodle: After her initial FaceHeel Turn, Susie basically just pulls harmless pranks on Kris and Ralsei, calling them schoolyard names, and poses no real threat. It helps that she's following Lancer, who couldn't be genuinely evil if he tried.
- Refusal of the Call: She wants nothing to do with Ralsei's prophecy about being a legendary hero. She only goes along with him and Kris because it's her only chance to get home.
- Rotten Rock & Roll: While not completely evil, she starts off as rather antagonistic, and her theme consists of an electric guitar riff that plays during her more threatening moments. It later gets a Boss Remix during her fight with Lancer in the basement.
- Sailor Earth: Susie is the most prominent character who doesn't have a clear analogue in Undertale, serving as a composite of some of the monster characters' attributes (primarily Undyne) with how players themselves approached the game; this even gets a subtle nod in the Hometown segment at the end of Chapter 1, where she can't be found at home or in the town, being literally out of place. But what that means for her role in the story remains a mystery.
- However, it should be noted that she may have been foreshadowed in Undertale's Switch release when someone known as Suzy is referred to.
- Scary Teeth: Her jaws are filled with crooked, yellow fangs. Her "angry" sprites usually have them on full display, and she's not shy about threatening to use them.
- Significant Anagram: Susie is an anagram for "issue". She's got issues. But compared to Kris and Ralsei, this is arguably more mysterious in authorial intent than theirs.
- Slasher Smile: Comes up whenever violence is the topic. Her eyes emerge from her Blinding Bangs, and she appears to be drooling.
- Sword Beam: Her sole Magic ability is this. Rude Buster eats up a large chunk of TP, but also deals a lot of damage - even more than her already fairly beefy normal attack.
- Team Mom: Gradually turns into a version of this. She's neither the smartest nor kindest team member, but after learning how to get along with her friends, she grows very protective of them and is willing to risk everything for them, doing her best to protect both their bodies and feelings.
- Tear Off Your Face: One of her favorite threats. She threatens to do it to Kris at school, and threatens to do it to Lancer in the Dark World. It's unknown if she's actually done it before, but the rows of sharp teeth she bears in her Slasher Smile show she's more than capable of it.
- Token Evil Teammate: At first. You can't control her for the first two-thirds of Chapter 1; she attacks all enemies by default. She eventually comes around following her Character Development.
- Took a Level in Kindness: Starts out mindlessly attacking opponents and being an intimidating bully. After a brief FaceHeel Turn and some bonding with Lancer, she slowly softens up to the rest of the party and is even convinced to give ACTing a try instead of just attacking all the time.
- Troubled, but Cute: How Noelle appears to see her, anyway.note
- Tsundere: Susie is very mean and cruel to basically everyone, but over the course of the first chapter, she develops a soft spot for Lancer and eventually, even Kris and Ralsei.
- Wasn't That Fun?: When she and Kris end up in the closet, and questioning what really happened, Susie takes a moment, and asks Kris if they want to visit the Dark World the next day.
- When She Smiles: The last line of dialogue she has to Kris in Chapter 1 has her smiling with sincerity.
- Yellow Eyes of Sneakiness: Has these, but due to having Blinding Bangs in the overworld and having black and white dialogue sprites, you only see them after fighting King when she pulls the hair out of her eyes, and by that time has gone through enough Character Development for the sneakiness part to be subverted.
- Youthful Freckles: Susie has these on her cheeks, even if you can't always see them.
The Prince of Darkness, who's been waiting for a very long time for a Human and Monster to fulfill the prophecy and become part of the Delta Warriors.
- Adorkable: Definitely. His reaction to Kris hugging him is to basically be reduced to a silent, blushing wreck.
- Ambiguously Human: More like "Ambiguously Monster", but monsters are this game's equivalent of humans, so... With Undertale establishing its rules for Monsters rather firmly, the Darkners haven't gotten such establishment yet. Ralsei's being an Identical Stranger to Asriel is therefore unanswered as to whether he's a Monster, or a Darkner equivalent. The King and his forces lump him in with Kris and Susie as Lightners, yet in the manual hidden in the game data, Ralsei explicitly refers to his body as being formed from darkness itself thanks to his kingdom's Fountain.
- Blush Sticker: Present on some of his sprites and dialogue portraits, including when he takes his hat off and reveals his face.
- A few of his lines during the battle tutorial early on are lifted directly from Flowey's introduction in Undertale.
- The robe he wears when he first shows up also happens to appear identical to that of the River Person.
- Cheerful Child: He's very sweet to everyone, and while his age is unknown, his innocence and pacifism make him seem more childish.
- Cloth Fu: His weapon is a scarf, which he uses as a whip.
- Clothing Appendage: Ralsei seems to have complete control of his scarf, using it to shield himself when defending and to lift his hat for his item animation.
- Color Motifs: A pastel green, which gets him labeled "Toothpaste Boy" by Lancer.
- Contrasting Sequel Main Character:
- He's contrasted against Asriel from Undertale. Ralsei is pretty much exactly what it would be like to have an innocent Asriel as a party member... and, in Undertale, you never actually get to interact directly with Asriel in that state. Moreover, when you do interact with Asriel in Undertale, he's clearly been tempered by his past traumas and long life as Flowey, making him come off as someone Wise Beyond Their Years. Ralsei, on the other hand, is more exuberant and innocent, akin to the actual eight-year-old Asriel seen in the Dreemurrs' home videos near the end of Undertale.
- Just like Flowey, he gives you the combat tutorial. Quite unlike Flowey, the tutorial Ralsei gives is completely sincere, and he's genuinely interested in helping Kris. His Establishing Character Moment also serves as an inversion of Flowey's own introduction. Furthermore, their philosophies in said moment turn out to be proven wrong by the end of the story.Flowey: In this world, it's kill or be killed.
Ralsei: In this world, you don't have to kill anyone.
- The Cutie: He's innocent, adorable, and friendly to everyone.
- Dark Is Not Evil: His face is shrouded in darkness, he's an expy of certain elements of the Black Mages, and he is quite literally the Prince of Darkness in regards to the primary Fountain of Darkness that maintains his side of the world's balance; the manual hidden in the game files even has him proclaim that his body is made of literal darkness. He's also probably one of the most adorably nice and pleasant characters in the whole series, he refuses to let anyone be killed, and he's also packing healing and pacification magic as the White Mage of the party.
- Do Wrong, Right: He has a number of lines that involve advising the Quirky Miniboss Squad, including suggesting they don't procrastinate in creating their Thrash Machine.
- Embarrassing Nickname: Is called "Toothpaste Boy" by Susie and Lancer due to his bright green clothing.
- Empty Piles of Clothing: When knocked out, Ralsei's body seems to vanish, leaving behind his robes, scarf and hat.
- Extreme Doormat: Zigzagged a bit. His reaction to Susie's bullying is to assume that he's the one who's done something wrong by not showing her enough friendship and tells Kris to buy the pastry from her and Lancer's stand just to keep them quiet. He reacts similarly if the player tosses the manual he wrote or derails his tutorial. However, he doesn't hesitate to show his impatience for Lancer's antics and insists that Susie stop insulting on him when she offers to try his baking.
- Eye Glasses: Played with: for the most part, his eyes move independently of his round glasses, but when he is sad, the frames are shown curling inwards like eyebrows.
- The Faceless: Toyed with. First, he shows up in a concealing robe and reveals himself to appear to be covered in black fur with minimal facial details. It's not until the end of Chapter 1 when he removes his hat that it turns out he's had his Face Framed in Shadow the whole time.
- Fighter, Mage, Thief: The Mage to his team with Kris and Susie. Ralsei's role is primarily as a support, for his ability to spare Tired enemies early and heal his teammates is invaluable, but he has the lowest attack and the lowest health.
- Forced Sleep: Pacify puts an enemy to sleep and out of combat, though they have to already be tired for it to work.
- Identical Stranger: Looks near-identical to Undertale's Asriel when he removes his hat but doesn't seem to be Asgore and Toriel's son.
- Idle Animation: Standing close to Ralsei for a period of time will cause him to blush.
- Masculine Girl, Feminine Boy: Feminine boy to Susie's masculine girl, being more affectionate and gentle.
- Meganekko: A male example. He wears large, round glasses that just add to his cute appearance.
- Mr. Exposition: Explains the prophecy that resulted in Kris and Susie falling into the Dark Lands, as well as gameplay mechanics he does a better job at giving tutorials than the puzzle pieces in the tutorial room.
- My God, What Have I Done?: When he realizes that the King tricked him.
- Nice Hat: Ralsei wears a green witch/wizard hat.
- Nice Guy: Very kind and hospitable towards everyone, and always looks for peaceful solutions to conflict.
- Nice Mean And Inbetween: The Nice Guy to Kris's Heroic Mime and Susie's Jerk with a Heart of Gold.
- Ralsei's horns curve inward on his dialogue and battle menu portrait, but curve outward on his map, party menu, and in-battle sprites. Even weirder, this gets inverted when he takes off his hat, with his horns curving outward in dialogue and inward on the map, in addition to being longer and more curved.
- His hair points to the right on his dialogue portrait but points left on all other sprites.
- Like his horns, Ralsei's ears seem to magically get longer and less fuzzy the moment the hat comes off.
- When Ralsei is confused, his portrait changes to a badly drawn version◊ with no shading.
- Oh, Crap!: When he realizes Susie's ACTing plan is a Fastball Special.
- Personality Powers: Magic for healing and forcing sleep couldn't be a better fit for someone as kind and pacifistic.
- Ridiculously Cute Critter: Ralsei is very cute and fluffy and almost everyone finds him absolutely adorable.
- Significant Anagram: Ralsei to Asriel.
- Silk Hiding Steel: In a rare male example of this trope, Ralsei is usually compassionate, feminine in both hobbies and appearance, and when it comes to Kris, borderline submissive. However, when the King issues a death threat to him, he responds with this:Ralsei (while smiling): Sorry, but my friends and I aren't going anywhere!
- Smart People Wear Glasses: He's a magic user who is very knowledgeable about the Dark World and the legends that Kris and Susie have found themselves in, and he wears a pair of round spectacles.
- Squishy Wizard: Ralsei's Magic is varied and versatile, but he has the lowest HP and physical attack.
- Stepford Smiler: While his cheerfulness and optimism are genuine for the most part, if the player does particularly cruel things like discarding his manual or beating the tar out of his dummy, it's clear he's making a mighty effort to act like he's not upset by it.
- Stylistic Suck: His portrait when confused is notably less detailed, looking like an MS Paint doodle complete with crooked lines.
- Technical Pacifist: Heavily pushes Kris and Susie to not attack monsters, and really regrets fighting. But if Kris orders him to fight, he will; thankfully, the worst you can do to enemies is a Non-Lethal K.O..
- Through a Face Full of Fur: He blushes a lot, despite being covered in fur and having his hat casting a shadow over his face.
- Tritagonist: Set up as this as the third DELTA WARRIOR, but doesn't get much time for his own character arc in Chapter 1.
- White Mage: His two spells. One is for healing; the other is for putting tired enemies to sleep, which removes them from battle.
- Wide-Eyed Idealist: He enthusiastically instructs Kris on how to ACT without hurting anyone, does everything he can to befriend Kris and Susie, and is always willing to believe an enemy when they say they don't want to fight anymore. Unfortunately, the King takes advantage of this.
Card Kingdom Royalty
The ruler of the Card Castle, the King of Spades is Lancer's father, and the one trying to halt the progress of the Lightner heroes.
- 0% Approval Rating: No one likes him. His son, Lancer, is the only one to show any compassion towards him in the whole game, enough that this puts him against the main characters for a while; however, he still overthrows and imprisons King in the end anyway if the player opts to keep true to a pacifistic playstyle, netting the King a hefty dosage of Laser-Guided Karma.
- Abusive Parents: Threatening to toss his only son off of the top of the castle just because he tried to befriend the heroes and commenting on the splatter it would make to screw with them sure isn't winning him any "Father of the Year" awards. Plenty of dialogue suggests that the King has completely neglected Lancer altogether.
- Adipose Rex: He turns out to have a noticeably big, round stomach.
- Badass Cape: He wears a black mantle with a prominent collar. It flies off on its own after he's defeated.
- Belly Mouth: Complete with a spade tongue.
- Beware the Silly Ones: He looks ridiculous as all get-out, but he's incredibly dangerous.
- Big Bad: Of Chapter 1, having seized control of the Card Kingdom and tossed the other three Kings into prison while he orders their forces to hunt down the heroes.
- Big "NO!": In the peaceful ending to Chapter 1, Lancer gathers a mob of his subjects, overthrows him, and then orders him to go to his room. As said mob drags the King away, he screams this.
- Card-Carrying Villain: Pun aside, King fully acknowledges that he's seen as the bad guy by the heroes. He's still going to murder some kids because of his Fantastic Racism for Lightners and his urge to maintain his power, though.
- Composite Character: Of both Asgore and Flowey, inheriting the former's position and the latter's sociopathy and Darwinist beliefs.
