
The Majins are a magic-based race with unique abilities that have existed since the beginning of time. Majin are considered a demonic genie or djinn-people, although it doesn’t seem that they are from the dark Demon Realm itself. Generally, Majins are a fun-loving race who like to eat due to their large appetites. One of the most interesting aspects of Majins is their amorphous, shape-changing bodies that allow them to easily mold their flesh, allowing them to effectively dodge attacks and extend and enlarge their limbs. Majins are also known for the ability to assimilate others into their being, wildly transforming them into new entities.
Majins are often viewed by members of other races to be odd or strange, though some do find them interesting due to their power and unusual abilities. Many Majins aspire to become fighters and study a martial art. With their array of odd powers and durability, Majins are stalwart defenders and powerful allies on the battlefield.
| Attribute Score Increase. Increase your Personality and either your Force or Magic Score by +2. Increase your Tenacity score by +1. Racial Life Modifier. +3 Saving Throw: Morale Skill Ranks: 2 |
Majin Lore
Personality
Majins are a fun-loving race who love to eat due to their ravenous appetites, despite their lack of a physiological need for nutrition. They also appear to lack the need to breathe, and the nature of their existence is a mystery.
Physical Description
Majins are a race which, though largely amorphous, display a high amount of sexual dimorphism- in spite of their lack of any real organs. Male Majins are usually larger, rounder, and resemble the progenitor of the race- Majin Buu. Female majins tend to be slimmer, slightly shorter, and more reminiscent of Majin Buu’s Super Majin form. Rarely, a Majin will be born with the proportions of the purest Majin- Kid Buu, the true form of Majin Buu.
Society
Generally, Majins are known for their immense appetites and their playful, child-like natures, with some taking this as far as choosing to live at the theme park Boo World. It seems, however, that since Buu and his partner decided to create the Majin race in peaceful times, there was never any reason for Majins to learn how to fight seriously, given that they were never exposed to any serious threats. “Natural” Majins are born through mysterious circumstances, and don’t have a defined culture, with many existing since time immemorial.
Home World
Due to Majin Buu existing since the dawn of time, Majins technically have no home world. However, due to his permanent residence on Earth, many would consider the Majin home world to be Earth. Majins not descended from Majin Buu have no concept of a home world, and often drift around from place to place.
Lore
The Majins are a magic-based race with unique abilities that have technically existed since the beginning of time. Despite their name, and the fact most often consider them demonic genies or djinn-people, it doesn’t seem that they are from the dark Demon Realm itself, or even that they are evil, as most are born pure of heart and innocent. This does not mean they’re harmless, however, as their innocence makes them ignorant of their own power at times. Most were created by Majin Buu and Miss Buu, after the former learned he desired a family of his own after reading some “saucy” literature left behind by Mr. Satan. With a newfound desire for family, he created a female counterpart in Miss Buu, after which they were said to take chunks off of their body and create new Majins via a technique called the Love-Love Beam.
First generation Majins are as powerful as the original Majin Buu, unable to age and almost indestructible, however the more generations of Majins are born, the further they are separated from the power of Majin Buu as said power becomes diluted within them.
However, it is possible for a Majin to reconnect with the power dormant within them and become a Pure Majin, or choose a different path and become more powerful by absorbing the power of others.
Naming
Majins do not have a specific naming scheme. Majins often decide on a whim what name sounds the most “fun”, often adding the prefix “Majin” to said name.
Example Male Names: Abra, Kabra, Maji-kayo, Buu
Example Female Names: Mimi, Puddin, Haru Haru, Shun Shun
Primary Racial Traits
Rubbery Body (Body): Stretchy and elastic, Majins are more durable than most and can easily put themselves back together.
(1)-[Passive]: You are Unnatural.
(2)-[Passive]: Increase your Soak Value and Defense Value by 1(T).
(3)-[Passive]: Increase your Grapple Checks as the Grappled by 1(bT) and increase the Dice Score of your Might Clash when targeted by the Pin Maneuver by 2(bT).
(4)-[Passive]: Halve the Ki Point Cost of the Reflect Maneuver.
(5)-[Passive]: Halve any Collision Damage you receive.
(6)-[Passive]: Increase the Damage you receive from an Attacking Maneuver that has a Damage Category of Direct or higher by 5(bT).
