Susie

## Basic Information

### Aliases

Violent Ax Susie (herself)The violet tormentor (SAVE Point)Mean Girl (SAVE Point)Purple girl (Lancer)Beast (Top Chef)Purple Beast (Jigsawry)Talking Beast (Rudinn)Susan (Berdly)Pal (Sans)Dinosaur (Papyrus)

## Other Information

### Relationships

Kris (friend; teammate; classmate; former enemy)Ralsei (friend; teammate; former enemy)Lancer (friend; ally)Noelle (friend; ally; classmate)Alphys (teacher)Berdly (ally; classmate; former enemy)

## Apperances

### First Apperance

Deltarune

**Susie** is a Lightner from Hometown and one of the deuteragonists of *Deltarune*. She is presumably the monster Hero of Light of the Legend of Delta Rune.

She wields an axe while in a Dark World. With her high HP and Attack, she plays the role of the party's tank during encounters.

## Profile

### Appearance

Susie appears to be a tall, purple, vaguely reptilian monster with messy aubergine hair and clawed hands. She has yellow scleras, freckles at the sides of her face, and yellow fangs. Her attire consists of a long purple jacket, a blue trimmed white shirt, a pair of torn jeans and a pair of black shoes.

In Chapter 2, it is implied Susie has a short tail that wags when she is happy, though she is embarrassed by it. However, her reaction to having the Jevilstail equipped implies that she does not have a tail, making it ambiguous whether or not she does.

In a Dark World, Susie's hair and skin colors transits to plum and lavender pink respectively. Her clothes are replaced with a long black vest with purple trims, a sleeveless purple shirt, baggy plum pants, and black boots with golden trims. She also has two black bracelets with yellow spikes on each arm, and a black belt with a large golden heart buckle.

During most of Chapter 1, Susie's eyes are hidden behind her hair. After Kris protects her from King's attack, she uncovers them and often keeps them visible.

### Personality

Susie is known for being rude, vulgar, as well as making sarcastic or brutally honest remarks. She can threaten with physical violence, such as biting off someone's face. In a Dark World, she is willing to attack Darkners if they are perceived as enemies.

However, Susie has a different temperament to those who are kind to her. With friends, she is expressive, willing to talk about herself, and ask for their opinions. Susie favors teasing her friends, and is more observant of their emotions. She makes an effort to be considerate, and tries to not push them to talk about a stressful issue. Susie is also loyal, readily wanting to assist a friend if they are in danger or troubled.

She likes compliments, and is easily flattered. Susie also enjoys causing mischief and childish antics, such as trying to fit in a freezer. She appears to like eating in general, including non-food items, and receiving gifts. She is possessive of items given to her.

Susie is implied to have self-esteem issues. She appears convinced that no one likes her, and is oblivious to Noelle's crush on her. She is also aware that she struggles academically. Susie can also occasionally project onto others.

## Main Story

### History

Susie lives in Hometown and attends the same class as Kris, having arrived as a new student at some point. She is close to getting expelled from School due to unknown past incidents. She is universally feared among her classmates and even by Alphys, due to her appearing to be a threat. Monster Kid described her as creepily watching him and friends playing handball. At one point, the ball rolled over to her, causing her to freeze and kick the ball as hard at possible at Undyne's car.

Little else is known about Susie's history prior to the events of *Deltarune*.

### Chapter 1

Susie barges into class and is the last student to arrive. Due to their tardiness, Alphys assigns Kris to be her partner for a group project. As Alphys attempts to begin class, she realizes there is no chalk. She tries to coax the students to return the missing chalk, and receives no response. Alphys hears Noelle's suggestion, and asks Susie to retrieve some from the supply closet. Susie complies with indifference and slams the door.

At Alphys's request, Kris follows after her. They discover Susie eating a chalk stick, and she notices them. She questions if Kris has seen anything, only for them to be silent, causing her to menace them. As Susie slams Kris into a locker, she comments that "*Quiet people piss me off.*" She assumes they will report her to get her expelled and threatens to bite their face off. Susie considers Toriel, Kris's mother, and opts against it. She states they will retrieve the chalk, and that Kris will do the group project. Before Kris can respond, she interjects.