- Contrasting Sequel Antagonist: Well, Arc Villain, but still. Asgore was a kind, gentle ruler who loved his children dearly and was extremely hesitant when it came to having to kill Frisk. The King is a brutal dictator who relishes in his own villainy, threatens to throw his own son off the side of the castle, and doesn't hesitate the moment the fight begins.
- Cutscene Power to the Max: No matter how well your party does against him in the actual battle (if you've already fought and beat Jevil earlier on, the King isn't likely to pose much of a threat to you), your party will get absolutely trashed in the cutscene that follows the fight.
- Darth Vader Clone: Fits the bill as a less-than-ideal father to one of the main characters, is introduced in a black cape and wielding a sword-like weapon, while serving a higher power while fulfilling his desire for conquest.
- Didn't See That Coming: It's one thing to expect an all-out battle with the legendary heroes. It's another for your son you've horribly mistreated and tried to kill to pull a successful coup d'état and oust you without even giving you a chance to retaliate. Probably shouldn't have been a dick to literally everyone in your kingdom.
- Dirty Coward: Either after being brought to low health and pacified by Ralsei or ended nonviolently by weathering his assault, he gives a short speech about his Freudian Excuse and seems to be ready to make a HeelFace Turn, asking Ralsei to heal him. When Ralsei obliges, he immediately gets up and brutalizes the party with his renewed vigor and element of surprise and reveals that the entire thing was just an act.
- Disc-One Final Boss: The final confrontation and a Point of No Return for Chapter 1, culminating in everything the player's learned up to that point as the chapter's climax.
- Epic Flail: Uses a spade-shaped blade that emerges from his second mouth as a weapon, both to attack directly and to fling the box containing the SOUL around into other bullets.
- Evil Laugh: Lancer's own Unevil Laugh made much deeper and with a bit more reverb, which succeeds in making it properly menacing.
- Evil Overlord: He is this to the people of the Dark World.
- Evil Sounds Deep: The King's Voice Grunting is harsh and very deep in pitch, helping to cement his evil and malevolent character.
- Fantastic Racism: Absolutely despises Lightners for what he perceives as abandoning the Darkners, and is willing to use the Fountain of Darkness to destroy their world and cover it in darkness.
- The Farmer and the Viper: If pushed to exhaustion in the Pacifist approach, he'll ask Ralsei to heal him, only to attack him when Ralsei does so.
- Fat Bastard: One of the pudgiest and least sympathetic denizens of the Dark World.
- Freudian Excuse Is No Excuse: His dialogue hints at his motivations and that in his mind, the Lightners abandoned the Darkners. Unlike other Freudian Excuses like Asgore's, Mettaton's, or even those of some of Deltarunes minor minions, his doesn't invoke any sympathy so much as give him a reason for doing what he does. At one point, it's even used to lure the heroes into a false sense of security.
- Hate Sink: He's utterly detestable, being incredibly smug, horrible to his subjects and even his own son, and is an exploitative coward willing to play dirty. His Freudian Excuse is far too flimsy to justify what he does and how he acts, and once it's revealed that he would happily threaten his own son's life, he has absolutely zero redeeming qualities left or implied.
- A Hero to His Hometown: Averted; despite claiming to be the hero of his people, he is actually a Heroic Wannabe and has a 0% Approval Rating among them.
- Heroic Wannabe: Despite his pre-battle taunt, the other Darkners don't see him as their hero. Most of them are downtrodden due to him locking up their rightful rulers and because of his draconian policies. On a run where combat was avoided for the most part, they're willing to help Lancer, a child, overthrow him and become their leader because they were treated well by Kris' party and were sick to death of the tyrant.
- His Name Really Is "Barkeep": King Spades is never referred to by any name or full title other than "the King", proper noun included. Even his battle text calls him King, so it most likely is his real name.
- I Surrender, Suckers: He pretends to be either worn down from battle (if attacked) or exhausted (if spared), asking Ralsei to heal him so they can talk. When Ralsei obliges, the King promptly attacks again.
- Interface Screw: He can physically interact with the battle window, turning it into a spiked cage or using his spade flail to drag it around (or both of those at the same time).
- Jerkass: After only a minute of screentime, he hits his Establishing Character Moment when he almost-immediately threatens to murder his only child for trying to befriend the heroes.
- Jerk with a Heart of Jerk: Then he not only tries to kill them himself, but even pulls an I Surrender, Suckers by pretending that he's going to make a HeelFace Turn, and then immediately attacks and nearly succeeds in killing Kris while their guard was down. He doesn't regret any of this.
- Karma Houdini: In the "violent" ending of Chapter 1, his only comeuppance for despotically ruling the Card Kingdom and nearly killing his own son and the main trio is being put to sleep by Ralsei. Averted in the pacifist ending, where Lancer overthrows him and locks him up.
- Kneel Before Zod: When the party confronts him, he threatens to throw Lancer off the roof of his castle, unless they submit to him.
- Laser-Guided Karma: In pacifist runs, the King is defeated not by our heroes and their wits, but by Lancer overthrowing him and tossing him in the dungeon before he can even hope to fight back. Considering he did the same to anyone that opposed him, including the other three Kings of the region, it's a pretty fitting fate for such a violent man.
- Multi Purpose Tongue: He uses the spade tongue in his Belly Mouth to attack.
- No-Nonsense Nemesis: He didn't exactly expect Lancer to succeed in dealing with the three heroes, but the instant he realizes his son tried to befriend them, followed by realizing that they were right there, he instantly starts trying to murder them as soon as possible and only saves the villain monologues for in-between his attacks. He even nearly manages to win due to this mercilessness.
- Non Sequitur, *Thud*: In the "violent" ending, Ralsei uses Pacify on him, and right before he falls asleep, he calls Ralsei a "sweet little pumpkin", which is pretty out of the blue considering his attitude up until that point. Funnily enough, it sounds extremely similar to the nicknames that Lancer would give Ralsei.
- Not-So-Well-Intentioned Extremist: At first, it seems that he's motivated solely by seeking revenge on the Lighteners, but it quickly becomes apparent that the King is just a selfish tyrant looking to expand his realm by conquering both the Light and Dark Worlds.
- Playing Card Motifs: King of Spades. The spades suit represents a sword, and fittingly, he is a rather violent person. In fortune-telling, the King of Spades often represents an authoritative, ambitious, and likely self-serving man, reflecting King's tyrannical nature.
- Shadow Archetype: Though he only shows up at the end of Chapter 1, King serves as this towards Susie by essentially being the equivalent of what she'd be if she lacked her apprehension about killing and was blinded by a lust for power. This is capped off with the phrase, "Quiet people piss me off"; this was part of Susie's Establishing Character Moment by threatening to eat Kris's face before not going through with it, and ends up cementing her HeelFace Turn and friendship to Kris when King says the exact same thing.
- It's also been noted that his narrative role contrasts Asgore from the previous game. Asgore is built up to be a big, menacing opponent, when in reality he's just a Gentle Giant trapped in a situation nobody wants. Likewise, the King is built up to be in a similar position to Asgore, but this time, it turns out that he really is the tyrant you're expecting to fight.
- Sophisticated as Hell: A far less overt example than Rouxls, but he speaks largely in a very typical kingly manner during his introduction, fight, and for much of the scene afterwards... which makes it a lot more jarring and threatening when he loudly declares himself to be "THE BAD GUY!!!" to the heroes with an evil laugh or when he grabs Kris and tells them that "Quiet people piss [him] off.", compared to when the largely-informal Lancer and Susie say them respectively.
- Talking the Monster to Death: Averted. The King is so deranged that he refutes every attempt to talk to him. Even when it seems like he's finally in a place where he wants to talk, it turns out to be a complete ruse, and he had absolutely no sincerity in their words getting through to him.
- Tyrant Takes the Helm: Pulled this before the start of the game by dethroning the other three kings and locking them up.
- Ungrateful Bastard: He "thanks" Ralsei for healing him by attacking all three main characters.
- Would Hurt a Child: Threatens to throw Lancer, his own son, off the castle and to his doom, then assails the school-age antagonists with his spade projectiles.
- You Fool!: He screams this at his subjects as they decide to overthrow him and install Lancer as their new king instead:King: You IDIOTS! The Lightners are your ENEMIES! FOOLS! I'LL KILL YOU! I'LL KILL ALL OF YOU!
The prince of the Card Castle. A guy who really, really wants to be evil, and yet is incredibly bad at it.
- Adorkable: He's a genuinely friendly child who just happens to be on the side of evil.
- Badass Biker: He's often seen riding a bike and it's utilized in his attack pattern; after all, "Bicycle" is a famous playing card brand. It's also not a motorcycle despite appearances, just a bike he set on fire to look cool. He tucks it into bed at night.
- Because You Were Nice to Me: Why he sides with the protagonists against his father.
- Being Evil Sucks: His Cheerful Child traits vanish entirely around the point where he's forced into actual conflict with the heroes, especially Susie.
- Big Damn Heroes: On a pacifist run, he shows up with an army of Darkners to overthrow his father just in time to save the party.
- Car Fu: More like "Bike Fu" when he tries to run you over in battle.
- A Child Shall Lead Them: Ends up as this by the end of the game, having inherited his father's position. And it's not as if he released the old kings (who the King had locked up)... But everyone was so done with his dad (including the old kings) that they don't complain.
- Cloudcuckoolander: When you pop into his bedroom, you find that he's dug a bunch of small holes in his floor and filled them with salsa, has "lovingly" tucked his bicycle into bed, and owns a music player full of cartoon splat noises.
- Composite Character: Combines early-game Papyrus' Minion with an F in Evil personality, with Sans's short chubby frame and blue color motif. As the extremely childish and insecure kid of the evil king, he also bares more than a passing resemblance to Bowser Jr..
- Conflicting Loyalties: Between his father and his new friends. He knows that if they are to meet, they will hurt and possibly kill each other.
- Cut Lex Luthor a Check: Him and Susie have a stand set up at the bake sale. If you buy his once-per-game Lancer Cookie, they both run off and use the funds to buy a different confection from one of the other stands.
- Dual Boss: The second fight with him is a two-on-two fight against him and Susie.
- Duel Boss: Susie's character arc and HeelFace Turn reach their climax when she faces him in single combat in the castle dungeons.
- Expressive Mask: The shape of his hood and its opening changes depending on his mood. It's usually shaped like a spade from a deck of playing cards, but it can sag or droop if he's upset.
- Fat Comic Relief: Lancer has the appearance of a chubby kid, and is also the source of many chuckle-inducing moments in Deltarune.
- Friendless Background: It's implied that Susie is his first real friend. Everyone else just did what he said because the King told them to.
- Go to Your Room!: After overthrowing his father, the King, in the peaceful ending to Chapter 1, his first order of business is ordering his father to do this:
- Guest-Star Party Member: Parodied. He joins the party briefly, but it's only for an uneventful walking segment with no enemies, he walks off the side of the path rather than following Kris like the others, and he isn't listed on the menu screen.
- Harmless Villain: Despite his best attempts he can't really pull off Evil.
- The Heavy: His father, the King, is the Big Bad (of the demo at least), but is not encountered at all until the final boss battle with him, so Lancer ends up being the primary antagonist. Or at least he tries to.
- Incendiary Exponent: His bicycle doesn't have magical fire properties, but instead he just ignites the training wheels whenever he wants to make it look cool.
- In the Hood: His eyes can't be seen through his hood, which is shaped like a spade.
- Ineffectual Sympathetic Villain: He's so, so bad at being evil. Susie regularly has to give him pointers, and even Ralsei takes pity on him.
- Keet: Lancer is a cheerful, energetic and hyperactive kid who always has a smile on his face. You know something is wrong when he stops acting like this.
- Know-Nothing Know-It-All: He seems to think that he's a lot smarter than he really is, and that his evil plans as dastardly and ingenious. Meeting the heroes has him grow out of this.
- Leitmotif: The aptly-titled "Lancer", a jaunty, jazzy tune that plays whenever he enters the picture. It also gets recycled for various pieces used in scenes featuring him, such as the Thrash Machine segment and his battle theme, as well as a Dark Reprise in both the Card Castle and the King's boss theme.
- Like Father, Unlike Son: Lancer is the spitting image of his old man, but personality-wise, they're as different as can be. Lancer's a Cheerful Child that happens to be on the bad guys' side who sucks at actually being evil, while King is simply rotten to the core.
- Limited Animation: Lancer has only a few poses and almost no animations besides when King grabs him, which actually helps players take him as comic relief rather than being uncanny or Off-Model.
- Minion with an F in Evil: He's really, really bad at this whole "evil" thing. He only can muster up schoolyard insults, can be taken down without much effort in a straight fight, can be non-lethally talked out of fighting in just a few turns, and his plans for trying to stop the heroes are incredibly obvious. Even with Susie helping him during her FaceHeel Turn, he's still so hopelessly incompetent that he's only a minor nuisance.
- No Sense of Direction: He gets lost in the "Maze of Death," which is just a single path with two branches leading to dead ends. Later, you have to traverse the Forest Maze by going wherever Lancer doesn't go.
- Off-Model: Has a particularly hilarious off-model sprite face◊ that calls to mind a Lantern Jaw of Justice just after the battle against him and Susie.
