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The Heroes of prophecy: a Human, a Monster, and a Prince from the Dark.
"Only then, shining with hope...
Three HEROES appear at WORLDS' edge."
The Prophecy, as recounted by Ralsei

The main characters of the world of Deltarune. Represented as the three triangles on the bottom of the Delta Rune, they are prophesised to restore balance to light and dark, saving the world from destruction.

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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    In General 
  • Beauty, Brains, and Brawn: The Heart Ralsei, The Leader Kris, and The Big Girl Susie are this respectively.
  • The Chosen Many: The prophecy of the Delta Rune states that a Human, a Monster, and a Prince from the Dark will arrive to seal the Dark Fountains and banish the Angel's Heaven.
  • Chromatic Arrangement: A more Downplayed case since they don't strictly fit the colors of red, blue and green.
    • Susie is the most passionate and willing to fight. While she has the appearance of hot pink and purple instead of red, she also has access to Red Buster at more climactic battles.
    • Kris is the stoic strategist of the trio expected to deliver commands for party members to follow, and they appear as blue and cyan in the Dark World and the UI.
    • Ralsei is the gentle and shy advocate for peaceful solutions, wears a green robe and hat, and has a green icon in the battle UI (with a dash of pink for his scarf).
  • Color Motifs:
    • In the overworld, Kris's are 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.
    • Susie's colors are purple and red, for very good reasons.
    • Ralsei's color is pastel green, which gets him labeled "Toothpaste Boy" by Lancer.
  • Easily Forgiven: If the party beat any Darkners violently in Chapter 1, Lancer explains that the King got trapped in a hamster cage, making Lancer the new king. He then used his powers as ruler to get the party forgiven so that they won't have to worry about getting ganged up on when Kris brings the classroom Dark World to Ralsei's fountain.
  • Fighter, Mage, Thief: Susie is the Fighter of the party, having the most health and damage of the group. Ralsei is the Mage, specialising in healing and pacifying magic at the cost of his hitpoints and general damage output. Kris is the Thief, having more health than Ralsei, but less than Susie, while also having indirect methods of dealing with enemies through ACTing.
  • Game-Over Man: In Chapter 2, Susie and Ralsei provide the game-over narration.
    Susie: Come on, that all you got!? Kris, get up...!
    Ralsei: This is not your fate...! Please, don't give up!
  • Kid Hero: Kris and Susie are implied to be in their mid-to-late teens, and Ralsei appears to be about that age as well. They're still The Three Heroes, however, and thus are destined to save the world.
  • Kleptomaniac Hero: In Chapter 2, when visiting Noelle's room in Queen's mansion, Susie and Kris decide to steal statues formed from her search history for their rooms, much to Ralsei's dismay. Susie nabs a statue made in her likeness (oblivious to why it looks like her) while Kris grabs one of Ice-E as a hairy cryptid.
  • Masculine, Feminine, Androgyne Trio: Susie is the masculine girl to Ralsei's feminine boy, with the androgynous Kris rounding out the trio.
  • Nice Mean And In Between: Ralsei is a Friend to All Living Things who teaches Kris about the battle system, acts polite to everyone (even his enemies), and generally tries to make sure that everyone's needs are met. This is contrasted with Susie, The Berserker, who prefers to hit first and ask questions later. She's a Barbaric Bully at school, to the point that all the students (and even some teachers) are scared of her. Susie can't even be controlled in Chapter 1 until she undergoes some Character Development, just mindlessly attacking everyone. Meanwhile, Kris acts as the in-between because they don't have the extremes in emotion that either Ralsei or Susie show. They react to everything with Dull Surprise, and their nice or mean moments generally aren't as intense as Ralsei's or Susie's respectively.
  • Ragtag Bunch of Misfits: A depressed Token Human who's Ambiguously Evil, an Ax-Crazy monster bully girl turned best friend, and a socially awkward pacific Darkner who looks like Asriel.
  • Sixth Ranger:
    • Lancer joins the heroes at the tail-end of the first chapter, but doesn't act as a functional party member nor actually follow behind the party. He becomes a Key Item in Chapter 2, commenting on the events of the chapter and later frees the party from their cages in Queen's mansion. Unfortunately, he turns to stone before he could aid Susie and Kris more.
    • Noelle actually does follow behind the party when she joins them briefly, and even participates in battles as a full party member during that time.
    • Parodied with the original        Starwalker if you talk to them in Chapter 1. He joins the party in Chapter 2 as a Key Item and randomly leaves Kris' pocket once the mansion is reached.
  • Socially Awkward Hero: Both Susie and Ralsei qualify on a few occasions. Where Kris is able to flirt properly with a Head Hathy and give an emotional toast to Queen, Susie and Ralsei both turn out to be horrible at these, embarrassing the Head Hathies when trying to flirt with them and making an offensive toast and a cringeworthy toast to Queen respectively.
  • Technical Pacifist:
    • By all accounts, the trio cannot kill anyone even if you play violently rather than take the pacifist route, not even Susie despite her malicious demeanor at first. This doesn't stop you from achieving peace through violence, however, and with cases like the Queen they have no choice but to fight. Meanwhile in the Chapter 2 Weird Route, Kris technically isn't the one actually killing anybody...
    • The heroes can also find other ways to use their weapons and powers. In a Chapter 2 cutscene, Susie sends a Rude Buster at some Werewires, but aims for their wires to get them loose instead. When FIGHTing Queen, they can either use attacks to break her acid shield, which is faster than proposing a toast, or in the violent outcome, attack her chair's HP.

    Kris 

Kris Dreemurr

https://static.tvtropes.org/pmwiki/pub/images/kris_sprites.png

"DO YOU WANNA BE A [Heart] ON A [Chain] YOUR WHOLE LIFE!?"
Spamton NEO, summarizing Kris' entire character.
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.

