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.
Personality. Majins have amorphic personalities which are subject to the individual or peoples they have assimilated. Their personalities can widely vary, and they can have just about any type of character. A Majin’s core personality is always present, but their mannerism and actions can vary depending on who they assimilated. Most Majins have a carefree, happy good lucky childlike personality, but this doesn’t stop them from being ferocious warriors.
Some Majins’ childlike nature can be like a spoiled and selfish young child – retaining little to no remorse, regret, compassion or other sympathetic emotions. These Majin have a rather selfish mindset and can be very difficult to be around since their actions can be random and unpredictable. Other Majins’ can be the complete opposite with cheerful and innocent personalities that view fighting as fun and the world as a theme park.
Some Majins are purely good and they can be very kind and compassionate. They have the same childlike mind, but they aware of other’s feelings and wellbeing. With sympathetic emotions, they care about living things and are just as respectful of life as anyone else.
Physical Description. Made entirely out of the arcane remnants of universal essence Majin are living sentient beings of manifested magic. Majins are humanoid shapeshifting, multicolored beings with the physical consistency of bubble gum. Most Majins’ have shades of pink or dark purple skin, though there are known Majins that are other colors.
Majins have rather unique physical properties, they don’t have any type of vital organs and their internal bodily functions are a complete mystery. They have no blood and they seem to simply be made of some sort of rubble like material. This allows them to change their shape and physical looks into nearly type of humanoid, although they will still be their normal skin color. Majins can use this ability to stretch their limbs and body, not unlike the Namekians. Their physical makeup also allows them to reattach severed limbs and put themselves back together after being all be disintegrated.
Majins have black eyes with red iris and some type of antenna or rubble like horn on their head. With the ability to change their physical appearance and form Majins can have a height of 3’0” to 8’0” and weight from 140lb. to well over 700lb. No one knows how long Majins can live or if they even age at all. A well-known Majin named Boo is said to be at least five million or more years old. This makes knowing a Majin’s age rather difficult since there are no other moral species that can live that long. Since they can far outlive other species no one is for sure exactly how they are born or created. It is known that Majins are asexual and don’t have a defining gender, although some are known to change their appearance to appear more like a typically male or female. It seems that two Majin can create other Majins using a magical technique that involves a large amount of energy.
Society. The Majin people do not have a civilization of their own, although they have pseudo society among their own kind. Majins seem to recognize this internal society when they are together and understand the hierarchy. Although, this society doesn’t seem to have any cohesive structure to other species.
Majins love to travel and explore and naturally don’t remain in the same place for a long time. Their childlike behavior and wanderlust drive them to spend their immortal lives wandering the vastness of the universe. Majins tend to gravitate towards interesting and powerful people. No one is sure if this on purpose or simply part of their magical nature. Majin’s favorite thing to do is eat, they will search a world for the tastiest candies and treats. It isn’t known if Majins need to eat or they simply eat for the pleasure of it – either way they can typically be found eating.
If a Majin finds enough interesting people, delicious candy, and fun they are known to settle down and create lasting friendships. Majins integration with other species can be difficult and problematic due to their childish behavior, but with the right tutoring, they can become members of nearly any civilization.
Homeworld. Majins do not have a known homeworld, however, it is rumored that at the onset of primordial time, they inhabited a distant planet. Though this rumor can’t be confirmed by the Majins or anyone else giving the number of eons that have passed. Instead, Majins tend to inhabit the homeworlds of their friends or the yummiest food.
Most known Majins are from the planet Earth where they have integrated with several Earthlings groups. Although, most Earthlings are unaware of the Majins’ presence the two species do interact from time to time.
History. The first known member of this race is the Majin Buu, who has existed since time immemorial, cycling between rampages and long hibernation. It is rumored that Majin Buu was snapped into existence by the left-over materials that were used by the cosmic entities to form the universes. However, there are other accounts of Majins throughout the history of the universes, but no one is sure if there was a Majin civilization at some point or if they were spawns of Buu himself.
What history is known about the Majins is specific to Majin Buu. He was discovered by an evil wizard named Bobbidi who used powerful dark magic to control and enslave Buu. Buu attempted to resist, but Bobbidi lied and told Buu that he created Buu and was his father. Bobbidi used Majin Buu to terrorize the universe and slaughter millions. Bobbidi’s mission was to dominate the universe which led him to the Supreme Kais. He used Majin Buu to attack the Kais killing all, but the Supreme West Kai known as Shin. During these events, Majin Buu used his assimilation powers to absorb the South Supreme Kai Daikaioh transforming Buu into an innocent child. Buu himself was still powerful, but his childlike mind was easily taken advantage of by Bobbidi who was able to completely control Buu. Bobbidi created a magical ball that would allow him to trap Buu if he was disobedient or if Bobbidi wanted to transport him easier.