(7)-[Triggered]: When making any type of Physical Attacking Maneuver or Grapple Maneuver, you may increase your Melee Range by +3 Squares for the duration of that Maneuver. Upon hitting an Opponent or initiating a Grapple after using this effect, you may move that Character any number of Squares up to your current Melee Range (including the bonus from this effect) in any direction. If you initiate a Grapple through this effect, you can choose not to move the Grappled to increase your Grapple Checks against the Grappled for the duration of that Grapple by 1(bT).
Majin Regeneration (Body): The unique composition of the Majin race allows them to quickly regenerate from any and all forms of damage.
(1)-[Passive]: You may use your Magic Modifier instead of your Force Modifier when calculating Surgency (see — Surges).
(2)-[Passive]: For each Health Threshold you are below, increase the amount of Life Points you regain from Healing Surges by 2(bT).
(3)-[1/Round]: As a Standard Maneuver with an Action Cost of 1 Action, use a Healing Surge.
(4)-[Triggered/Threshold]: Use a Healing Surge as an Out-of-Sequence Maneuver.
(5)-[Triggered/Defeated]: Use a Healing Surge as an Out-of-Sequence Maneuver. If you do, double the amount of Life Points you regain from this Healing Surge.
Secondary Racial Traits
Unlike other creatures, the Majin are a whimsical and magical people who show a wild array of wonderful and wacky abilities. As a result, instead of having set Secondary Racial Traits, you may select up to 4 Secondary Racial Traits from the list below:
Bouncy Physique (Body): With your body’s unique composition, you are able to bounce around the battlefield like a rubber ball.
(1)-[Passive]: Increase your Strike Rolls by 2(T) when using the Reflect Maneuver.
(2)-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver, after calculating Damage, you may move any number of Squares away from your Opponent in a straight line up to your Might. This movement does not provoke the Exploit Maneuver, even if you leave their Melee Range.
(3)-[Triggered, 1/Round]: If you receive Collision Damage, you may end any movement you would normally suffer and immediately use the Movement Maneuver as an Out-of-Sequence Maneuver.
Burrowed Strike (Body): Your erratic, unpredictable strikes can burrow through the earth to hit opponents who can’t see it coming.
(1)-[Triggered]: When making a Physical Attack, you may target any Opponent within the Standard Environment who is not at Long Range for that Attacking Maneuver, ignoring Cover. This Attacking Maneuver triggers the Exploit Maneuver for any Opponent on an adjacent Square to you.
(2)-[Triggered, 1/Round]: When making an Attacking Maneuver of the Simple Profile, you may spend 2(bT) Ki Points to double the amount of Diminishing Defense your Opponent suffers from that Attacking Maneuver.
Dangerous Liquid (Body): Able to shift your body into a liquid form, you can enter another’s body and destroy them from within.
(1)-[Passive]: You gain access to the Liquid Form Maneuver (see — Special Maneuvers). While in the Liquid Form, you gain access to the Internal Attack Maneuver (see — Special Maneuvers).
Disarming Demeanor (Mind): Your off-putting, bizarre anatomy and generally unnatural personality make you impossible to read for most normal beings, offering you the advantage in combat.
(1)-[Triggered, 1/Round]: If you fail to hit an Opponent with an Attacking Maneuver, make a Clash (Bluff vs Perception/Intuition) against that Opponent. If you win, you may use the Basic Attack Maneuver against that Opponent as an Out-of-Sequence Maneuver.
(2)-[Triggered, 1/Round]: If you are hit by an Opponent’s Attacking Maneuver, make a Clash (Bluff vs Perception/Intuition) against that Opponent. If you win, instead of taking Damage, the Attacking Maneuver returns to Defense Declaration (see — Anatomy of an Attack) and you may attempt to dodge that Attacking Maneuver again or use a Counter Maneuver instead. If your Opponent’s Attacking Maneuver targeted multiple Characters, this effect only occurs for you – all other Characters targeted by that attack continue to Damage (see — Anatomy of an Attack) after it is decided if you are hit by the Attacking Maneuver or not.
