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The Puppeteer (OFF)

From The Codex
Revision as of 01:18, 21 February 2021 by GiverOfThePeace (talk | contribs)
"Mature Content"
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.
Alright. Welcome, Player. You have been assigned to a being called “The Batter”. The Batter is on a mission. Be sure that it’s accomplished. We will let you out at Zone 0. Good luck. For more information, find one called “The Judge”.
~ An unknown entity speaking to The Puppeteer

Background

The Puppeteer is a co-protagonist of OFF, arguably serving as the central protagonist of the entire game. The Puppeteer's name and gender is determinant. They are tasked with guiding a being known as the Batter to accomplish his sacred mission to purify the world of OFF. Some characters in the game, notably Zacharie, The Judge, and The Batter himself, are explicitly aware of the Puppeteer's existence and will address them directly. The question of whether or not other characters know about the Puppeteer is deliberately ambiguous, although statements by The Queen in particular appear to hint at them knowing of their presence.

Powers and Stats

Tier: Unknown physically, 6-C to At least 4-C, possibly far higher with [[The Batter] and The Judge. 2-C with Save Files

Name: Whatever the player decides to be their name. The Puppeteer

Origin: OFF

Gender: Varies

Age: Varies

Classification: Puppeteer, Player, “Ectoplasmic Entity”

Attack Potency: Unknown physically (They cannot interact with reality, rather watching as an omnipresent observer), Island level (Can possess Pre-Zone 3 Batter, who can fight and defeat both of the Zone Guardians Japhet and Dedan, who created their zones which are described as islets and draw “infinite power from the sun”. Defeated a weakened Enoch) to At least Star level, possibly far higher (Possesses a post-Zone 3 Batter who could defeat The Queen in battle, who created the world of OFF, which contains a sun, The Room, which is also a creation of The Queen has multiple pocket dimensions. Can also possess The Judge, could fight a post-Zone 3 Batter and can even defeat him depending on the ending). Low Multiverse level with Save Files (Can split the world of OFF into multiple save files. Due to the meta nature of OFF and how every part of the game is canon, even the ReadMe, each save corresponds as their own timeline, which there are 15 of)

Dimensionality: Unknown (Incapable of interacting with the 3-dimensional reality of OFF, requiring a host to interact)

Travel Speed: Unknown, Speed of Light with The Batter & The Judge (Stated to be able to travel in the nothingness at the speed of light)

Combat Speed: Unknown, Extra-Temporal with The Batter & The Judge

Reaction Speed: Unknown, Extra-Temporal with The Batter & The Judge (Can naturally move in the nothingness, a void outside of space and time)

Lifting Strength: Unknown

Striking Strength: Unknown physically, Island Class to At least Star Class, possibly far higher with The Batter & The Judge

Durability: Possible Universe level+ (Completely unaffected by the switch being turned OFF which destroys the entire universe)

Stamina: Unknown

Range: Likely Universal+ (Described as an omnipresent being across the entire world of OFF), Low Multiversal with Save Files (Can split the world of OFF into 15 different timelines with Save Files)

Powers and Abilities:

Non-Corporeal (Described as an ectoplasmic entity and has no real form to interact in reality with), Cosmic Awareness (Can hear and see everything), Reality Warping (Can split the world of OFF into 15 save files), Omnipresence (Is referred to as omnipresent by The Judge), Time Manipulation, Information Manipulation, & Plot Manipulation (Type 4. Can create and erase entire save files, can reset saves files, making it where all the events are wiped clean, they can also make the same story play out multiple times. This makes even 4th wall aware beings forget the events ever transpired), possible Acausality (Type 3. Seems to be outside and everywhere in the world of OFF), Possession (Can possess beings like The Batter, The Judge, and even fictional beings like The Boxxer), Resistance to Void Manipulation, Conceptual Manipulation, Linguistic Manipulation, Information Manipulation, Text Manipulation, & Purification (Unaffected by the Batter’s purification of a zone, which upon purifying zones he erases to them to an extent that the names for areas get re-named “???”, along with books, and posters becoming unreadable. It is even noted that the color and everything is gone)