In front of the supply closet, Susie is confused by its interior being pitch black. She tries to goad Kris to enter it first, who only steps away. Instead, Susie convinces herself and Kris to go inside simultaneously. Inside, she initially reassures the closet is not unusual and tries to find a lightswitch. As the duo venture further in, Susie is unable to find it, and declines on finding the chalk. They attempt to leave, only for the door close by itself. Susie panics as the floor disappears, and the two descend into the Dark World.

Susie wakes up in ?????? alone. At the sound of someone approaching, she retreats into various dust piles. Kris bursts the last one she is in, alarming her, though she expresses relief that it was only Kris. Susie is confused at their situation, and insists Kris leads them out of the area. She impatiently leaves them behind, and finds a silhouetted Lancer atop a pillar. Susie warns Kris of the spade bullets, and runs ahead, and later directs Kris to slide down a cliff.

At the entrance of Castle Town, Susie notes how the unfamiliar area appears deserted. With curiosity, the two progress to the front of the castle, where a hooded Ralsei greets them. He offers to inform the duo of the Legend of Delta Rune, and how they are the foretold heroes. After the tale, Susie declines on being a hero, as she considers it "*pretending*" and prefers leaving. Before Ralsei can change Susie's mind, Lancer appears and knocks him away. Lancer introduces himself and his intent to defeat the two to ensure they do not go east, as it is their "*only way home.*"

Susie, who is eager to FIGHT, notices she inexplicably has an ax and focuses on only attacking Lancer. Regardless of the outcome, he retreats, and Ralsei returns and expresses concern. Upon Susie's request, he takes off his hood and reveals his appearance. Once he confirms that they must go east, Susie departs on her own, determined to return to school.

While Kris and Ralsei navigate the Field in search of Susie, they discover her onslaught. This includes beating up Lancer, a Broken Cake that Top Chef states that she ate "*like an animal*," and many "*clobbered*" Jigsawrys. If Kris interacts with the standing Jigsawry in the Maze of Death, they attempt to warn the two about her.

After the Second Clock Puzzle area, they find Susie in front of a closed, partially destroyed door. Ralsei informs her the puzzle requires a third party member and that only Kris can seal a Dark Fountain. Susie reluctantly joins.

Once the puzzle is solved, C. Round blocks the path. Ralsei remembers that Susie did not have a battle tutorial, and suggests to Kris to teach her how to ACT. If Kris orders her with the "X-Compliment" ACT, she questions this. The encounter ends with Susie knocking C. Round away with an attack.

In front of Seam's Shop, Ralsei emphasizes their role as heroes, and advises her to avoid FIGHTing. Susie is not dissuaded, and Ralsei informs Kris that they may have to WARN enemies to compensate.

The trio progress east and reencounters Lancer, who has prepared a new team. With confidence, he states that "*purple girl*" cannot stop him and laughs. Susie interrupts Lancer, and criticizes his "*evil laugh*" and attempt at being intimidating. With one hand and her teeth barred, Susie picks him up and threatens to bite his face off and laughs. Lancer is impressed and thanks Susie for the advice, and orders three Jigsawrys to attack before leaving. Susie is both surprised and flattered by his actions.

After a box puzzle that Susie does not want assist in solving, they proceed to the Great Board. The party approaches Lancer halfway across the board. He makes an aggrandized effort to state this, and asks for Susie's opinion of his attempt. When she questions Lancer, he continues to compliment her. In response, Susie makes an effort to give a positive critique. Lancer realizes in his zeal that he forgot to bring enemies along, and that the trio does not have an official name. Susie suggests "*The $!$! Squad*" on a crumpled paper. After Kris has chosen a team name, Lancer flees.

The party finds Lancer at the end of Great Board. He admits to being fretful of the awaiting K. Round, who attacks the party. Susie retaliates in return to prove she is not afraid despite her attacks making it more hostile. Afterwards, Lancer refers to the trio as heroes. As Susie considers the compliment, Ralsei interjects. He comments that the battle could have been avoided if she was not violent, as well as the incidents in the Field. Susie contemplates Ralsei's statements, and decides to side with Lancer, as being a villain "*sounds way easier.*"

Near the entrance of the Forest, Kris and Ralsei find Susie and Lancer, who states their "*DARK*" team name and plans. Contrary to their scheming, the two primarily tease Ralsei and cause minor mischief. This includes taking a snack break, feigning to work on their plan so Kris would solve a suits puzzle, and selling a Lancer Cookie to purchase a Hearts Donut in the Bake Sale. Enjoying her time with Lancer, Susie offers to share half of the Hearts Donut with him.