  • 11th-Hour Superpower: Attempting to talk the King down during the climax fight of Chapter 1 replaces Kris's ACTs with stronger versions of Kris's teammates' normal magic. Ralsei's Dual Heal restores the whole party; Susie's Red Buster deals a huge chunk of damage; and, when used alone, Kris's Courage increases the whole party's defense (which is not so useful when you have access to more efficient abilities).
  • Actually Pretty Funny: After the Spamton NEO fight, if Kris says "yes" to Susie's question, she later notes how Kris is smiling when she jokes about burning Kris and Ralsei to keep herself warm, calling them "idiot-scented candles."
  • Adoption Angst: Kris clearly loves and is loved by their adopted family, but there are numerous implications that being raised in a family of monster goats in a town with no humans makes Kris think they shouldn't be a human.
  • Age-Appropriate Angst: A lot of their emotionally cold behavior can be explained by the fact they're a bullied teenager whose parents are having an ugly divorce, and whose brother just left the family for college.
  • Affectionate Nickname: Kris gets a few from various characters: "Krissy" from Catty and Bratty, "Krismas" from Rudy (and, in one instance, Noelle), "Krisp" from Temmie, "little buddy" from Pizzapants, "Kris Cross Applesauce" from Queen...
  • Amazing Technicolor Population: Blue in the Dark World, and the same off-yellow as Frisk in the Light World.
  • Ambiguously Evil: When separated from the SOUL at the end of the first two Chapters, Kris seems to be almost zombie-like and have Red Eyes, Take Warning, not to mention their penchant for pulling out a knife and looking like they're about to kill something. But Kris never actually does kill anyone, instead performing actions that seem to further an obscured agenda of their own. And if their implied reactions to the Weird Route and Spamton NEO are anything to go by, even a creepy kid like Kris is freaked out.
  • Ambiguously Human: All the other characters believe Kris to be human and treat them as such, but some things the player sees cast doubt on Kris's exact nature. It's emphasized that the player controls the SOUL, not Kris, and the two are separate entities. If the SOUL does belong to Kris, there's an unexplained schism between them. If it's not Kris's SOUL, where did they get it, and where is their SOUL? Or did they never have one? There's also their Zombie Gait when not under the SOUL's influence, as well as their apparently natural red eyes.
  • Ambiguous Syntax: Kris's initial description in the Dark World menu reads, "LV.1 Human: Body contains a human SOUL." While it's a known fact that humans' bodies contain SOULs, this is phrased in a very peculiar way that doesn't necessarily say that the SOUL actually belongs to Kris. This is even more eerie in the official Japanese version, in which the sentence is phrased more closely to, "LV.1 Human: A body containing a human SOUL," almost as if it's describing Kris as a container.
  • And I Must Scream: The true Kris seems to be aware that they're being possessed but is unable to stop their actions or tell anyone what's going on. After corrupting Noelle on the Snowgrave Route, when Kris meets up with Susie and Ralsei, Susie starts to comment that Kris looks upset. After the fight with Spamton NEO on the normal route, if Kris tells Susie that they're not alright, Kris will start screaming. Regardless of the route, it's clear that the events you're forcing Kris through aren't doing wonders for their sanity, and they're unable to regain control of their body.
  • 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 before throwing it into a birdcage.
    • In Chapter 2's ending, Kris holds the SOUL as the recently-made Dark Fountain consumes the living room.
  • Animation Bump: For the majority of the game, Kris's sprites are completely expressionless... until they remove the SOUL. This is the only time that you can see Kris open their mouth.
  • Armor Is Useless: In the Dark World, Kris has gauntlets, greaves, and a breastplate. Yet their default Defense stat is no higher than Ralsei's or Susie's, who are wearing a robe and a sleeveless jacket, respectively.
  • Armor-Piercing Response: The 2022 anniversary content reveals that, after a particularly cruel bout of bullying from Susie, Kris said something that made her immediately shut up and sprint out of the room.
  • Audience Surrogate: Subverted to a greater degree than with Frisk. Kris at first appears to lack expression, dialogue, or personality, letting the player project feelings and decisions onto them. But it becomes increasingly clear that Kris's quiet and stoicism don't keep them from having feelings, opinions, and an agenda separate from or even opposed to what the player tries to express through Kris.
  • 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 that monsters from Undertale have, 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, you are presented with customization choices for your vessel. After completing that segment, you are told that your choices don't matter, so your character will be automatically set to default and named Kris.
    • In The Stinger of Chapter 1, Kris throws the SOUL in a cage and pulls out a knife, implying some malevolent intentions. The beginning of Chapter 2 picked up right after that scene, revealed that Kris used the knife to eat a butterscotch pie in what was implied (according to Toriel's reaction) to be an overdramatic manner. But The Stinger of Chapter 2 implies that Kris created the Dark Fountain in the computer lab with the knife, too.
  • Batman Gambit: At the end of Chapter 2, Kris correctly predicted that Toriel would go to the car to get the sugar (somehow, Kris knew she left it in the car), that she would be protective enough to make Susie stay for the night after seeing the slashed tires, and that the cops would be slow enough to let everyone fall asleep, giving Kris enough time to make a new Dark Fountain in their house.
  • Big Brother Worship: Events around Hometown suggest that Kris really looks up to their older brother Asriel, who is away at college. Just the taste of hot chocolate is enough to choke Kris up thinking about Asriel, and Toriel mentions that the two were practically inseparable when they were younger.
  • Big Eater: Kris apparently ate an entire butterscotch cinnamon pie that Toriel baked, and it's mentioned that she may routinely hide food from Kris. The minister of the local church also mentions that Kris likes to drink more than their own share of the communal wine (or "sick fruit juice," as Kris calls it). Considering they're a growing teenager, this trope can be justified.
  • Bizarre Taste in Food: Susie might eat everything, but Kris will eat anything.
    • Besides their Sweet Tooth, there's a Running Gag that Kris enjoys the taste of moss. In addition to eating it in their cell in Chapter 1, it comes up repeatedly in Chapter 2.
    • Also in Chapter 2, if Noelle ends up joking that Kris might need a dog treat to stay put on the switch, answering "Yes" shocks her with their sheer honesty.
    • In the Weird Route of Chapter 2, one of Kris's ACTs in the Spamton NEO fight involves Kris eating a "fried Pipis", which is apparently edible enough (for Kris anyways) to heal 120 of their HP.
  • Blade Enthusiast: Kris has a particular fondness for knives and can summon one to their hand to eat pies and tear Dark Fountains out from the ground, though they use swords in the Dark World instead. The start of Chapter 2 has Toriel find out they ate all of her pie not because someone ate it and left behind a knife, but because the knife is specifically said by her to be Kris', implying that this child owns their own personal knife. On a more lighthearted note, their internet search history includes videos of gimmicky handmade knives, such as one made of jelly.
  • Blade Spam: Kris can use X-Slash in the Weird Route version of Spamton NEO fight, where they perform two critical slashes which form an X.
  • Boomerang Bigot: There's a point in Chapter 2 where Kris can look at a book about humans only to hastily close it and put it away. The narration vaguely suggests Kris did so out of disgust for what they saw.
  • Brilliant, but Lazy: Kris frequently sleeps through the beginning of class, but has the third-highest grades only behind Berdly and Noelle — which, considering that Berdley's grades are mostly from sponging off Noelle's work, means that Kris is technically just behind the class overachiever.
  • 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 previously being mocked by Susie that they don't do or say anything. Possibly subverted, or... something, in the Chapter 1's final cutscene, 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.
  • The Chessmaster: Proves to be one during the end of Chapter 2. When the SOUL brings Susie to their house, Kris uses the opportunity to tell Toriel they need to wash their hands, and literally forces the player to use the bathroom sink (assuming they're the narrator, since they state that the bathroom sink is "so much better"). Once there, they rip their SOUL out, break out of the house on their own and slash the car's tires (somehow knowing that Toriel left the sugar in it), knowing it would worry Toriel enough to make sure Susie stays for the night and that the police would come. Finally, when everyone's sleeping, Kris rips their SOUL out again to open the door, turn the TV on, and make a new Dark Fountain. In short, Kris got everything they wanted within the span of a few minutes: another adventure with Susie, some quality time with their mom, a new Arc Villain to fight, and finally proving to Undyne that they're not lying when saying the Dark Worlds are real. All the while, they tricked both their mother and at least one cop without them being aware of it, while the very entity controlling them can do nothing but watch.
  • Child of Two Worlds: Kris is a human who was adopted by Asgore and Toriel Dreemurr as a very young child and was raised in a town otherwise populated entirely by monsters. Because of this, they identify more closely with monsterkind (to the point where looking at pictures of human families makes them uncomfortable), yet constantly feel some level of unwanted distance as a result of the marked differences between humans and monsters.
  • The Chosen One: Presumably the chosen human hero needed to help prevent The Roaring. Specifically, it's their SOUL that's needed to seal the Fountains.
  • 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: Kris is built almost entirely from traits from both Frisk and Chara: their role as the player-controlled character (sort of), expression, silent nature, Dark World color palette, and Light World skin color lean towards the former; while their Light World attire, relation to the Dreemurr family, and glowing red eyes when SOUL-less scream of the latter. 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, at least in the Dark World). They're also much more outwardly moody-looking, with Kris having shadowed eyes compared to Frisk's blank (but still visible) "-_-" facial expression (though it may be implied that their eyes are open, just not visible).
    • In Undertale, learning that Frisk was a separate entity from the player with 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.
    • While Frisk was designed to be easy to project onto (as a means of hiding their true relationship with the player), 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 Frisk's total lack of an established backstory.
    • Because of Chara gradually taking control, Frisk happily went along with whatever the SOUL made them do, even if it damned them. Kris, however, actively knows the SOUL is controlling them and appears to utterly resent the lack of agency, and takes chances to rebel against the player during chapter endings. Certain times when the party vocalizes Kris's expressions (especially after witnessing Spamton NEO's fate and during the Weird route when the player forces Kris to abuse Noelle and she kills Berdly) imply they view their situation as an And I Must Scream.
  • Creepy Child: Their neighbors and fellow denizens outright proclaim this to their face when chatting them up, and not without reason; according to Catti, they used to study occultism. For reasons thus far unknown, Kris is more sociable and less creepy when in the player's control, though their weird side sometimes creeps through like how one of Poppup interactions having you "unconsciously" clicking on a popup about demon summoning lessons for teenagers.
  • Dark Is Not Evil: Played with heavily. Kris looks and acts kind of creepy, and there are several moments showing that at least one of their eyes is glowing red under those bangs. However, the game actively messes around with the player's expectations about how malevolent they are. Most of the available evidence suggests they are, at worst, an antisocial loner with underdeveloped social skills, or possibly an unspecified disorder. They get numerous Pet the Dog moments outside of the player's decisions, such as having beautifully played the piano for hospital patients in the past, their friendship with the town Extreme Doormat Noelle, and independently protecting Susie from an incoming attack. Their behavior at the end of each chapter muddies the waters even further, being inconsistent with both the SOUL's influence and Kris's pre-established personality.
  • Deconstructed Character Archetype: Kris seems to be a deconstruction of the video game "blank-slate" silent protagonists made to simply be the Audience Surrogate and/or avatars for the player. The player controls Kris to interact with the world and achieve the goals the game wants the player to pull off. However, Kris actually has a personality, identity, and goals outside of player input, and seems very much unhappy with being directly controlled by someone. This is further picked at by Kris' encounters with Spamton, who habitually projects onto them in an increasingly unsettling manner, especially during the Weird Route, highlighting the negative implications of treating Kris as an Audience Surrogate.
  • Decoy Protagonist: You're controlling the SOUL, which happens to be inside Kris. They make this distinction violently clear in The Stinger of both Chapter 1 and 2, where Kris rips the SOUL out of their chest and throws it into a birdcage, where you still have limited control over it.
  • Demonic Possession: Implied to be how they see the SOUL, as shown by them ripping it out and giving it a Death Glare. Depending on how you act, this can actually be an inversion, as Kris is implied to be a bit of a better person under the influence… or prove them entirely right on the Weird Route, where even Creepy Child Kris grows increasingly unhappy to obey your commands to drive Noelle to evil.
  • Deuteragonist: The player is not strictly Kris, but rather the SOUL inside of them controlling their actions. As shown in The Stinger of each chapter, Kris on their own without the SOUL's influence is an entirely independent character, and whatever agenda they have may or may not match the player's.