- Overlord Jr.: Looks almost exactly like his dad? Desperately looking for approval? A total Royal Brat who demands subservience from his father's minions? He's this in spades. He even, in a "pacifist-ish" playthrough, overthrows his dad and takes over himself.
- Playing Card Motifs: Spades, like his father. Specifically the Jack of Spades. In fortune-telling, the Jack of Spades often represents an immature or rebellious young man, both of which are pretty apt descriptors for Lancer.
- Recurring Boss: He is fought three times: first at the beginning of the game, second in the forest along with Susie, and third in the castle dungeons.
- Shared Family Quirks: Despite he and his father's obvious differences, the "violent" ending cut-scene shows that he most likely got his weird name calling from his dad.King: You sweet... little... pumpkin...
- Sheathe Your Sword: A rare instance of an enemy doing this, but he starts flat-out just not attacking Susie during their fight because he doesn't want to kill her. It works because Susie doesn't want to kill him either.
- Unevil Laugh: A jubilant "Ho ho ho!" which Susie compares to "baby Santa Claus". She gives him tips. It sort of helps. Sort of. The actual soundbyte of his laugh is a high-pitched and mocking-sounding cackle, which is a little more villainous-sounding, but not by much.
- Warm-Up Boss: Lancer is the first enemy you fight in the game, and as such is appropriately forgiving. Defeating him through violence will not screw up a pacifist playthrough, his attacks are easy to dodge and unlikely to actually kill the player even if they hit, he has enough health to weather Susie's attacks if you go for the pacifist option, and he automatically runs away after four turns. This gives the player a safe opportunity to explore the battle interface and get acquainted with it even before Ralsei's tutorial.
- "Well Done, Son!" Guy: He really wants his father's approval. When confronting the heroes, he declares that his dad will make him "Son of the Month," even though there's no actual competition in that department. Unfortunately, King isn't exactly a model parent.
- Zero-Effort Boss: When Susie fights him as a Duel Boss, his attacks start avoiding her SOUL after a time. You can't lose even if you're actively trying.
The Duke of Puzzles appointed by the King to stop the heroes from traversing his Card Castle. He has a lot of bombast that doesn't quite make up for his lack of skill in making puzzles.
- Bishie Sparkles: He'll constantly flick these out of his eyes when you speak with him at his shop.
- Composite Character: Aside from the comparisons to Gaster, his role as a (bad) puzzlesmith is roughly that of Papyrus, and his theatrical, self-absorbed nature also brings to mind Papyrus, as well as Mettaton EX.
- Cordon Bleugh Chef: His Roux, a base for sauces (implied to be an actual sauce here) is implied to be pretty tasty (not to mention aromatic), but it also has actual, live worms in it. Ralsei doesn't notice (thinking it's spaghetti), and Susie doesn't seem to mind.
- Cut Lex Luthor a Check: He runs a store in Card Castle. When asked why he'd sell equipment and healing items to the people he's trying to fight, he tells the heroes that he'll use it to fund his plans to stop them.
- Dirty Coward: After the party beats the boss he summoned, he belts out a platitude about it just being a "test" of their abilities and wishes them luck before bolting.
- The Dragon: He's one of the few minions under the King who has any kind of authority in the organization, largely because he chose to serve willingly. When the Heroes fight their way to the top of the castle, he unleashes a mind-controlled K. Round at them as the penultimate boss before King himself.
- Early-Bird Cameo: Earlier in the game, a block-pushing puzzle's rules have been vandalized beyond legibility with his initials appended to it, and one of Clover's heads swoons over the fact that he passed by and similarly vandalized one of the card suit puzzles.
- Expy: To Mettaton. From his use of puzzles, to being a Large Ham and overly dramatic, to having Hidden Depths indicating he is a Jerk with a Heart of Gold to some extent, to having a deceptively short Leitmotif, and to being more humanoid in comparison to the slightly more cartoony Darkners. The real difference is that unlike Mettaton, who is a successful entertainer and a genuine threat when he no longer abides to Alphys' plan, Rouxls is just... inept at being even remotely imposing.
- Harmless Villain: He's even less threatening than Lancer. Not because he doesn't try, but because he's just that incompetent.
- I Fight for the Strongest Side: When it becomes clear that the heroes are strong enough and smart enough to conquer anything he throws at them, he lies that he was on their side the whole time, and was just testing their strength.
- Informed Attractiveness: He is referred to as a hunk more than once. One of Clover's heads says "RK came by...what a hunk!" and when going back to where his first block puzzle was, a Rudinn will say "(Sigh...) Rouxls Kaard was standing here...I think making block-pushing puzzles is a totally hunky hobby..."
- Jerk with a Heart of Gold: Mocks and impedes the heroes at every turn (or at least he attempts to). When asked about Lancer, he'll go on a tirade about how annoying it is that Lancer keeps wasting his time and talking about stuff Rouxls isn't interested in... then finishes by asking the heroes how Lancer is doing, indicating that he still cares about the king's son, even if he's annoying.
- Large Ham: The faux-Elizabethan speech definitely makes him a lot more over-the-top than most of the Card Kingdom's residents. This is compounded by his grandiose, if very short leitmotif, drawing some parallels with Mettaton Neo from the original game.
- Limited Animation: His overworld sprite never actually moves, it just slides at increasingly high speeds and always shows its front even if spoken to from the side. It fits with what little power he actually has for all his bluster, and how ridiculous he actually is once things leave the (extremely flimsy) rails.
- Meaningful Name: See Punny Name below.
- Minion with an F in Evil: He's completely incompetent at creating puzzles. His first puzzle is pushing a block one space onto a button, and his "ultimate" puzzle is pushing a block two spaces onto a button.
- Mismatched Eyes: His text box portrait (above) has one of his pupils be black, the only divergence from his monochrome blue-and-white color scheme. Interestingly, both eyes are blue on his overworld sprite.
- Non-Action Guy: Never even tries to fight the trio, instead trying to hinder them with puzzles and summoning a K. Round to fight them.
- Non-Standard Character Design: Within the Card Kingdom residents, who tend to be themed after toys or playing cards, Kaard looks almost human except for his blue palette which seems almost like a computer BSOD turned into a person, and his face, which seems to be... dripping?
- No Pronunciation Guide: It's not uncommon for players unfamiliar with the "rules card" pun to struggle at pronouncing his name.
- Parental Substitute: Implied to be seen as one by Lancer. He states that Lancer sometimes calls him "Lesser Dad", to his chagrin. Despite acting put-upon, though, he does hint that he actually care about him, and given that King is tossed in jail at the end of the first chapter, it seems that he's now Lancer's full-time caretaker.
- Pitiful Worms: He'll call you worms at all given opportunities, right until he swaps to your side. It seems to be thematic in terms of insects and other "vermin", as he refers to Lancer as a "little water-beetle" and calls him more troublesome than a fistful of fleas.
- Playing Card Motifs: Like the rest of the Card Castle. Many packs of playing cards come with a rules card that explains how to play various card games. See Punny Name below.
- Precision F-Strike: There's some lesser vulgar language from Susie and other characters, mostly around asses being kicked, but when Rouxls's first simple puzzle gets floundered...Rouxls: ...
Rouxls: DAMN IT
- Punny Name: His name is a fanciful twist on "Rules Card". Rules cards are non-standard cards typically included in decks that teach how to play one specific game, but are typically discarded from the deck proper. This fits both his verbosity and his lack of function.
- Incidentally, his roux is likely a play on his name as well and a hint at how it's pronounced. note
- Small Name, Big Ego: He'd like you to think he's the greatest puzzlesmith in all the land, but he's only got that title because all the others are either taxed into other professions or in the dungeons. He's utterly inept.
- Sophisticated as Hell: Even if it's faux-sophistication, whenever he's flustered or even confused, he'll drop the Old Englisheth and just speak plainly. Exemplified by his Precision F-Strike outburst and the following:Rouxls: Come, knaves! Prepareth for battle with...!
[presents K. Round]
Rouxls: Whatever this is!!!
- The Unfought: It's implied that Rouxls is no better at fighting than he is at puzzle-crafting, so he summons K. Round to fight in his stead and switches sides once the heroes re-defeat it.
- Villains Out Shopping: He's the shopkeep at the Card Castle, so he sells and buys items with the heroes and answers their questions (while still mocking them) despite trying to entrap them on the earlier floors.
- Ye Olde Butcherede Englishe: With heavy emphasis on the "butcherede" ("decidedesteth" comes to mind). He speaks like this with very few exceptions, an Affectionate Parody of all the characters from 90's-era translations who were given such speech patterns in earnest.
Unaffiliated Antagonists (so far)
- "Begone! We have found fresh purpose. For the KNIGHT has appeared." King
A greater force at work, having created the second Fountain of Darkness that Ralsei mobilizes Kris and Susie to go shut down. King has seemingly sworn his fealty to the Knight.
- Asskicking Equals Authority: They basically made the King bend to their will through not only words, but also defeating him in battle. The throne room is the obvious scene of a battle, where the Knight even went as far to attack the King while he was on his throne. The King's ranting indicates that he considers himself the Knight's subordinate.
- Chess Motifs: Seems to be in play for the Knight, as they move in odd directions that are ultimately more dangerous than one would expect.
- Greater-Scope Villain: The Knight is allegedly the one responsible for creating the secondary Fountain of Darkness that the King exploits, which throws off the balance between Light and Dark big-time. They seem to currently be the larger antagonist alongside the prophecy requiring the heroes to stop the "Angel's Heaven".
- He Who Must Not Be Seen: Chapter 1 only references the Knight as an active entity, but no traces of them are directly seen at all so far.
- Holy Is Not Safe: Although the King describes them as "Holy Fountains," and the theme for the aforementioned Fountains is titled "The Holy," there is nothing divine about the Knight who creates them.
A cynical shopkeeper. Formerly the court magician.
- Astonishingly Appropriate Appearance: A cat monster wouldn't normally fit in with the Toy Time theme of the Dark World's first area, but his stitches, patches, and button-eye make him look like a worn-out stuffed animal. He even refers to being filled with cotton in his monologue about Jevil.
- Black Bead Eyes: What his left eye looks like.
- Brilliant, but Lazy: Heavily implied when he talks about Jevil. Seam says Jevil was the only one who could keep up with his games, meaning Seam would be the stronger of the two.
- Cats Are Mean: Ultimately subverted. Despite his ghoulish appearance and finding the idea of the heroes restoring the fountain laughable, he is otherwise friendly and means well in his own way even if he thinks it is pointless. After their post-Jevil chat, Seam invites them for a Spot of Tea when they realize how hopeless the world is.
- Collector of the Strange: His current hobby is collecting odds and ends as a shopkeeper.
- The Cynic: Not exactly the happiest person in the darkworld.
- Dark Is Not Evil: He isn't exactly idealistic, but is not an evil person either.
- Despair Event Horizon: It's unclear if there was a specific event triggering it or if it happened over time, but some of what Jevil said has apparently stuck with him; whatever conclusion Seam arrived at, it seems it caused him to simply give up. He's cozy in his sheer hopelessness, but it's clear he's just waiting for the end now and is saving you a seat on his side of the horizon for when you inevitably realize it's all pointless.
- Didn't See That Coming: Is genuinely surprised that the party was able to beat Jevil, going as far as to say the party may actually be heroes. He still thinks the world will end.
- Dub Name Change: Known as "Nui" in the official Japanese localization, which can mean "sewing", but as he points out it's also a Sdrawkcab Name for "Inu", meaning "Dog".
- Expy: He is meant to be seen as a Cheshire Cat analog from Alice's Adventures in Wonderland, due to the characters cards-theme and believing "Most everyone's mad here". He shares the same color palette from the Disney version.
- Also to Sans from the previous game. Another character implied to be very powerful, potentially stronger than Jevil, but driven to apathy and inaction by Fourth Wall Awareness and belief that nothing really matters because everyone is just a pawn of higher powers. Notably, Seam is even more cynical than Sans himself, who wearily takes action to try and prevent the end of the world, Seam meanwhile believes the end of the world is inevitable and that there is no reason to try and do anything about it.
- Eyes Do Not Belong There: His left eye is seemingly missing, but the three buttonholes over his right one change with his expressions, suggesting that those are his eyes.
- Facial Horror: Downplayed. He has stitches over part of his mouth, a large scar on his right cheek, and one of his eyes is a button and the other is purely black. It would be grotesque on a realistic face, but here it just makes him look like a poorly mistreated stuffed toy.
- The Fatalist: Doesn't care when the party tells him they are the heroes who've come to seal the fountain, and even after they beat Jevil and he acknowledges their strength, he thinks they aren't strong enough to fight what comes after Jevil, and he still believes that the world will end.
- Foil: At least in a normal run, the shopkeepers in Undertale were fairly upbeat fellows, with the exception of Burgerpants, and had hope in their king Asgore freeing them. This shopkeeper, though, doesn't seem to have high hopes in the future of the world.
- Heroic Wannabe: Initially views the heroes as this. After they beat Jevil, he begins to change his mind. He still doesn't think it will be enough to save the world.