While a disguised Lancer convinces Kris and Ralsei to build a "*Machine to Thrash Your own Ass*," Susie sleeps in the nearby bush. Once it is completed, Susie wakes up and laughs that the two were tricked into doing their work. She has different commentary depending on the highest category and design.

Before the Maze, Kris and Ralsei notice Susie and Lancer being fanned by Rudinns. If Kris interacts with Susie, Ralsei tries to coax her to rejoin their team, though she refuses. When Kris nears the entrance, Lancer and Susie warn that they will be lost without aid. Halfway through the Maze, Susie taunts the two and notices Lancer is not with them. She becomes worried, and emphasizes he easily gets lost in mazes, and Ralsei apologizes. Susie attempts to navigate the Maze on her own to find him.

Susie and Lancer regroup at the Thrashing Room and create the machine last minute. Once Kris and Ralsei arrive, they explode the Thrash Machine and taunt the heroes. Ralsei inquires about their new plan, and Susie states she will join if they can defeat her and Lancer. However, if Kris and Ralsei lose, they would have to join their team and listen to them. Susie asks Kris for their decision, only to interrupt and state her team would attack regardless. She attacks Kris and Ralsei as an enemy. Afterwards, Susie rejoins the party, and invites Lancer to be apart of their team as well.

Along the linear path, Susie comments on her hunger and refuses to stop teasing Ralsei. Shortly after, Lancer notices a Dark Candy tree with one Dark Candy at the top. Susie cannot reach it, and Lancer uses "*Stool Forme*" to assist. When she hears he has never tasted one before, Susie gives it to Lancer instead. He wonders on Susie's reason, only for her to comment that she is not hungry. Lancer considers Susie as a "*good friend*," and Susie reciprocates in return. After Lancer and Ralsei converse, Susie concedes she has been in a good mood with them.

When the party sees Card Castle and the Eastern Fountain in the distance, Lancer flees. Confused by Lancer's responses, Susie chases after him. Susie, Ralsei, and Kris all arrive at the castle's gate, only for Lancer to close it. Immediately after, a necklace of Rudinn Rangers surround the trio and knock them out.

In Prison B1, Susie "*invites*" a Rudinn to the trash can to obtain the prison keys. At a loss with the suits puzzle, she suggests that they wait for Lancer. Instead, Susie is able to solve it with Kris's help. Intending to free Kris and Ralsei, she ventures out of her cell, and hears Lancer's voice. In her haste, Susie solves the second suits puzzle by herself. When she calls Lancer's name and mentions Kris and Ralsei in a cell, he admits to ordering his troops to have the trio retained in prison.

Personally offended by his actions, Susie interrupts and threatens Lancer to move. He refuses, and Susie chooses to attack him. She repeatedly attacks, and threatens to kill Lancer, who eventually refuses to attack. When Susie misses her last attack, she admits she does not want to kill him. As Lancer explains his reasons, Susie reassures that they will be peaceful towards King. Before Lancer leaves, he questions their friendship, to which Susie reaffirms.

After Susie frees Kris and Ralsei, the trio ride on an elevator. She converses with Ralsei, and mentions she is interested in ACTing. When Ralsei exits the elevator, Susie addresses Kris. She confides that she will listen to them before leaving. She still finds joy in teasing Kris and Ralsei during their time exploring the Card Castle, such as when re-fighting King Round, during which she throws Ralsei at its crown to defeat it.

After finally encountering King at the top of the roof, he threatens to drop Lancer into the void for turning his back on him, which angers Susie. Lancer manages to escape by himself and a fight between the heroes and King ensues. King eventually loses and starts apologizing for his deeds, showing regrets. This turns out to be a lure to make the heroes drop their guard and hitting them back, defeating them. If some Darkners where defeated violently through the chapter, they do not come to stop King and Susie instead distracts King long enough for Ralsei to cast a Pacify Spell on him, thus putting him into deep slumber.

