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 Spirit Score by +4. Increase your Tenacity score by +2.
Age. Majins don’t age; it is thought that they are immortal beings that will not grow older. However, no one is sure if they are immortal or simply live for eons.
Health Modifier. +3
Size. Majins have a height of 3’0” to 8’0” and weigh from 140lb to 700lb. Majin characters can choose to be Small, Medium, or Large.
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, or Stealth
Rubbery Body (Majin Trait) (Body). 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 and are immune to being Poisoned. 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:
Elastic Regeneration. You may spend One Action and 4(T) Ki Points to activate a Healing Surge Maneuver even if you’ve already used your allocated Surge Maneuver. If you use this ability of Elastic Regeneration, suffer from the Impediment Combat Condition on your next Combat Roll.
Additionally, when you reach a Health Threshold, you may immediately activate a Healing Surge even if you’ve already used your allocated Surge Maneuver, and increase the result by +1d8(T) if you reached the Bloodied Threshold, +2d8(T) if you reached the Injured Threshold, or +3d8(T) if you reached the Wounded Threshold.
Stretchy Physique. You can elongate your arms and legs at will. Once per Combat Round, 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. The target must be within a clear line of sight and the attack cannot cross the path of another combatant or any type of terrain or other obstacles. When using this effect of Stretchy Physique, you provoke Counter Actions from your opponents that were in your Melee Range when you activated this effect of Stretchy Physique.
Upon successfully striking (hitting) an Opponent or successfully initiating a Grapple Maneuver after using this effect of Stretchy Physique, you may move that character any number of Squares up to your current Melee Range (including the bonus from Stretchy Physique) in any direction. If you initiate a Grapple through Stretchy Physique, you can choose to forgo this effect to increase your Grapple Checks against the target for the duration of that Grapple by +1(bT).
When a character who has Grappled you attempts to Pin you, reduce their Dice Score by -2(T).
Bouncy Body. Increase your Soak Value by +2(T) and your Defense Value by +1(T). All Direct Damage you take is considered to be Lethal Damage.
If you use the Rebound Parry Maneuver, do not reduce your Natural Result of your dice rolls.
Spellbound (Majin Trait) (See Selected Traits). The Majin race are known for their unique, magical abilities. At Character Creation, you may select three of these traits to gain (these traits are treated as individual Racial Traits):
Transfiguration Beam (Mind). You may attempt to turn a target into another object – usually food. For Two Actions and 6(T) Ki Points, you may make a Magic Strike Roll against a target that is not at Long Range. Reduce your Strike Roll as if you were making a Called Shot. If you successfully strike them, you can transform them into an object of your choice (this is mostly an aesthetic change at this stage – but you can choose a new base Size Category for them between Nano and their base Size Category), and then make an opposed Cognitive Save. If one character has a higher Tier of Power, they gain +1(T) to their Cognitive Save for this check. If you win, the target is completely transformed into that object, gains the Prone Combat Condition and cannot make any Maneuvers – at this stage, you can decide if they become Candy or not. If you lose, the target gains the Transfigured Combat Condition.
The effects of Transfiguration Beam last for 1d4 Combat Rounds (roll the dice as soon as the target is successfully hit). If you had turned a target into Candy and they failed their Opposed Cognitive Save, you may spend Two Actions while they are within your Melee Range to consume them. If their Tier of Power was equal to -1 your base Tier of Power or higher, you gain +1 stack of the Absorption Manifested Power, ignoring Racial Requirements. The consumed character is the Absorbed Character and they gain the Absorbed Combat Condition with you as the Absorber. If their Tier of Power was -2 lower than your base Tier of Power or if the targeted character was a Minion, they are instantly Defeated and you gain the benefits as if eating a piece of Candy.
Opponents cannot use the Guard option of the Parry Maneuver against the Transfiguration Beam, but they can use the Deflect Option.
Goop Throw (Body). Once per Combat Round, you may throw a piece of your body at another character by spending One Action. Make a Physical Strike Roll against a target that is not at Long Range. If they successfully Dodge, nothing happens. If they are hit, the goop attempts to wrap around them and they must make an Impulsive Saving Throw, TN Medium. If they pass, they suffer from the Guard Down Combat Condition on their next Dodge Roll. If they fail, they gain the Prone Combat Condition and cannot lose it until they destroy the goop. The goop has 10(T) Life Points and any damage inflicted to the Prone character by anyone other than yourself is also inflicted to the goop.