- Hidden Depths: He just seems like a random stuffed animal when you first meet him, but he's actually the retired court magician, and while you never have a chance to fight him, he implies that he's as strong as Jevil, if not stronger.
- It Amused Me: Possibly the reason he gives Kris part of the key to Jevil's cell."Perhaps a little chaos may be fun."
- It Is Pronounced "Tro-PAY": His name's pronunciation is a joke on the name Sean, and he corrects the pronunciation despite it being a text-only issue. He likewise refers to his shop as a "seap"."The name's Seam. Pronounced 'Shawm'."
- Jade-Colored Glasses: Although he probably wasn't a Naïve Newcomer as the court magician, his view of the world has taken a negative turn before Kris and Susie arrived in the Dark World.
- The Jester: Not by occupation or thematically, but it is implied within the playing card theme that he is the red Joker to Jevil's black.
- Know When To Fold Them: Believes Kris and co will realize this one day, and invites them for tea when they do so.
- Monochromatic Eyes: His left eye is black and his right eye is a orange button.
- Mr. Exposition: Provides some background about the Darkners reacted to the Lightners disappearing and the current state of the kingdom, as well as some of Jevil's backstory and how he knew him.
- Noticing the Fourth Wall: The fact that he corrects how his name is pronounced seems to confirm that he is, at the very least, aware that his words are being conveyed through text.
- Playing Card Motifs: He represents the Joker card just like Jevil (as a standard deck comes with two of them). The two personify the common interpretation of the Jokers in cartomancy: Jevil represents the black Joker as the fool, and Seam represents the red Joker as the magician. Seam is discarded from the deck just like the other Joker, but instead of being locked up, he simply chooses not to interact with anyone.
- Punny Name: Easy to miss due to his prompt pronunciation guide, but Seam is what seems to be a stuffed animal, which of course, have seams. You may groan now.
- Scary Stitches: Has some stitching, patching, and a button eye to creepy effect.
- Slasher Smile: Sports one when he's thinking about what might happen if the party fights Jevil.
- Spot of Tea: He believes that the party's actions are futile, and invites them for tea when they realize it.
- The Stoic: Apart from brief surprise when told that the party beat Jevil, he doesn't display much emotion.
- Straw Nihilist: He is not exactly idealistic, and is more than excited for the end of the world."One day soon... You too, will begin to realize the futility of your actions. Ha ha ha... At that time, feel free to come back here. I'll make you tea... and we can toast... to the end of the world!"
- Took a Level in Cynic: This happened to him sometime after he locked Jevil away, because of what Jevil said stuck with him.
- We Buy Anything: Unlike the many shopkeepers in Undertale, he's willing to buy whatever items and gear you no longer have use for.
- Wham Line: If you defeat the Bonus Boss, he will say some interesting things about how Jevil met a strange someone and was driven mad, seeing everything as a game and everyone as its participants. He was forced to lock him up, and starts to quote Gaster entry 17 from Undertale."And my view of this world have become darker, yet darker."
- You Can't Fight Fate: Believes that the world will end no matter what, and invites the party to have tea with him when they realize it as well.
An overly dramatic patissier whose cake was destroyed by a certain purple beast.
- As Long as It Sounds Foreign: He has a tendency to add in random phrases that sound vaguely Italian.
- Entertainingly Wrong: If you go for a pacifist playthrough and don't go back to him with Susie, then after the battle with King, he assumes that the gathering is Clover's birthday party and Susie is Clover's mother, and the reason she ate the cake was to protect Clover. Susie begins to object, then realizes that playing along might get her more cake.
- Everything's Better with Spinning: He always does an over-the-top pirouette whenever he's interacted with. Fitting, considering he's based off of a spinning top toy.
- Gratuitous Italian: Parodied. He has a Verbal Tic of adding words to his sentences that almost sound like stock Italian phrases, but aren't."M-m-mama miba! M-m-mama SHIBA!"
- Gratuitous Japanese: Said phrases will sometimes have random Japanese words in them, like "edamame"note or "shiba"note .
- Large Ham: He shouts almost every line of his, complete with the spinning pirouette mentioned above.
- Punny Name: Topchef is a good chef (his cakes heal a great deal of HP) and his appearance is based on a top.
- Supreme Chef: Downplayed. He certainly looks the part, but he doesn't seem to cook anything other than cakes. The cakes do heal a lot of HP, though.
- Surprise Party: The cake that he first made (before being destroyed by Susie) is a surprise for Clover's birthday party, though Topchef doesn't know whose birthday it is at first.
- Tears of Fear: His overworld sprite almost always shows him crying. If you have Susie in your party and you backtrack all the way to Topchef, the crying can be interpreted as this. In the "pacifist" ending of the game, it becomes Tears of Joy as the chef celebrates your victory.
Mr. Elegance and Mr. Society
Inhabitants of the Great Board. They later help fix the Door to Before in the Forest that allows you to travel quickly between certain locations.
- Affectionate Nickname: Mr. Elegance has a tendency to call Kris "horsie."
- Chess Motifs: Mr. Elegance and Mr. Society are based off of the knight and bishop pieces in chess, respectively. Whether or not this has anything to do with the mysterious Knight antagonist remains to be seen.
- Eyeless Face: Those two dots on Mr. Elegance's face are not eyes, but his nostrils. He can still see out of them, though.
- Miles Gloriosus: Mr. Society boasts about how he's far more intelligent than the simple-minded Ponmen to bow down to the tyrant King... unless said King asks him to, because "he's very scary, you see." Also, in the "pacifist" ending, he'll praise the heroes for overthrowing the King and gladly accepts any thanks for his contributions... unless the King reappears, in which case he'll claim he has nothing to do with any of it.
- Those Two Guys: They almost always appear together.
A master smith who lives just near the bake sale in the middle of the forest.
- The Blacksmith: He is considered as one.
- Catchphrase: His pre-fixing one-liner: "Huh-hah! Let's feel my technique!"
- Forging Scene: Parodied. His forging technique used to fix things consists of him cartoonishly beating the broken object with his squeaky hammer head until it's "fixed beyond recognition."
- Healing Hands: He can "fix you", which heals the entire party's HP via him giving everyone a "massage" (i.e. he beats you over with his head as mentioned above).
- Meaningful Name: His name is presumably derived from "malleus", which is Latin for "hammer" or "mallet."
- Mr. Fixit: He can fix anything, whether it's items, weapons, broken cakes, or your selves. He does note that the only thing he can't fix is a broken heart.
- Non-Human Head: He has a giant squeaky toy hammer for a head. With a face.
- Use Your Head: When you're a smith, having a hammer for a head does have its perks.
An ambivalent, gem-loving species that represent the diamonds suit in playing cards. Rudinns patrol the fields, while Rudinn Rangers are soldiers in King's Card Castle.
- Apathetic Citizens: Rudinns are a whole species of apathetic Darkners, not caring enough about the current royal crisis to do anything about it (until the pacifist resolution of Chapter 1). The only thing that can get them to sway in any direction is money, which is why they obey King despite disliking him.
- Attention Deficit... Ooh, Shiny!: Aside from their love of diamonds and shiny objects in general, presenting a Glowshard in battle will cause all Rudinns in it to be instantly spareable, though this consumes the Glowshard.
- Elite Mooks: Rudinn Rangers have higher stats than Rudinns, attack by throwing fast daggers instead of shooting diamonds, and have different reactions to ACT commands (Convince gives them the Tired status, while Compliment allows them to be spared but uses up Susie's turn).
- Extreme Doormat: Regular Rudinns are extremely easy to push around whenever treasure isn't involved, to the point where you can make them spareable by simply telling them to stop fighting.
- Gemstone Assault: Rudinns attack with diamond-shaped projectiles, though they may be Sword Beams.
- The Goomba: Rudinns serve the same role as Froggits from Undertale, in that they have simple bullet patterns and straightforward ACT options to spare them with (Convince lets them be spared normally and Lecture makes them vulnerable to Pacify).
- Knife Nut: Both types hold diamond-shaped daggers in their sprites, and Rudinn Rangers throw them.
- Money Fetish: The species' sole love is riches, to the point where a duo of them living in the Card Castle traded away their beds to the Hathys upstairs in exchange for piles of money.
- Only in It for the Money: As they put it, "long live the guys who pay us!"
- Punch-Clock Villain: While Rudinns serve the King, they only do so because he pays them and otherwise have no alliance to any side. This makes it easy for Kris to convince them to stop attacking. Rudinn Rangers have slightly more loyalty and only let themselves be spared when they get complimented.
- Sentai: Rudinn Rangers are inspired by this in both name and hood design. Their Check description states that they'd normally wear different colors like a real sentai, but everyone wanted to wear red.
- Snakes Are Sinister: Downplayed. They're enemies, yes, but since this game builds off of Undertale, they're naturally befriendable once you find out how they tick.
- Unique Enemy: Rudinn Rangers are only encountered in a group of two on the first floor of the Card Castle, even though Lancer summoned an army of them to capture the party.
Tentacled monsters that represent the hearts suit in playing cards. Hathys occupy the same area as Rudinns while Head Hathys stay in the Card Castle.
- Call-Back: The ACT used to spare Head Hathys is Flirt, a Running Gag command from Undertale. Here, it turns out that the rest of the party isnt nearly as good at flirting as the protagonist.
- Crippling Overspecialization: As Lancer discovers during a failed attack on the heroes, a team consisting entirely of Hathys will use their bullet circle exclusively, which will never hit your SOUL if it stays in the center of the dodge area. Head Hathys use a different version of this attack that doesn't have this flaw.
- Elite Mooks: Head Hathys are stronger than normal Hathys and use better versions of their attacks.
- Say It with Hearts: Whenever a Hathy talks, her speech bubble displays a single heart that morphs to display her mood.
- Screw This, I'm Outta Here!: Attempting to X-Flirt with a Head Hathy will cause Susie and Ralsei (the first and second time, respectively) to bungle their flirts, making the Head Hathy leave out of embarrassment. Any time thereafter, Kris will do the flirting successfully and the Head Hathy can be spared as normal.
- Support Party Member: When accompanied by any other monsters, they swap out their heart bullet for a ring of bullets that limit the space the SOUL can move around in while the other monsters attack. At one point, Lancer summons three of them to fight the player; naturally, they pose no threat whatsoever due to the lack of other enemies to support.
- The Unintelligible: They only speak in emotive hearts, so talking to one on the overworld provides descriptive text instead of dialogue.
Timid mousenarys that serve as guards for the King, though they'd rather be doing anything besides fighting.
- Apologetic Attacker: Some of their battle lines make it clear that they don't want to hurt you, and they'll gladly give up fighting if Kris even slightly shows that they're not interested in hurting them.
- Astonishingly Appropriate Appearance: To fit in with the rest of the monster themes, Jigsawrys are square-shaped mice with their ears, eyes, and feet arranged in the shape of a jigsaw puzzle piece.
- Butt-Monkey: Several of them get beaten to a pulp by Susie as she chases after Lancer early on. They're also some of the weakest enemies in the game, as Susie will KO them in one hit.
- Punch-Clock Villain: Theyre even less willing to fight than Rudinns; one of their battle quotes mentions that they just need to pay rent, and their Check description states they only fight to "make ends meet". Trying to Befriend even a single one causes the entire group to turn spareable.
- Punny Name: A portmanteau of "jigsaw" and "sorry", for an apologetic mouse shaped like a jigsaw puzzle piece.
Pawn-like sentrys occupying the Great Board connecting the field and forest areas. They initially appear as statues before springing to life to ambush Kris and company.
- Animate Inanimate Object: Ponmen are living pawns from a chessboard.
- Music Soothes the Savage Beast: They can be put to sleep or tired out if Ralsei sings to them, which makes them vulnerable to Pacify (if tired) or spareable (if asleep).
- Spread Shot: They attack with a three-way spread of diamond-shaped projectiles.
- Stealth Pun: Mr. Society comments that Ponmen serve the king because they have no free will. As in, they're merely his pawns.
C. Round/King Round
A carefree checkers piece who gets a taste of Susie's aggression before returning on the Great Board, where it receives a crown that transforms it into the larger, stronger King Round (or K. Round). It appears again at the end of the Card Castle as a last resort from Rouxls Kaard.
- Animate Inanimate Object: A living checkers piece with a dog face on it.
- Awesome Moment of Crowning: As checkers pieces are wont to do, stepping on the last row of the Great Board grants C. Round a crown that transforms it into K. Round, making it much larger and more powerful.
- Dumb Muscle: K. Round isn't the sharpest tool in the shed; no matter how much you warn it about Susie, it simply will not get the message, and even as C. Round, it seems quite spacey. Of course, K. Round is also the one enemy that can't be beaten by brute force and, as Lancer notes, is more than capable of stomping you into paste.
- Hyperactive Metabolism: It "practices self-care" by summoning a carton of almond milk and drinking from it, restoring its HP.
- Make My Monster Grow: When crowned, the tiny C. Round turns into the gigantic K. Round.
- Mind-Control Device: When fought in the Card Castle, it's wearing a Control Crown that gives Rouxls Kaard full control of it. However, it could just be a bluff, because there's no difference in the crown's design or K. Round's expression despite what Ralsei says (which Susie gets frustrated about).