Superhuman Physical Characteristics, Genius Intelligence, Weapon Mastery (Wields an assortment of bats), 4th Wall Awareness (Is completely aware of his existence as a game character to the point that he explains to the player how to move him), Stealth Mastery (The Batter is stated by a NPC to walk unnaturally silently), Enhanced Senses (Can still attack enemies while under the blinded status effect), Extrasensory Perception (Could tell the Specters were near before they appeared to him), Cosmic Awareness (Is aware that he is in a game and of The Player's existence. Is led by the player who can see and hear everything), Self-Sustenance (Type 1 & 2. Can travel in the nothingness, is not affected by the loss of the meat element), Abstract Existence (Type 4. Is the physical embodiment of the concept of purification), Non-Corporeal (Batter is described by Judge as one not off physical matter. Is an imaginary construct of Hugo's rather than any sort of traditional living being), Non-Physical Interaction, Soul Manipulation, Immortality Negation (Type 7. Can harm and kill specters, undead ghost. Can bind Add-Ons, which Judge describes as spiritual entities, to him making them join his team, to where Judge describes Add-Ons being binded by Batter as a “metaphysical reaction”. Can harm nonexistent enemies within purified zones), Conceptual Manipulation & Linguistic Manipulation (Can harm and kill abstract specters embodies the concept of purification, can attack speech bubbles, can imbue his attacks with abstract ideas, can wear days of the week as equipment. Upon purifying zones he erases to them to an extent that the names for areas get re-named “???”, along with books, and posters becoming unreadable. It is even noted that the color and everything is gone), Perception Manipulation (Seemingly passive. The Batter’s form is based on the perceptions of how those view him, for example The Judge in the beginning sees the batter as a baseball hero and someone able to make the world a better place. Though by the end of the game The Judge & The Player sees him a demented villain), Void Manipulation (Upon defeating the Zone guardians The Batter makes the all of the inhabitants fall into nothingness), Purification (Various items can heal status ailments. He “purifies” zones by sending all to nothingness), Text Manipulation & Information Manipulation (Purification of the zones erase all prior information about the areas replacing them with “???”, along with making the text in areas unreadable), Information Analysis (With “Wide Angle”, analyzes the enemies' characteristics, With “eye”, a general item that does the same effect as Wide Angle), Healing & Resurrection (With “Save The First Base”, “Save the Second Base”, “Save the Third Base”, “Save the Fourth Base”, & “Save the Secret Base”. Heals allies or revives them with Fourth Base

|-|The Judge= Superhuman Physical Characteristics, Genius Intelligence, 4th Wall Awareness (Is completely aware of The Player), Enhanced Senses (Can still attack enemies while under the blinded status effect), Cosmic Awareness (Is aware of The Player’s existence, even before they install the game), Self-Sustenance (Type 1 & 2. Can travel in the nothingness, is not affected by the loss of the meat element), Plot Manipulation (Type 2. Killing the Judge during the tutorial will cause him to die and the plot ending), Non-Physical Interaction, Soul Manipulation, Immortality Negation (Type 7. Should be comparable to other Zone Guardians and Batter who can harm and kill specters, undead ghost, and can harm nonexistent enemies within purified zones]), Irreversible Damage (Stated that he would've killed The Player through killing The Batter), possible Space-Time Manipulation, Reality Warping, Matter Manipulation, Creation, Energy Manipulation, Elemental Manipulation, Information Manipulation, Text Manipulation & Pocket Reality Manipulation (He likely created zone 0, a pocket reality, which is sculpted from the energy given by The Queen it also contains it's own space and time as it's separate from the other zones from the nothingness, a place outside of space-time. Likely also created the elements. Zone guardians would have also created and have their energy tied to the concepts of their world which upon Batter killing them, it erases areas to the extent that they no longer have names and are replaced with “???” along with books and signs being unreadable, and color along with everything being gone), Conceptual Manipulation & Linguistic Manipulation (Should be comparable to Batter who can harm and kill abstract specters and speech bubbles. Can imbue his attacks with abstract ideas and concepts), Power Nullification (Can inflict the mute status effect which disables someone from using competences with “Unknown Sclerosis”), Sense Manipulation (Can inflict the blind status effect with “Atypical Sclerosis”), Poison Manipulation (Can inflict the poison status effect with “Purulent Sclerosis”), Paralysis Inducement (Can inflict the palsy status effect with “Staggering Sclerosis”), possible Durability Negation (His competences heavily implies he directly attacks the brain or arteries), Information Analysis (With “eye”, a general item that can analyze an enemies statistics), Healing & Resurrection (With various healing and revival items), Statistics Amplification (The orbs boost one's stats), Teleportation & Dimensional Travel (Should be comparable to the other zone guardians who can teleport directly into the nothingness and back to their zones), Resistance to Madness Manipulation (Does not go insane due to lack of sugar, which is directly stated to make people go mad without it), Soul Manipulation (Can take attacks from Batter and his Add-Ons), Spatial Manipulation (Can take attacks under the plastic element), Void Manipulation, Conceptual Manipulation, Linguistic Manipulation, Information Manipulation, Text Manipulation, & Purification (Can travel in the nothingness, a non-existent realm outside of space-time. Unaffected by the Batter’s purification of a zone, which upon purifying zones he erases to them to an extent that the names for areas get re-named “???”, along with books, and posters becoming unreadable. It is even noted that the color and everything is gone), Metal Manipulation (Can take attacks from the metal attribute. Can walk around in a purified zone where metal no longer exists, which it was stated without metal there would be no way to walk without sinking into the ground), Organic Manipulation (Can take attacks from the meat attribute) |-|The Boxxer= Superhuman Physical Characteristics, Supernatural Willpower (His defense is boosted by his mere “nerves of steel”), Healing (With “Boxx Power” he can heal himself), Statistics Amplification (With Lucky Coin, increases Espirit and agility by 10]) </tabber>