Quick Sleep (Body). You may fall into a short sleep. The Combat Recovery Maneuver only costs One Action.
Detached Limbs (Body). When you make any kind of Attacking Maneuver, it can originate from one of your Goops rather than you. You roll your typical Strike and Wound Roll as usual. When attempting to make a Dodge Roll, your opponent must roll an Impulsive Saving Throw, TN Hard. If they pass, nothing happens. If they fail, they suffer from the Guard Down Combat Condition against this attack.
Magical Being (Body). While they’re Magical Abilities that anyone can learn, your natural inclination towards these abilities allows you to use them freely. While you have this trait, gain access to the following Magical Abilities from the Spellbook without paying their Technique Point cost: Magical Materialization, Telekinesis, and Healing Hands.
Steaming Fury (Mind). When you become enraged, steam explodes from your body and your power skyrockets! Once per Combat Encounter, you may use an Instant Action to enter Rage until the end of your next turn. Additionally, while in Rage, increase all of your Wound Rolls by +1d4(bT) and you may spend One Action to create a 5×5 Square cloud of steam (with you in the center Square) in which all other characters suffer from Limited Sight (see – Sight & Illumination). This cloud lasts until the end of your next turn and you can only make one steam cloud at a time.
Bouncy Physique (Body). Once per Combat Round, when you are successfully struck (hit) by an attack, you may choose to immediately move any number of Squares equal to the attacker’s Force Modifier after damage is calculated. If you do so, you must move in a straight line away from the attacker. If you would hit any piece of terrain, suffer damage as if thrown into it. Bouncy Physique occurs before any Out-of-Sequence Actions that may occur immediately after a successful Attacking Maneuver.
Revenge Bomber (Body). When using an Explosion attack, you may apply the Final Chance Advantage and the Self-Explosion Disadvantage to that attack if it does not already possess either of them.
Once per Combat Encounter, when your Life Points are reduced to 0 by the Final Chance Advantage, you may immediately activate a Healing Surge and increase the result by +1d6(T). This can prevent you from being Defeated.
Burrowed Strike (Body). Once per Combat Round, when you increase your Melee Range through the Stretchy Physique trait, you may spend an additional +2(T) Ki Points to send your attack through the ground (you must not be flying to use this effect). You can use this effect even if there is an obtrusion between you and your opponent. Additionally, for this Attacking Maneuver, reduce the target’s Defense Value by 2x the amount of Diminishing Defense they would typically receive from an Attacking Maneuver.
Elastic Tentacle (Body). You have a tentacle that can stretch. You can use the tentacle as if it was a third hand, however, more delicate activities, such as untying knots, are not possible. You cannot carry or use any type of weapon with your tentacle.
Once per Combat Round, you can make a tentacle grapple. A tentacle grapple is an Instant Action and follows the Grapple Maneuver rules. Increase your Melee Range by +1 Square for your tentacle grapple. If you successfully grapple your target, you may force them to move into your Melee Range. This applies immediately as part of the grapple before any other effects.
Roomy Biology (Body). When you absorb a character, they are shrunk down and stored inside of your body. Using this logic, you can keep allies safe within you. You can spend One Action to target a character within your Melee Range, if they are willing or defeated they can be stored within your body. Characters inside of your body are known as Stored Characters. Stored Characters cannot interact with characters who are not Stored (they cannot target or be targeted with any type of Maneuver) and are no longer considered present on the Battle Ground. If you are Defeated at any point, all Stored Characters are ejected to a Square adjacent to you they decide. If multiple Stored Characters are ejected at once, they decide their placement in order of highest to lowest Agility Modifiers. Roll a 1d10 for any ties, highest number indicating the winner.
A Stored ally can spend One Action to leave your body, entering any adjacent Square to you. A Stored Character that was Defeated when they were Stored inside of you are restrained (follow the rules for Energy Restraint). If they become free, they may attempt to leave your body. You can prevent this by initiating a Combat Encounter against them, as indicated below.