  • Does Not Like Spam: Kris doesn't seem to like Hearts Donuts very much, as they only get 10-20 HP from them. For comparison, Susie gets 80-90 HP from them and has a positive reaction when they're given to her ("Mmm, blood!"). This could be because they hate being controlled by the heart-shaped SOUL.
  • 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 own,note  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 the SOUL.
  • Everyone Has Standards:
    • They're somewhat implied to be an Empty Shell and quite mischievous, but in the Weird Route of Chapter 2, Ralsei and Susie will note that they look visibly distressed right after you goad Noelle into killing Berdly. This heavily implies that it was the player that did so, not Kris.
    • Although Kris has intentionally scared and pranked Noelle in the past, Noelle will note that they look hurt if the player pranks her by having Kris step off the switch during the electricity puzzle, implying that potentially dangerous pranks cross the line for them.
    • Fighting Spamton NEO apparently disturbs Kris immensely. It isn't clear whether this is because of Spamton NEO's incredibly disturbing Demonic Dummy-esque appearance, or if it's because of the parallels between Spamton NEO's situation and their own.
    • On a lighter note, it seems they have very little tolerance for "cartoon criticism". If you try and read the review board in the "TEENZ-OWN" corner of the Librarby in Chapter 1, instead of No/Yes options it's "NO NO NO NO NO NO NO NO NO" and "Yes", while attempting to read it again in Chapter 2, it simply states that just looking at it is "sapping your energy rapidly" without specifying what was written. When Alphys lets them borrow her VHS tape of The Symptoms and starts going on a rapid-fire rant about the show, Kris will reject her offer outside the player's choices.
  • Exact Words: Starting in Chapter 2, Kris sometimes follows the player's choices while subverting their intent, either on impulse or as an act of rebellion.
    • If you tell Kris to open the door of Asriel's room of the mansion, they do so, but they keep their eyes closed without walking in.
    • If you have Kris say they're fine after fighting NEO Spamton, their body language will show to Susie that they are not.
    • Making Kris say they'd want to ride the Ferris wheel with anyone but Susie has them do so, but in a very confused tone of voice. Having them be silent instead makes them look very intently towards Susie.
  • Extreme Omnivore: Though not nearly to the same extent as Susie, Kris has been shown to eat some things that are considered inedible to humans, most notably moss. The only exception depicted so far is the blood-filled HeartsDonut, which they outright hate eating.
  • 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 (even though Monster Kid was describing things Susie did before entering the Dark World). Most significantly, they protect Susie from the King's bullets just before they hit her without player input.
  • Fragile Speedster: Because they fight the Weird Route's mansion boss alone, Kris is forced to dodge his attacks with precision if they don't want to take all the damage.
  • Freeze-Frame Bonus: In the spiffy new animation for entering a Dark World, Kris's eye can be briefly seen for a frame or two. Their eye is shown to be red.
  • 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.
  • Glass Cannon: When fighting Spamton NEO face-to-face in the Weird Route, Kris is more powerful than ever and even has a new double damage attack, but because they're alone, the player has less total health for the fight.
  • Good is Not Nice: Kris isn't the kindest character as a whole, which is reflected in most of the unfriendly choices available.
    • You and by extension Kris, can be bitter, and show it towards Susie, despite saving her from King and ending off on a good note quietly.
  • Green-Eyed Monster:
    • Kris really, really loves and cares for Asriel, but their room in Castle Town implies they're jealous of his achievements, and seeks to have them for themself.
    • Berdly accuses Kris of being envious of his and Noelle's academic success, but nothing else supports this.
  • Hammerspace: Kris is responsible for both their own equipment and the party's entire inventory.
    • As a Lightner, Kris can pull their sword and a shield from seemingly nowhere, never carrying a sheath or strap for either, as their equipment shapeshifts into what they need depending on their actions. This is lampshaded in a piece of concept art by Temmie Chang, which includes a doodle of Temmie bewilderedly wondering where the sword goes when Kris isn't using it.
    • Their inventory can hold up to 40 items on their person, with different items categorized into their own menus, and they are capable of holding Lancer, Rouxls, and the original        Starwalker within their pockets. Justified since those three Darkners are toys.
    • Spamton even Lampshades this on two occasions with a full inventory. If his NEO form is defeated in a normal playthrough, he'll be incredulous that they've gone through the effort to clog their inventory (inevitably with repeated purchases of the same ARMORs/WEAPONs), with the only reasonable explanation being an attempt to reject his reward. On the Weird Route, trying to buy the ThornRing causes him to comment on how their pockets are spacious enough to hold Lancer but still can't keep the Ring on them, saying "THERE'S A [Boy], BUT THERE'S NO ROOM FOR A [Ring]".
    • Played for Laughs if you decide to steal the Susie shaped statue and the Ice-E cryptid, which are obviously too big for them to be normally carried.
  • Happily Adopted: By the Dreemurrs. Even though Toriel and Asgore have problems in their own lives, both of them still love Kris dearly and take opportunities to say so.
    • While Kris never speaks, they still have narration suggesting the affection is mutual. They hold Toriel's hand and hug her at school in Chapter 1, and the narration never refers to Toriel as anything but Kris's mother. The same is true of Asgore and his title as Kris's father.
    • Kris still holds some affection for their brother Asriel, as noted in a few incidental places. The way that the narration details Asriel, he is Loved by All around town, and characters comment on how the two siblings were practically inseparable when Asriel was still living there. There's even dialogue that said Kris used to wear fake horns until their "real" horns grew in when they were younger, because they wanted to look more like the rest of their family.
  • Height Angst: There are a few moments in Chapter 2 that suggest Kris is either insecure about their height, or willing to pretend to be insecure about their height for the sake of a joke. Queen challenging them to an arcade machine too large for them to reach the controls causes them to collapse in shame, and the narration dubs a stack of grocery store baskets too tall for them to reach the top of "The Throne of Evils".
  • 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 demonizing the Lightners results in Kris being an open target for any antagonistic Darkners that aren't Just Following Orders.
  • Heroic Mime: Much like with Frisk, their dialog with other characters is unspoken or picked as a menu option.
  • 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. Whenever the player tries to get them to play the piano, however, they just make a discordant noise; Kris isn't happy about that, as Susie's comments in Chapter 2 indicate.
    • 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 (and, more specifically, how he would buy it for them following their parents' divorce). The narration states that "Your throat tightened", implying that Kris is Trying Not to Cry.
    • Berdly notes that Kris is actually a very smart student, only third in the class behind himself and Noelle (and, much later, Berdly confesses his grades are only good because Noelle helps him study). He says this very condescendingly, of course, but the fact he repeatedly acknowledges their potential at all speaks volumes.
      • It should also be noted that, as observed through by Alphys, Kris has a bad habit of sleeping through at least part of classes, so the fact that they achieve great grades in spite of that speaks further volumes.
      • In addition, the fact that Berdly is actually stupid and needs Noelle's help to achieve anything means that Kris is the second smartest student.
    • It's noted on numerous occasions by NPCs that Kris was a very mischievous child and pulled a lot of pranks back in the day, such as covering themself in ketchup and claiming it was blood, putting a bath bomb in the toilet, dropping the "green lizard" into the pit in a video game on purpose to make Asriel upset, swapping out Noelle's eggnog with mayonnaise when she wasn't looking, and hiding under her bed to scare her (because she had a fear of "humans under the bed").
  • Hidden Eyes: Their eyes are never seen until The Stinger, where their visible eye is glowing bright red. It can be seen again in Chapter 2 for a brief moment when Kris & Susie are leaping back into the Dark World, and once more at the very end, right as they open another Dark Fountain.
  • Hormone-Addled Teenager: Spamton is convinced that they are one, claiming that they both want "HOTSINGLE".
  • Hypnotic Gaze: Implied to some extent when the party works on pacifying Jevil with hypnosis techniques.
  • I Just Want to Be Free: Possibly. While it obviously doesn't seem like they are very pleased with the player's control of them, as shown by their reaction to the Weird Route as well as to Spamton's speech about his own lack of free will, they do manually return the SOUL back into their bodies whenever they tear it out, suggesting that at the very least they have something to gain by staying "under control" to an extent.
  • I Just Want to Be Special: A minor example, but one of the search results found in their room in Queen's palace shows they want to be able to use magic.
  • Inhuman Eye Concealers: Kris's eyes may or not glow red constantly, but they have every time they show through their bangs.
  • Interspecies Romance: Downplayed. If they're made to click on a Poppup, one of the potential ads presented is one for "monsters 4 humans in your area".
  • 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.
  • Knightly Sword and Shield: Wields a sword and shield as a knight in the Dark World.
  • Lack of Empathy: Played With. Based on responses from characters that knew them before being possessed by the SOUL, along with how they don't react much towards attempts at conversation, Kris doesn't appear to have a sense of empathy for those around them, and they don't really react much if you make them act violent or rude to most people. However, as shown by how they get increasingly unnerved if you force them down the "Weird Route" (with them even subtly expressing relief if you abort it any at point), to the point of them actually showing a horrified expression if you make Noelle kill Berdly, along with how they are saddened by just doing bad things to Noelle in general, they actually do have a sense of empathy and morality, it's just severely under-developed compared to everybody else, with Noelle being the one who best brings it out of them. Even then, they show subtle signs of that lesser-but-still-present empathy towards other characters throughout the story, such as them saving Susie without any input from the player, or when you learn that Kris often played the piano for hospital patients.
  • 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. Despite this, they can engage in some ACTs that use TP, but they either aren't necessarily magic or are multi-ACTs which have the description of Kris's SOUL shining on their ally and empowering their magic. However, they have a power that allows them to power themself and others up and can activate "yellow mode" without the assistance of a monster, though this power is considered completely different from magic, being described as "a certain power".
  • Mars Needs Women: Inverted; Kris is hinted to be attracted to Susie and them clicking on the Poppup enemies might involve an advert of "monsters 4 humans in your area". Conversely, they seem disturbed by the sight of other humans in a book. Most likely, this is a result of growing up exclusively around monsters.
  • 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." As well, "Kris" is also the name of a type of dagger.
  • Meat Puppet: The least charitable way to put Kris's relationship with the SOUL. The first time they enter the Dark World in Chapter 1, their class description as a "LV1 Human" reads, "Body contains a human SOUL". The Japanese localization translates it as "A body that houses a human SOUL".
  • 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.
  • My Sister Is Off-Limits: It's implied Kris dislikes the idea of Bratty dating Asriel. Both times they encounter her, "Go away" is among the dialogue tree options they can respond with, and Bratty will respond by thinking Kris's vitriol toward her is in response to her desire to date Asriel.
  • Mysterious Past: Downplayed. They were adopted by the Dreemurrs at some point, but it is not yet known how and why they were separated from their human parents. It appears to have happened when Kris was very young, as they once asked Toriel and Asgore when their horns were going to grow in like the rest of their family.
  • Nice Mean And In Between: The Good is Not Nice Heroic Mime to Ralsei's Nice Guy and Susie's Jerk with a Heart of Gold.
  • "No. Just… No" Reaction: When looking at an anime review of Mew Mew Kissy Cutie 2 in the library (implicitly written by Alphys), they have the option to read it, with their choices being "Yes" and "No No No No No No No No No".
  • Not So Above It All: While a quiet and moody teenager who's none too sociable, Kris gets a few moments to express themself.
    • If some of the narration is from Kris's perspective, they're occasionally a bit of a Lemony Narrator.
    • Cutscenes where they're more in control show some expressiveness. They're willing to join Susie and Ralsei in dramatically posing once they start their next adventure in Cyber World, and when confronted with the heinousness of being too dang short to fight Queen in an arcade game, they dramatically collapse in shame.
    • Let them interact with their room's communication horn at Queen's mansion, and they'll shove their entire head inside and honk. Which turns out to be the same thing Susie was doing in her room.
    • One ACT you can do during the fight against Queen in Chapter 2 is to propose a toast to make her drop her shield. While Susie and Ralsei will make awkward proposals, Kris's toast is described as memorable and charming enough for Queen to genuinely appreciate it. Susie comments that their delivery was rather emotional.
    • After Berdly gets freed, Queen pulls a "Look Behind You" gag to get away. It works to the point where even Kris decides to look back. Considering how cutscenes grant them a little more control over their body, they're so fooled (or even intentionally playing along with the ruse) that they briefly override the SOUL's control to react.
