Majins

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 assimilated 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 inspire 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.

Majin Lore

Majin Aptitudes

Majin Aptitudes
Attribute Score Increase. Both your Spirit and Personality scores increase by three (+3), your Tenacity score increased by two (+2).

Age. Majins don’t age, it is thought that they are immortal beings that will not grow older. However, no one is for sure if they are immortal or simply live for eons.

Health Modifier. Three (+3)

Size. Majins have a height of 3’0” to 8’0” and weight from 140lb to 700lb.

Dexterity. Your base speed is two (2) squares or six (6) yards.

Z-Soul. Most tend to focus on having fun and eating. They like to fight, but they fight for fun, not for honor or pride. A Majins’ Z-soul can be related to the following, exploration, entertainment, learning, or culinary.

Majin Proficiencies
Saving Throw: Morale
Skills – Select two of the following: Acrobatics, Athletics, Concealment, Knowledge, Stealth

Rubbery Body (Majin Trait). The magical rubber-like material that makes up a Majin’s body is malleable, durable, and robust. You don’t have the same type of vital organs normal species do. This allows you to not only receive a large amount of damage but also heal your own wounds. You can recover from extremely grievous wounds, even amputation or dismemberment.

You gain the following abilities with the Rubbery Body trait, Elastic Regeneration, Stretchy Physique, Bouncy Durability, and Springy Deflection. Additionally, you are also unaffected by any type of physical impairing substances such as poisons, paralyzers, or contagions.

Elastic Regeneration. You have the ability to heal from devastating wounds and you can even regrow lost or destroyed limbs. Using Elastic Regeneration, you can use the healing surge maneuver even if it has already been used during the round. Elastic Regeneration cost six (+6T) ki points. When using Elastic Regeneration, you are considered to the have Combat Condition Impediment. (See – Actions & Combat)  

Stretchy Physique. You can also elongate your arms and legs, at will, increasing your melee attack range by two (+2) squares. When using Rubbery Body to perform a maneuver increase the cost of the maneuver by additional two (+2T) ki points more than normal. The target must be within a clear line of sight. The attack cannot cross the path of another combatant or any type of terrain or other obstacles. When using Rubbery Body, you provoke Counter Maneuvers for your opponents in range.

Bouncy Durability. When your reach a Health Threshold, you can immediately use a Healing Surge, even if one has already been used, increase its effects by 1d8(T). Moreover, this effect is increased by +1d8(T) when you reach the Injured threshold and by +2d8(T) when you reach the Wounded Health Threshold. Additionally, all incoming Lethal damage you suffer, Lethal damage that is inflicted on you by an outside force – other than yourself, will counts as Direct Damage.

Springy Deflection. When you preform the Parry Maneuver reduce the Ki Point cost by three (-3T) Ki Points. If you are using the Parry Maneuver’s ability Rebound only reduce your Dice Score by one-fourth (1/4) instead of half.

Spellbound (Majin Trait). Majins are created and bound by universal powers granting them a strong aptitude towards magic and Ki. When you use a Defensive or Supportive Magical Ability or an Aura Technique reduce its cost by two (-2T), to a minimum of two (2) – this reduction is applied after all other modifiers. When you use an Offensive Magical Ability or Ki Manipulation Technique increase its Wound Roll by two (+2T). Once per round, you can increase the bonus damage to Offensive Magical Abilities by one (+1T). You can NOT gain this effect more than once every two rounds.

Pure Form (Majin Trait). Your primordial form is your purest form, your true form. In this state, you are at your most powerful and more uncontaminated version of yourself. When you transform into your pure form your dormant power is released. While using pure form you reject any assimilation target and bonuses you gained through assimilation. (See – Pure Form)

Assimilation (Majin Trait). You can absorb other creatures to obtain their powers and capabilities. As a Majin, you can use the magical material your body is made of to create single-minded semi-sentient goo creatures. These goo creatures can sneak around a battlefield searching for characters to absorb. You can control up to three (3) goo at a single time and goo creatures will retain their semi-sentient form for three rounds (3) before returning to you.

