Asgore's 7 Colored Flowers
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- deltarune5
- deltarune
-FLOWERY-
Appearance Flowery is a human-like golden flower, manifested in a human like form in the dark world, being extremely similar to a human except that Flowery’s skin is a bright yellow alongside his hair. Flowery has short hair, with the top of his hair and bangs being swayed to the right and slightly upwards. Flowery’s eyes are constantly closed no matter the expression. Unlike most beings in dark worlds, Flowery (and the rest of the flowers) are neither Lightners nor Darkners, as they are living beings in the light world like Lightners but gain a radically different form in the dark world like Darkners.
Flowery’s outfit consists of a white collared shirt overlaid with an orange and green vest and a black cape (or jacket?) on top of the outfit, along with brown trousers and black shoes,
When Flowery receives the power of all the other flowers, he transforms into a pastel rainbow silhouette, consisting of an outline with a darker tone of the same colors.
Personality Flowery is a pastiche of the type of characters who form the love interests of classic shojo anime, and is presented as such in his introductory cutscene. Flowery initially poses as the stereotype of a preppy college student - high-class, sociable, appearance-conscious and somewhat bossy. He notably acts extremely protective and friendly towards Asgore due to the circumstances leading to his life being extended beyond expectations thanks to the florist's extended care.
Towards others, he has an overbearing and a larger-than-life personality. He projects a glamorous attitude prone to dramatic intonation, and calls the members of the party "Princess." He in particular has a strong habit of belittling Ralsei, which forms the crux of a rivalry between them. At various points, he forces Ralsei out of the party, can convince the player to turn off Ralsei's voice, and forces Ralsei to dress in his Chapter 1 attire and hide his face. In spite of this, he to care about Ralsei's gender and identity anxieties, a fact which his demeaning approach often gets in the way of.
Flowery strongly values the power of friendship and deeply cares for the other flowers, in turn, they look up to him as a dependable and virtuous authority figure. He has heightened awareness of the Dark World and its functioning, but in turn, values little the world's ultimate fate, believing that nurturing Asgore's happiness as he nurtured theirs takes priority. He starkly opposes Ralsei's fatalistic view of a determined journey guided by the prophecy, fully believing that residents of the dark are able to master their own fates and choose freedom over the shackles of fate.
He has the ability to fake his stats, giving him unbelievable amounts of power. However, certain foes (notably, the Knight) can overlook this
Plants are a class of beings in Deltarune. In the Light World, they appear as normal plants; however, in the Dark World, they are given sentience and a new form, akin to but distinct from Darkners. Currently, none can be recruited.
Appearance In the Dark World, a plant's color scheme is influenced by their Light World form's colours. Unlike Darkners, though, their real-world inspiration is more loose, as their personalities, appearances, and bullets are much more removed from their Light World forms. Coincidentally, the six colored flowers in Chapter 5 have personalities and bullet patterns based off the same-colored SOUL in Undertale.
For dialogue, plants may have no portrait, a colorless portrait similar to Lightners or a symbol in place of the standard asterisk; in the latter case, the color of the text and symbol is also changed.
Roles In the Dark World, plants can live lives as if they were a Lightner as well as partake in encounters. They are capable of using magic akin to Darkners, being able to cast bullets.
Plants are aware of their surroundings in the Light World and remember them in the Dark World, much like Darkners. They can recall events and locations before and when their form is changed through a Dark Fountain, as well as Lightners' interactions with their Light World form. Furthermore, unlike Darkners, plants have heightened senses that extend beyond their immediate vicinity[1]
Main story Chapter 5 In Chapter 5, Flowery appears as the main antagonist, with Aqua, Seth, Orange, Yellow, Blue, and Green appearing throughout the chapter. All of them are loyal to Asgore and try to seek his attention, though he shuns it in favor of trying to prove the existence of the Dark World.
After the [I forgot which area but after the great beanstalk], each of the main flowers vow to prevent the party from reaching the Dark Fountain.
After Flowery is defeated by the part, the other flowers can be interacted with, saying their goodbyes before reverting to their Light World forms. Afterwards, Flowery is wounded by the Roaring Knight, and he reverts to his Light World form (cut in half) after giving one last speech to the party.
The Dark Fountains (JP: 闇の泉) are important phenomena in the plot of Deltarune. Dark Fountains are large, gushing pillars of darkness which any "determined" Lightner can summon. Within the Light World space in which they are created, these Fountains give form to a localized Dark World. The "will" of a given Fountain is reflected in the Darkners who inhabit the world it creates.[1] When a Dark Fountain is created in the Light World, it takes the form of an opaque black fog that fills the location it was made in. Sealing new Fountains has been the heroes' (Kris, Susie, and Ralsei) primary goal in each Chapter of the game thus far.