While Stored Characters cannot interact with other characters, they may engage in a Combat Encounter within your body. You may make a miniature body to participate in or provoke a Combat Encounter within your body and if you do, increase your Soak Value by +2(T) and all of your Combat Rolls by +1(T) for the duration of this Combat Encounter. When you make a miniature body, you may choose any Size Category to be its base Size Category. If a miniature body is Defeated, you can make another miniature body when it would be the Defeated miniature body’s turn in Initiative. Your main body is not considered Defeated and takes no damage from damage inflicted on a miniature body.
Dangerous Liquid (Body). You can liquefy your body, allowing you to move through almost any hole or hide yourself. Once per Combat Round, as an Instant Action, you can liquefy your body or solidify again (you can only solidify during your turn). While liquefied, you cannot make any Attacking Maneuvers but you gain access to the Liquid Bomb Maneuver (see below). While you are liquefied, you gain the following bonuses:
Increase your Dodge Rolls by +1(T),
Increase your Normal and Boosted Speed by +2(T),
You gain Superiority on all Grapple Checks made as the Grappled,
Increase all of your Stealth Skill Checks by +2,
You do not trigger a Counter Action when moving out of the Melee Range of an opponent.
Liquid Bomb Maneuver (2 Actions). While you are liquefied and within the Melee Range of an opponent, you may attempt to enter their body as long as they have a clear orifice. When attempting to enter the body of an opponent, make an Opposed Impulsive Save against them. If you fail, nothing happens. If you win, you successfully enter their body and deal Lethal Damage to the opponent whose body you entered equal to your Force or Spirit Modifier (whichever is higher) plus +2(T) for every Size Category larger than that character you are. While you are within the body of an opponent, you gain the Hidden Combat Condition and cannot solidify your body.
You may spend One Action during your turns to make an Opposed Corporeal Save against your opponent. If they win, nothing happens. If you win, deal Lethal Damage to the opponent whose body you entered equal to your Force or Spirit Modifier (whichever is higher) plus +2(T) for every Size Category larger than that character you are.
At the start of your opponent’s turn, or by spending One Action, your opponent may attempt to make an Opposed Corporeal Save against you. If you win, nothing happens. If they win, you are no longer considered to have the Hidden Combat Condition against them but instead have your Defense Value reduced to 0. Any Attacking Maneuvers they make against you will inflict 1/2 of their damage against themselves (their Soak Value still applies).
While you are inside an opponent’s body, you also take any damage from Attacking Maneuvers that are made against them but you may add 1/2 of the Soak Value from the opponent’s body you are currently in to your Soak Value for any Attacking Maneuvers made against the body you are currently in. If the opponent whose body you are in is Defeated through any means, you immediately leave their body.
Disarming Demeanor (Mind). With preternatural comedic timing and a subtly off-putting nature, you can catch your opponents off-guard. Once per Combat Round, when you make any type of Attacking Maneuver and roll the Strike Roll, before your opponent rolls their Dodge Roll, you may change your Attacking Maneuver to any other Attacking Maneuver that has the same Action cost. If you do, you reroll your Strike Roll and increase the Dice Score by +1(T). You regain any Ki Points spent on your first Attacking Maneuver and if your first Attacking Maneuver would be a Signature Technique or Magical Ability, it does not count as if it was used at all. If you had a Ki Wager on the first Attacking Maneuver, it is maintained by the second Attacking Maneuver and you do not regain any of the Ki Points spent on that Ki Wager.
If your opponent declares the use of a Parry Maneuver instead of attempting to roll their Dodge Roll, you may still use this effect by spending 4(T) Ki Points (the defender’s Parry Maneuver option is used against this new Attacking Maneuver). If they would use the Block or Deflect option and you would swap to an invalid Attack Type, their option of the Parry Maneuver is exchanged for the Block or Deflect option (whichever applies).
From Goop (Majin Trait) (Body). Majins are not made of the same flesh and bone as most races. Their flexible body can be best described as a humanoid pile of goop with a texture similar to chewing gum. This uniqueness, however, affords them the ability to separate portions of their body to be used for a variety of abilities.