- Our Monsters Are Weird: K. Round being a checkers piece isn't too weird, but it having shapely legs is pretty out there.
- Product Placement: Its "Self-Care" is a compressed image of Silk-brand milk in the demo. It is extremely unlikely that it is actual advertising.
- Punny Name: Its name is abbreviated to either C. Round or K. Round, and its a checker piece that got crowned.
- Puzzle Boss: To turn K. Round docile, you need to knock off its crown, either by making it bow constantly in the first fight or by throwing Ralsei at it in the second fight.
- Recurring Boss: Fought for the first time at the end of the Great Board and comes back for round two at the top of the Card Castle. The second battle goes by a lot quicker thanks to Susie's strategy being more effective.
- Stealth Pun: The C. and K. stand for Checker and King, respectively. So "Checker Round" can sound like "Check around."
- Too Dumb to Live: Unlike every other monster you encounter while Susie is on auto-attack, K. Round is too stupid and carefree to heed Ralsei's warning about her violence. As such, Susie will always land her hits on it despite it being functionally invincible.
- Took a Level in Badass: In your first encounter with C. Round, Susie launches it into low orbit. When it returns at the end of the Great Board as K. Round, it completely shrugs off her attacks and can hit back.
- Wake-Up Call Boss: Not in a difficulty sense, but K. Round hammers in the game's adherence to one path without much distinction between aggression and pacifism; it outright can't be defeated with attacks even if you've been playing aggressively, forcing you to use a pacifistic method. On the other hand, it's the only monster that can't dodge Susie's attacks, so it will get hurt no matter what you do, meaning you can't go full pacifist (as in not even hurting anyone) either.
- Visual Pun: C. Round becomes K. Round when it reaches the last space of the Great Board, which is how a piece gets crowned in a game of checkers.
- You ALL Look Familiar: Both fights with K. Round have it use the exact same sprite. Lampshaded by Susie, who complains that it looks the same as always when Ralsei claims that it has a different crown and looks pained.
- Zero-Effort Boss: C. Round never gets to attack in your first encounter with it. Depending on your choices, it will either take a One-Hit KO from Susie or flee after she whiffs her attack.
Lethargic rabbit slimes covered in a mass of dust, which can be blown off to reveal that they're much smaller and more energetic underneath it all.
- Blob Monster: They look like blobby, limbless rabbit heads, moreso while covered in dust.
- Button Mashing: To blow the dust off them, you need to mash the action button after selecting the appropriate command.
- Nonstandard Character Design: The only Darkner that doesn't obviously resemble any kind of toy or game piece. Although dust bunnies can often be found in toy boxes, to be fair.
- Stealth Pun: Rabbicks are rabbits covered in musty dirt, which means that they're dust bunnies.
- Third-Person Person: Once cleaned off, their battle quotes start speaking in third person, referring to themselves as "boy" or "girl".
Bunny boxers who fight by throwing around building blocks. They'd be a lot less aggressive if their body parts weren't all mixed up.
- Always Someone Better: If you backtrack to their area and fight a Bloxer with Susie in the party, she can "Rival" the Bloxer, causing it to realize that it's way out of its league and become Tired.
- Punny Name: A portmanteau of "blocks" and "boxer", for a boxer made from blocks.
- Shout-Out: One of their attacks drops blocks that build up along the bottom of the window, vanishing if they fill in a line across it.
A three-headed monster who's the sole representative of the clubs suit (aside from the imprisoned clubs king) and happens to be celebrating her birthday on the day the Delta Warriors arrive. Her only interests are sports, cute boys, and trees.
- Ambiguously Gay: Her left head seems completely disinterested when Kris asks what kind of boys they like, her response when the rest of the heads answer affirmatively being a Verbal Backspace and a Sure, Let's Go with That. Gets confusing when the other characters refer to all three heads (the other two of which are clearly into boys) as if they were one person, a notion that the heads themselves can't seem to agree on.
- Apologetic Attacker: The third head apologizes when the other two heads drag her into battle alongside them.
- Is It Something You Eat?: The one thing all three heads are in agreement on."I wanna eat a football." "Sports! My favorite food." "Oh! I love you two!"
"Spaghetti and tennis balls." "That's GENIUS!" "We really agree on it."
- Meaningful Name: The clubs suit that she represents looks like a three-leaf clover.
- Multiple Head Case: The heads can't agree on very much at all and constantly bicker. Even with their few common interests, they can't agree on how they should enjoy all of them the only thing they seem to genuinely agree on is the idea of sports as a food source.
- Nice, Mean, and In-Between: One head is overtly friendly, the second is hostile, and the third just goes along with the other two.
- Rule of Three: Three heads, three eyes on each head, three tips on her tail, three visible legs, three-way spread attacks, three main interests; she's entirely themed around how the clubs symbol has three segments branching from it.
- Say It with Hearts: One of her heads finishes every sentence with a tilde (~).
- Ship Tease: The two heads that are into boys immediately take a shine to Ralsei, to the point where reading his manual to Clover allows you to spare her. Ralsei seems oblivious to it, though.
- Spread Shot: Her clubs bullets either split into three small bullets or fire a spread of three bullet streams.
Kris and Asriel's mother. She is also a teacher for a younger class at the school.
- Adult Fear: She's worried that when Kris eventually leaves to go to college, she'll be alone, so she understandably changes the subject to happier times when her kids were younger.
- The Ageless: Averted, unlike in Undertale. Although Toriel is a Boss Monster, her monster child Asriel lives in Deltarune and is already a young adult in university, so she herself is aging away.
- Anger Born of Worry: Toriel is very concerned that Kris didn't leave school on time, and when finally contacted calls them out on it.
- Calling Out for Not Calling: Her first reaction after school is out is to admonish Kris for not calling Toriel to tell her where they were. She drops it very quickly, though.
- Demoted to Extra: In Undertale, she was the first boss and a major introduction to the themes of violence, mercy, and the game's relationship with the fourth wall. Here, she's just your character's mother and, as of Chapter 1, has no real plot significance.
- Former Teen Rebel: Was apparently a party animal in her youth, according to Rudolph Holiday.
- Good Parents: She dotes on Kris, letting them sleep in, and only punishes them with an early bedtime for staying at school too late with a friend.
- Gospel Music: Toriel's deeply religious and loves to listen to hymns and prayers.
- The Maiden Name Debate: She keeps Asgore's last name despite being separated from him. If you call home with Kris's cellphone in the epilogue of Chapter 1, Toriel will answer the phone with "The Dreemurr residence," despite Asgore no longer living there.
- My Beloved Smother: She dotes on Kris constantly. Not being able to account for where they are for a few hours prompts her to threaten punishment, until they explain they were spending time with a friend. Not to mention she leads Kris into school by the hand despite Kris seeming to be about middle-school age.
- Parental Favoritism: While she's very doting on and concerned for Kris, there's lots of little signs around the house that Asriel is the favoured child between the two of them for Toriel. It's probably not out of any malice or neglect on her part and probably has more to do with Asriel being The Ace who casts a very long shadow on his seemingly Empty Shell of a sibling.
- Suppressed Rage: Toriel does not appreciate Asgore using Kris as a proxy to deliver flowers; she comments that she'll "find a good place" for the flowers. This place is the trash bin in the house.
- You Know What You Did: She mutters a variant on seeing Asgore's bouquet.
- "After the excitement of university... Will he still enjoy coming home to this little town...?— Toriel
Kris's older brother who's away at college, but is coming home to visit soon.
- 100% Adoration Rating: People have nothing but nice things to say about him, and keep asking Kris when Asriel is coming to visit from his college. The only person who seems to mildly dislike him is Catty's dad, because Asriel doesn't like his wife's cooking.
- The Ace: His half of his and Kris's shared bedroom is littered with sports trophies and achievement certificates. His old jersey is the only thing left in his clothes drawer. He was also a prominent member of the local church choir, to the point where Father Alvin says you can actually hear the hole where his voice used to be when they sing now.
- Age Lift: In Undertale, Asriel is about 8 to 12 years old, only taking on an adult appearance temporarily when fought as the final boss. In Deltarune, he's implied to be at least 18 years old.
- Chick Magnet: If Bratty and Catty are to be believed, he was romantically involved with both of them to some extent in the past, possibly at the same time. He was Catty's date to the prom in high school (which ended in disaster thanks to her antics), and gave Bratty her first kiss in a game of spin the bottle.
- Cool Big Bro: He's implied by several people to have been one toward Kris, he apparently liked to include Kris in everything he does as often as he could and he even assisted Kris in some of their pranks. Toriel and Asgore also seem to believe Kris adores Asriel enough that Kris is looking forward to him visiting just as much as their parents are.
- Demoted to Extra: In Undertale, he was the main antagonist (as Flowey) and a major player in the backstory whose actions define Asgore's motives. Here, he's just your Cool Big Bro and The Ghost (though a number of tropes around Ralsei reference Asriel's former place in the story; see his entry for more details).
- Former Teen Rebel: In a Rule-Abiding Rebel kind of way. He used to get up to some mischief with his sibling Kris and other kids their age around town, but was well-behaved for the most part.
- The Ghost: So far, he's only been mentioned in conversation and descriptions. It's assumed he's still a goat-like creature as in Undertale, since Toriel mentions that Kris wondered when their horns were going to grow in like Asriel's.
- In-Series Nickname: Several characters refer to him as "Azzy", a nickname previously exclusive to fan works.
- Parental Favoritism: It's subtly implied that he's the favored child of at least Toriel's between him and Kris. His side of their bedroom is adorned with all sorts of decorations and has a computer, while Kris's only has a wagon and a birdcage, and hidden away under Asriel's bed is a game console with one proper controller (presumably for Asriel) and a knock-off one (presumably for Kris).
- Significant Anagram: The Dark World character and main party member Ralsei's name is an anagram of Asriel. The connection between the two, if one even exists, has yet to be determined.
- The Social Expert: He's apparently something of a social butterfly in this incarnation, and pretty much the whole town knows and adores him. He's such a social expert that Burgerpants was a close friend of his before he left for college. BURGERPANTS!
- Spared by the Adaptation: He's alive and well and everyone loves him, so he's already doing much better than his Undertale counterpart, who ended up either forced to turn back into Flowey, viciously murdered, or left completely broken by Frisk.
Kris and Asriel's father, and the kind owner of a small flower shop. He had a falling-out with Toriel some time in the past. The more things change...
- Badass Baritone: Once again, his Voice Grunting is very deep; it's unclear how much of a badass he is in this timeline, but at the very least, he's still big, burly, and strong.
- Butt-Monkey: Everything seems to be relatively cheerful on the surface with him, but Toriel still dumped him (and throws his bouquet gifts into the trash), and checking the backroom shows that he not only barely has a bed, but also is late on rent, making it seem like he's going to get evicted in the very near future. Nothing seems to go right for Asgore.
- Call-Back: His introduction in the epilogue mirrors what happened when the player finally met him in Undertale; Asgore, with his back to the protagonist, asks for a moment while he finishes watering flowers, slowly turns around, and expresses surprise at seeing the protagonist. However, whereas the occasion in Undertale was very dark, here, it's sweet.
- Call to Agriculture: Owns a flower shop, and has several flowers in containers in his house.
- Demoted to Extra: In Undertale, he was the (nominal) Big Bad and spent the whole game being set up as the final obstacle on your journey. Here, he's just your dad, and he doesn't even get any screentime until the Playable Epilogue.
- Disneyland Dad: A Type I example. He loves Kris and Asriel deeply, and still has (unreciprocated) feelings for Toriel. He doesn't have custody of his children and it seems like he rarely sees them, but when he does, he always tries to do something nice for them, even though he usually lacks the means to. In this case, his "Disneyland trip" is taking Kris and Asriel out for dinner when the latter returns home from college.
- Empty Fridge, Empty Life: The back of his flower shop is shabby and dreary, and his fridge only has a jar of pickles in it.
- The Glomp: He's very happy to see Kris, and greets them with this even though they don't like it.
- Hair of Gold, Heart of Gold: Blond and big-hearted; he gives Kris flowers to take to Toriel despite their breakup.
- In Spite of a Nail: None of the circumstances that led to his estrangement from Toriel in the Undertale universe appear to be present in Deltarunenote , and yet they are still estranged and divorced in this incarnation as well.
- Lonely Bachelor Pad: He's separated from Toriel and doesn't have custody of Kris or Asriel, and his house above his shop has little more than a bed, a fridge, a TV, and containers for several flowers.
- Mythology Gag: His flower shop's backroom has six colored flowers that correlate to the SOULs from Undertale, and a particular golden flower as a seventh at the lead (corresponding to the description of the flower that, in Undertale, became Flowey.) Thank God they seem to be perfectly normal...
- Nice Guy: He's very kind, and as far as we know, he didn't murder any children in this timeline.
- Real Men Wear Pink: Still in his casual pink, floral-patterned shirt from the end of Undertale.
- Stupid Good: He insists on giving away his flowers for free instead of selling them, even though he's seriously behind on his rent.