  • Not So Stoic: Kris's sprite never changes, but other characters will note changes in Kris's expression and say it aloud for the player to take note of things that get through their stoic façade;
    • Monster Kid describes them as looking annoyed when they badmouth 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. One of the search results Queen uses to construct Kris's room in her mansion is also "college summer vacation when", again showing they clearly miss Asriel.
    • A few scenes in chapter 2 have Kris expressing frustration at the SOUL's control over them, such as when they witness the fate of Spamton NEO and when they try to play the piano again but are still unable to do it properly.
    • Their encounters with Spamton stand out for being the first time Kris seems outright terrified by a boss; they repeatedly back away from him during their first meeting, the "Exit" prompts in his shop menu are replaced with "ESCAPE" and "RUN AWAY", and on the way back from the fight with Spamton NEO, Susie notices they're covered in goosebumps. When asked if they're okay on the way back, a Yes results in Susie noting how shaken and unconvincing that was, and a No results in them screaming it. Be it that Spamton affected them that badly or they saw the parallels to Spamton's desire for freedom from his strings and their own relationship as the SOUL's puppet, the encounter left them shaken.
    • If you take the Weird Route of Chapter 2, after Noelle freezes Berdly with SnowGrave and wanders off, Kris reunites with the party, where Ralsei and Susie notice that Kris looks shaken and stressed out — having made clear that they and you are different entities, it seems that Kris is trying to process what you made them do to Noelle and what she, in turn, did to their classmate and is not happy about it.
      • This is corroborated during the final boss fight against Spamton NEO in the Weird Route, it very specifically states in the text box that "Kris called for help" while "you whispered Noelle's name".
    • When Kris finds they're too short to reach the control panel of Queen's arcade machine in Chapter 2, they'll fall to the floor in complete anguish.
    • If you find and pick up the moss in the corner next to the dumpster in Chapter 2, Noelle will note with confusion how Kris seems to have a very pleased expression on their face.
    • In the corridor with the de-activatable force field, if you step off of the button while Noelle is crossing the field, she'll get back at Kris by doing the same trick. However, when Noelle asks how Kris felt in response, she notes how hurt they look.
  • Not Themselves: Characters regularly remark on how Kris is acting different than usual. Even when their usual makes them an outsider already.
  • Oblivious Adoption: 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.
  • Obsessed with Food: Kris is remarked as a glutton, eating all of Toriel's pie, and drinking Father Alvin's communal wine. Their mother is concerned enough to warn Sans to keep chocolate away from them.
  • O.O.C. Is Serious Business:
    • In the Hometown epilogue of Chapter 1, 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.
    • After encountering Spamton NEO, the otherwise utterly-unflappable Kris all but has an panic attack: they uncontrollably back away from him when he appears in his new body, they're told they have goosebumps after the fight, and when asked if they're okay, Kris does all they can to possibly convey to Ralsei and Susie that they're very much not.
    • Even before that, encounters with Spamton clearly put fear into Kris. Upon first meeting him, they back up instinctively (and against the player's input) when he suddenly punches his garbage bin.
  • Out-of-Character Alert: Subverted and Played for Laughs at one point in Chapter 2. After Noelle gets chased by more Maice in the second Annoying Mouse Room, she asks why they keep going after her, prompting a dialogue option. Select "Unknown", and Kris will robotically say the word (instead of "I don't know") while standing very still. Noelle isn't disturbed, because this is apparently rather in-character for them.
  • The Pen Is Mightier: So far, Kris's weapons in the Dark World consist of what appear as stationeries in the Light World. For example, the Wood Blade manifesting from a pencil and the Bounce Blade from an eraser.
  • Perverse Sexual Lust: The narration repeatedly makes mention that the book Asriel indefinitely borrowed from the Librarby has an "immodestly dressed" purple dragon on the front. Susie is a purple dragon, whom Kris gets several Ship Tease moments with, implying that said dishabille illustration has had an influence on Kris's tastes. There's also the advert boasting "monsters 4 humans in your area" that Poppups generate to tempt them into clicking.
  • 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 both stingers.
  • 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, Rudy will reminisce that Noelle used to be afraid of humans hiding under the bed while stating it wasn't nice of Kris to do that.
  • Psycho Knife Nut: Kris has a fascination with knives that recalls the Fallen Child's association with the Worn Dagger/Real Knife back in Undertale. In the Light World they can gleefully manifest a dagger on the palm of their hand, but only ever do so for mysterious tasks while free from the SOUL's control. In a Bait-and-Switch moment, Toriel complains about Kris eating an entire pumpkin pie and specifies that the kitchen knife on the plate is theirs. It's further Played for Laughs with mentions of Kris viewing videos of how to make gimmick knives like one made of jelly.
  • Punny Name: Besides the Significant Anagram, a "kris" can also be a type of dagger.
  • Raised by Wolves: They're the only human in a town of monsters, raised by a family of anthropomorphic goats. If you go upstairs in the library, you can find a book on "How to care for humans"... That the game implies must have been frequently borrowed by Toriel.
  • Red Eyes, Take Warning: Their eyes are usually hidden by their bangs, but the few times they're seen show that they're always glowing a bright red. This is even visible when Kris and Susie jump into the Dark World in Chapter 2, suggesting that they're naturally like that.
  • Ship Tease: There are heavy implications that Kris has a crush on Susie, from having unhappy expressions if forced by the player to badmouth Susie, to Susie's Tea restoring more HP for them compared to Noelle or Ralsei's tea. After the Spamton NEO fight if you make Kris lie and tell Susie and Ralsei they're okay Ralsei attempts to comfort them by letting them wear his scarf, only to be rejected in favor of Kris wanting to wear Susie's jacket instead, and wanting to go to the fair with Susie is also the only dialogue option that Kris will genuinely say without a surprised tone when asked by Susie who they would go with. Bonus points that Susie is a dragon monster, and their older brother Asriel also had a thing for dragons.
  • Significant Anagram: Kris is a partial anagram of Frisk and a complete anagram of "risk".
  • Sleepy Head: Kris has a history of not waking up on time for school. They also have a history of sleeping through school, to the point where they're often the last to leave class.
  • Sleeves Are for Wimps: In the Dark World, Kris wears a sleeveless armor, but this doesn't stop them from getting the job done, may it be the pacifist or violent way.
  • The Smart One: Along with being the one who cooks up strategies on how to approach battles, Kris is 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. Even the highly-egotistical Berdly is willing to acknowledge their studiousness in school, suggesting that this isn't just the result of the SOUL's influence.
  • Sneaking Snacks: Apparently does this often. Sans states that Toriel has to keep her chocolate locked up to prevent them from doing it. Chapter 2 begins with Kris having snuck out in the night and eaten the cinnamon-butterscotch pie Toriel was saving for the next day.
  • The Soulless: The SOUL is implied to be an invader in Kris's body and one of the first things you can do in the Dark World is overwriting their save file, "as if it was never there at all". The first two chapters end with Kris pulling the SOUL out of their chest to do something without its interference, even as they look barely able to walk without it.
  • Soulless Bedroom: While Kris's side of the bedroom looks comfortable and well-furnished, it's also strangely devoid of personal belongings or decorations, as opposed to Asriel's side, which is covered in trophies and stickers.
  • Split Personality: Kris seems to have another personality who rips their SOUL out of their chest and stocks them before committing crimes. In this state, they have red eyes, move like a zombie, eat pie, slash tires, and open Dark Fountains in the living room. On the other hand, assuming every action Kris takes without your direct input is their own, they also protect their friends, miss their brother deeply, and look up gimmicky videos online. It's ambiguous if they're possessed, going crazy, or trying to free themself from the player's control. During her conversation with Susie, Toriel says that she's used to Kris mysteriously disappearing, implying that they already have a dissociative disorder before the events of the game.
  • 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 and Noelle are the ones who undergo the most character development in Chapters 1 and 2, respectively.
  • Super-Reflexes: Kris's agility apparently isn't limited to the Dark World. Susie once pitched an apple at their head, only for them to deflect it with a notebook and then snatch it out of the air.
  • 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.
  • Take Our Word for It: Their face never changes, they rarely react to anything that happens in a way that is conveyed visually to the viewer, and they're essentially a Heroic Mime to the player, but their tone and expressions in certain situations can sometimes be alluded to via other people's reactions to them. For example, if Kris finds the moss behind the dumpster, Noelle notices they have a very pleased expression, or if you pick the "Perish" option when Queen asks the trio to join her, Susie will question why Kris said it so enthusiastically.
  • That Russian Squat Dance: They do this dance when dancing with the Sweet Cap'n Cakes.
  • Token Human: Kris is the only human living in Hometown, something their peers occasionally remark about.
  • Trademark Favorite Food:
    • Moss. Initially introduced as a one-off gag in Chapter 1, Chapter 2 establishes that Kris genuinely enjoys the taste of it, with Noelle pointing out how happy Kris looks when they come across a patch of the stuff in Cyber City.
    • Chocolate. Toriel apparently has to lock up the house's supply of chocolate to keep Kris from eating all of it, the hot chocolate from the waitress at the QC's Diner is said to taste wonderful, and they get 80-90 HP from eating a Choco Diamond. Given how Kris' design combines elements of Frisk and Chara from Undertale, their love of chocolate may be a callback to Chara's "No chocolate." comment when investigating Asgore's fridge during the Genocide Route in that game.
  • Troll: Kris is a prankster at heart, and has shown a few moments where they'd prefer to mess around and goof off.
    • Trying to use the communication device in their room at Queen's mansion results in Kris attempting to stick their entire head inside to make funny noises — something Susie also tries to do. Afterwards, they start thinking about dumping the many bath bombs they also have in the room through the horn. The only reason they don't do so is because there's not enough time to.
    • Backtrack after the acid tunnel ride with Susie in tow, and you can interact with the swan boat switch. Narration indicates that they're wondering about clogging the place up with multiple swan boats.
    • It's especially the case with all their pranks on Noelle:
      • After Berdly presents his obnoxious statue to Queen, Kris can be made to repeatedly observe it with Noelle wondering why they're so fixated on it. The flavor text changes to describe their supposed awe in the statue, but when Noelle tries to play along by saying she appreciates the statue too, the narration immediately changes its tune to say it "seems to suck bad". Noelle yells at them (with a smile) for this.
      • Kris and Noelle come across an electric barrier that has to be temporarily deactivated by standing on one of two buttons. Kris can be made to step off the button before Noelle gets the chance to walk past, to which she'll respond by asking if it'll take a dog treat to make them stay on the switch. Kris can howl out a "Nooooo", making her laugh, and if they're prompted to answer "Yes", Noelle is caught off-guard by such a genuine answer. Stepping off again reminds her of the times they've worked on group projects together.
      • Elect to give Queen's gift box to Noelle, and she'll be flattered... only to be surprised by Kris apparently asking for a refund. She immediately takes off the box to confront them about the remark, smiling all the while.
  • Uniqueness Decay: Discussed. In Chapter 1, they're the only one who can ACT. In Chapter 2, when Susie questions why she needs Kris to tell her what to do before she is able to do it, Ralsei responds that ACTing is Kris's unique trait. This is shortly before she learns a weaker version of the ACT command and forces Ralsei to do the same. On the other hand, Kris has a "certain power" that makes their friends' magic stronger.
  • 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,note  making them indispensable to any sort of pacifist victory.
  • Un-Sorcerer: They're a regular human who lives in a monster town, so they can't use magic at all, and are also vulnerable to its effects if used offensively against them. Serves as a Dream-Crushing Handicap as going by Catti’s dialogue and their Internet browsing history in Chapter 2, Kris still really wants to use magic.
  • Useless Useful Spell: More like Useless Useful ACT, since Kris can't cast magic. During Chapter 1's Final Boss, talking to the King with Kris will replace Kris's "Talk" ACT with "Courage", which increases the entire party's defence for 25% TP… for only one turn. Since you can end King's fight early by FIGHTing without impacting the story, you're better off saving that TP for Susie's Red Buster.
  • 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.
  • What Would X Do?: Susie's on a Ferris wheel with Noelle and asks herself what Kris would do in this situation. The first option is "point and hearts come out", which is their generic animation for ACTs. The second is "eat moss".
  • "X" Makes Anything Cool: In the Weird Route version of Spamton NEO's fight, Kris can use X-Slash, which are two slashes in shape of an X.
  • Zombie Gait: Kris can yank the SOUL off their body and become free to do as they please, but in that state, they apparently can only shamble and drag themself around while hunched over in pain.
    Susie 