Standard Equipment:

*Harold Bat: Batter’s beginning bat which has a hit probability of 90. It increases offense by 5.

  • Masashi Bat: Batter’s second bat which has a hit probability of 90. It increases offense by 9.
  • Emmanuel Bat: Batter’s third bat which has a hit probability of 90. It increases offense by 12.
  • Michael Bat: Batter’s fourth bat which has a hit probability of 95. It increases offense by 15.
  • Yoshihiro Bat: Batter’s fifth bat which has a hit probability of 90. It increases offense by 20.
  • Lewis Bat: Batter’s sixth bat which has a hit probability of 90. It increases offense by 26.
  • Katsuhiro Bat: Batter’s seventh bat which has a hit probability of 90. It has a critical bonus of 9, and increases offense by 32. It also adds the plastic attribute to all attacks.
  • Ashley Bat: Batter’s ultimate weapon which has a hit probability of 100. It has a critical bonus of 100, and increases offense by 21, however it allows Batter to hit twice in one turn. The bat also completely ignores enemy evasion.

*Nicolas Tunic: It raises defense by 4.

  • David Tunic: It raises defense by 6.
  • Min-Woo Tunic: It raises defense by 8.
  • Canepa Tunic: It raises defense by 12.
  • Taiyou Tunic: It raises defense by 16.
  • Neil Tunic: It raises defense by 22.

  • *Audacious Symbol: Add-On’s beginning symbol which has a hit probability of 90. It increases offense by 3.

  • Persistent Symbol: Add-On’s second symbol which has a hit probability of 95. It increases offense by 5.
  • Choleric Symbol: Add-On’s third symbol which has a hit probability of 90. It increases offense by 7. It adds the special attribute to all attacks.
  • Battlesome Symbol: Add-On’s fourth symbol which has a hit probability of 90. It increases offense by 9.
  • Loyal Symbol: Add-On’s fifth symbol which has a hit probability of 90. It increases offense by 11. It adds the special attribute to all attacks.
  • Solid Symbol: Add-On’s sixth symbol which has a hit probability of 90. It increases offense by 13. It adds the special attribute to all attacks.
  • Vengeful Symbol: Add-On’s seventh symbol which has a hit probability of 90. It increases offense by 14.
  • Hidden Symbol: Add-On’s eight symbol which has a hit probability of 95. It increases offense by 16. It adds the metal attribute to all attacks.
  • Fast Symbol: Add-On’s ninth symbol which has a hit probability of 90. It increases offense by 18. It adds the special attribute to all attacks.
  • Aggressive Symbol: Add-On’s tenth symbol which has a hit probability of 90. It increases offense by 20.
  • Silent Symbol: Add-On’s eleventh symbol which has a hit probability of 90. It increases offense by 23.
  • Luminous Symbol: Add-On’s twelfth symbol which has a hit probability of 90. It increases offense by 25.
  • Boastful Symbol: Add-On’s thirteenth symbol which has a hit probability of 90. It increases offense by 27. It adds the special attribute to all attacks.
  • Mysterious Symbol: Add-On’s fourteenth symbol which has a hit probability of 95. It increases offense by 30. It adds the metal attribute to all attacks.
  • Jumpy Symbol: Add-On’s fifteenth symbol which has a hit probability of 90. It increases offense by 32.
  • Bleeding Symbol: Add-On’s sixteenth symbol which has a hit probability of 90. It increases offense by 35.
  • Perfect Symbol: Add-On’s ultimate weapon which has a hit probability of 95. It increases offense by 40. It adds the smoke and plastic attribute to all attacks.

  • *Radius Epidermis: It raises defense by 4.