Once King is finally defeated, Susie warms up to Kris and Ralsei, for whom she promises to be kinder. Her eyes are then revealed behind her hair. She follows Kris to the Dark Fountain as they shut it down.

The two end up waking up in the unused classroom, which contains toys and objects similar to Darkners from the Card Kingdom. Susie wonders for a second if all of this was just a dream but regardless, this adventure helps her improve her relationship with Kris and she tells them to come back with her to the Dark World tomorrow, before leaving the school.

### Chapter 2

#### Normal Route

Susie is so excited to return to the Dark World the next day that she shows up to class on time. She teases Kris for showing up late, and laughs off Alphys's attempt at reprimanding her. After class, she excitedly drags Kris to the door to the Dark World, where she briefly wonders if the adventure was a dream and asks if Kris will still be her friend regardless. They are interrupted by Noelle, who startles Susie by inviting them to study at the library with her and Berdly. Susie interprets Noelle's overall nervousness around her as evidence that she is aware of the Dark World, and tells Kris they need to keep it a secret. They soon arrive in the Dark World, where Ralsei and Lancer greet them and show them around. Susie is particularly pleased with the room Ralsei made for her and wishes to stay in the Dark World for as long as possible. However, Ralsei soon learns she and Kris have a school project and "banishes" them until they do it, which Susie reluctantly agrees to.

When they get to the library, however, they discover another Dark World has manifested in the computer lab. Susie jumps at the chance for another adventure with Kris, and they quickly jump into the Cyber World, where they learn Queen, the ruler, has gone insane due to the presence of a new Dark Fountain, and has taken Noelle hostage as a peon. Susie challenges the Queen to a fight but is laughed off. Ralsei soon meets up with the gang and they proceed on a new adventure.

Susie travels with Kris and Ralsei through the Cyber World. During a fight with Sweet Cap'n Cakes, Susie questions why Kris is the only Lightner who is able to "ACT," whereupon she forces a new option for "S-Action" (and in turn forces Ralsei to perform "R-Action") so she and Ralsei can have control over events as well. After a fight with Queen and Berdly, the group splits up, though Susie protests at Ralsei making Kris choose and decides that Ralsei should go with her. During this adventure, Susie learns the skill "Ultimate Heal" (which isn't very helpful in battle) and enjoys cotton candy at the carnival with Ralsei. She and Ralsei meet up with Kris and Noelle at a party stall, where Susie at first prepares to fight Noelle due to her association with Queen, but then accepts her into the party, completely unaware of Noelle's crush on her. They soon make it to Queen's Mansion, where Noelle is captured by Queen, and Kris, Susie, and Berdly are placed in rooms designed to entertain them while Queen takes over the world. They break out with the help of Lancer, who quickly starts to turn to stone due to not being from Cyber World. Susie carries Lancer on her back as the group, along with Berdly, runs to find Ralsei. On the way, they come across some puzzles where Susie mocks Berdly for not being able to solve them. Eventually, after Berdly admits to lying about his intelligence, Susie encourages him to accept he doesn't have to be the best (although Berdly interprets this as encouragement to be stupid like the rest of them, much to Susie's annoyance). Meeting Ralsei, they learn Lancer cannot be cured until either he returns to his own Dark World or Castle Town. Eventually, Berdly separates Susie from the group so the two of them can free Noelle while Kris and Ralsei focus on finding Queen.

Susie arrives in Noelle's room in the Mansion and scares off two Werewires. Worried about having to explain the Dark World to Noelle, Susie tells Noelle she's just dreaming, but is surprised to see Noelle accept this on the basis that Susie wouldn't be nice to her in real life. She awkwardly admits she never picked on Noelle because Noelle gave her a candycane-looking pencil on the first day of school. They soon make their escape on a heart-covered Ferris wheel (to Noelle and Susie's embarrassment). Along the way, Noelle shares her memories of watching horror movies with her sister Dess, which Susie finds interesting, and the two grow closer. Noelle notices Susie's tail wags when it is happy, to which Susie protests that she does not have a tail in the Light World (though she admits to being self-conscious about it). Before Susie can suggest hanging out with Noelle more, they are interrupted by Berdly (who, unbeknownst to Susie, now has a crush on *her* instead of Noelle), and Susie goes to rejoin Kris and Ralsei, landing on Ralsei in the process.