- Visit by Divorced Dad: Inverted. Kris can visit him near the end of Chapter 1.
- "Well Done, Dad!" Guy: Befitting his downtrodden non-custodial divorcee status, he tries extra hard to earn his kids' and his ex-wife's respect, but is implied to often come up lacking. His dialog with Kris suggests that Kris is normally embarrassed by him.
One of the teachers at Kris' school... at least, she tries to be.
- Adaptational Angst Upgrade: Inverted; unlike her Undertale counterpart, this incarnation of Alphys didn't create the Amalgamates and it's implied she hasn't done anything that caused her any similar trauma or guilt. And while here she is as much of a Nervous Wreck as her former counterpart, she does try to assert herself a bit more often; she doesn't succeed, but she is trying to improve herself and starts off in a better place than her counterpart.
- Adaptational Job Change: In Undertale, Alphys was a scientist and engineer. Now she's a middle/high school teacher.
- Adults Are Useless: Despite Susie being late to class (numerous times, apparently), Alphys does nothing to address it (like talking to her parents about it) and there's no indication that she has. She does not seem to be aware that Susie is a troublemaker and a bully, but this is implied to be because Susie puts effort into hiding her activities as opposed to openly doing it.
- Cool Teacher: Tries to be. She tries so very hard to be. Unfortunately, she's so spineless that this translates to "everyone can walk all over her", meaning none of her students really seem to respect her.
- Demoted to Extra: In Undertale, she was a reasonably plot-important character whose actions created Big Bad Flowey. Here, she's just your teacher and has only a brief role in getting you to the Dark World.
- Kindhearted Cat Lover: She leaves milk out in a saucer in the alleyway for a stray cat, because it makes her feel like she owns the cat and has something that loves her.
- Nervous Wreck: She has trouble speaking in front of the class and telling students what to do, which is one of the first big hints that Deltarune is not a direct sequel, since her character arc in Undertale partially revolved around gaining confidence.
- O.O.C. Is Serious Business: If the anime review in the monster town is any indication, this Alphys likes Mew Mew Kissy Cutie 2.
- Reasonable Authority Figure: She tells Kris they're not in trouble for disappearing for the whole school day with Susie; she just wants to know where they went for their safety. Especially since Susie on the surface seems scary.
Noelle's father, and husband to the mayor. Currently hospitalized for an unspecified illness.
- Definitely Just a Cold: He puts on a brave face when talking to Noelle and Kris, but certain dialogue cues strongly hint that whatever he's been hospitalized for is terminal.
- Fun Personified: Even when bedridden, he's full of good humor and loves to crack jokes.
- Good Parents: He's fully supportive of his daughter and loves her dearly. The affection is mutual.
- Meaningful Name: A certain holiday-themed reindeer may come to mind. He doesn't have a red nose, though.
- Nice Guy: He's friendly, jovial, and generally pleasant to be around. It's not hard to see where Noelle gets it from.
- Old Friend: He's been a friend of Asgore and Toriel since their college days. Asgore even chose him as best man for their wedding.
- Spared by the Adaptation: In a preview for the script of Undertale's Alarm Clock App, King Asgore reminisces about how he and his late friend Rudy would distribute presents together around Snowdin. In this setting, Rudolph is still alive, but hospitalized.
The owner(?) of a local grocery store(?) who just moved into town.
- Ambiguous Situation: "'Sans" was originally "Grillby's," the local restaurant where his Undertale counterpart would go to get a bite to eat. How and why he owns it now is a mystery. Equally mysteriously, it also appears to be the only structure from the Underground present in Hometown, causing it to stick out even more.
- Demoted to Extra: Goes from a major supporting character and the absolutely brutal Final Boss of the Genocide route of Undertale to a minor gag character here.
- Little Big Brother: He mentions having Kris meet his "little brother," making him this to Papyrus.
- Medium Awareness: Sans seems... off in his dialogue. If you say it's good to see him again, he states he's never met Kris before with a cheekiness that implies you've just set off massive red flags in his head, and all the rest of his dialogue options seem to specifically be designed to entrap the player, not Kris, into saying things that only someone who had played Undertale could know. Given who Sans is, though, and the implications that this is some form of sequel or Alternate Universe, this shouldn't be surprising from him.
- Old Friend: Averted; Sans seemingly doesn't know the player (nor Kris for that matter) here. He has a very interesting reaction if the player approaches him as this...
- Troll: Upon meeting Kris in an interaction at the end of Chapter 1, he'll tell Kris that he's already "befriended" their mother Toriel the previous night... that is, he had a chat with her when she came to the store to buy chocolate kisses.
- At the end of their conversation, he gives Kris what's assumed to be his cell phone number, but if the player calls it, the number instead goes to the "Hotline For Idiot Babies".
The local police chief.
- Abled in the Adaptation: This iteration of Undyne has both eyes instead of missing her left eye.
- Adaptation Relationship Overhaul: This version of Undyne doesn't know who Alphys is, much less have any sort of attraction to her.
- Bad Cop/Incompetent Cop: The only two police officers in town appear to be her and Napstablook. Napstablook hides away in the police station rather than deal with anyone who might actually need the police for anything, while Undyne reacts to even minor offenses with significant overkill.
- Contralto of Danger: Just as before, her Voice Grunting is quite deep, second only to Susie.
- Demoted to Extra: Goes from a significant boss fight in Undertale to a random NPC so minor that if you had never played the original game, you would dismiss her as a complete nobody.
- Foreshadowing: It's something of a Freeze-Frame Bonus in the intro that goes by too fast for most players to notice, but the fact that she's got two intact eyes is a huge initial tip-off that this isn't the Undertale cast you may have come to know.
- Hot-Blooded: She wouldn't be Undyne otherwise. Even her police tape reads "NGAAAAAAH!"
- Police Are Useless: Though she argues that it's because nothing exciting ever happens in the town for her to address.
- Instead of directing traffic flow, she'll let cars go on the wrong side of the street and will stand in the middle of traffic yelling at cars to get out of her way.
- If Kris tries to tell her about the Dark World in the school, she will be confused, assume you have a vivid imagination, and say that since there are no laws against any "Dark World" anyway, it's the school board's problem, not the police's.
A long-suffering employee at ICE-E's P"E"ZZA. Has a dour outlook on life.
- Bad Job, Worse Uniform: His job requires him to stand outside all day in a ridiculous mascot costume... for no discernible reason, because ICE-E's P"E"ZZA isn't even open since all the employees are standing outside wearing ridiculous mascot costumes.
- Burger Fool: Same as in Undertale, this iteration of him works at a "pezza" place instead of a burger joint.
- Casanova Wannabe: Cannot even reach this point. He immediately tells you the tale he had about picking up chicks with Asriel is completely false, and that the only female contact he had then was Undyne giving him a ticket.
- Cool Big Bro: Downplayed, but some of his dialogue vaguely implies he had moments where he tried to be one toward Kris, if only try to fill the void in Kris' life left by Asriel's absence.
- Fan of the Underdog: Downplayed; while most people of Hometown view Kris as a Creepy Child, they mostly remain polite to Kris and don't hold their previous hijinks against them. Burgerpants, in contrast, has no problems with Kris whatsoever and it's clear he genuinely likes Kris.
- For Want of a Nail: It's implied that Kris participated in a similar burger-running operation in his stead, albeit successfully.
- Gonk: He continues to make really absurd faces, some of them debatably worse than in Undertale.
- Goofy Suit: One of his many hated duties at the pizzeria is to stand outside in one of these.
- Happiness Is Mandatory: He's as much a victim of this under Ice-E as he was under Mettaton. Probably even worse than under Mettaton. At least Mettaton didn't require him to wear a costume to work.
- Hidden Depths:
- This version of him is good friends with Asriel, even calling him by an affectionate nickname. And he apparently knows Kris fairly well too, to the point of being one of the few in town that doesn't imply they're weird and calling them "little buddy". He's actually pretty happy to see them rather than an actual customer.
- Burgerpants in Undertale had completely given up on making anything of himself other than a burger-jockey in a dead-end job. This Burgerpants seems to still hold on to some hope of making something of his life, as he mentions saving up to get himself into college.
- In Spite of a Nail: He's still stuck working in fast food service (though for a pizza place this time), and still hating it about as much.
- Large Ham: Still making goofy expressions while shouting about how he hates his job.
- No Name Given: This version of him isn't given a proper moniker, and presumably doesn't have the same In-Series Nickname as he doesn't work at a burger restaurant. He's still referred to as Burgerpants out of universe for convenience.
- Only Sane Man: Every one of Ice-E's employees, including Ice-E himself, is some degree of loony, except for Burgerpants. And he's more than content to just let the rest of them be because he's burnt out and doesn't care.
- That said, he does angrily object to one of Ice-E's policies instead of treating it with apathy like all the other ones.Burgerpants: I can't slack off for SECONDS without hearing... "Be a team player, there's no I in PEZZA!" YES THERE IS. YOU JUST TOOK IT OUT.
- That said, he does angrily object to one of Ice-E's policies instead of treating it with apathy like all the other ones.
- The Resenter: He's quietly jealous that Asriel managed to get out of town and make something of himself at university, and resolves to do the same when, or even if, he can. He doesn't hate Asriel, but he's not too happy with the situation.
- You Make Me Sic: One of the little things that upset him about his work is the E in "PEZZA", which he eagerly mocks. Worse, the owner even tells him off for slacking with "there's no I in PEZZA", which he remembers with seething hate.
- (No response... but the distant trousle of bones.)
Sans's little brother who just moved into town alongside him.
- Big Little Brother: He's twice Sans's height, but according to Sans, he's his little brother.
- The Ghost: You don't get to directly encounter him in Episode 1. Aside from Sans mentioning him, the closest you get to interacting with him is going up to his house's front door, where you can hear "the distant trousle of bones," a nod to his theme, "Bonetrousle".
- I Just Want to Have Friends: Sans certainly thinks he needs one, so he asks you to help with that.
- My apologies, beautiful. I'm afraid I'm a bit of a nobody.
A ghost who doesn't leave the house.
- Adaptational Angst Upgrade: Papyrus states in Undertale that this ghost is a happy personality who practises performances, but this version of the character has openly given up.
- Adaptational Wimp: Goes from basically taking over Hotland to not even having his own house.
- Hikikomori: Doesn't leave the house out of insecurity, and assumes all callers are for his cousin.
- For Want of a Nail: As Alphys is a just a middle school teacher in this incarnation instead of an accomplished engineer, she lacks the skills that would have built his confidence-boosting robot bodies. Thus, he remains the morose homebody he was alluded to be in Undertale.
- No Name Given: Presumably not called 'Mettaton' in this timeline.
- Verbal Tic: Recognizable by his use of the word 'darling'.
- (Seems like the police aren't really feeling it right now...)
A ghost who mans the local police station.
- The Ghost: No pun intended. They're not seen in person, but their actions (closing the blinds without a word and just hoping Kris goes away) and the flavor text of "aren't really feeling it right now" strongly hint that it is indeed Napstablook.
- Police Are Useless: While Undyne is out on the beat overreacting to minor incidents, back at HQ Napstablook underreacts, closing the blinds to the station when it looks like someone wants in.
- Shrinking Violet: Just like in Undertale, they're demure to the point of invisibility.
- Verbal Tic: Like their cousin Mettaton, their presence in-game is only belied by the recognizable "not feeling it today" line.
- Little Krissy!!! Like, What's up!?
A Purple anthropomorphic cat and older sister to Catty.
- Adaptation Relationship Overhaul: in Undertale, She and Bratty are the best of friends, whilst in this game, they see each other as enemies.
- Cool Big Sis: She sees herself as one toward Catti, though she admits Catti thinks she's embarassing.
- Honorary Aunt: She fancies herself as being one toward Kris. She absolutely adores Kris and encourages them to talk to her about anything.
A blue anthropomorphic bird. The (self-proclaimed) smartest guy in class.
- Academic Alpha Bitch: Rejects Kris as a project partner, because he thinks they're not smart enough to get him an A, and afterwards actively sabotages Noelle's attempt to let Kris into the group by interrupting her when she tries to talk to Alphys.
- Jerkass Has a Point: Tells Kris that they wouldn't have so much trouble getting a good partner if they had been on time. He's right, but the way he says it is just unnecessarily condescending.
- Malicious Misnaming: Noelle's father calls him "Nerdly". He also asks her to bring him to the window of the hospital so he can throw something at him since he's unable to "kick his ass" due to being bedridden.
- Smug Snake: His entire personality can be described as this. He's so smug that one of his face portraits goes so Off-Model that it's basically a scribble.
The younger sister of Catty. Pays more attention to her phone than to her surroundings.
- Cat Girl: She's a cat monster, just like her big sister.
- Emotionless Girl: She's portrayed as one mainly, seemingly indifferent and bored by her surroundings.
- Family Theme Naming: Catty and Catti.
- Phoneaholic Teenager: A prime example of this trope.
- The Quiet One: She rarely says more than one or two words at a time.
- Service Sector Stereotypes: She's the Distaff Counterpart to Burgerpants, working the after school shift at QC's Diner as a waitress.