You may spend up to Three Actions to create a Goop. For every Action spent, pay 4(T) Ki Points and create one Goop on an Adjacent Square of your choice. Goops are unique Minions that do not have Ki Points, possess a Power Level and Tier of Power equal to yours and are not made through the Minion Creation Rules. They additionally cannot make any kind of Attacking Maneuver.
When you are knocked through a Health Threshold, or if your Life Points are reduced to 0, by an opponent’s attack that dealt Lethal Damage, you may make a Goop immediately without paying the Ki Point or Action Cost. If you do, you may create this Goop on any Square that is not at Long Range.
Strike:Matches yours. Dodge:Matches yours. Size: Small. Corporeal Save:Matches yours. Stealth Ranks:Starts at Experienced and gains one Rank for each ToP. All other Skills have no Skill Ranks. Normal Speed:Starts at 2 and increases by 4(T). Life Points:Typical Minion Rules.
If your Life Points are reduced to 0, although you are Defeated, you may continue to control your Goops as if you have used the Command Maneuver for them (this also applies to Mini Majins). Goops can spend One Action to activate one of the following abilities:
Mini Majin. They can transform into a miniature version of the Majin character, no longer being classified as a Goop for effects related to them. They are Minions that have your base Power Level, Attribute Modifiers, Talents, Skills, Signature Techniques, Magical Abilities and Transformations. They do not possess your Racial Traits. Reduce their Combat Rolls by -1(T) and treat them as -1 Tier of Power lower than you. They gain typical Minion Life/Ki Points. Any damage they had received as a Goop is removed from their new Life Point Pool.
When creating a Mini Majin, you may spend 4(T) Ki Points to remove the penalty to their Combat Rolls. Mini Majins have a base Size Category that is -1 Size Category lower than your base Size Category and cannot gain any Minion Traits through any means, except for the Phalanx Fighter Minion Trait which they possess automatically.
Gathering Regeneration. You may recall your Goop to you, reducing its Life Points to 0, and you gain Life Points equal to 1/2 of what it had. This does not allow you to exceed your Life Point Limit. Once per Combat Encounter, if your Life Points are reduced to 0, all of your Goos may use this Action as an Out-of-Sequence Action to fuse together and revive you. Your Life Points become equal to 1/2 of the combined Life Points of the combined Goops, then you may activate a Healing Surge that benefits from Elastic Regeneration’s bonus depending on what Health Thresholds you are below.
Assimilation. Your Goop may attempt to engulf a character, allowing you to absorb them. The Goop rolls a Strike Roll against a Dodge Roll to try to capture a target. If the target beats the Goop, they avoid being absorbed and may make a Basic Attack Maneuver against the Goop as an Out-of-Sequence Action. If the Goop wins, they are caught and the Goop attempts to cover them.
Make an Opposed Corporeal Saving Throw against the target. If the target wins, they avoid being absorbed and may make a Basic Attack Maneuver against the Goop as an Out-of-Sequence Action. If the Goop wins, the target is absorbed into the Goop and it returns to you, resulting in you successfully absorbing that character. That character becomes the Absorbed Character and gains the Absorbed Combat Condition (see – Attacking & Conditions) with you as the Absorber. You gain +1 stack of the Absorption Manifested Power with that character as the Absorbed Character. If the targeted character is a Minion, they are instead instantly Defeated (you do not gain a stack of Absorption), and you restore 2d10(T) Life Points, using their Tier of Power for reference.
Whenever you lose an Absorbed Character, reduce your Life Points by -2d10(T) and reduce your Ki Points by -1d10(T).
At the end of the Combat Encounter, or if the Majin character is defeated, all Absorbed Characters are ejected.
Optional (Your ARC decides if this is included): At the end of the Combat Encounter, instead of ejecting all Absorbed Characters, you may make a final Opposed Cognitive Save against any Absorbed Characters to escape Assimilation. If you lose, they are ejected but their Life Points are reduced by 1/2. If you win, they are permanently assimilated and can only attempt to escape Assimilation when another Absorbed Character successfully escapes Assimilation, unless they escaped due to the current Combat Encounter ending or the Majin being defeated.