Susie

https://static.tvtropes.org/pmwiki/pub/images/susie_sprites_6.png
"We're a team, right!? Nothing can stop us!"
Click here to see her appearance in chapter 1
"Me? Some kind of hero or something...? You've got the wrong person."

The deuteragonist of Deltarune, a monster girl in Kris's class infamous for being a violent troublemaker. After she and Kris are paired together for a school group project, they're sent on an errand to retrieve chalk from the school's supply closet where they inadvertently wander into the Dark World. While initially closed off and aloof, her journey with through the Dark World with Kris slowly mellows her out, changing her from a cruel and rude bully to a kindhearted and still rude friend.

While in the Dark World, she wields a large axe in battle and possesses a great deal of health, taking the role of the party's tank. She also has some damage-dealing magic attacks in her arsenal, and later learns some minor healing magic as well.


  • Action Girl: Susie is always hunkering for a fight and advocating the use of violence towards enemies.
  • The All-Solving Hammer:
    • In Chapter 1, Susie was less "solving" and more "hammering". Until having her Heel Realization in the Card Castle, she'll automatically attack enemies while in your party, forcing Pacifist Run players to warn them to avoid her attacks.
    • In Chapter 2, however, she'll use Rude Buster from off screen to help her friends when they are in danger. That said, she doesn't necessarily use it to KO opponents, as when rescuing Noelle, she'll only attack the Werewires' wires (sparing them), the Queen is only launched away when she's hit to protect Noelle, and if you decide to trigger Spamton NEO's fight in the normal run, she will use it to just repel him from Kris. Specifically, she'll usually only use it on her own prompting when in a Godzilla Threshold.
  • 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. She's incredibly violent and impulsive even after her Heel–Face Turn; she's just much more willing to be a team player.
  • Artificial Insolence:
    • In Chapter 1, until her Heel Realization in the Card Castle, as a party member Susie cannot be commanded and will automatically attack the topmost enemy. Players who wishes a Pacifist Run will need to use the "Warn" action to make Susie's attacks miss.
    • Even after she has joined the party for real, she still refuses to re-equip her starting weapon if she already held other weapons, saying "I'm too good for that," and will refuse to wear some armor, including hair ribbon ones.
  • Attack of the 50-Foot Whatever: Susie loves giant monster movies. She implies she frequently daydreams about being “Susiezilla” during the Ferris wheel ride with Noelle, and ends up watching a 12-hour monster movie marathon with Kris at the end of Chapter 2 (at least before she passes out only a few minutes in).
  • 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 axe in their face? She does mellow down a lot as the story goes on.
    Susie: Hey, little guy. I really like the ax in your face. (attacks C. Round, driving it away) Where'd you get it? Heh heh heh heh.
  • Barbaric Battleaxe: Susie starts off as a Barbaric Bully, with one of her first interactions with Kris being her threatening to bite their face off. When the two enter the Dark World, she finds herself wielding a battle axe—and she's quick to put it to use. While she mellows out into a Jerk with a Heart of Gold over the course of the story, she remains the most rough and aggressive member of the party.
  • Barbarian Longhair: She has long, wild hair, fitting her rugged getup and initially brutish personality.
  • 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.
  • Because You Were Nice to Me:
    • She befriends Lancer when the latter is not afraid of her threats, but is instead happy to meet someone who is scary and wishes to learn from her.
    • Chapter 2 reveals that despite having been a bully in the past, Susie never went after Noelle for this reason, with Noelle having offered her a pencil on her first day and Susie deciding to spare her. Ironically, Noelle is the one person who wants to be bullied by Susie.
  • 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: One of Susie's most prominent traits is her seemingly bottomless stomach and obsession with food.
    • Her Establishing Character Moment involves her chomping down the chalk intended for the classroom.
    • In the Card Kingdom, she eats the Top Chef's cake, a pine cone, 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.
    • When exploring Ralsei's castle, he will prepare a cake from his cauldron if you interact with it. Susie tilts her head up and eats the whole thing, which Ralsei prepared for them to share. Interacting with the cauldron again prompts her into asking for another. Interacting with it again after visiting her room in Ralsei's castle adds in how she wants a "cauldron-fresh one".
    • In Cyber World, when you are each riding in teacups at Queen's castle, tea will pour down into the cups. Kris and Ralsei get drenched and their cups almost filled to the brim. Susie just opens her mouth and lets the tea pour directly into her mouth, not spilling a single drop.
    • When ACTing on a Poppup, the other party members will accidentally click on dating-related pop ups. Susie will click on a picture of a steak.
    • And then there's whatever got her banned from Free Ham Sandwich day...
  • The Big Girl: She's the most physically capable member of the team concerning power and defense, but also the one who resorts to violence the easiest.
  • Big Sister Instinct: As part of her Character Development, this side of her is woken up by Lancer.
    • During the fight against Susie and Lancer, you can end the battle by having Kris and Ralsei attack Lancer until she gets worried and surrenders to make them stop beating on him.
    • King threatening to murder Lancer just for failing him doesn't sit well with Susie, to say the least.
    • While more of a friend to Noelle, Susie immediately accepts the idea of battling Queen for kidnapping her after Queen asks if she wants to fight.
    • She starts to look out for Kris the same way as of Chapter 2, threatening to beat up Snowy and Monster Kid for offhandedly bad-mouthing them.
  • Blood Knight: Always up for a good battle. Before she becomes controllable, she'll always attack the topmost enemy on the screen. Even after character development kicks in, she prefers the more violent approach to dealing with the Darkners, only deciding not to with King because Lancer treated her nicely.
  • Brutal Honesty: Temmie is offended that Susie said her egg would never hatch because it was hard-boiled.
  • Brutish Character, Brutish Weapon: She wields a large battle axe in combat, tying in with her initial characterization as a crude, thuggish bully who threatens to maul people.
  • 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.
  • Bully Hunter: When Snowy and Monster Kid call Kris a "weenie" when daring the other to enter a mysterious bunker, not realizing said human and Susie are right behind them, Susie wrathfully tells them to fear her more than the bunker, and violently kicks the door to make her point.
  • Bully Turned Buddy: At first she threatened to eat Kris's face off, threatened to beat up Lancer in one of their earlier encounters, and did not care for Ralsei's suggestion to SPARE any enemies or being told what to do. By the end of Chapter 1, however, she's come to see them as friends and treats them better while becoming more of a team player.
  • But Thou Must!: Played for Laughs. In the Ferris wheel, when Susie tells Noelle that she dreams about being Susiezilla, Noelle asks her if being "Susiezilla" is something Susie thinks about a lot. The options are "Lie" and "Lie", not that the player has any control over Susie anyway.
  • 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.
  • Casting a Shadow: Downplayed, so far. Her character class is "Dark Knight", and Chapter 2 reveals Lightners (or at least the monsters do) have elemental magic in the Dark World, implying Susie has power over darkness itself. However, in the first two chapters, her spells only use magic as raw violent energy for Rude Buster and the more powerful Red Buster, or pitifully bad healing.
  • 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.
    • "If I HAVE to" and "If you want to" also qualify, normally indicating that Susie wants to do something (like being nice) but doesn't want to admit it.
  • Character Development:
    • She mellows out significantly over the course of a few hours in Chapter 1. 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.
    • The development sticks after the end of the chapter, and by Chapter 2, it is hard to believe anyone was ever truly afraid of her. While she's definitively The Big Girl to the team and she still favors brute force (which she is competent at), her anti-social behavior has been reduced to mere banter and constant complaining that is Played for Laughs and that nobody takes seriously. She's also openly friendly to Kris (waiting for them after class and following them around town, despite not understanding why they are visiting everyone) and very eager to have "more adventures". Not to mention that, during battle, she's completely on-board with sparing and recruiting, and willing to participate in any of the shenanigans necessary for a peaceful resolution, including (trying to) say nice things to monsters and dancing. Perhaps not a coincidence, her sprite is also MUCH more expressive and her "disturbing" expressions much goofier. She can still terrify her classmates when she has to, though, as she shows when she overheard someone call Kris a "weenie".
    • It's even quantified under her status screen — her Rudeness stat starts out at 100, decreases to 99 after Susie joins the party for real, and drops 10 points to 89 in Chapter 2.
  • Clueless Chick-Magnet: She has more people attracted to her than anyone else in the story. Noelle is clearly smitten with her, various reactions from Kris noticed by others heavily imply that they are attracted to her, and after the events of chapter 2, even Berdly has gained a crush on her. And she is completely oblivious to ALL of it.
  • Comically Inept Healing: "Ultimate Heal", the healing spell she learns midway through Chapter 2 (described as healing an ally "to the best of her ability"). It costs 100% TP and heals a measly amount of health, but that doesn't stop her from flaunting it any chance she gets. Ends up becoming less comical later on when Lancer gets sick and she tries to heal him, which doesn't work, though it ends up being subverted when it's revealed that even a stronger healer like Ralsei can't heal Lancer either, due to Lancer's condition being for a different reason.
  • Comically Missing the Point: In Chapter 1, you can tell Noelle that Susie likes to eat chalk. If you do this, then in Chapter 2, Noelle will give Susie a lunchbox full of chalk. However, Susie doesn't pick up on what she means by it and yells (after Noelle leaves), "SHE HAD CHALK THIS WHOLE TIME? AND DIDN'T GIVE IT TO ALPHYS?"
  • Contralto of Strength: Her Voice Grunting is the deepest for a female character yet, even more so than the previous record-holder, Undyne, and she is also the most physically strong of the group.
  • 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.
  • Cutscene Power to the Max: She can use Rude Buster twice in quick succession to spare Werewires by destroying their wires.
  • Deadpan Snarker: She definitely has her moments, especially when dealing with the more idiotic (and prior to Character Development, idealistic) part of the cast.
    (Susie kicks her desk in class to greet Kris)
    Alphys: Susie, please don't kick your desk. Treat school property, like you'd treat people.
    Susie: ....Okay. Next time I'll aim for the vitals. (laughs)
  • 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. Though, it's implied that only she and the other classmates see herself as this, as the only bad thing that Alphys had said about her to Toriel is that she eats chalk.
  • 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.
  • Does Not Like Spam: Susie doesn't like Choco Diamonds, as they're implied to be small and not very filling. When you give her one, her reaction is "That's it?" and it only heals her for 20-30 HP.
  • 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.
  • Draconic Humanoid: Although Susie's design is fairly nondescript and only slightly reptilian, peripheral information implies she's a humanoid dragon of some kind. The description for her Mane Ax says that it's a Beginner's ax forged from the mane of a dragon whelp, implying that it's made out of her own hair. An apparently-lurid book called How to Draw Dragons (between Berdly in Chapter 1 and its description in Chapter 2, its cover features an “immodestly dressed” purple dragon wearing lipstick) is brought up twice with an implied connection to Susie: Asriel keeps a copy and Susie gets angry at seeing the room Queen made for him based on his internet search history, suggesting a connection. Noelle, who is attracted to Susie, also tries to buy a copy when told to click on the Poppup's ads.
  • 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 Face–Heel Turn, she is fought in the forest along with Lancer, whom you must fight with Kris and Ralsei.
  • Dueling Player Characters: As mentioned above, she is fought alongside Lancer, though due to the nature of the combat system she launches spinning ax shaped bullets at your soul instead of directly hitting you. In addition, she has only 10 more HP than what she has as a party member at that point while also taking reduced damage from all of your attacks, just like how party members don't take much damage compared to enemies.
  • Dumb Muscle: Downplayed — Susie has trouble solving puzzles and figuring out how to ACT around enemies, preferring to let Kris handle that stuff. She also doesn't have the best grades in school. That said, Susie arguably has the most emotional intelligence in the group, is a capable fighter with quite a bit of common sense (other than for food, of course), and some degree of puzzle-solving ability, as she comes up with a suggestion to help Kris with a puzzle Berdly was clueless about.
  • 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 place.note  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.
  • Easily Forgiven: In Chapter 1, if no Darkeners are violently defeated in any of the encounters that Kris is in, they will simply conclude that they had "tamed the beast that was tormenting them."
  • Enraged by Idiocy:
    • She's initially angered by Lancer's Minion with an F in Evil tendencies and only joins him once he starts making attempts to actually be evil, though she's not that great in that department herself.
    • She's not too happy about Sweet Cap'n Cakes identifying her and her friends as lackeys of Queen, even though they're trying to stop her and rescue Noelle. When Sweet Cap'n Cakes come to the comically wrong conclusion at the end of their battle with the heroes that they have redeemed the heroes, Susie is not amused.
      Susie: We ARE the good side!!!
      Ralsei: Just go with it, Susie!
  • 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 her crew 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" in Chapter 1. Chapter 2 follows up on this: when Toriel invites her into the house, Susie is incredibly meek and deferential around her, standing excessively straight-backed and calling her "ma'am", and only loosens up when Toriel convinces her to bake a pie with her. Even then, she holds back on her typical casual swearing, hastily swapping out "hell" for "heck."
    • Despite having a self-professed love for ooze and blood, even she is highly unnerved by Spamton and his mannerisms during the Superboss fight with him and she's the only one who questions the whole thing after the boss fight.
  • Evil Laugh: She's not evil, but has a deep reverberating laugh nonetheless, fitting her initially acrid attitude towards Kris and Ralsei.
  • Expository Hairstyle Change: 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 her bangs switch from covering both eyes to only covering one.
  • Expository Pronoun: In the Japanese localization, she uses the pronoun "ore", which is considered even more masculine than the usual tomboy pronoun of "boku", and she speaks like a young hooligan in general. She briefly drops it when she first meets Toriel and tries really, really hard to be polite, instead using "atashi" (which itself plays into her usual characterization by using a pronoun commonly associated with The Idiot from Osaka).
  • Extreme Omnivore: She's a Big Eater in general but on top of regular food she's also eaten chalk, pine cones, possibly people's faces, and at Kris's house, drank some of their shampoo. Her room in the Dark World has a fridge that has, aside from actual food, things like blackened toaster crumbs, moss, and pieces of ice. She also ate the pencil Noelle lent to her because it looked like a candy cane.
  • 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. Chapter 2 then plays this for comedy, as her expressions begin showing her "nightmare face" elements in times when she's just excited about things.
  • Fake Special Attack: The "UltimateHeal" spell that Susie learns in Chapter 2 requires 100% TP to use, but only heals 1-2 HP as she is trying to attack with the spell. Ambyu-Lances will comment on how bad her healing is if they're present when she uses it.
  • Fastball Special: Certain enemies have unique ACTs where Susie has to chuck another party member at them. For K. Round, she throws Ralsei, and for the Werewires, she throws Kris.
  • 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: With regards to Kris, 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.
  • Freudian Excuse: Chapter 2 heavily implies that her home situation isn't great. When Ralsei shows her and Kris the personal bedrooms he had installed for them in his castle, she spends most of the scene fixated on the idea of having her own room. And during the epilogue, she doesn't so much as touch the phone after Toriel asks her to call her parents to tell them that she's staying the night.
  • Genki Girl: Surprisingly turns out to be this in Chapter 2 after she's broken out of her shell. Though still outwardly the most cynical of the gang, she becomes incredibly energetic and ready for adventure, all but dragging Kris back to the Dark World after class.
  • Good is Not Nice: Downplayed. Even after Character Development, Susie does remain pretty aloof and rude, just not as much towards her friends. In battle, her ACTs primarily involve some form of rudeness (such as refusing treatment from Ambyu-Lances) or non-lethal aggression (like throwing Kris or Ralsei at the thing strengthening the enemy or controlling them).