- The Stoic: Always wears the same neutral to bored expression on her face.
A snake with a cool hat.
- Cool Hat: Even lampshaded by him."Kris, if I had arms...I would take off this cool hat in remembrance of you."
- Cool Shades: Wears a pair of those all day, every day.
- Mutually Unequal Relation: His "partnership" with Catti is really him getting taken advantage of by her, without even realizing it. It started with her using him as a hula-hoop ring in their first gym class.
- Nice Hat: Wears a blue baseball cap, backwards.
- Verbal Tic: His sentences, are full of unnecessary, commas. It even seeps into his writing, as demonstrated by the cross-country team poster.
An armless, young reptile monster who attends the same class as Kris.
- Ambiguous Gender: Like in the original Undertale they lack any bodily features identifying them as male or female and have never had their gender revealed in any dialogue.
- Innocently Insensitive: They still think of Susie as a bully at the end of the game, and casually insult her while chatting with Kris, unaware of the newfound friendship between the two. Naturally, Kris takes offense to it.
- Nice Guy: Feels genuinely sorry for Kris when they don't get a project partner and get assigned to The Bully Susie.
- You Don't Look Like You: A very subtle difference. In Undertale, Monster Kid horns were on the right, but Deltarune's Monster Kid has the horns on the left, just like Goner Kid.
The timid daughter of Rudolph Holiday and the second smartest student in class.
- Chekhov's Gunman: Along with her father, Noelle's appearance was first teased in a preview for Undertale's Alarm Clock App. She receives the most attention of all supporting classmates in Chapter 1, setting possible plot hooks for later events. Also, if you input her name as the creator in the opening sequence, the narrator gives the ominous "you will meet somebody very wonderful" remark Kris's and Susie's names get. She even appeared in early concept art alongside the main party, further hinting at her importance.
- Covert Pervert: Would like to be slammed into the locker by Susie.
- The Cutie: Noelle is a Shrinking Violet who is friendly, sweet, and absolutely adorable.
- Daddy's Girl: Her dialogue suggests that she's much more comfortable around her father than her mother.
- Gamer Chick: When visiting her father in hospital, they spend time discussing video games.
- Hidden Depths: Her father is currently in the hospital because of some unknown illness. She visits him often.
- Lipstick Lesbian: She dresses and acts traditionally feminine and has an obvious interest in Susie.
- Lovable Coward: She's a very nice person who is liked by several people, but is scared of a lot of things, to the point she freezes.Rudolph: "I just wish she wasn't so... defenseless. Scary movies, bugs, Santa Claus... everything scares her. And when it happens, she freezes like a deer in headlights."
- Meaningful Name: Her character appears to be centered around Christmas. Noelle comes from Noël, which is French for "Christmas". To compound it, her last name is "Holiday," and she's a reindeer, which are animals typically associated with Santa Claus.
- Nice Girl: By far the nicest of Kris' classmates. She even tries to convince Alphys to let Kris group up with her and Berdly. Try being the keyword.
- Shrinking Violet: Lampshaded by her father Rudolph. Noelle often lacks the will-power to assert herself and descends into incomprehensible mumbling when she feels uncertain. The fact that Alphys of all people has to tell her to speak up at one point is pretty telling.
- The Smart Girl: Berdly partnered with her because of this, and she has helped Kris with their homework on multiple occasions.
- That Came Out Wrong: If Kris tells her that Susie is terrible, she wonders if Alphys would let her switch partners with Kris, so they wouldn't be the one who has to get slammed into lockers.
- Accidental Misnaming: She refers to Kris as "Krisp."
- Author Avatar: As in Undertale, she's based off of a sketch of Temmie Chang, one of the game's artists. This time, though, it also possesses her hat and hairdo, implying that this specific Temmie IS... well, Temmie.
- Cloud Cuckoolander: Her speech patterns and behaviors are just as off-the-wall as ever. Her partner in class is an egg, and she spends her study time looking at pictures of cute boys.
- Distracted by the Sexy: Instead of studying for "colleg", Kris finds her reading a comic with hot demon dudes in the post-game of Chapter 1. Going by her dialog, she may even think that reading that comic IS studying.
A young Snowdrake infamous for telling the most awful puns. Always speaks in a ridiculous cowboy accent.
- Adaptation Relationship Overhaul: This time he seems to still be in his father's good graces. Knocking on his door has his Alter Kacker dad yell for him not to knock so hard...as not to hurt his beak.
- Missing Mom: Undertale players may recall that Snowdrake's mother had an unfortunate fate. In Deltarune, we can visit a snowflake-shaped tombstone with the inscription "Crystal; a snowy gemstone for a proud mother".
- Pungeon Master: He tries to be, but his jokes are just...so...awful...
- Ambiguous Gender: There is nothing that indicates their gender.
- No Name Given: They don't have a name.
- NPC Roadblock: Talk to them and they'll say that they love the books upstairs. They're blocking the stairs, so you cant go upstairs.
- Palette Swap: The reason this otherwise unimportant Non-Player Character character gets a mention? They are a colored version of the unique member of Gaster's followers in Undertale, which is yet another hint of his presence in the game.
- Suspiciously Specific Denial: The game files refer to them as "normalnpc".
The disembodied voice who speaks to you during the opening, and the one who revealed Deltarune to the public. There are a few hints that heavily imply that it may be W.D. Gaster, the erased character from Undertale, although they haven't confirmed it themselves. Whoever they may be, they definitely play a significant role in the larger scale of the story.
- Ambiguous Situation:
- They claim in their Twitter speech that they are somehow responsible for the creation of DELTARUNE, but how exactly this is possible is currently unknown.
- The last part of their speech (where they tell you your choices will be discarded) abruptly changes tone, writing style, and even font (even changing alphabets in the Japanese version, going from Katakana to Hiragana for the Wham Line). They may just be doing it for dramatic effect, but it makes one suspect the message was altered or taken over by someone else at the critical moment.
- Being Watched: A two-way example between them and us."HAVE YOU BEEN LOOKING FOR ME? HOW WONDERFUL. I HAVE BEEN LOOKING FOR YOU AS WELL."
- Berserk Button: Maybe? Your game will reset if you name your vessel after Gaster. Name yourself after Gaster? The game will close and kick you to desktop.
- Blue-and-Orange Morality: They haven't really done anything pegging them as good or evil - their morality is as ambiguous as the rest of them is.
- Brutal Honesty: They seemingly make it very clear that your choices have little to no meaning as Deltarune is a linear story as opposed to Undertale being all about player choice, working to shatter any illusions the player may have by letting them create their character and then throwing it away the second it's done.
- Caps Lock: They have a habit of speaking in all caps.
- Catchphrase: When the voice gets an answer to their questions, they responded on two separate occasions with the phrase, "EXCELLENT. TRULY EXCELLENT."
- They additionally use variations of "VERY, VERY, INTERESTING.", a phrase originally attributed to W.D. Gaster in Undertale's hidden Entry Number 17. It was first used to describe Deltarune itself on Twitter before the release of the game, and a variation is used to say that you are about to meet someone "VERY, VERY, WONDERFUL." if Kris, Susie or Noelle is entered as your own name after creating and naming a vessel.
- Deadpan Snarker: Enter the same name both times in the opening, and they will have this to say."[name]." OF COURSE OF COURSE. OF COURSE THEY ARE THE SAME. [name]."
- Failed a Spot Check: Apparently they never bothered to find out if "C" and "D" were real human blood types. The fact that the Voice is somehow tied to Doctor Gaster does not help their case.note
- Gentleman and a Scholar: Although the "scholar" portion is debatable due to their Secret Identity, they are undoubtedly polite to the player, thanking them for their time and expressing optimism regarding their participation in DELTARUNE.
- The Idealist: They carry a subtle tone of optimism in certain portions of their dialogue, telling the player that they look forward to creating a new future - a future that they believe is in the player's hands.
- My Name Is ???: When they hijacked the Undertale Twitter account, their identity was redacted into six black boxes.
- Leitmotif: "Another Him," which uses a variation of the eight-note melody used in "Him," which is more commonly known as Gaster's Theme.
- Long Game: In their tweets, they state that they've been waiting a long time to do... something.
- O.O.C. Is Serious Business: How abruptly everything we know about them changed when they reveal the player has no agency and they're going to discard the vessel they just created has lead many to suspect that something isn't quite right, but it's still anyone's guess as to what.
- The Power of Creation: They seem to be the one enabling us to create our vessels, and may also be behind the existence of DELTARUNE.
- Secret Identity: While they are surrounded by a large amount of nods to W.D. Gaster, they've never stated their name outright - meaning it could easily be someone else.
- Smart People Speak the Queen's English: Downplayed. They don't use full-on British words, but they like to throw around words such as "THUS," or "TRULY," indicating that they're quite well-read.
- Strange-Syntax Speaker: Their punctuation tends to fluctuate between perfect and nonexistent, and their tweets illustrate that not unlike Entry Number 17, they often break up their sentences between multiple lines.
- The Stoic: Although their choice of words suggests a degree of enthusiasm, they remain composed and stoic for a large chunk of their dialogue.
- Vagueness Is Coming: They mention things such as "CONNECTION" and "CREATING A NEW FUTURE," but they haven't bothered to elaborate on what they mean just yet.
- Wham Line: Seemingly drops one at the end of the opening sequence, although the lack of their speech quirk leaves room open for interpretation."YOUR ANSWERS, YOUR WONDERFUL CREATION... will now be discarded. No one can choose who they are in this world."
The SOUL that drives and unites the Three Heroes in their quest to banish the Angel's Heaven. For one reason or another, this is the Player's method of interacting with the world through Kris, the current vessel it inhabits.
- Addressing the Player: Though you seemingly control Kris, you're really controlling the SOUL which acts as the player's stand-in. Thus far only the intro and overwriting Kris' Save have acknowledged this.
- But Thou Must!: Enforced. The greater forces at large have stripped you of meaningful choices, and thus you must abide by whatever occurs.
- Contrasting Sequel Protagonist: The Player (or, "The Anomaly") being in control of Frisk in Undertale was an end game twist that was mostly reserved for the No Mercy ending. Deltarune wastes no time establishing early on that the Player is a separate entity from Kris, and that the SOUL is in your direct control as a result.
- Controllable Helplessness: Once Kris throws the SOUL into the cage in The Stinger, you can still move inside of it, but you can't escape.
- Hello, [Insert Name Here]: The real name you gave as the creator of the discarded "vessel" from the intro overwrites Kris' save file with yours. The game makes it clear from the start that the SOUL is meant to be your personal role, for better or worse.
- The Heart: Duh. The SOUL is the one that keeps the Three Heroes together where Ralsei falters, and helps lead the team through Kris. More literally, the SOUL is the one that has to evade the spells and attacks of enemies, for if it gets hit, the targeted party member(s) take damage.
- Out-of-Character Alert: The SOUL's actions don't line up with Kris', such as being terrible at the piano when Kris is a great player, or talking and being more sociable while under the SOUL's control. Several characters comment about it, but don't take it seriously.
- Ripple Effect-Proof Memory: Whatever is going on in the world of Deltarune, the SOUL can say anachronistic things to Sans and Undyne that only make sense to Undertale players, such as greeting Sans like an old friend when you're meeting for the first time, or mentioning Alphys to Undyne when they've never met.
- Split-Personality Takeover: The SOUL serves as this for Kris, though thus far the reasons why are unknown.
- Supporting Protagonist: You are not Kris, who everyone focuses on as the protagonist and leader of the Three Heroes, but rather the SOUL inside Kris that lets the trio get as far as they do with none the wiser. Interestingly enough, this lets you follow Susie's perspective momentarily rather than sticking to only Kris all the time like with Frisk in Undertale.
- Symbiotic Possession: You influence specific individuals in-game, this time a whole party instead of just one individual (to the point of following Susie when she's separated from Kris). However, your influence this time is more limited and fundamentally beneficial. Susie only seems vaguely guided by player. Kris is far more susceptible to your control, but starts acting on their own (by defending Susie in a cutscene) more readily than Frisk did.note Most significantly, you are completely incapable of making any of them kill people.
The Man Behind the Tree
- Behind the Black: Kris is able to approach the man in a way that they should clearly be able to see him, but a tree is blocking your view of him.
- Call-Back: Appears to be a reference to the "mystery man" found in Waterfall in Undertale, the same man presumed to be Gaster by fans. The possibility of entering his area is not that high, and is similar to the secret room in the Waterfall. Unlike in Undertale, this man can be encountered on any run of the game and does not require a specific "fun" value.
- The Ghost: You never see what the man looks like.
- Kick the Dog: You can accept the egg, and then throw it away after returning from the Dark World, leaving Asgore with less to eat.
- Mind Screw: If you place the egg in Asgore's fridge and then examine the fridge again, there will somehow be two eggs inside the fridge.
- Attempting to drop the egg at any time will prompt, "What Egg?", with the egg vanishing from the inventory.
- Pet the Dog: He will give you an Egg that serves no purpose other than giving Asgore something to eat.
- Shout-Out: The line given when you drop the egg might be a reference to Ms Paint Adventures and it's Running Gag of making pumpkins disappear with a "What Pumpkin?" as soon as someone notices them.
