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Ness

From The Codex
Revision as of 03:22, 8 April 2020 by Elizhaa-Bot (talk | contribs) (clean up, replaced: Precognition → Precognition (2))

I'm Ness...

It's been a long road getting here...

Soon, I'll be... Soon, I'll be... Soon, I'll be...

What will happen to us?

~ Ness after collecting the 7th melody
Hey me! I found my cap that you lost.
~ Ness in Magicant
It's me...I'm you when you were younger. Hey, let's play ball. Do you prefer reading comics or playing games? What? You're busy?...

Summary

Ness (ネス, Nesu) is the silent main protagonist of Earthbound (Mother 2 in Japan), and is analogous to Ninten and Lucas in their respective games. He greatly enjoys baseball; not only are most of his weapons various types of baseball bats, but he can also equip several baseball caps. In the Earthbound Player's Guide, he is said to wear a special baseball cap with his favorite team's logo on the front.

At the beginning of Earthbound, Ness is awoken from a sound sleep by the impact of the meteorite north of his house in Onett. His mother and sister are agitated, but Ness leaves to find out what happened. After meeting up with Lier X. Agerate and Pokey Minch, he returns home and tries to get back to sleep. Soon thereafter, Pokey arrives and demands that Ness help him look for his little brother, who has gone missing during the calamity surrounding the impact.

After a pep-talk from his mother, Ness, Pokey and King go back out to the hillside, where they find Picky (who reveals it was Pokey who actually ran away). They also encounter Buzz-Buzz, an insectoid warrior who has returned from the future to warn Ness of the threat that Giygas poses to the universe. It is from Buzz-Buzz that Ness learns of the prophecy surrounding his future; that he, along with the help of two other boys and one girl, will stand against Giygas and save the universe from total annihilation.

Powers and Stats

Tier: At least 7-B | Low 2-C

Name: Ness

Origin: Earthbound/Mother 2

Gender: Male

Age: 12-13

Classification: Human Boy, Psychic, The Chosen One

Attack Potency: At least City level (On par with the rest of the Chosen Four when they were about to take on enemies like the Ghost of Starman, who are still fought by the end of the game. Can also fight against the Sanctuary Guardians such as Thunder and Storm, who regularly causes storms throughout the battle which requires this much energy), can ignore durability with some PSI attacks notably PK Flash | Macrocosmic level+ (Touched the Truth of the Universe, which was described as being both space and time. Created Magicant, which was stated to be an entire universe in the original text. His psychic consciousness overlapped everything in the universe, which allowed him to confront Giygas)

Dimensionality: 3-D | 4-D

Travel Speed: Unknown | Omnipresent (His psychic consciousness became one with the universe)

Combat Speed: FTLImmeasurable

Reaction Speed: FTL (Should scale to Lucas, who is able to dodge light based attacks from the K9000) | Immeasurable

Lifting Strength: Class 5 (Able to lift a submarine alongside Paula and Jeff) | Immeasurable

Striking Strength: City Class (Can hurt the Ghost of Starman) | Macrocosmic level+ (Mostly relies on physical attacks to deal damage. Could slightly harm Giygas before he became more powerful)

Durability: At least City level | At least Macrocosmic level+ (Became one with everything in the universe and shielded the party from Giygas attacks) Fate Manipulation and his reliance on Truth of the Universe makes him hard to kill

Stamina: High (Can fight for long periods of time, can take mortal wounds and still manage to heal himself), higher as a robot. | Infinite (Became one with the universe)

Range: Extended melee range with his bat. Hundreds of meters with PSI. Low Macroversal to High Macroversal+ via Telepathy (Can communicate with the Truth of the Universe and The Player) | Macrocosmic+, Low Macroversal to High Macroversal+ via Telepathy (Same as before)

Powers and Abilities:

Superhuman Physical Characteristics, Weapon Mastery (Highly proficient in using Bats, Yo-Yo's, and Sling shots), Immortality (Type 4 and 6. Can tank fatal wounds and still manage to win a battle. View's death [and in some cases] incapacitation as a "Bad dream" and will return back to his previous save due to Truth of the Universe protection.), Limited Existence Erasure (Only to pencil and octopus-shaped objects), Limited Power Bestowal (PSI users can give PSI abilities to other PSI users), PSI (Capable of affecting both non-physical and non-sentient beings), Teleportation, Summoning (Can summon The Player should the best outcome require it), Telekinesis (Was able to move his bottle as a baby, and via PK Rockin), Telepathy (Regularly communicates with animals that cannot speak. Can communicate with the Truth of the Universe and The Player), Energy ManipulationLight Manipulation (Which can induce Paralysis, Uncontrollable Crying, Durability Negation, and Confusion/Strangeness) , HealingCan Inflict and remove status ailments (Such as SleepParalysis, Uncontrollable Crying, and Confusion/Strangeness), Forcefield Creation (For non-psychic attacks only, also grants Attack Reflection at the Beta level), Can harm intangible and Non-Corporeal beings (Capable of hitting ghosts and the Starmen), Power Absorption (Capable of absorbing the Sanctuary Bosses powers), Passive Fate Manipulation via the Truth of the Universe (Can manipulate fate on a universal scale), Limited Electricity Manipulation (With the Franklin Badge, he's capable of completely reflecting Lightning based attacks back at the enemy), Statistics Amplification with Defense Spray and Sudden Guts Pills, Explosion Manipulation with Bombs and Super Bombs, Poison Manipulation with various items (Pharaoh's Curse, Snake, Snake Bag, Viper), Ectoplasm Manipulation with the Pharaoh's Curse, Sound Manipulation with Stag Beetles, Transformation and Fire Manipulation with Bag of Dragonite, Limited Resistance to Time Stop (Can dodge attacks even while Dali's Clock freezes time), Resistance to Fire Manipulation, Heat Manipulation and Air ManipulationLight ManipulationStatus Effect Inducement (Paralysis, Confusion, Uncontrollably crying, and Sleep Manipulation) with various pendants, Sleep Manipulation with higher tier arm bands (Pixie's Bracelet, Cherub's Band, and the Goddess Band all increase resistance to Hypnosis while lowering resistance to Brainshock), Mind Control, Mind Manipulation, Empathic Manipulation, Corruption (Type 3), Morality Manipulation, and Madness Manipulation (Able to slightly resist Giygas’s influence during the journey until it became an issue later on when he created Magicant. Can fight and defeat the Mani Mani statue, whose powers were able to turn people greedy and selfish, without being affected)