  • 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.
  • Hammerspace: 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.
  • Hates Being Called Cute: A slight variation. In the Weird Route, when Queen says she always knew that Susie was a "nice girl", Susie becomes startled, then quickly changes the subject by angrily telling Kris to hurry up and seal the fountain.
  • Hates Being Touched: Gets defensive wherever the possibility of hugs is brought up. As Ralsei suggests that she could practice hugging on the dummy, she angrily changes the subject to Kris hurrying up; and if Ralsei hugs Kris after the Spamton fight, the latter indicates they'd like one from Susie, who rebuffs them and storms off.
  • Health/Damage Asymmetry: Subverted in Susie's case in the fight against her and Lancer. She has nearly the same amount of health as what she has as a party member and all attacks on her deal only 30% of the normal damage.
  • Heel–Face 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.
  • Heroic Willpower: Her willful and stubborn personality makes her highly resistant to any attempt at changing her mind. While initially this was exhibited by her stubborn refusal to be nice or helpful until Lancer helped her become a Defrosting Ice Queen, after becoming a genuine Jerk with a Heart of Gold it shows especially well by how she practically No Sells all attempts at manipulating her, especially by the SOUL, and sticks to what she wants to do.
  • 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. She's better at being good in Chapter 2, though she still has her rude moments.
  • Hidden Depths: She's surprisingly defensive of her doll if you give her the gift in Chapter 2.
  • Hiding Behind Your Bangs: In Chapter 1, her bangs cover her eyes to highlight her violent, antisocial nature. However, when she opens up more and has a Heel–Face Turn, her eyes start appearing more frequently. By Chapter 2, her hair only covers her eyes when she's actively trying to be threatening (most commonly during battles).
  • The Idiot from Osaka: Susie is a loud, brash, and crass bully whose book smarts are implied to be well below ideal. Consequently, the Japanese translation depicts her as a Bokukko who normally refers to herself with the pronoun "ore" but switches to "atashi," commonly associated with the Kansai region, when trying to be polite around Toriel in Chapter 2.
  • I Just Want to Have Friends:
    • Her real motivation, and what ends up triggering her final Heel–Face 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, not helped that she expects everyone to think the worst of her anyways. It's shown how she reacts very badly to Lancer's apparent betrayal.
    • Monster Kid notes that when they, Snowy, and Jockington were playing handball one time, they noticed Susie off to the side, simply staring at them. Then, when the ball landed right in front of her, she simply froze... before punting the ball right into Undyne's police car window and running off.
  • 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 Chapter 1 that Susie was right that you can't just expect to befriend everyone and expect it to work out.
  • Jerkass to One: Before the events of the game, Susie was a menace to all of her classmates (except Noelle, to her disappointment), but apparently despised Kris in particular. Kris either shrugging off or laughing at her attempts to bully them just got her more worked up.
  • 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.
    • There's also her reactions to Queen nabbing Noelle and revealing what she plans to do with her. For instance, she's pissed off enough that Queen's kidnapping people at all and is even more mortified when she hears that Queen is considering making Noelle's face into a robot one.
  • Jumped at the Call: In Chapter 2, in stark contrast to refusing the call until the final dungeon of Chapter 1, she immediately jumps into the Dark Fountain with Kris at the "Librarby" and is even glad for another adventure when Ralsei joins them.
    Susie: Can't be mad about another adventure, right? C'mon, Kris! (the three heroes pose dynamically) Let's go!
  • Kamehame Hadoken: In Chapter 2, she gets Ralsei to teach her healing magic, when, in Susie fashion, she uses to attack people with a healing projectile, doing the classic Street Fighter pose while doing so. Unfortunately, her projectile is less like Ryu's Hadoken and more like Dan's Gadoken, being incredibly slow-moving, short-ranged, and not really that effective or efficient.
  • 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.
  • Leitmotif: "Susie", a sinister guitar riff that plays when you catch her eating chalk. "Vs. Susie", played when she battles Lancer, uses a remix of the song.
  • Literal-Minded:
    • In Chapter 2's intro, when told about treating school property like she treats people after she kicked her own table, she proclaims that she'll "aim for the vitals".
    • Susie ate the pencil Noelle gave her when they first met because she thought the pencil having candy-cane stripes on it would make it candy-flavored.
  • Locked Out of the Loop: Kris and Ralsei avoid telling Susie about the SOUL possessing Kris or about aspects of the Dark World such as how Darkners correspond to objects in the Light World that must be brought to Ralsei's town. They even exploit this by focusing the SOUL on Susie when she's somewhere else to discuss something important in private.
  • 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.
  • Made of Iron: Subverted. Susie is glad to climb the fence instead of do the puzzle in Chapter 1 under the condition she'll stab herself, and is happy at her bed being made of spikes in Chapter 2. However, on the latter chapter, she injures her leg when falling from the trash heap after surviving the unfinished roller coaster ride.
  • Magically Inept Fighter: Played With.
    • From a mechanic standpoint, Susie's starting magic stat is very low; however, from a story standpoint, she IS a monster, and thus she is capable of using magical spells much like Ralsei, and unlike Kris.
    • Her starting spell is Rude Buster, which is usually inapplicable to a Pacifist Run and for a Neutral Run it 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.
    • In an example Played for Laughs, Susie does learn some healing magic partway through Chapter 2... but it more closely resembles a joke rather than any sort of strategic capability. It costs 100% of your TP and heals a pitiful amount of health, up to barely above one digit.
  • Magic Knight: Has amazing attack and can use spells (due to being a monster) despite her pretty low base magic stat.
  • Masculine Girl, Feminine Boy: The masculine girl to Ralsei's feminine boy, being more aggressive and brash.
  • 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 K. Round, a boss who can Heal Thyself 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 bares large rows of sharp, yellow teeth. Later, she starts doing it when she’s worked up or excited.
  • 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 both when she's in the party (such as against Ponmen) or as an enemy (in the Dual Boss fight alongside Lancer).
  • My Rules Are Not Your Rules: In Chapter 2, she questions why Kris is the only one who can ACT, and teaches herself her own version of ACT that can be accessed through the Magic menu and forces Ralsei to learn it. In cutscenes where Kris is not there and there are multiple dialogue choices, she also responds with the same answer regardless of choice.
  • New Transfer Student: The 2022 anniversary content reveals that she's a recent arrival to Kris's school, and possibly Hometown in general.
  • Nice Mean And In Between: The Jerk with a Heart of Gold (Mean) to Ralsei's Nice Guy and Kris's Heroic Mime (In-Between).
  • Nightmare Face: In Chapter 1, she likes to show off her sharp teeth. It helps her that she's also using her bangs. As of Chapter 2, however, these "nightmare faces" become Played for Laughs, as the normally terrifying Slasher Smile becomes severely downplayed by her huge eyes.
  • 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.
  • Not Completely Useless: While useful in violent playstyles, there's no real application for Rude Buster (or Red Buster) in pacifist playstyles... save for when facing bosses.
    • King's battle in Chapter 1 has the same outcome regardless of whether you spare or attack him; however, the latter is the faster option of the two, meaning attacking King and using Rude Buster (and upgrading it to Red Buster) will end the fight much quicker. Equipping her the Devilsknife prior to the battle even increases both spells' damage and cuts their cost!
    • Queen's first boss battle in Chapter 2 has her put up a battery acid shield that must be depleted by ACTing or FIGHTing. Red Buster is the fastest way to do so, dealing up to 7 blocks of shields worth of damage versus the largest version of the shield; combining it with an R-Action or attack from Ralsei can potentially destroy it in one turn. And so long as it's only used versus the shield, the player won't make any progress to the violent outcome of the fight.
    • Likewise, defeating both Superbosses (Jevil and Spamton NEO) through violence yields a different Equipment piece as a weapon that improves their respective party member's attack (though it's worth noting Jevil's Devilsknife is much more useful for Susie than Spamton's Puppet Scarf is for Ralsei).
  • Oblivious to Love: Three characters have feelings for her and she doesn't notice!
    • Susie notices Noelle acting very nervous and blushing around her at the start of Chapter 2. She concludes that she must be onto their adventures in the Dark World, completely unaware of Noelle's crush on her. Despite this, she is shown to clearly have her own feelings towards Noelle, even if she still doesn’t completely understand them.
      • If Kris told Noelle in Chapter 1's epilogue that Susie eats chalk, she'll give Susie a lunchbox of chalk in the aforementioned Chapter 2 prologue and runs away. Susie doesn't understand that it's intended to be eaten, instead raging to Kris about Noelle not giving it to Alphys.
    • She doesn't understand that Berdly's Crying Wolf moment to have a kiss was addressed to her specifically.
    • She considers it ridiculous that Kris would want to specifically hang out with her at the festival, thinking they're just avoiding the question. Being friends and all, she takes it for a given that they'd go there together.
  • Odd Friendship: With Lancer and Ralsei.
  • Only Sane Woman: In some respects, despite her anti-social 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).
  • O.O.C. Is Serious Business: Incredibly hard to spot, but it's there. On the battlefield, Susie keeps her usual grin when idle and gains something of a Slasher Smile when she attacks. However, in the battle against King, she completely drops it and is dead serious, both when idle and attacking, only ever smiling when performing Rude/Red Buster. That is when you know Susie actually means business.
  • Parental Neglect: Heavily implied. The fact that she eats anything she comes across, regardless of whether or not it's actually edible, implies she may not have enough to eat at home. When Ralsei shows her her room, her dialogue implies that the concept of having her own bedroom is foreign to her. She shows uncharacteristic respect to Kris' loving and caring mother, and when Toriel asks her to call her parents to let them know she's staying the night at the end of Chapter 2, she says she will, but never makes the call. Her Light World clothes look like they're in bad shape, with torn jeans and an oversized jacket, in contrast to both her Dark World appearance and the more expressive clothing of her classmates. We also never see her house while walking around Hometown (though like Berdly and her other classmates, she may live beyond the police line in Hometown).
  • Paste Eater: She eats the chalk from Alphys's classroom.
  • 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 Heel–Face Turn.
    • Even before she grew out of being a bully, she never picked on Noelle Holiday. Why? Noelle loaned her a pencil once.
  • Poke the Poodle: After her initial Face–Heel 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.
  • Psycho Pink: Her skin is pink in the Dark World, and starts out as a violent loose cannon. She downplays it after her Heel–Face Turn as she cools down significantly, but is still confrontational compared to the other two heroes.
  • Purple Is Powerful: She has purple scales in the Light World, purple elements to her color scheme in the Dark World, and is physically the strongest party member in the game.
  • The Red Mage: Parodied — she's taught healing magic by Ralsei in Chapter 2... but not only does it take 100% TP to use, it takes the form of a Hadoken, and it only heals a measly amount of HP.
  • Reformed, but Not Tamed: She started out as a violent and brutal berserker that attacks anything on sight. By the end of Chapter 1, not much about her has changed except that she won't attack enemies on sight.
  • Refusal of the Call: In Chapter 1, 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. Eventually she softens and comes to accept the call at the end of the chapter.
  • 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. This is used for comedy in Chapter 2, since she starts smiling out of excitement, but the teeth are as scary-looking as ever.
  • Self-Harm: Susie has expressed interest in stabbing herself at least once per chapter so far. These comments are never really elaborated on, so it is currently not clear whether she is joking or not.
  • Signature Laugh: She has a raspy, wheezy-sounding laugh.
  • 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.
  • Sinister Scythe: If Jevil is defeated via violence, he turns into the Jevilsknife for her to use as a weapon, although this doesn't change her battle sprite.
  • Slasher Smile: Comes up whenever violence is the topic. Her eyes emerge from her bangs, and she appears to be drooling.
  • Sleeves Are for Wimps: Like Kris, her Dark World outfit doesn't have sleeves, but this doesn't stop her from destroying any obstacle on her path.
  • Sore Loser: If you lose against Queen in the boxing mini-game, trying to retire has Susie refusing the command, saying that she was just practicing and starting the match over.
  • Stylistic Suck: After sealing the Dark Fountain in Chapter 2, Susie shows off two crudely drawn sprites — both of which heavily distort her proportions — in reaction to Noelle trying to peek at her tail. Tweets reveal that these sprites were almost exact recreations of some "concept art" that Toby drew; the roughness of each doodle was completely retained.
  • Sword Beam:
    • Ax Beam, actually, but her main Magic ability, Rude Buster (and Red Buster), makes Susie swing her ax in the air, launching an purple energy crescent at the target. The spell eats up a large chunk of TP, but also deals a lot of damage — even more than her already fairly beefy normal attack. She also uses this in cutscenes to knock away others.
    • During her Boss Battle, she fires a volley of small axes at the player by swinging her ax repeatedly.
  • 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 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.
  • The Tell: While she tries to play it cool about her excitement about hanging out with Noelle, she can't hide her tail wagging.
  • 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.
  • Tomboy and Girly Girl: She's the tomboy to Noelle's girly girl, being the more aggressive and battle-loving of the two. This is even emphasized by their dark world personas; Susie plays the role of The Big Girl whereas Noelle is a Squishy Wizard.
  • Took a Level in Kindness: Starts out mindlessly attacking opponents and being an intimidating bully. After a brief Face–Heel 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. Even when she's away from the party to save Noelle in Chapter 2, when Werewires appear to grab Noelle, Susie uses Rude Buster… on their wires, instantly sparing them.
  • Trademark Favorite Food: Likes to eat chalk, and has the highest healing when given a Hearts Donut.
  • Tough Spikes and Studs: Susie's Dark World appearance has studded bracelets on her upper arms and wrists to compliment her bad girl persona.
  • Troubled, but Cute: How Noelle appears to see her, anywaynote .
  • Tsundere:
    • A blatant classic Harsh type. 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.
    • She's generally softer (Sweet) towards Noelle than she is with almost anyone else, never even having picked on her because she thinks of her as genuinely nice, but if she gets flustered or confused, she will still sometimes snap at her.
    • If her healing from tea flavors is anything to go by, anyone she considers a friend must be very important to her, as all tea flavors (except her own) will heal 120 HP, which may be found surprising from someone who likes being The Bully.
  • Thou Shall Not Kill: If there's one good thing that can be said about her pre-Character Development, it's that she doesn't straight up murder people even though she has the means to do so. Enemies she defeats will be comically launched offscreen and her Heel–Face Turn is cemented by her refusing to deliver a fatal blow to Lancer and later not killing the King after he pulls a I Surrender, Suckers.
  • Unwitting Instigator of Doom: Forcing Ralsei to go with her in Chapter 2 can potentially lead to the Weird Route, which leaves Noelle deeply traumatized and Berdly comatose or murdered.
  • Virtuous Character Copy: Susie is one to Bowser; she's a big, violent, arrogant, toothy beast, and physically resembles Bowser as if he were a teenage girl, complete with spiky arm bracelets in the Dark World. But while Bowser is an Evil Overlord and the Arch-Enemy for Mario, Susie 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, and ultimately becomes a close friend to Kris by the end of Chapter 1.
  • Voice Grunting: A deep, bellowing noise is used for her text. She also has various growling noises that she occasionally uses outside of speaking.
  • 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.
    Susie: ...Kris? (places her hand on Kris' shoulder, smiling genuinely) Let's go back there tomorrow, alright?
  • Yellow Eyes of Sneakiness: Has these, but due to having long bangs that obscure her eyes 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. They change to white whenever Susie becomes extremely shocked.
  • Youthful Freckles: Susie has these on her cheeks, even if you can't always see them.
    Ralsei 