- Stealth Hi/Bye: He disappears immediately after giving the Egg. Even if you don't move an inch before checking the exact spot where he was before, he'll be gone.
- Stealth Pun: The man, his room, and in particular the item he gives you? It's all an Easter Egg.
WARNING: These characters are all Walking Spoilers.
A clown-like entity that is imprisoned in Card Castle on the "??????" floor. Various sources indicate that he was imprisoned before the current crisis with the King began. He doesn't seem to follow the rules of reality very well.
- Affably Evil: He's a demented, cackling lunatic who would probably lay the world to waste if he ever left his cell, but he's genuinely delighted to meet the party and spends most of the fight exulting in how much fun he's having.
- All Your Powers Combined: Fitting his jester/joker motif, he's capable of using themed attacks from all four suits of cards, notably some of his attacks are even attacks other enemies used on you cranked up to Bullet Hell levels. His fakeout "ultimate attack", Chaos Bomb, will bombard the player with all four suits in a single attack. (his Diamonds from the floor attack belongs to Rudinn, his Clubs attack comes from Clover, his Spades attack comes from Lancer and the King, and his Hearts attack from Head Hathies)."HEARTS, DIAMONDS, I CAN DO ANYTHING!"
- Blood Knight: When he challenges the heroes to his "game," he seems giddy from Susie's threat.Susie: "So that's the kinda game you wanna play, huh...? Then, I gotta warn you... You're dealing with a couple of sharks."
Jevil: "UEE HEE HEE! SHARK-TO-SHARK! I WOULDN'T HAVE IT ANY OTHER WAY!"
- Bonus Boss: His battle doesn't affect progress of the main story. Which is just as well, considering that it's hard to unlock his fight and even harder to actually beat it.
- Boss Banter: While all the bosses do this, his is unique in that it's done in both text and audio.
- Boss Remix: "The World Revolving" is a very sped-up remix of "Field of Hopes and Dreams."
- Bragging Rights Reward: At least in the context of the demo. He drops a rather powerful axe or armor, depending on if you beat him with force or by pacifying him. But if you could beat him, then the King ought to be a cakewalk.
- Brought to You by the Letter "S": His tail is stuck in a J-shape.
- Bullet Hell: The hardest boss in Chapter 1. His attacks are likewise very difficult to dodge.
- The Cameo: Everyman rarely appears as one of the duck rides during Jevil's second carousel attack for some reason.
- Cloud Cuckoolander: Seems to think that his prison is a place of freedom and the rest of the world being a prison, walled off from freedom. He might not be entirely incorrect.Jevil: "[The kings] LOST THE CHASE, AND LOCKED UP THEIR ENTIRE RACE, BUILDING A PRISON AROUND THE WHOLE WORLD. NOW I'M THE ONLY FREE ONE."
Ralsei: "Huh? Free? But you're clearly the one behind bars..."
Jevil: "THINGS DON'T SEEM SUCH FROM HERE, LIGHTNERS!"
- Confusion Fu: He can teleport around the SOUL's hitbox, and uses very complicated, hard-to-predict moves. The "Pirouette" command in his battle which Kris can use makes Jevil more tired but has varying effectsnote , such as healing the party, making Jevil's attacks stronger, switching everyone's HP values, or just not working at all. By contrast, the "Hypnosis" command takes all three party members; in addition to making Jevil more tired, Hypnosis always reduces Jevil's attack power for one turn, and always works. In what's a case of Gameplay and Story Segregation or integration given the story's themes, however, both Jevil and the Pirouette have a fixed order of attacks and effects.
- Contrasting Sequel Antagonist: If you see him as this game's equivalent to No Mercy Sans, he can be viewed as one. Sans can only be fought on a No Mercy run, Jevil can be fought indiscriminately of your playstyle and beaten either way (giving different rewards depending on how you beat him). Both have Medium Awareness but have very different outlooks - Sans is driven to apathy by the inability to change anything and only wearily takes action when the player is literally about to end the world, while Jevil embraces wholeheartedly the lack of consequences to turn the world into a personal playground, and jumps at the opportunity to have a good fight. Sans is "the easiest enemy", who uses every dirty trick in the book to get an unfair advantage over the player, including restraining their movement mercilessly with his "blue attack". Jevil is genuinely the hardest-hitting and tankiest enemy in Deltarune, his fight is a fair challenge of the player's reflexes, and he even expands the player's room for movement during his Final Chaos. Sans berates the player throughout the whole fight and tries to frustrate them into quitting and resetting, Jevil loves every minute of his fight with the Fun Gang, encouraging the characters and complimenting them if they do well against him. Finally, whereas Sans speaks in all lowercase letters, Jevil speaks in Caps Lock.
- Equippable Ally: If he's beaten by reducing his HP to 0, then he will turn into the Devilsknife for Susie to wield. Beat him by pacifism instead, and he turns into Jevilstail that anyone can wear, which is the best piece of armor in Chapter 1.
- Everything's Better with Spinning: Jevil is always turning back and forth while firing projectiles that spin and roll all around the field. To add to this, his background is a rotating circus tent and his energetic battle theme is named "The World Revolving," with the music itself using stereo to give the audible impression of constant rotation.
- Upon his defeat, Jevil alludes to the existence not just of the Knight, but of an even more powerful figure who has yet to make herself seen - the Queen. In the demo, this appears to be the only indication that she exists.
- When you tell Seam you beat Jevil, his initial shock and respect gives way to proclaiming that Jevil was only a "taste of what's to come". Considering how brutally difficult he is compared to everything else in Chapter 1, not to mention what his situation meant setting-wise, this doesn't bode well for later chapters.
- From Nobody to Nightmare: Once a simple court-jester, now a reality-warping lunatic who had to be locked up by the kingdom.
- Go Mad from the Revelation: Seam states that Jevil meeting a mysterious individual made the jester start to see the world around himself as if he was inside one large game, which kick-started a Sanity Slippage that forced Seam to lock him up.
- Graceful Loser: He applauds the heroes for defeating him and rewards them depending on how they did it; he gives them the Jevilstail armor for pacifying him, or the Devilsknife weapon for depleting his HP.
- Interface Screw: Most notably for his "final chaos", which turns the screen black and gives you the whole screen to dodge while also concealing the health values of the party.
- I Surrender, Suckers: During his battle, he'll claim to be tired out, using an attack that is very easy to dodge compared to the others he's used. He'll then reveal that he was kidding, and use an attack with a massive amount of Devilsknives falling from the top of the screen."ENOUGH!! YOU KIDS TIRED ME UP!... KIDDING!! HERE'S MY FINAL CHAOS!"
- The Jester: Originally was the court jester until he was driven insane by the influence of someone who might be the mysterious "Knight".
- Marathon Boss: No matter what approach you go for, Jevil will take a long time to beat. Sparing him requires numerous turns of tiring him out, while his massive HP pool means that fighting won't bring him down in a hurry.
- Meet the New Boss: There's no Flowey in this game (not exactly, anyway), but here's a completely different Laughing Mad Reality Warper villain who was formerly a beloved member of a royal court but is now driven to psychopathy by his awareness of the game mechanics and whose boss fight takes place in a trippy area with a unique artstyle. The one significant difference, of course, is that Jevil is just an easy-to-miss Bonus Boss instead of a main character.
- Mondegreen: His line at the end of his "Final Chaos" has been heard multiple ways. Judging by the Japanese translation, the correct line is "The true and neo chaos!" Toby Fox also used this wording in a donation to Games Done Quick."The true, and real chaos!""The true, unreal chaos!""It's you, and me, ol' chaos!""The truer neo-chaos!"
- Magical Clown: A reality warping former jester.
- Monster Clown: Has the appearance of one. He seems to think that the world is nothing but chaos, and acts as such.
- Nigh-Invulnerability: His HP hitting zero does not actually mean he dies, as he points out upon being hit."THIS BODY CANNOT BE KILLED!"
- Non-Indicative Name: The Devilsknife is a scythe. Though if you say it fast enough, it does sound like "devil scythe."
- Noticing the Fourth Wall: He directly references HP, and if you try to refuse to play his game, notes that "you are already playing". This is the likely reason for his "madness", penchant for chaos, and belief that he is the only one who is free in the world. If nothing really matters and everything is just a game, Jevil has no reason not to treat existence itself as his Wide Open Sandbox with all that entails.
- Obliviously Evil: While he does treat life as a game and combat as a way to play it, he necessarily isn't malicious; He's just trying to have fun in the only way that makes sense, since it's not even clear he knows what death means anymore since his own HP value doesn't even determine if he dies or not.
- Our Demons Are Different: His fanged mouth and lanky tail makes Jevil resemble a stereotypical devil or imp.
- Outside-Context Villain: No one even hints towards Jevil's existence until the player stumbles across his cell and he points the player to Seam for more of an explanation. Whether you fight him or not, it doesn't impact the story either, so clearly King isn't concerned about the idea of him getting out.
- Playing Card Motifs: The Joker. In addition to his appearance and profession, he can use all four suits in his attacks, much like how the Joker can stand in for any card. He is also introduced locked away much like how the Joker card is set aside from the deck for most card games.
- Portmanteau: A mixture of "jester/joker" and "devil".
- Practically Joker: A jester driven to insanity who now acts as an agent of chaos, and drove his colleague Seam into nihilism before being locked away.
- Purple Is Powerful: Wears a bluish-purple jester's outfit and is a brutal Bonus Boss that eclipses the King in power.
- Pungeon Master: Introduces several of his attacks with an appropriate pun.
- The capitalization and grammar of some of his dialogue is reminiscent of the kind you'd find in an early NES localization.
- His arena resembles something that a late SNES or early PlayStation developer might try, testing the waters of 3D technology. His voice acting follows suit, akin to games such as Symphony of the Night, or Mega Man 8.
- Satanic Archetype: It's very subtle, but he is a rebel against established norms sealed in a prison deep beneath the earth, his name evokes the word "Devil" and he calls the player characters "sinners" in one attack. Additionally, he serves as something of a foil to Sans, who has certain angelic parellels.
- Scary Jack-in-the-Box: Attacking him will simply knock his head back, revealing that his neck is a bouncy metal spring or chain. This is fitting because he's already a scary jester.
- Shout-Out: Some of his voiced lines are taken from "Loose clown" a collection of LINE stickers. (More specifically, "I can do anything" and "Metamorphosis".
- Sinister Scythe: His Devilsknife is a huge scythe. His battle reveals he can use many of them at a time, and the post-battle cutscene shows that he can turn into a Devilsknife himself.
- Speed Echoes: Get far enough into his fight, and he starts dancing fast enough for afterimages to be produced on his side of the field. Assuming, of course, that they are afterimages.
- Suddenly Voiced: While other characters have laugh SFX and voice grunts, Jevil has fully-voiced dialogue clips. Not only that, but he's apparently bilingual as well, as he has different lines in Japanese.
- Super Spit: The animation isn't quite clear on these attacks, but some of them have him warp all over the place as projectiles shoot from his mouth while he makes a "gulp" noise.
- Talkative Loon: Very much open for conversation mid-battle. However, he does try to stay on-topic to a certain extent. As Seam puts it, he says things that "don't entirely make sense, but don't entirely NOT make sense."
- Turns Red: After his ultimate attack, he'll "pull out all the stops" and start blitzing the party with all four of his card suit attacks simultaneously every turn until either they fall or he does.
- Unexplained Accent: He has a Brooklyn accent. The way he pronounces a few words such as "metamorphosis" and "bye-bye!" has hints of such an accent.
- Verbal Tic: He likes to repeat certain words twice, twice.
- Voluntary Shapeshifter: He transforms into a scythe called the "Devilsknife" for some of his attacks. If you defeat him by fighting, he stays in this form and adds himself to your weapons as the prize; he does something similar if you defeat him peacefully, except the scythe is a wearable "Jevilstail" that acts as armor."METAMORPHOSIS!"
- We Used to Be Friends: Seam wistfully reminisces about him and Jevil playing games together all the time, and laments that he was the one that had to lock Jevil away for the good of the kingdom. Jevil took it in good spirits and doesn't seem to mind at all.
- Worthy Opponent: The farther you get during his fight, the happier Jevil gets that the party can keep up with his games. When defeated, Jevil's genuinely satisfied and grateful for having a good fight, rewarding the party with some powerful loot (implied to be his own shapeshifted body) before going back to sleep for the next hundred years.
- "SOON, THE "QUEEN" RETURNS, AND HELL'S ROAR BUBBLES FROM THE DEPTHS... LIGHTNERS, CAN YOU STOP IT?" Jevil
An as-of-yet unknown antagonist, only known so far as the "Queen" and presumably working with the Knight. She is only mentioned if you defeat Jevil using force of arms.
- Chess Motifs: The Queen piece in chess games can move in all eight cardinal directions, which would explain why she's feared so much.
- Greater-Scope Villain: Jevil's speech after beating him hints at the Queen being an even bigger threat than the Knight.
- He Who Must Not Be Seen: Thus far, only beating Jevil gets even a mention of her as everyone seems focused on the Knight.