(3)-[Triggered, 1/Encounter]: If an Opponent uses a Counter Maneuver in response to your Attacking Maneuver, you may choose to cancel your Attacking Maneuver (regaining any Ki Points spent and any effects applied to that Attacking Maneuver not counting towards any /Round or /Encounter Keywords) and use the Basic Attack Maneuver or Signature Technique Maneuver instead (against that Counter Maneuver). If you do, you may apply any Energy Charge(s) gained from the Energy Charge Maneuver to the new Attacking Maneuver, if you do not then you regain 2(T) Ki Points for each Energy Charge lost.
Elastic Tentacle (Body): You don’t really have a tail, per se, but the tentacle(s) on your head sure put in work.
(1)-[Passive]: You gain access to the Tail Attack Maneuver (see — Special Maneuvers).
(2)-[Triggered]: If you hit an Opponent with the Tail Attack Maneuver, your next Attacking Maneuver against them during this Combat Round has its Strike Roll increased by 1(T).
Jovial Spirit (Mind): Despite your chaotic nature, you really just want to be happy and get along with everyone.
(1)-[Passive]: While Personality is your Attribute with the highest Attribute Score, increase your Combat Rolls and Initiative by 1(bT).
(2)-[Triggered, 1/Round]: If you or an Ally Defeats an Opponent or knocks them through the Injured or Critical Health Threshold, increase the Wound Rolls of your Allies by 1/4 (rounded up) of your Personality Modifier until the end of your next turn.
Magical Being (Body): Your innate magical ability allows you to pick up on magic far easier than most other people.
(1)-[Passive]: Reduce the TP Cost of all Magical Unique Abilities for you by 3.
(2)-[Passive]: You gain access to the Magical Materialization, Healing Hands, and Telekinesis Unique Abilities.
Majin Malice (Mind): Your regenerative powers allow you to force your body past the limits most species would be able to survive.
(1)-[Triggered, 1/Round]: If you would use a Healing Surge, you may forgo gaining Life Points to instead regain an equal amount of Ki Points and Capacity instead. This can allow your Capacity to exceed your Max Capacity.
(2)-[Triggered, 1/Encounter]: If you would use an Ultimate Signature Technique, you may apply up to 5 ranks of Backlash to that Signature Technique. For each rank of Backlash added, increase the Wound Roll of that Signature Technique by 2(T).
(3)-[Triggered/Power, 1/Round, 3/Encounter]: You may spend 5(bT) Life Points to use the Basic Attack Maneuver, Signature Technique Maneuver, or Energy Charge Maneuver as an Out-of-Sequence Maneuver.
Majin Mass-Shift (Body): You have the ability to sculpt your body at will.
(1)-[Passive]: You gain access to the Shapeshift Unique Ability. You cannot swap this Racial Trait out through its effects.
(2)-[Passive]: Increase the Dice Score of your Bluff, Persuasion, and Intimidation Skill Checks by 1.
(3)-[Passive]: Depending on your Size Category, apply the following effects:
- Smaller than Medium: Increase your Soak Value by 1(bT).
- Medium: Reduce the Ki Point Cost of your Unique Abilities by 2(T).
- Larger than Medium: Increase your Defense Value by 1(bT).
Majin See, Majin Do (Mind): Known for your childlike innocence and demeanor, you are able to pick things up much faster than others, just like a child.
(1)-[Passive]: Gain the Quick Learner Talent (even if you do not meet the Prerequisites), but ignore the 4th and 5th effects of that Talent.
(2)-[Passive]: You may ignore the effects of any Disadvantage with ‘Restricted’ in its name on any Signature Technique or Aura you have gained through the effects of Quick Learner (either as Copied Techniques or those you have gained through the second effect of Quick Learner).
(3)-[Passive]: For Copied Techniques, you may use either your Force or Magic Modifier as the Damage Attribute and ignore the Force Score prerequisite to use Energy Attacks.
(4)-[Triggered, 1/Encounter]: When you target an Opponent with a Copied Technique, make a Morale Clash against them. If you win, they have Guard Down against this Attacking Maneuver.
Majin Style (Body): Your clothes are clearly part of your body, allowing them to reform with you and grow in power as you do.