While Kris is in the Mansion's basement following Spamton's instructions, Susie and Ralsei hang out together. After Kris returns from acquiring the EmptyDisk, Susie can be seen messing around with Ralsei's glasses, the latter asking her to give them back. They quickly rejoin Kris just as the battle with Spamton NEO starts. Afterwards, Susie voices how horrifying the whole battle was and asks if Kris is okay. If Kris says yes, Susie notices they are straining to say so. If Kris says no, Susie and Ralsei help them calm down.

The group soon faces off against Queen's giant robot, which they defeat with the help of their allies and the Thrash Machine. Afterwards, Noelle is able to stand up to the Queen thanks to Susie and Kris's help, and Berdly proposes creating a new Dark Fountain, which Noelle and Susie encourage. However, Ralsei reveals creating Dark Fountains will bring on a cataclysmic event called The Roaring which will destroy the world. Learning this convinces Queen to stand down and change sides.

With that, Susie and Kris seal the Dark Fountain once more, and they wake up in the Library computer room. As Noelle and Berdly leave, Noelle takes a moment to see if Susie has a tail: Susie clocks this and scares her off before expressing surprise at the fact she and Kris saved the world but cannot tell anyone. She then joins Kris in heading back to school to see the Dark World. Afterwards, she offers to walk home with Kris and they explore Hometown. Susie has the option of witnessing an awkward encounter between Kris's parents at Sans's store (and has a few frustrating conversations with Sans himself), or witnessing Kris's interaction with Onion (whom she finds very odd). They can also go to the hospital where Susie meets Noelle's father Rudy. She is bewildered at Rudy's joking threat that if she lays a finger on Noelle he will beat her up, but they soon form a friendly rapport.

If Kris ventures down to the bunker at the edge of town, Susie witnesses Monster Kid and Snowy daring each other to open the door. When Snowy calls Kris a "weenie," Susie sneaks up on the two and scares them off, before inspecting the door for herself. She assures Kris they don't have to talk about the bunker.

Eventually, they make it to Kris's house, where she unexpectedly meets Toriel. Toriel invites her in to make a pie with her and Kris, and eventually for a sleepover, much to Susie's surprise. She quickly bonds with Toriel and tries to watch her language around her (despite getting caught off-guard when Toriel got annoyed enough to swear herself). She also apparently drinks from the bottle of apple shampoo in the shower: if Kris notices this they inquire about it in a subsequent conversation, which she denies. That evening, she and Kris watch movies and ponder about the upcoming festival in town, as well as the possibility of bringing Ralsei and the other Darkners into the Light World. They eventually fall asleep on the couch.

#### Snowgrave Route

Susie and Ralsei meet Kris shortly after the fight with Berdly, where Susie immediately notices that Kris appears distraught. She shows off her new healing power that she learned from Ralsei before they journey into the Mansion. Susie goes to rescue Noelle: it is implied she and Noelle grew closer as they had in the normal route, but Susie comes out of the interaction concerned for Noelle, who is traumatized after being forced by Kris (or rather, the player) into seemingly killing Berdly. After the aborted fight with Queen, Susie leaves to go check on Noelle, and is absent from the Spamton NEO fight. After Kris seals the fountain she wakes up with Noelle and Kris in the library. Before leaving, Noelle asks Susie if she has a tail, which she denies. Susie expresses that it feels as though they did not just save the world despite sealing the fountain, and senses trouble up ahead. She still joins Kris in heading home afterwards.

At the hospital, Rudy holds Susie back as she and Kris are exiting and begins telling her what Noelle likes to do. Susie walks out of the conversation bewildered.