  • Ulna Epidermis: It raises defense by 6.
  • Humerus Epidermis: It raises defense by 9.
  • Tibia Epidermis: It raises defense by 11.
  • Fibula Epidermis: It raises defense by 17.
  • Femur Epidermis: It raises defense by 21.

  • *Aura of Justice: It raises defense by 3.

  • Aura of Fear : It raises defense by 3.
  • Aura of Perception: It raises defense by 4.
  • Aura of Greatness: It raises defense by 10.
  • Aura of Clairvoyance: It raises defense by 18.
  • Aura of Tenacity: It raises defense by 25.
  • Aura of Lunacy: It raises defense by 41.
  • Aura of Power: It raises defense by 59.

  • *Colour of Wrath: It raises defense by 2.

  • Colour of Pain: It raises defense by 3.
  • Colour of Sadness: It raises defense by 5.
  • Colour of Hatred: It raises defense by 10.
  • Colour of Force: It raises defense by 18.
  • Colour of Defeat: It raises defense by 29.
  • Colour of Neglect: It raises defense by 32.
  • The Eighth Colour: It raises defense by 50. It cannot be unequipped.

  • *Monday: Equipment that protects Batter from critical hits, essentially preventing critical hits from occurring.

  • Tuesday: Equipment that reduces the consumption of competence, essentially halving competence consumption.
  • Wednesday: Equipment that protects Batter from harmful ground, essentially prevents terrain damage.
  • Thursday: Equipment that is beneficial to physical attacks. It grants 30% resistance to the Furious and Madness conditions. It also increases offense by 5.
  • Friday: Equipment that is beneficial to competences. It grants 50% resistance to the Muted condition. It also increases Esprit by 7.
  • Saturday: Equipment that increases agility, along with increasing evasion. It increases agility by 15.
  • Sunday: Equipment that protects from poison, essentially preventing the Poison condition.
  • Secret Day: Equipment preventing poison, mute, and blindness, essentially preventing the Poison, Blindness, and Muted conditions.

  • *Luck ticket: Recovers a moderate amount of HP (100 HP).

  • Fortune ticket: Recovers a large amount of HP (1000 HP).
  • Silver flesh: Recovers a moderate amount of competence (50 CP).
  • Golden flesh: Recovers a large amount of Competence (100 CP).
  • Joker: Revives a character (Revives and restores 25% max HP).
  • Moloch’s meat: Cures the Poison condition.
  • Belial’s meat: Cures all negative status alterations except Death.
  • Abaddon’s meat: Fully restores the team’s HP and competence out of combat and cures all status conditions. Unusable in battle.
  • Inspiration: Object that’s utilizable in combat. Deals 75 base damage to a single enemy, increasing with Attack and Esprit.
  • Expiration: Object that’s utilizable in combat. Deals 400 base damage to a single enemy, increasing with Attack and Esprit.
  • Eye: Analyses the enemies’ characteristics. Equivalent to using Wide Angle.

  • *Taurus-orb: Increases Batter and co.’s max HP by 50.

  • Libra-orb: Increases Batter and co.’s max competence by 15.
  • Scorpio-orb: Increases Batter and co.’s max offense by 5.
  • Gemini-orb: Increases a Batter and co.’s max defense by 5
  • Capricorn-orb: Increases a Batter and co.'s esprit by 5.
  • Virgo-orb: Increases Batter and co.’s agility by 5.

  • *Luck ticket: Recovers a moderate amount of HP (100 HP).

  • Fortune ticket: Recovers a large amount of HP (1000 HP).
  • Silver flesh: Recovers a moderate amount of competence (50 CP).
  • Golden flesh: Recovers a large amount of Competence (100 CP).
  • Joker: Revives a character (Revives and restores 25% max HP).
  • Moloch’s meat: Cures the Poison condition.
  • Belial’s meat: Cures all negative status alterations except Death.
  • Abaddon’s meat: Fully restores the team’s HP and competence out of combat and cures all status conditions. Unusable in battle.
  • Inspiration: Object that’s utilizable in combat. Deals 75 base damage to a single enemy, increasing with Attack and Esprit.
  • Expiration: Object that’s utilizable in combat. Deals 400 base damage to a single enemy, increasing with Attack and Esprit.
  • Eye: Analyses the enemies’ characteristics. Equivalent to using Wide Angle.
  • Taurus-orb: Increases Judge’s max HP by 50.
  • Libra-orb: Increases Judge’s max competence by 15.
  • Scorpio-orb: Increases Judge’s max offense by 5.
  • Gemini-orb: Increases a Judge’s max defense by 5
  • Capricorn-orb: Increases a Judge's esprit by 5.
  • Virgo-orb: Increases Judge’s agility by 5.