(1)-[Passive, Ruling]: Upon gaining access to this Racial Trait, choose an Apparel Category. You gain a Low Grade piece of Apparel of that Apparel Category, known as your “Default Costume”. For every base Tier of Power reached after the first gain 1 Equipment Point (see — Gear Kits) to spend on your Default Costume immediately. Each time you reach a new base Tier of Power, gain 1 Equipment Point to spend on your Default Costume immediately. Upon reaching a base Tier of Power of 5, you may spend one (and only one) Equipment Point to gain a Special Apparel Quality on your Default Costume.
(2)-[Triggered, 1/Round]: If you use a Healing Surge while wearing your Default Costume, that piece of Apparel regains 1 Break Value. If the piece of Apparel was broken, it stops being broken (Break Value goes from 0 to 1).
Quick Sleep (Body): You don’t need to sleep, but a quick nap never hurts.
(1)-[Passive]: Your Defense Value is not reduced by the effects of the Combat Recovery Maneuver.
(2)-[Triggered, 2/Encounter]: When using the Combat Recovery Maneuver, reduce the Action Cost by 1.
(3)-[Triggered, 1/Encounter]: At the end of your turn, you may gain the Sleeping Combat Condition until the start of your next turn. At the start of your next turn, if you lose the Sleeping Combat Condition through this effect, regain 1/4 of your Maximum Life Points and 1/4 of your Maximum Ki Points.
Revenge Bomber (Body): Able to blow yourself up to take out the competition, you’re well aware that you can put yourself back together after.
(1)-[Passive]: Increase the Wound Roll of any Attacking Maneuver of the Explosion Profile that possesses the Self-Explosion Disadvantage by 3(T).
(2)-[Triggered, 1/Encounter]: When using an Attacking Maneuver of the Explosion Profile, you may apply the Self-Explosion Disadvantage to that Attacking Maneuver to apply the Final Chance Advantage to that Attacking Maneuver (even if it is not an Ultimate Signature Technique).
(3)-[Triggered/Defeated]: If you are Defeated by one of your effects reducing your Life Points to 0, immediately use a Healing Surge and increase the Dice Score by 1d6(T).
Roomy Biology (Body): The interior of your anatomy is an extra-dimensional space that you can control, allowing you to grant safe access to others of your choosing.
(1)-[Passive]: Increase your Racial Life Modifier by 2.
(2)-[Passive]: If you are targeted by the Possess Maneuver and lose both clashes, you do not become a Suppressed Character. Instead, the Character who used the Possess Maneuver enters your Internal Living Base.
(3)-[Passive]: You gain access to an Internal Living Base of the Massive Base Size.
Snack Motivated (Mind): With a body powered by sugary sweets and a bottomless appetite, it turns out that you’ll do almost anything for a tasty treat.
(1)-[Passive]: Gain access to the Snack Fiend Talent.
(2)-[Passive]: Double the amount of Life and Ki Points regained from the Snack Basic Item.
(3)-[Triggered/Power, 1/Round]: If you’ve used the Snack Basic Item during this Combat Round, gain an additional stack of Power through this use of the Power Up Maneuver.
Steaming Fury (Body): With your hair-trigger temper, you can spout steam from your body whenever you get angry.
(1)-[Triggered/Raging]: Within a Standard Sphere AoE centered on you, apply the Fog Battle Weather and the Obscuring Fog Weather Effect.
(2)-[Triggered/Power, 3/Encounter]: Enter the Raging State until the end of your next turn.
Surprising Wit (Mind): While most would take you to be quite the dullard, you’re actually probably the smartest guy in the room; certainly smart enough to play your cards close to your chest.
(1)-[Passive]: While Scholarship is your Attribute with the highest Attribute Score, increase your Combat Rolls and Initiative by 1(bT).
(2)-[Triggered, 1/Round]: If you target an Opponent which your Combat Rolls are increased against by the effects of the Analysis Maneuver with a Signature Technique, increase the Wound Roll of that Signature Technique by 1/2 (rounded up) of your Scholarship Modifier.
Transfiguration Beam (Mind): You can fire a magical beam that transforms characters into an object!
(1)-[Passive]: Reduce the Critical Target of your Strike Rolls for your Energy and Magic Attacks by 1.
(2)-[Passive]: Gain access to the Transfiguration Maneuver (see — Special Maneuvers). For the Transfiguration Maneuver, you gain the following effects:
- You can target any Opponent who is not at Long Range.
- You can make a Strike Roll as if making a Magic Attack instead of a Physical Attack.