Ralsei

https://static.tvtropes.org/pmwiki/pub/images/tvtropes_ralsei2.png
"I hope we can become friends!"
Click here to see his apperance in chapter 1

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. Ralsei is a sweet, kind-hearted Darkner, who is still learning what it means to have friends.

In combat, Ralsei fights with his scarf. As the team's healer, he doesn't deal much damage, nor does he have a lot of health, but his spells are used to put enemies to sleep, and heal the party.


  • Accidental Proposal: Trying to equip the Snow Ring on him will make him ask if you're proposing to him. He won't wear it, however.
  • Actual Pacifist: Tries to be this in Chapter 1. While this approach works out just fine for the majority of the game, this ends up becoming a Fatal Flaw towards the end of the chapter. After the King gets tired out from the fight, Ralsei heals him out of sympathy, not suspecting the outcome where King wasn't being sincere about his Heel–Face Turn, nearly getting the entire party killed. After this incident, Ralsei becomes a little more willing to use violent approaches when absolutely necessary.
  • Ambiguous Innocence: How much of his "pacifistic Nice Guy" persona is genuine is repeatedly called into question. At the very least, he's hiding some kind of ulterior motive for his actions, knows a lot more then he lets on, and seems to have a vested interest making sure Kris and Susie never dwell too much on the more disturbing parts of the Dark World.
    • In Chapter 1, when Kris and Ralsei are stuck in a jail cell and the point of view switches back to them after watching Susie for a while, Ralsei is shown saying "...so that's why, OK, Kris?" This happens again in Chapter 2's normal route, where Ralsei asks Kris if he imagines what Susie is doing. Responding that they do results in the point of view switching to Susie again for a cutscene between her and Noelle; when the cutscene ends, Ralsei is shown saying "So that's why..." to Kris before Susie interrupts. Something's happening behind the scenes between Ralsei and Kris whenever the latter isn't being controlled by the player. Later in Chapter 2's Weird route, when Ralsei asks Kris if they wonder what Susie and Noelle are doing, no cutscene plays. Ralsei then asks Kris again if they wonder what the other two are doing and when Susie returns, with no cutscene having played, says "Wait, we were supposed to —" as if he intended on having a cutscene play there — either because he's aware of the script, or he is trying to hide things from the player. Similarly, the off-the-rails Weird Route takes place in the only bit of either chapter where Kris is left "unsupervised" by his partners, after Susie forcibly grabs Ralsei for a team-up and leaves Kris (and the SOUL) on their own.
    • He apparently has knowledge of the Light World to the extent of knowing the layout of Kris's school and the contents of specific rooms in it, while also being aware of how Darkners (apparently) exist within the Light World as inanimate objects, but conspicuously never reveals how he's privy to all this and always redirects the conversation if the topic ever gets too close to coming up. Especially since he stated in Chapter 1 that he's spent his entire life in the Kingdom of Darkness and never ventured outside. However, other Darkners seem to be aware of their status as inanimate objects in the real world too, including a few who actively change into key items even in the Dark World to enter Kris's inventory, so it may just be an inherent part of a Darkner's existence.
  • Ambiguous Situation: It's not clear if Ralsei is a Lightner, Darkner, or something else entirely. The King's forces lump him in with Kris and Susie as Lightners, but the King himself mentions that Ralsei "worships the Lightners". 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. Almost every other Darkner is formed from some sort of object they turn back into in the Light world, but there's no obvious item Ralsei could have been made from, and he's never seen in the Light world. This is accentuated in Chapter 2 when Ralsei transports himself to the Library Dark World, with no apparent means of travel in either the Light or Dark world. It's also revealed that Darkners get Taken for Granite if they're brought into other Fountain regions they don't belong to. Ralsei seems to be completely exempt from this rule, likely due to coming from the central Fountain.
  • Armor-Piercing Question: After giving the Lightners a lovely description of the Roaring, he ends the whole prophecy with these chilling words.
    "Lost eternally in an endless night... Is that your idea of paradise?"
  • Aside Glance: One of his portraits in Chapter 1 depicts him like this, clearly annoyed at Lancer's antics.
  • Authority in Name Only: He is technically the reigning monarch of the Kingdom of Darkness, but he's such an Extreme Doormat that not a single person respects his authority and he doesn't even bother invoking it but a couple of times... Including getting Kris and Susie to actually start on their group project by temporarily banishing them from his kingdom until they do so.
  • Badass in a Nice Suit: See Battle Butler below. He doesn't get to wear the suit for long, but damn does he look good in it... and adorable, too. The Swatchlings certainly think so.
  • Barefoot Cartoon Animal: He's a goat-boy with a green robe covering his entire torso, but no footwear. This was ambiguous in Chapter 1, as his legs and feet, like his head, were in shadow, leading to some belief that he was wearing black boots, but the shadow is no longer there in Chapter 2, and the resulting depiction is unmistakably barefoot.
  • Battle Butler: ...defied. Though The Queen makes him put on a butler outfit, Susie makes him take off the outfit before he can be used in battle again.
  • Beautiful All Along: Not that he starts off particularly ugly, but he definitely gets prettier the more of his true appearance is shown. With his Face Framed in Shadow he's more cutesy than anything else, but once he reveals his face he borders on being a Pretty Boy, at least by monster standards. If you progress far enough in Spamton's sidequest and see an interaction where Susie steals his glasses it's taken even further; without them, he's so pretty, he looks like he has makeup on, and could probably pass for a girl.
  • Bespectacled Cutie: A male example. He wears large, round glasses that just add to his cute appearance.
  • Blush Sticker: Present on some of his sprites and dialogue portraits, including when he takes his hat off and reveals his face.
  • Call-Back:
    • 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.
  • Cannot Convey Sarcasm: Ralsei is so earnest and innocent, he has to be taught the concept of sarcasm by Susie, who started regretting it later on.
    Susie: [Lands on top of Ralsei] Heh, miss me?
    Ralsei: Of course not!! (Just kidding! That was sarcasm! I missed you!!)
    Susie: Man, we gotta work on your delivery.
  • Character Development: At first, Ralsei thinks every conflict can be resolved through peace only until after the fight against King in Chapter 1, where he comes to the realization that some violence is necessary. Tellingly, the Giga Queen fight in Chapter 2 has Ralsei actively suggest how to better knock her lights out rather than trying to spare/pacify her, resulting in a battle that can only be won through violence. Chapter 2 gives us more insight into his character: the reason he tried to go full pacifist was because he believed that all you needed to do to make friends is be nice but he realized that people like Susie can be his friend without being nice all of the time.
  • Cheerful Child: He's very sweet to everyone, and while his age is unknown, his innocence and pacifism make him seem more childish.
  • Cheery Pink: Has a pink scarf and pink horns in his character portrait, and is the friendliest and most optimistic out of the heroes.
  • 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.
  • 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 young 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.
  • Cute Little Fangs: His fangs can be seen "biting" onto his scarf in his Chapter 1 portraits.
  • Cute Witch: A Rare Male Example. He's cute as a button, wears a Robe and Wizard Hat, and is the team's primary magic user. He even cooks with a Magic Cauldron!
  • The Cutie: He's innocent, adorable, and friendly to everyone.
  • Cutscene Power to the Max: At the beginning of Chapter 2, he's able to pacify two werewires at once. Normally, he can pacify one enemy per turn.
  • Dark Is Not Evil: His face is shrouded in darkness, he shares certain aesthetic elements of Final Fantasy's 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.
  • Dimension Lord: Of the central Fountain of Darkness in Castle Town, having mastery of it and able to move to other Fountains with ease. Though he's more like a Dimension Doormat because of his Extreme Doormat personality everyone including his own subjects walks over him (sometimes literally).
  • Does That Sound Like Fun to You?: Gives a scathing one to Berdly, Noelle, Susie and Queen after they agree to create another Fountain of Darkness at the end of Chapter 2, telling them that their idea of "fun" would not only result in The End of the World as We Know It, but also the deaths of all Darkners and locking all Lightners in a Fate Worse than Death.
  • 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 throughout Chapter 1 due to his bright green clothing and the generally conical shape it forms, resembling a squeeze tube.
  • Empty Piles of Clothing: When knocked out, Ralsei's body seems to vanish, leaving behind his robes, scarf and hat (the latter isn't present in Chapter 2 onwards).
  • 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. He also wastes no time uncharacteristically pointing out the asininity of Berdly and Noelle's plans of creating more Dark Fountains in such a blunt manner while pulling no punches.
  • Eye Glasses: Downplayed in Chapter 1. For the most part, his eyes move independently of his round glasses, but when he's sad, the frames are shown curling inwards like eyebrows. Chapter 2, meanwhile, completely avoids this, consistently depicting his glasses as round and independent of his eye movements in all of his portraits.
  • 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.
  • Fatal Flaw: As it turns out, being an Actual Pacifist nets you a Surprisingly Realistic Outcome when you trust that the tyrannical Big Bad wouldn't pull off a sneak attack once you let your guard down. After exactly that happens in Chapter 1, Ralsei becomes more open to violent approaches when necessary.
  • 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.
  • First-Episode Twist: Has his Face Framed in Shadow up until the end of the first chapter, when he takes off his hat and reveals he's a goat monster just like the Dreemurrs.
  • Flat Character: Played With. Ralsei is by no means bare minimum in terms of character, but there are some in-universe indications that Ralsei doesn't have a firm grasp of his own identity. Unlike Kris and Susie, he doesn't have a "favorite flavor" (barring the Teas, which healing varies depending on the consumer's relationship with the character who the flavor is based on) and during the swan boat ride in Chapter 2 he wonders what it's like to be "Ralsei-like".
  • Foil: Ralsei's unending patience and kindness comes out much stronger in his introduction thanks to being contrasted against Susie's recklessness, apathy, and cruelty.
  • Forced Sleep: Pacify puts an enemy to sleep and out of combat, though they have to already be tired for it to work.
  • Friendless Background: Ralsei has no subjects in his entire kingdom and has spent his whole life waiting for the heroes of legend to arrive all by himself. He admits this contributes to his shyness and hesitance to show his face at the beginning of their journey since he's so worried about first impressions and what to do when he gets friends. The game itself even refers to him this way in his class description starting off, and likewise in Chapter 2 when he's since befriended Kris & Susie it changes to reflect this.
  • The Glasses Gotta Go: When Susie snatches his glasses during the Spamton NEO sidequest, he's revealed to have pretty eyes.
  • Guyliner: As can be seen after the aforementioned The Glasses Gotta Go moment, Ralsei looks like he's wearing pink eyeliner and mascara when not bespectacled. Though in his case, it might be natural.
  • He Knows About Timed Hits: Ralsei is capable of directly referring to the game's mechanics, interface and controls. This is in contrast to Susie, who usually has no idea about what he's talking about.
  • Healer Signs On Early: He's the very first ally whom Kris meets, and he happens to have healing powers that prove useful to them for the rest of their journey.
  • Hopeless with Tech: When fighting Poppups, his mis-clicks are some of the worst, and in one case he panics so hard he deletes the browser's shortcut on the desktop but feels guilty as hell because he thinks he deleted the whole internet.
  • The Idealist: He enthusiastically instructs Kris on how to ACT without hurting anyone, does everything he can to befriend Kris and Susie, avoids violence whenever he can, 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, resulting in Ralsei downplaying his philosophy.