When a goo creature absorbs a character, it will liquify itself and the character then returns to your body bestowing you with the powers and abilities of the absorb character. You will gain access to the racial traits, magical abilities, and signature techniques of the absorbed target. However, you can only use one (1) racial trait per round and if a trait that has any type of stress test related to it that test’s total value is increased by four (+4). At the start of your Majin character’s turn during the effects phase, you will declare which racial trait that you will use. Also, when you absorb a character increase your attribute modifiers by one-half (1/2) that absorbed character’s power level, rounded up. Notably, if an absorbed character is or considered to be more than five (5) power levels below your current power level you don’t gain the benefits stated above instead you will simply restore 2d10(T) worth of Life and Ki points.

Your goo can only access one assimilated target at a time and only the most recent – if you assimilate another target, your last target is rejected. You can maintain an assimilated target for only a short time, after which the target is rejected. A target is rejected automatically for the following situations: after three (3) rounds have passed, if/once you reach the wounded health threshold, or another target is assimilated. When a target is rejected, they exit your physical form and return to normal. Both you and the target will suffer the effects stress exhaustion after a rejection. Unless a rejection is directly related to the activation of pure form or the assimilation of another target(s).

Goo Creature. To create a goo creature, you will usually sever a body part or otherwise secretion part of the material that makes your body. This material then liquefies to create a goo creature with an amorphous shape. You must spend five (5) Ki Points and one (1) action to secrete and create a goo. The goo will be added to the end of the initiative order and is under your character’s control. A goo creature is created with the below aptitudes for five (5) Ki Points. You can spend additional ki points during the creation of your goo to increase its aptitudes. For every five (5) ki points you spend when creating your goo creature increases its aptitudes by three (+3), its life points increase by fifteen (15), and its skill proficiency by one rank to a maximum of five.

Goo Create Starting Aptitudes
Strike: Six (6)
Dodge: Five (5)
Corporeal Save: Four (4)
Skill: Stealth Proficiency
Life Points: Fifteen (15)

Your goo character’s purpose is to sneak up on a target and attempt to absorb them for assimilation. To absorb a target, follow the detailed steps below. Goo functions as a normal character with three (3) Actions.

Step One. Grapple Maneuver. The Goo rolls a Grapple Maneuver to try to capture a target. If the target beat the goo, they succeed and may make an out-of-sequence, basic, attack at the goo. If the target doesn’t beat the goo, they have failed and are grappled – See step two.

Step Two. Corporeal save versus Corporeal save. The target rolls a corporeal save to attempt to escape the liquefying goo. If the target beat the creatures, they succeed and may make an out-of-sequence, basic, attack at the goo. If the target doesn’t beat the creature they have failed, the goo absorbs them. Note this does not mean the target is killed but rather stored inside. The goo will then immediately return to you – combat is paused. Your character takes on the slight appearance, physical stature, and nature of an assimilated target.

Escaping Assimilation. Cognitive save versus Cognitive save. During the absorbed target’s turn, they can attempt to make an opposing Cognitive Saving Throw check against you to escape. An absorb target cannot perform any other maneuvers during their turn. If they beat, you then they are rejected from your body and returned to normal – when a target escapes, you’ll suffer 2d6(T) lethal damage.

Majin Starting Equipment.

When creating a Majin character you can choose from the following gear and equipment, in addition to any items you purchase or are granted. You will select either item ‘1’ or ‘2’ from the list below.

  • Combat Clothes
  • (1) Power Booster S or (2) Dynamic Booster S
  • (1) Adventure kit or (2) Illusionist kit
  • 2d10 worth of staring wealth

Dynamic Statistics. You can use the following table to randomly determine your Majin character’s features.

StelliferousAncientPrehistoricPrimordial
Less than 1 eon 1+ eons 4+ eons 6+ eons
TypeBase HeightHeight ModifierBase WeightWeight Modifier
Majin 3’0” +4d10 inches 140lb. +6d10 lb.

 Random Attribute hierarchy. Using the same rules for primary, secondary, tertiary, you will roll a die and the natural result will correspond to an attribute from the chart below. Make three separate rolls, one for primary, secondary and tertiary – re-roll any doubles, discard results of nine through ten and roll again. The remaining attributes start at two (2) like normal.

Natural ResultAttribute
1 Tenacity
2 Agility
3 Insight
4 Potency
5 Scholarship
6 Personality
7 Strength
8 Spirit

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