Standard Equipment: 

Bats

  • Cracked Bat: Ness's starting bat, the weakest one. Raises his offense by 4.
  • Tee Ball Bat Bat: A stronger bat Ness gets. Raises his offense by 8.
  • Sand Lot Bat: A much stronger bat then previously. Raises his offense by 15.
  • Minor League Bat: A much stronger bat then previously. Raises his offense by 26.
  • Mr. Baseball Bat: A much stronger bat then previously. Raises his offense by 38.
  • T-rex's Bat: A much stronger bat then previously. Raises his offense by 48.
  • Hall of Fame Bat: A much stronger bat then previously. Raises his offense by 62.
  • Ultimate Bat: A stronger bat Ness gets. Contrary to its name, this is not Ness' ultimate weapon. Raises his offense by 62.
  • Magicant Bat: A bat he gains from his journey in his Magicant. A much stronger bat then previously. Raises his offense by 80.
  • Legendary Bat: The second-strongest bat Ness can get. It increases his offense stat by 110, making it more powerful than the Gutsy Bat, though it lacks the Guts bonus the Gutsy Bat provides.
  • Casey Bat: The strongest bat Ness can get. It increases Ness' Offense stat by 125, making it the strongest overall of his weapons, but will only hit 25% of the time under normal circumstances. However, its accuracy and the chance of it scoring SMAAAASH!! hits increases as Ness' party members are knocked out, and while fighting opponents much stronger than the party. In addition, if used directly from the inventory, its accuracy is increased.
  • Gutsy Bat: Ness' ultimate weapon. It raises his Offense by 100 and Guts by 127.

Other Equippable Weapons

  • Yo-yo: First found by Ness. Can be bought at a drugstore. It is bought for $29 and sold for $14. This item increases the offense by 6.
  • Trick Yo-yo: Another item found by Ness and Jeff. It is bought at the Fourside Department Store. It is bought for $998 and sold for $499. This item increases the offense by 46.
  • Combat Yo-yo: Another item found by Ness and co. It is bought at the Deep Darkness Arms Dealer. It is bought for $1148 and sold for $574. This item increases the offense by 54.
  • Slingshot: A standard slingshot. First bought and obtained by Ness in the Twoson Dept. Store, and bought for $89. It is sold for $44, and increases the offense of a party member by 12 points.
  • Bionic Slingshot: An enhanced version of the standard slingshot. Obtained by Ness and co. in the Saturn Valley Shop for $449. This item can be sold for $224, and it increases the offense of a party member by 32 points.


Intelligence: Gifted (Poo remarks how well he managed to use PSI without any training. Regarded as a bright child by several characters) | Nigh-Omniscient (Gained the power of the Sea of Eden, which was described as the Supreme intelligence and Truth of the Universe)

Weaknesses: Pacifist. Gets home sick if he hasn't called/visited home recently, though this weakness no longer had an affect on him as the journey went on. Summoning The Player requires a bit of time and is only accessible if the outcome desires it | Same as before

Notable Attacks/Techniques: 

*PK Rockin: Powerful psychokinetic wave that assaults all enemies.

  • Teleport: Allows immediate teleportation to anywhere he has previously been.
  • Paralysis: Freezes opponents by making them too numb to move.
  • Shield: Reduces the damage in half and reflects enemy attacks back at them. Can be layered to become stronger.
  • Lifeup: Heals himself and his allies.
  • PK Flash: Causes instant death, makes enemies cry or makes them feel strange or become numb.
  • Hypnosis: Victim falls asleep.
  • Healing: Removes status alignments.  Can revive allies after they've fallen.

Key: Pre-Magicant | Post-Magicant

Others

Notable Victories:

Animdude (Five Nights at Freddy's) - Animdude's profile (Both were at Low 2-C, Animdude had prior knowledge and was bloodlusted, Ness was restricted to his avatar form, and speed was equalized)

Galeem (Super Smash Bros.) - Galeem's profile (Both were at Low 2-C, speed was equalized, and Ness was in avatar form)

Notable Losses:

Inconclusive Matches:

Ninten (Earthbound Beginnings) - Ninten's profile (7-B keys were used, speed was equalized and Truth of the Universe was disabled) [[Category:Precognition Users]]