
Inspired by the homebrew by Serpent (serpent._ in Discord)
Neko Majins (not to be confused with the unrelated Majin species) are a mysterious and elusive race of short, catlike humanoids with brightly colored fur and rounded features. Hailing from Earth, Neko Majins are often confused for the more common Beastman Earthlings, not least because of their small number – it is believed that there are fewer than one hundred Neko Majins in the universe! However, unlike standard Earthlings, Neko Majins possess a natural affinity for the use of both ki and magic and utilize strange, mystical abilities as easily as humans walk and talk – although their natural magic is fairly weak compared to most sorcerous extraterrestrial races.
Neko Majins display a wide variety of fur colors and patterns, but have in common their long lives and generally laid-back, whimsical personalities. The source of their preternatural abilities is the Majin-Dama, an orb located within their bodies that can be spit up at will or extracted from a defeated Neko Majin by force. If the Majin-Dama is stolen or broken, a Neko Majin will forget their true name and lose much of their power, but this curse can be broken by committing 1,000 good deeds – or so it is said.
| Attribute Score Increase. Both your Personality and either your Force or Magic scores are increased by +2. Increase your Tenacity or Insight score by +1. Racial Life Modifier. +4 Saving Throw: Cognitive and Morale Skill Ranks: 3 |
Primary Racial Traits
Neko Majin-Dama (Body): You possess a Majin-Dama, a wondrous ball stored in your body that grants you special abilities.
(1)-[Passive]: You gain access to the Illusion and Shapeshift Unique Abilities.
(2)-[Passive]: At Character Creation, create a Majin-Dama Special Accessory, which is Integrated into your Character. Another Character may take an Integrated Majin-Dama from you using the Snatch Special Maneuver if you are Defeated or Sleeping. That Character automatically wins the Clash if you are Defeated; if they lose the Clash while you are Sleeping, you lose the Sleeping Combat Condition. A stolen Majin-Dama stops being Integrated.
(3)-[1/Round]: You can spend 1 Action to Integrate a Majin-Dama you possess.
(4)-[1/Round]: As an Instant Maneuver, you can spend 1 Action to expel an Integrated Majin-Dama from your body. When you do, it stops being Integrated and is dropped or Equipped (your choice).
(5)-[Passive]: If you have no Integrated Majin-Dama, reduce your Combat Rolls and Soak Value by 2(T) and you cannot use Signature Techniques, Unique Abilities, or enter Transformations. While you are suffering from these effects, you may, with ARC permission, spend 2 Karma Points to create a new Majin-Dama and Integrate it (typically after performing some act of karmic significance).
(6)-[Triggered, x/Encounter]: When you make a roll of any kind, after seeing the result, you may reroll that roll. x, for this effect, is equal to your number of Integrated Majin-Dama.
Majin-Dama Special Item
Majin-Dama: A mystical orb originally contained in the body of a Neko Majin.
–Effects: Increase the Wound Rolls of your Signature Techniques by 1(T) and increase your Might by 1(T) for any Clashes initiated by an Opponent.
Neko Mimicry (Mind): Neko Majins can unerringly replicate the techniques of others with ease after witnessing them, often putting a spin on them to boot.
(1)-[Passive]: At Character Creation, gain the Quick Learner 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/Round]: If you use a Copied Technique possessed by a Character, apply the following effects depending on if that Character is an Ally or an Opponent:
- Ally: That Ally may use the United Attack Maneuver without spending an Action through its effects (they must still be on an adjacent Square to you).
- Opponent: Make a Clash (Morale) against that Opponent. If you win, they suffer from the Guard Down Combat Condition for the duration of that Attacking Maneuver.
(5)-[Triggered, 1/Encounter]: When using a Copied Technique, you may apply the effects of an additional Profile that you have access to to that Signature Technique. You cannot apply the effects of a Profile that gives an AoE to an Attacking Maneuver that already possesses an AoE.
Secondary Racial Traits
Feline Build (Body): While Neko Majins may not be cats, they share many of the same traits.
(1)-[Passive]: At Character Creation, gain two Bestial Traits from the following options: Bestial Build, Land-Based Beast, Claws, or Fangs.
(2)-[Passive]: Increase the Dice Score of your Perception Skill Checks by 2.
(3)-[Triggered/Start of Turn]: While you have an Integrated Majin-Dama, regain 5(bT) Ki Points.
(4)-[Triggered, 1/Round]: If you receive no Damage from an Attacking Maneuver that targets you, you may use the Signature Technique Maneuver as an Out-of-Sequence Maneuver. If you do, your Attacking Maneuver must be a Copied Technique.
Quick Thinking (Mind): Neko Majins are known for their ability to pick up tactics on their feet.
(1)-[Passive]: Increase the amount of Technique Points you gain from Skill Improvement by 3.
(2)-[Passive]: Any Signature Techniques gained through the second effect of Quick Learner are still considered ‘Copied Techniques’ for all of your effects.
(3)-[Triggered]: When you use the Signature Technique Maneuver to use a Signature Technique other than a Copied Technique, for this instance of using your chosen Signature Technique, you may add a single Advantage with a TP cost of up to 10 TP to your chosen Signature Technique if one of your Copied Techniques possesses that Advantage.
Whimsical Magic (Mind): The trickster-like personality of Neko Majins is only accentuated by their innate magical abilities.
(1)-[Passive]: Reduce the Ki Point Cost of your Magical Unique Abilities by 2(T).
(2)-[Passive]: Increase the Natural Result of your Clashes using Skill Ranks or Saving Throws made through the effects of one of your Unique Abilities by 1.
(3)-[Passive]: At Character Creation, gain 2 Skill Ranks in the Use Magic Skill.
(4)-[Passive]: You may use the Magic Trick Maneuver to target Opponents outside of your Melee Range with its effects. Those Opponents must not be at Long Range.
(5)-[Passive]: For the effects of the Magic Trick Maneuver, treat your number of Use Magic Skill Ranks as if they were doubled (this can allow them to be treated as if they were beyond 5).
(6)-[Triggered]: If you would inflict a Combat Condition upon an Opponent(s) through the effects of the Magic Trick Maneuver, you may instead knock that Opponent(s) Prone instead.
(7)-[Triggered, 1/Encounter]: If you would target one Opponent with the effect of the Magic Trick Maneuver, you may instead target all Opponents who are not at Long Range with that effect of the Magic Trick Maneuver.