  • Identical Stranger: Looks near-identical to Undertale's Asriel when he removes his hat, but there's no other indication he's actually related to the Dreemurr family at all. Noelle even seems to acknowledge this similarity, indicating the resemblance to Deltarune's Asriel goes beyond both being goat monsters.
  • Idle Animation: Standing close to Ralsei for a period of time will cause him to blush.
  • Instant Costume Change: When Susie tells him to take off his butler outfit, he spins to instantly change back to his robes.
  • In Touch with His Feminine Side: Ralsei is a boy who's good at baking, arts and crafts and sewing, considering he made the training dummy. He's also openly affectionate, patient, understanding and enjoys hugs.
  • Kafka Komedy: He's the sweetest person in the whole game (barring Noelle) and he's also the subject of a lot of humiliation in both Chapter 1 (where Susie throws him at K. Round) and 2 (where he gets squashed by Susie no less than 2 times the whole chapter). All of this is Played for Laughs.
  • Leitmotif: "The Legend", which plays when Ralsei tells you about the Prophecy, seems to be his theme— it's remixed for "Empty Town" and interpolated by "My Castle Town", both of which are associated with his domain, and he sings it to put Ponmen and Susie to sleep.
  • Lost in Translation: The Significant Anagram aspect of Ralsei's name is lost in the Japanese localization as his Japanese name ("ラルセイ" Rarusei) is a romanization of his name instead of an anagram of Asriel's ("アズリエル" Azurieru).
  • Magically Inept Fighter: Defeating Spamton NEO by force (including in the Weird Route) yields a PuppetScarf which can only worn by Ralsei. It drastically reduces his Magic stat (and by extension, his Heal Prayer healing), but drastically increases his Attack stat to on par with Susie's.
  • Masculine Girl, Feminine Boy: Feminine boy to Susie's masculine girl, being more affectionate and gentle.
  • Mayor of a Ghost Town: Ralsei is the "prince" of a castle town, and when we first meet him its only resident. It's only after the evacuation of other Dark Worlds that Ralsei has subjects to be ignored by.
  • Meaningful Appearance: In Chapter 1 he wears a pointed green hat with hornlike nubs that hid his entire face in shadow. His shadowed face relates to him being the most mysterious of the main trio, the pointed witchlike hat ties into his status as the team's main magic user, and the hornlike nubs foreshadow the reveal of his actual horns.
  • Medium Awareness: A strange case. He Knows About Timed Hits as an explanation of the pacifist side of the combat system, seems to comprehend how Kris's inventory works, and has a general idea of how the world mechanics seem to operate to the point that he might occasionally point it out if something doesn't quite work as planned. However, much like with the Monsters in Undertale, this all seems to be in-universe factors that many Darkners are used to.
    • A few interactions may play with this tendency. For example, at one point he acts as though it had been a long time between Chapters 1 and 2 only to act surprised when he realizes it's only been a day. It remains to be seen if these are anything more than simple nudges to the audience.
  • Morality Chain: While his motives are in question, it's undeniable that he consistently pushes Kris and Susie to make the moral choice and help others, no matter the circumstance. Whatever his reasons and nature, he genuinely wants to help people be their best selves.
  • Mr. Exposition: Explains the prophecy that resulted in Kris and Susie falling into the Dark Lands, along with gameplay mechanics — he does a better job at giving tutorials than the puzzle pieces in the tutorial room.
  • My God, What Have I Done?:
    • After he's tricked into healing King, Ralsei feels guilty for almost getting his friends killed.
    • Played for laughs whenever he clicks on a Poppup ad in-battle, which he always responds to with loud repentance. One particular ad causes him to panic and delete the browser shortcut, making him believe that he deleted the entire internet; the in-game narration describes Ralsei as feeling extremely guilty about that even before his dialogue starts.
  • Mysterious Past: Between Ralsei not expounding much on his nature, other characters having nothing to say about him because nobody else apparently knew him beforehand, and no one choosing to ask, there isn't much known about him besides what's given for the sake of the plot. What he truly is, how he knows some of the things he knows, and why he's so similar to Asriel are all as-of-yet uncommented on.
  • Nice Guy: Very kind and hospitable towards everyone, and always looks for peaceful solutions to conflict.
  • Nice Mean And In Between: The Nice Guy to Kris's Heroic Mime and Susie's Jerk with a Heart of Gold.
  • No Body Left Behind: If he's knocked out in battle, his body seems to just vanish out of thin air, leaving only his clothes behind.
  • Not So Above It All:
    • Back in Chapter 1, his response to Lancer dramatically assuming "Stool Forme", to help Susie reach some candy in a tree, is to point out that he just put his hands on the ground. By early Chapter 2, Ralsei does the exact same thing after practicing it, calling it "Magical Stool Forme R". To be fair, however, it must take a lot of practice to be able to hold up two people who are both heavier than you on your back.
    • During one of the typing puzzles from Chapter 2, Susie asks Kris if they can write out a swear, and Ralsei responds that they can't with the letters given. Susie excitedly realizes this means he not only knows swear words, but he also checked whether you could make them. Ralsei hurriedly shifts the focus back onto finishing the puzzle.
  • Oh, Crap!: During the K. Round rematch, when he realizes Susie's ACTing plan is a Fastball Special.
  • Only Sane Man: In a different way to Susie. While Susie is the only one to question the RPG mechanics and the less-than-realistic choices the game offers (such as complimenting enemies who are trying to attack or kill you, or only allowing Kris to ACT), Ralsei is the most sensible of the group, is often less than impressed at Susie's violent tendencies and Kris' taste for moss, and the least likely to do something extravagant that doesn't further the party's goals.
  • O.O.C. Is Serious Business: Considering Ralsei's entire goal is to stop more Fountains of Darkness so the balance is kept, hearing Noelle and Berdly openly contemplating opening more fountains so the good times never end causes the normally cheerful prince to sternly call them out and outline what would really happen if too many fountains are opened, which scares both them and Queen straight. Ralsei's explanation is so blunt, without attempting to pretty up the context, that it almost feels like a different person talking.
  • Out of Focus: In a weird way in Chapter 2 in the minds of some characters — Noelle, Berdly and the Queen don't seem to particularly acknowledge his presence unless he makes them notice him. Noelle briefly seems to hint in one scene that Ralsei looks like Asriel, but when she and Kris meet up with Susie and Ralsei, they don't even seem to introduce themselves to each other. Likewise, Queen completely forgets Ralsei exists until she realizes she neglected to prepare a cage to capture him. When Queen tries to give compliments to the party, she passes over him twice, eventually trying to compliment Berdly of all people first. If you hack the game to let Noelle drink the Susie and Ralsei flavored teas, she claims that the latter is invisible, which raises... implications.
  • Personality Powers: Magic for healing and forcing sleep couldn't be a better fit for someone as kind and pacifistic.
  • Reverse Arm-Fold: His overworld sprite in Chapter 2 always has his arms folded behind his back, signifying his character as a patient and considerate prince.
  • Ridiculously Cute Critter: Ralsei is very cute and fluffy and almost everyone finds him absolutely adorable.
  • Robe and Wizard Hat: His outfit of choice, though he ditches the hat at the end of Chapter 1.
  • Satan Is Good: Ralsei has a strange amount of Satanic concepts associated with him: he's a literal Prince of Darkness who hides his face, is goatlike in design, is opposed to something called the "Angel's Heaven", and has a sort of opposite connection to Asriel, who's named for an angel. Despite this, he's a very kind, helpful person who at least says he's trying to save the world... assuming he's telling the truth.
    Ralsei: [Equipping the Jevilstail] I'm a good devil, OK?
  • Scary Shiny Glasses: When revealing the Roaring's existence in Chapter 2, the lenses of his glasses turn completely white on his overworld sprite, highlighting his uncharacteristic sternness in that moment and the gravitas of the Roaring. His dialogue portrait similarly features visible glare on his glasses at that point, though his closed eyes can still be seen through them.
  • Screams Like a Little Girl: Subverted. In Chapter 2, when Kris and Susie get out of their prison rooms in Queen's castle, they hear a high-pitched scream that Susie immediately assumes it's Ralsei. When they meet him again... it turns out it was just the Swatchlings letting out a Squee because of his butler outfit.
  • Ship Tease: He gets a little bit of it with Kris. In Chapter 1, he blushes every time Kris does something nice or shows him affection, like hugging him during the tutorial. In Chapter 2, the swan boat ride is framed almost like a Tunnel of Love, and Kris can say that "it's good that Ralsei is Ralsei"; their words cause Ralsei to stammer quite a bit. Giving Ralsei the present from a bottle-throwing booth also has Ralsei choke back his words somewhat, again while blushing. The swan boat segment is especially telling since, while it's not blatantly romantic, it gets juxtaposed in-game with Susie's rescue of Noelle which is more obviously romantic.
  • Shoot the Medic First: Downplayed: enemies like Jevil and Spamton NEO actually target every member, but because Ralsei has less HP and defense than others, he falls down quicker.
  • Significant Anagram: Ralsei to Asriel, tying in with their resemblance to one another.
  • 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, from healing the party to removing tired enemies from the fight, 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.
  • Stunned Silence: His reaction to Kris hugging him is to basically be reduced to a silent, blushing wreck.
  • Stylistic Suck: His Chapter 1 portrait when confused is notably less detailed, looking like an MS Paint doodle complete with crooked lines.
  • Supreme Chef: While we don't get to taste the cake he baked on account of Susie immediately chomping it down, her saying that it's just a little "thick on the frosting" and asking for more implies that it tastes pretty good. We do get to taste the ButlerJuice which he made during his brief stint as a butler, and it heals a whopping 100 health!
  • Sweet Sheep: While more anthropomorphic than most examples, Ralsei is a goodhearted, sweet and friendly goat boy.
  • 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 the main group can do to enemies is a Non-Lethal K.O..
  • Technicolor Eyes: As shown when Susie steals his glasses, his irises are a vibrant pink in color, which highlights his feminine traits even further.
  • 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.
  • Took a Level in Cynic: He eventually concedes to Susie that she was right about not every enemy being willing to parlay and befriend them, and expect it to work out. He still doesn't like to fight, but as of Chapter 2 is more willing to do so if the situations dictate that there's no choice.
  • Tranquil Fury: If you decide to goof off during his combat tutorial, whether it be by repeatedly missing attacks or using other mechanics when he's specifically teaching you something, he'll end the tutorial then and there while almost at a loss for words.
  • Tritagonist: Set up as this as the third DELTA WARRIOR, but doesn't get much time for his own character arc in the first two chapters.
  • Unknown Rival: More than once the Queen forgets he's even there in Chapter 2, which leads to things like her forgetting to bring a cage for him when she tries to capture all of the heroes at one point.
  • Unusually Uninteresting Sight: Besides Kris and Susie, most characters (especially the Lightners) barely acknowledge Ralsei's existence, usually only noticing him only when it's impossible for him not to stand out.
  • Voice Grunting: His voice clips resemble a goat bleating, similar to the Dreemurrs'.
  • White Mage: Despite resembling a black mage from Final Fantasy with his hat on, Ralsei's spells are entirely noncombative, emphasizing his pacifist preferences. One spell is for healing, while the other (which is literally called "Pacify") is for putting tired enemies to sleep, which removes them from battle.
    • White Magician Girl: A Rare Male Example. Ralsei is sweet, compassionate, accomodating and ingenue to the point of naivety (but he's getting better in that regard). He's also a monster's version of a Pretty Boy and, while pushed by the player, he can have some Ship Tease moments with Kris.

Alternative Title(s): Deltarune Kris, Deltarune Susie

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