Overview According to Ralsei, the recent appearance of new Dark Fountains threatens to "shift the balance of LIGHT and DARK".[2] The creation of these Fountains is attributed by King and Queen to the Roaring Knight.[3][4]
As foretold by the prophecy, the creation of the Dark Fountains, and their shattering of harmony between the Light and the Dark, threatens to cause an apocalyptic calamity known as the Roaring.[5][6] To prevent this, three "HEROES" are destined to seal the Fountains and restore the balance.[7] Sealing a Dark Fountain results in a Dark World reverting into the Light World location it was based upon. According to Ralsei, Kris is the only one capable of directly sealing a Dark Fountain.[8]
The Knight, Kris, and Susie are currently the only known entities known to have created Dark Fountains. However, any Lightner could potentially create a Dark Fountain by projecting their "determination" into a sharp object and piercing the ground.[9][10] At the end of Chapter 2, Berdly nearly makes one inside the Cyber World as an apology to Noelle, but is swayed against it after Ralsei explains the Roaring. In Chapter 4, it is revealed that making a Dark Fountain inside a Dark World results in the birth of a Titan. A Dark World (JP: 闇の世界) is an alternate reality inhabited by Darkners. Dark Worlds are brought into existence by Dark Fountains and exist within various areas of Hometown/the "Light World". Dark Worlds are where the majority of Deltarune takes place.
Dark Worlds are powered by Dark Fountains, which a Lightner can create by projecting their "determination"[1] into a sharp object and piercing the ground.[2] When the surrounding environment becomes subsumed in darkness, the Fountain gives form to a Dark World.
Each Dark World consists of the contents and environments of the location where it was created, although a Dark World can appear much bigger than the location's real size. For example, the Hometown location of the Card Kingdom Dark World is the unused classroom, which contains a rug with a similar colors to Field, a checkerboard corresponding to the Great Board, and a cupboard filled with playing cards similar to Card Castle.
Dark Worlds are capable of giving digital files and images shown on wall posters physical forms, as shown in the Cyber World, where multiple Darkners that are the personifications of digital concepts (such as computer viruses, pop-up advertisements, and anti-virus software) can be encountered, and a poster of a Ferris wheel on the wall is shown to have turned into an actual Ferris wheel in Queen's Mansion.
Several Dark World objects have much more mundane Hometown equivalents: Kris's weapons correspond to pencils or an Eraser, and the Shadow Crystal corresponds to a shard of Glass. However, some objects, such as Noelle's Silver Watch, the Egg, and the BlackShard, directly match their Hometown counterparts.
Kris and Susie screenshot entering Dark World.gif Kris and Susie entering a Dark World Lightners can visit Dark Worlds by entering their corresponding Hometown locations. Lightners have only been able to leave Dark Worlds via three methods: by sealing that world's Dark Fountain, by using the Castle Town entrance, or exiting through a Great Door that leads to the Light World. Darkners can be transported between Dark Worlds by Lightners moving their Light World counterpart objects.
Dark Worlds can directly connect to each other if their Fountains are physically connected through an unlocked door, as shown with the closet Dark World and Card Kingdom, as well as the Dark Sanctuary and 3rd Sanctuary.
If Lightners receive harm in the Dark World, this is reflected in their HP in Hometown. Specific injuries also carry over to the Light World, as demonstrated by Berdly; if Berdly injured his arm following the battle against Queen, he returns to the Light World unable to move his arm.[3] Similarly, if Berdly is defeated by Noelle's fatal spell in the Chapter 2 Weird Route, he does not wake up with the other Lightners after the library Fountain is sealed, later appearing in the hospital in a comatose state.
Kris Dreemurr (JP: クリス・ドリーマー) is the main protagonist of Deltarune. They are the quiet first hero of the prophecy, who becomes braver in later Chapters. Kris lives together with their mother, Toriel, at the Dreemurr residence in northern Hometown
While in a Dark World, Kris functions as the party's leader, issuing commands, giving equipment, and managing the team's inventory. During a battle, Kris excels at ACTing, and their ACTs have varying effects. Kris wields a sword to deal damage, and can summon a separate, pink shield when DEFENDing.
For the majority of the game, Kris is controlled by the player, with their choices transferring via Completion FILEs. Kris moves independently during cutscenes, or when they tear the SOUL out of their body.