  • *Left Glove: The fist of vengeance, raises attack by 23.

  • Right Glove: The arm of justice, raises attack by 23.
  • Starred Shorts: With an integrated cup, raises defense by 54.
  • Nerves of Steel: Always triumph with his nerves, raises defense by 45.
  • Lucky Coin: A precious childhood memory, raises Espirit and agility by 10.

  • Intelligence: Genius (The Batter allows The Puppeteer to solve puzzles and battle for him. These puzzles include puzzles that require one to read the Read Me or find hidden numbers and meanings behind various locations. This also include puzzles like finding the entrance to Dedan’s office, which according to a Elsen has never been found. The Batter is also capable of telling when he’s fighting a losing battle and will immediately adapt by finding the opponent’s weakness and using it against them in order to defeat them as he did to Enoch. The Judge notes Batter’s mastery of battle borders on brilliancy)

    Standard Tactics: The Player will normally lead with possession or controlling one of the beings he already possesses to fight.

    Weaknesses: Cannot interact with reality by themself, requiring a host.

    Notable Attacks/Techniques:

    *Wide Angle: Analyzes the enemies' characteristics.

    • Save First Base: Heals an ally.
    • Run with Courage: Deals Metal damage.
    • Furious Homerun: Special attack with low impact.
    • Save Second Base: Heals an ally, restoring a lot of health.
    • Run with Grace: Deals Plastic damage.
    • Special Homerun: Special Attack with average impact.
    • Save Third Base: Heals an ally, restoring all health.
    • Run with Dementia: Deals Smoke damage.
    • Magic Homerun: Special attack with considerable impact.
    • Save Fourth Base: Revives and heals an ally.
    • Run with Belief: Deals Meat damage.
    • Save Secret Base: Heals the entire party.
    • Ultimate Homerun: Special attack with incredible impact.

    *Saturated String: Special attack with low impact.

  • Expected Bracket: Can inflict Poison, continuously dealing them damage that ignores their armor and durability..
  • Converted String: Special attack with average impact.
  • Requisite Bracket: Can inflict Blind, which causes one to have their accuracy dropped from being blind.
  • Long String: Special attack with considerable impact.
  • Open Bracket: Can inflict Mute, which completely disables the use of competences.
  • Complete String: Special attack with incredible impact.
  • Impossible Bracket: Can inflict Palsy, halting them and their competence in their tracks and leaving them vulnerable.

  • *Inverse Perspective: Cures Blind and Mute.

  • Optimized Blur: Attack with random impact.
  • Overdone Perspective: Cures Poison and Sleep.
  • Photographic Blur: Ignores enemy Defense.
  • Frontal Perspective: Cures Fury, Madness, and Palsy.
  • Gaussian Blur: Decreases the enemies competence.
  • Multiple Perspective: Revives an ally.
  • Radial Blur: Decreases the enemies defense.

  • *Classic Drama: Increases an allies offense.

  • Surrealist Tragedy: Hits all enemies with a special attack of low impact.
  • Baroque Drama: Increases an allies defense.
  • Abstract Tragedy: Hits all enemies with a special attack of average impact.
  • Experienced Drama: Increases an allies esprit.
  • Cubist Tragedy: Hits all enemies with a special attack of considerable impact.
  • Unrevokable Drama: Increases an allies agility.
  • Fauvestic Tragedy: Hits all enemies with a special attack of incredible impact.

  • *Conniving Aneurysm: Special attack with low impact.

  • Malignant Aneurysm: Special attack with average impact.
  • Critical Aneurysm: Special attack with considerable impact.
  • Aneurysm Rupture: Special attack with incredible impact.
  • Unknown Sclerosis: Can inflict Mute status effect, which causes one’s competence to be disabled.
  • Atypical Sclerosis: Can inflict Blind status effect, which causes one to have their accuracy dropped from being blind.
  • Purulent Sclerosis: Can inflict Poison status effect, continuously dealing them damage that ignores their armor and durability.
  • Staggering Sclerosis: Can inflict Palsy status effect, halting them and their competence in their tracks and leaving them vulnerable.

  • *Boxx Punch: A powerful punch dealing considerable impact.

  • Boxx Kick: A powerful kick dealing average impact.
  • Boxx Power: Allows the Boxxer to heal himself.
  • Boxx Bomb: A powerful punch that attacks multiple enemies with considerable impact.

  • Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Discussions (Link For Mobile Users):

    Discussion threads involving The Puppeteer (OFF)