## In Battle

### As party member

#### Stats

*Main article: Stats*

 2
 3

In addition to her functional stats, Susie has two cosmetic stats. At the start of Chapter 1, Susie has 100 Rudeness and 100 Crudeness. If the name The $!$! Squad is chosen, her Crudeness increases by 1. After joining the party "for real" at Card Castle, her Rudeness stat drops to 99. In Chapter 2, her Rudeness goes down to 89, and Crudeness is replaced by "*Purple: Yes*."

#### Title

*Main article: Title#Susie*
Susie's title changes throughout the game.

* At the beginning of Chapter 1, Susie is a Mean Girl who "*Won't do anything but fight.*"
* After she rejoins the party in Chapter 1 and from the start of Chapter 2, she is upgraded to Dark Knight, and "*Does damage using dark energy.*"
* After she learns how to use healing powers during Chapter 2, she becomes Healing Master. "*Can use ultimate healing. (Losers!)*"
* If Kris inspects the Moss near the Dog Dumpster while Susie is in the party, she becomes Moss Enjoyer. "*Supports those that find moss.*"

#### Spells

All of Susie's "Buster spells" can have their damage increased by pressing and holding "[CONFIRM]" button once the animation starts. This increases attack damage by 30, but mashing does not increase damage further.

Before casting a spell (for all spells), she holds her ax straight with a pink flame on top of it and smiles. After this, she holds her ax in the air as it flashes white.

##### Rude Buster

Costs 50% TP, 40% TP while Devilsknife is equipped. An attack that does moderately more damage than the standard Fight action, in the form of "Rude Damage". Pressing "[CONFIRM]" button during the attack makes it deal slightly more damage. Outshone by Red Buster during the King and Queen fights. "*Deals moderate Rude-elemental damage to one foe. Depends on Attack and Magic.*"

Doing this attack makes Susie launch a purple arrow at the targeted enemy.

##### Red Buster

Costs 60% TP, and can only be used through Kris's ACT command during the battles against King and Queen. This attack does significantly more damage than the standard FIGHT command. Damage output is based on Attack and Magic, and like Rude Buster, it deals more damage if "[CONFIRM]" button is pressed mid-attack. Instead of dealing "Rude Damage" like its dwindled type, it deals "Red Damage." "*Your SOUL shined its power on Susie!*"

Doing this attack makes Susie launch a slightly larger hot-pink arrow at the targeted enemy.

##### S-Action

Does not cost TP. Susie does Kris's selected act, much like paired ACTs except that Susie can choose to do it with another enemy. In some bossfights, S-Action will be replaced with an available act such as "Bump" on the first fight against Berdly or "Snap" on the fight against Spamton NEO. Susie can learn this spell during the fight against the Sweet Cap'n Cakes.

Doing this makes Susie do a pose and shoot out stars and hearts like Kris.

##### UltimateHeal

Costs 100% TP. A pitiful spell that restores a minimal amount of HP to a single ally. Learned around halfway through Chapter 2, though it is apparently ineffective due to Susie 'attacking' with the spell. Depends on Susie's Magic stat (healing equal to her Magic + 1). "*Heals one ally to the best of Susie's ability.*"

Although it's the same animation when using a spell, when not in battle, Susie fires a spring-green orb.

It doesn't heal very much, but Toby has implied that there may be a use for it later on.

##### Supercharge

Costs 32% TP, exclusively available during the Spamton NEO fight. A spell that powers the Yellow SOUL, which greatly decreases the time to charge a big shot and increases its travel speed; the effect lasts for 20 big shots in total.

### As enemy

#### Attacks

* Susie jumps on top of Lancer. Then, Lancer jumps over the Bullet Board while Susie launches ax projectiles that turn around and travel towards the right.
* Susie launches six ax projectiles from her position that travel in random directions towards the player. The projectiles boomerang and move back to her.

#### Strategy

Her stats as an enemy are the same as her stats as a party member.

To win the battle violently, the party can attack Lancer until he runs out of HP. If Susie is out of HP she remains down for three turns, but then revives at full HP.

To win the battle peacefully, the party can perform X-Anything on Lancer successfully 4 times, convincing him not to fight. However, on the 4th time, Susie blocks Lancer's ears, negating the X-Anything ACT. Susie continues this unless she is put to sleep through Ralsei's Sing.

