This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.
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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”.
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. Low 2-B with Save Files
Name: Whatever the player decides to be their name. The Puppeteer
Range: Likely Complex 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)
*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.