At some point Bobbidi set his sights on planet Earth, he sent Majin Buu ahead to the planet inside his ball. However, Bobbidi was ambushed by the Supreme West Kai Shin and killed. Unknown to Shin Bobbidi created a son named Babidi who later took over his father’s mission.
Babidi traveled to Earth to awaken Majin Buu, however, he was meet by Earth’s heroes. Buu was unfortunately awakened and Babidi led him to destroy much of Earth’s population. Buu eventually killed by Babidi after Goku explained that he was controlling Buu and that Buu shouldn’t fear him. This led to a series of events with Buu splitting into two, a good and evil version. The evil Buu won and ate good Buu. During the battle against Earth’s heroes good Buu was freed and the evil Buu turned into his original primordial form. This primordial Buu was later destroyed by Goku and Vegeta during a fierce fight on the Supreme Kai planet of Kaioshin. In recent times, over the generations since the death of evil Buu, the Majins have expanded into an entire species becoming very powerful warriors. Good Buu used his powers of magic and split himself into two beings Mr. and Mrs. Buu. Together they used very powerful magic to create children and thus the Majin species was born.
Names. Majin names typically have some sort of reference to magic or magical words. Every name is preceded by Majin. No one is sure why Majins do this, but it might be because most Majins are born from Buu.
Names: Majin Ajji, Majin Abra, Majin Zlam, Majin Baba
Majin Racial Traits. When you are a Majin, your character gains the following traits: Assimilation, Primordial Form, Spellbound, Elastic Regeneration, Rubbery Body.
|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.
– Saving Throw: Morale
– Skills – Select two of the following: Acrobatics, Athletics, Concealment, Knowledge, Stealth
Pure Form (Majin Trait). You can absorb others and gain their powers. You also gain their personalities. This can be good and bad depending on the person you absorb. 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. (Pure Form)
Elastic Regeneration (Majin Trait). Your body is made of a magical rubber-like material and 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.
Using Elastic Regeneration, you can use the healing surge maneuver even, if it has already been used during the round. Elastic Regeneration cost four (+4) ki points and two (2) action. Increase the ki point cost by four (+4) for each tier of power reached. (Actions & Combat)
You can also elongate your arms and legs, at will, increasing your melee attack range to three (3) squares. When using Elastic Regeneration physical attacks cost an additional three (+3) ki points more than normal and provoke a counteraction. 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. Increase the ki point cost by three (+3) for each tier of power reached.
Rubbery Body (Majin Trait). The material that makes up a Majin’s body is not only malleable and restorable is it also durable and robust. All Direct damage counts as standard damage. Your your soak value is also increased by one (+1). Increase this effect by two (+2) for each tier of power reached. Additionally, you also are unaffected by any type of physical impairing substances such as poisons, paralyzers, or contagions.
Spellbound (Majin Trait). Majins are created from magic granting them a strong aptitude for spells and magic unitization. When you use any type of technique that counts as magical its ki point cost is reduced by four (-4) to a minimum of two (2). Increase the ki point reduction by four (+4) for each tier of power reached.
Also, when you are creating a magical signature technique reduce the cost of advantages by one (-1) technique point and increase the return of technique points from disadvantages by one (+1). Increase this effect by one (1) for both advantages and disadvantages at power level ten (10) and twenty (20).
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 racial trait per round and if a trait that has any type of stress test related to it that test is increased by three (+3) for each tier of power reached. 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 three power levels below your current power level you don’t gain the benefits stated above instead you will simply restore 1d8 worth of life and ki points. Increase this effect by +1d8 for each tier of power reached.
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 from stress exhaustion after a rejection. Unless a rejection is directly related to the activation of pure form.
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 six (6) 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 six (6) ki points. You can spend additional ki points during the creation of your goo to increase its aptitudes. For every six (6) ki points you spend when creating your goo creature increases its aptitudes by three (+3), its life points increase by ten (10), 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.
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 unmodified attack at the goo. If the target doesn’t beat the goo they have failed and are grappled.
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 unmodified 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.
Step Three. Cognitive save versus Cognitive save. During the absorbed target’s turn, they can attempt to make an opposing cognitive save 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 1d10 lethal damage, this damage increases by +1d10 for each tier of power reached.
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.
|Less than 1 eon||1+ eons||4+ eons||6+ eons|
|Type||Base Height||Height Modifier||Base Weight||Weight 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.