Even though Susie can be put to sleep, she cannot be pacified due to Lancer's bike absorbing the Pacify Spell. She wakes up on her own after three turns.

#### Quotes

* *Heh, scared?* **[Neutral]**
* *Weasel out of THIS!* **[Neutral]**
* *Talk your way out of THIS!* **[Neutral]**
* *Think fast!* **[Neutral]**
* *No way! Shut up and fight!!!* **[Anything #1]**
* *Really?...Shut up and fight!!!* **[Anything #2]**
* *What are you even doing?* **[Anything #3]**
* *Really...? No way, I don't see anything!* **[Anything #4]**
* *Yeah, it's hopeless.* **[Anything #5+]**
* *Flattery won't work on US!!!* **[X-Anything #1]**
* *THAT'S THE POINT!!!* **[X-Anything #2]**
* *Huh...? I mean...NO!!!* **[X-Anything #3]**
* *Heh, score for the BAD GUYS!* **[X-Anything #4+, failed]**
* **[Lancer]** *I'll never let you SPARE my friends!!!* **[Casting Pacify on Susie #1]**
* *Hey, stop ganging up on him!* **[FIGHTing Lancer, if Susie hasn't been hit]**
* *Hey, stop hitting him!* **[FIGHTing Lancer, if Susie has been hit]**
* *(Zzzz...)* **[Asleep]**
* *(Yawn) I'm awake, did I miss anything?* **[Awake]**
* *Alright, you convinced me!!* **[Unused]**

#### Flavor Text

* *If you read the status screen, you already knew that.* **[Check]**
	+ *The armor you equipped her with just made her tougher!* **[if Susie is equipped with armor when she was a party member]**
* *Two bad guys blocked the way!* **[Encounter with Lancer]**
* *Susie and Lancer are coming up with victory celebration plans.* **[Neutral]**
* *Susie and Lancer are making fun of you.* **[Neutral]**
* *Susie and Lancer are gloating about how great their team is.* **[Neutral]**
* *Susie and Lancer are having an evil laugh contest.* **[Neutral]**
* *Smells like teamwork.* **[Neutral]**
* **[Anything #1]**
	+ *You tried convincing Susie not to fight.*
	+ *There was no effect!*
* **[Anything #2]**
	+ *You tried telling Susie you like her hair.*
	+ *It seems this command is a total waste of time!*
* **[Anything #3]**
	+ *You growled at Susie like a bear.*
	+ *It seems this command is a total waste of time!*
* **[Anything #4]**
	+ *You told Susie you'd give her a picnic basket of worms.*
	+ *It seems this command is a total waste of time!*
* **[Anything #5]**
	+ *You have no idea what to do what to Susie anymore.*
	+ *It seems this command is a total waste of time!*
* **[Sing]**
	+ *Ralsei sang a soft and entrancing lullaby!*
	+ *SUSIE fell asleep!* **[Susie doesn't sleep]**
		- *But SUSIE was already asleep...!* **[While Susie is asleep]**
* **[Casting Pacify on Susie #1]**
	+ *(The PACIFY spell was absorbed by Lancer's bike!)*
	+ *(Lancer's BIKE began to get tired??????????????)*
* **[Casting Pacify on Susie #2]**
	+ *(The PACIFY spell was absorbed by Lancer's bike!)*
	+ *(The WHEEL of the BIKE became SPARED!)*
	+ *(It turned into a SPARED TIRE!)*
	+ *(... that didn't do anything though.)*
	+ *(Seems that PACIFYing won't work!)*
* **[Casting Pacify on Susie #3+]**
	+ *(The PACIFY spell was absorbed by Lancer's bike!)*
	+ *(Seems that nothing else interesting will happen!)*

## Relationships

### Kris

At the beginning of Chapter 1, Kris and Susie know very little about each other, with Susie being initially hostile towards Kris. Once Susie joins Lancer, however, Ralsei seems to be her primary target for teasing. As the chapter progresses, she slowly opens up to them after re-joining the party, and once faced with the possibility of hurting King and upsetting Lancer, she decides to listen to Kris's commands. After this, she seems to be very loyal to Kris and respectful of their position as leader, attacking King when he threatens Kris's life, calling them her friend in the process.