Profile Appearance Kris is a human teenager with amber-colored skin and shoulder-length brown hair, with a couple of stray strands sticking out at the back of their head, and their ears are often visible from the sides. Kris's long bangs are somewhat messy and are mainly swept to the left, which also casts a shadow over their eyes. In certain circumstances, Kris's eyes turn red and glow, such as when Kris descends into a Dark World. Kris's clothes consists of a brown collared, long-sleeve lime shirt with one horizontal yellow stripe, and nondescript brown pants and shoes. Their shirt uses the lime green and yellow colors from the default Microsoft Paint palette, and Kris's skin tone uses the yellow-orange color from the very same palette.[63]
In a Dark World, Kris's skin becomes cyan blue, and their hair color changes to navy. Kris's clothes are also replaced with silver armor, which makes them resemble a knight. This includes a set of pauldrons on their shoulders, a cuirass for their upper torso, two cuffed gauntlet leather gloves, and a set of greaves and sabatons covering their lower legs and feet. Kris gains a navy blue armless bodysuit underneath the set, and a pink cape[60]/mantle[61]/ascot[64] drapes across their right shoulder. The shading for their skin and armor is also used for their mantle, which gives the illusion of blue stripes in a few of their sprites.
To the player, Kris consistently has a blank, neutral expression, and their animation is often less expressive and fluid than other characters, often reusing their standing stance or minimal edits of it. Their stillness is often contrasted with various special animations for comical effect; they perform the kozachok when dancing in Sweet Cap'n Cakes, Rouxls Kaard, and the Mikes's fights; they awkwardly shuffle left and right and perform an over-the-top pirouette when jumping in the Cooking Show, and mimic Ralsei's "squashed" sprite in the Dark Sanctuary's locked archway. During non-scripted actions in the overworld, their actions are often not displayed graphically, and merely described via narration instead.[65]
Kris's body language is markedly different when they are about to remove or have removed the SOUL. In this state, they appear to struggle to move; their head is shown hunched over tilted down, and they stumble and stagger when walking. Their animations also have a noticeably higher frame rate in this state.
Kris's Light World appearance bears a resemblance to an unused human sprite from Undertale. In turn, their Dark World appearance resembles Varik from the Brandish series, whom Toby Fox used as the protagonist for the EarthBound Halloween Hack. The Brandish and Mother/EarthBound series have also been used as an inspiration for Deltarune and other projects by Toby Fox.
Personality Kris is quiet and introverted.[66] Their reticence causes others, such as Susie, to be more observant of Kris's body language to gauge their reactions.[20][67] Kris tends to speak in a "deadpan, mumbly voice", which causes others to occasionally repeat what they say.[68][69] However, during the events of Deltarune, Noelle notes that Kris's voice sounds unusual, as if it was "on speaker".[45] On the Weird Route, she instead does not recognize it as Kris's voice.[70]
Kris is not normally energetic. They have a history of not waking up on time, and often sleep through the start of class.[71] Kris also prefers someone else getting them to and from school.[72][73] After Kris's brother, Asriel, left for college, they grew distant from their few friends in the intervening time before the events of Deltarune. Kris's side of their and Asriel's shared bedroom is strikingly bare; the shared game console rests underneath Asriel's bed, their old children's books are stored in Toriel's classroom, and there is nothing on their shelves. It is implied that Kris enjoys thinking back on their childhood, and that they are unsettled by the thought of growing up.[74] Appearance Seth is a purple-colored anthropomorphic Darkner with glasses, deep magenta hair, and lavender clothing. They constantly carry a book with them.
-SETH-
Personality Seth is very helpful, trying to assist Aqua with their attacks. They are also intellectual, mentioning their research a lot and making careful plans. They tend to have a bit of a stand-offish personality, especially towards Aqua as they tend to get frustrated with her antics whilst also deflecting the blame they receive onto her.
-GREEN-
Green is a Lime/Green colored Plant that appears in Chapter 5. They never speak, instead only communicating through hand gestures or signs. Green is never antagonistic towards the party, and instead often helps them by offering them wares.
Appearance Green is a Lime/Green colored Plant. They are dressed in green-colored shoes, a Lime suit with a green shirt underneath and a lime Chef hat on top of their head. They are often seen holding a frying pan. They have two very close, Cyclops-like merged eyes with green pupils and 4 lashes. They have a small smile in the fight against Orange and Them. Their green color is probably a reference to the green soul that represents kindness in Undertale.
Personality Green is depicted as shy, clumsy, unconditionally kind, and caring, if occasionally irritable. Their kindness is such that they go out of their way to assist the heroes; for instance, should they lose the fight against Flowery, Green will give back the healing items they've consumed during the attempt. Furthermore, they prefer to stay out of fights, but even when they are fought alongside Orange, some of their attacks can MAX heal the party instead.
Green appears to be fully capable of talking, but chooses not to, instead favoring using their body language and hand signals to communicate.