Throughout Chapter 2, the pair hangs out a lot as allies, and in the aftermath, Susie even accompanies Kris back in Hometown. This unintentionally leads to her getting to have a sleepover with Kris at their and Toriel's home, and the two end up falling to sleep while watching TV. This shows that Susie has grown more comfortable with Kris as her friend to the point where they hang outside of school and the Dark World. Susie also enjoys the taste of Kris Tea, which she claims tastes like apple juice – when interacting with Susie during the spelling puzzle for "APPLE," Susie reveals that she liked the apple smell of Kris's hair from the shampoo they use, joking that she wanted to take a bite out of Kris for it.

### Ralsei

Ralsei's optimism and pacifism are in stark contrast to Susie's initially violent behavior, causing a lot of conflict between the two characters. Although Ralsei becomes the new target of Susie's teasing once she joins Lancer, she opens up to him as she does to Kris, and the two eventually get along much better. During Chapter 2, they interact more with each other and Ralsei heals Susie during a certain moment. Later, the two spend time together alone as a duo after splitting up with Kris in Cyber City. They teach things to each other and seem to have had a good time.

While Kris is down in Queen's Mansion's basement, the two hang out further, though Susie goes as far as pranking Ralsei by stealing his glasses and putting them on herself.

### Lancer

While initially viewing Lancer as little more than an annoyance, once Lancer expresses his admiration for Susie, she decides to join him and abandons Kris and Ralsei. The two are shown to be very close afterwards, with Susie looking out for his well-being, such as when he gets lost in the Forest maze. Even after Lancer betrays her trust, she is unable to bring herself to kill him, and reassures him that he is still her friend, despite the circumstances. Susie even bows to King just to save Lancer's life.

During Chapter 2, Susie is generally happy to see Lancer whenever he appears, laughing together and giving high-fives. When Lancer gets cold in the Mansion's guest hall, Susie carries him on her back to Ralsei, in hope he could heal Lancer, showing a caring side.

### Noelle

During Chapter 2, Susie and Noelle interact with each other quite a lot, with them blushing sometimes in response to one another. Whenever Noelle isn't looking, Susie aggressively shakes Kris, asking why she's acting social around her. However, she accepts Noelle as a close friend, going out of her way to try and save her whenever it calls. After rescuing Noelle from her room in the Queen's Mansion, the two ride a Ferris wheel to the nearby rooftop, talking to one another on the way. Despite their closeness, Susie seems to be somewhat unaware of Noelle's crush on her, usually misinterpreting Noelle's advances on her, such as when she assumes Noelle asking her to go to the library with her is her knowing about the Dark World, and being confused at Rudy knowing about her. However, after the Ferris wheel ride she seems slightly less oblivious to it.

After the Library Dark Fountain is sealed, Berdly and Noelle take their leave, with Noelle staying behind for a moment. This is soon cut short after Susie ends up scaring her off (because she tried to see Susie's tail).

### Rudy Holiday

Susie can meet Rudy for the first time in Chapter 2 if Kris visits the hospital with her. Rudy is aware of Noelle's crush on Susie and jokingly warns her he'll beat Susie up if she lays a finger on Noelle, much to Susie's bewilderment. However, the two quickly form a friendly rapport: at one point Rudy remarks that Kris should have taken Susie to the movies instead of the hospital, and he and Susie joke that they should all go together. They also jokingly plan to beat up Sans when Rudy gets better. In the Snowgrave Route, Rudy holds Susie back to give her some advice on impressing Noelle, though Susie comes out of the conversation confused.

### Toriel

Susie seems to already know Toriel, since she refers to Toriel as a "good mother" after she menaces Kris in Chapter 1. They properly meet in Chapter 2's epilogue when Kris and Susie go to Toriel's house, and Toriel invites her to come inside. It is implied that Susie respects Toriel immensely, with her hesitant replies, her rigid stance when she initially enters the home, and briefly refers to Toriel as "Ma'am" when she apologizes for her vulgar response. Susie still remembers Toriel's name, and is surprised when Toriel is able to recall hers. They quickly become friendly with each other through light-hearted puns when they prepare a pie together.