-ORANGE-
Appearance Orange is a small mouse with an orange fur coat, headband, and pair of boxing gloves. She initially refrains from revealing this by making a large, simplistic one-eyed shadow puppet from behind the walls of the castle. Orange is also the one (presumably) who makes the item OrangeJuice, due to dialogue from Yellow in the diner, before Flowery shows you the first exit.
Personality Orange is a very sensitive person, who feels very often as if she's being bullied by the fun gang. She's also extremely quick to anger and hotheaded, not unlike Susie in Chapter 1. This continues with the large amount of Chapter 1 callbacks in Chapter 5.
-BLUE-
Appearance Blue is a blue humanoid plant with light blue hair. His attire consists of a light blue bodystocking, a tutu skirt that resembles flower petals, and a pair of pointed shoes.
Personality Blue acts in a fairly effeminate manner, as he’s dressed in traditional female ballerina attire and refers to other people, especially Yellow, as “dear”, He also has a tendency to refer to himself as a butterfly. Blue’s main passion is love in all forms and strikes a cordial relationship with the main trio due to each of them fighting for love in one form or another.
-YELLOW-
Appearance He is completely yellow with a short darker yellow/light brown mullet, dark yellow cowboy hat, and dark yellow cowboy suit. His jaw is wide and square-shaped, his face is simplistic with beady eyes and a wide grin, the rest of his body is thin and gangly.
Personality Yellow is a well-meaning, stereotypical cowboy figure with a fixation on justice (most likely as an homage to his Undertale Soul counterpart, which represented justice). He is shown to be slightly unintelligent (for example, he makes a side comment during one of the break segments in the cafe intended to comedically emphasize the lack of intelligence among the flowers) and is willing to go to drastic measures to enforce justice, whether that means inflicting harsh punishment on others or himself.
Yellow is also shown to be deeply infatuated with Blue, another one of the flowers. When Yellow locks himself away, Blue asks if Yellow has been tricked again, suggesting that he is easily manipulated and has been in the past.
-AQUA-
Appearance Aqua is a light blue humanoid Flower given form by darkness (Not a darkner) with a dress, red shoes, long black hair that curls up to appear like devil horns, and a heart-shaped ribbon in her hair. She has one eye (Sometimes three), hidden by her bangs. She is shorter than the other flowers insinuating she prefers to represent herself as a child.
Personality Aqua is playful, childish, and naive. She doesn't seem to understand what's going on most of the time. She is very violent, and consistently attacks the party and even other characters. She gets bored if doing the same thing over and over again, and usually decides to do something else afterwards. Her personality calls back to Jevil referencing a love for chaos, his laugh (UEE HEE HEE), and occasionally referencing Jevil's battle theme, THE WORLD REVOLVING. Her personality also resembles the Shadow Mantle holder in her playfulness being used in an often threatening or sinister way.
She is often seen accompanying Seth as they attempt to reign in her unpredictable actions. In return, Aqua is also seen encouraging Seth to play and seek enjoyment outside of Flowery's instructions.
-ASGORE-
Appearance Asgore is tall, broad, and covered in white fur. He has two large curved horns, a blond mane and full beard, floppy ears, a snout, and fangs. His overworld sprite has a thin mustache across his lip while his dialogue portrait shows a gap in the middle. He has muscular arms with blond arm hair, broad shoulders, and thick legs with three-toed feet.
Asgore wears a pink Hawaiian shirt with white flowers and blue jeans. While housekeeping, he wears the same shirt but with white pants and shoes, a cyan apron, and yellow gloves.
Personality Asgore is affectionate and eager to please, but often oversteps boundaries and can act somewhat thoughtlessly. This is shown in his numerous attempts to reestablish a relationship with Toriel despite her obvious discomfort.
Asgore clings to the past, frequently dwelling on his previous relationship with Toriel, and tries to reconnect with her and his children whenever he has the chance. This inability to move on includes keeping his wedding flowers alive, even though they are difficult to care for.[2] He also seems to have an emotional dependency on his flowers, talking to them and occasionally asking them for advice.[3]
Like Toriel, Asgore is religious, though instead of attending the church service by day, he visits at night to pray for his loved ones.[4]
Asgore is not used to selling flowers since gardening was always a hobby of his, instead having a tendency to give bouquets away without payment. Recipients for his gifted flowers include Toriel, Rudy, Alphys,[5] Kris, and Susie, though they are also found in multiple Hometown trashcans. Due to this, he owes rent to Carol, which he is unable to pay.[6]
Asgore lives irresponsibly and is negligent towards himself. Excluding the flowers, the Flower King's living space on the second floor is unkempt compared to the business space on the first floor. Paperwork is also scattered on the floor and in his truck.
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your own scenario, might make one in a few weeks, after all, 0.3.5 IS IN 2 TOMORROWS YAAAAAHHH
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