Majin Buu Race

I pulled a lot straight from the dragon ball wiki, our discord discussion, and my own thoughts. I’m going to pitch a bunch of ideas here, we’ll need to tweak some stuff and working on balancing of course. I want to start with too much and options.


Majin are a subspecies of Majin Buu, a being created from magic. They appear to be gum-like humanoids with an antenna on their heads. Generally, Majin are a fun-loving race who love to eat; however, they can sometimes have a terrible temper. Their diet consists mainly of candy and other sweets like cookies, ice cream, and pudding. Due to their amorphous bodies Majin can eat large amounts of food and have appetites that can rival the Saiyan’s.

Candy Beam - announce that you will turn the victim into candy and point your antenna at them to fire an energy wave, turning them into candy. However, upon transformation, strong opponents can retain enough power to attack.

The ability to absorb appears to be unique to Majin Buu, as no other Majin has ever displayed this trait.

Body manipulation - Buu’s Majin subspecies’ primary trait is their amorphous, shape-changing bodies that allow them to easily mold their flesh, allowing them to effectively dodge attacks and also extend and enlarge their limbs, as well as regenerate.

Mimicry – The coveted ability to copy another fighter’s technique after seeing it used only once.

Main abilities:

  • Candy Beam – Turn people into 1 piece of food. Possibly give the user 1 piece of free food each day instead of being an attack? As an attack, could turn them into food, maybe once killed, and could be a finisher type move where if the user attacks an opponent that has less than 10% of users pl (current vs current) and are hit by the beam it turns them into the candy.

  • Body manipulation - Increased chance to dodge.

  • Regenerate*** Have to learn?

  • Extended arms/mystic attack***** Have to learn?

  • Some kind of self healing, maybe? Perhaps 3% of their base added to current each turn to heal? Or perhaps the food will cover the healing part. Regeneration really doesn’t heal, more regen limbs. Maybe there’s something where you need to do the final 10% of pl the Majin has in 1 blow, otherwise he recovers back to 10% or something.

  • Recovery Beam maybe, a heal that can’t be used on self?

  • Mimicry – Instantly learn an attack used on you. Like having an adv scouter, except you learn the move instantly in the same fight. Perhaps could also copy sigs???

Starting Stats:

  • Powerlevel: 200 (or could start them much higher, but have to weaken them in the longer term I imagine)

  • Maximum learnable abilities: 15 (because they are dumb? Yet, smart enough to mimic moves instantly. Limited moves would really make them have to choose which they want to keep, and constantly needing to re-learn moves from new enemies if wanting to adjust their move kit)

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There is a mechanic out there that I’m usure of. I dunno how rigid this is, the ref involved, or case by case situation… In a fight, if you reduce your opponent to 0pl… the player get a choice: is he KO’d? Or is he dead?

Lets just assume for sake of my sanity and concept, if a player is reduced to 0pl… he’s dead.

The Absorb concepts I’ve seen are very similar to Absorb Android. AA’s gotta kill their opponents to absorb their PL. In this concept, the Buu need their opponents alive!

What if the Buu race had to do something similar to Pokemon? The weaker the opponent is/becomes, increases the “Candy Beam” chance of success rate.

The Buu fighter has to beat him down far enough to increase his chance of success with Candy Beam, but risks killing the opponent if they are not careful. Shin kick suddenly got interesting looking…


Another concept… I’m not sure if this fits into the ‘fighting race’ mold, or the ‘training race’ mold. (I liked this concept, thanks Reno!)

But what if the Buu race only gained PL by Candy Beam, and EATING!!! Has other less flashy moves that generates food, candy, etc… Food from the shop is cheap enough to fit the mold for the character-profile-page leveling.


I like Mimicry.

I really want to suggest that Mimicry can only mimic signature moves. Not “master moves”. Would make the race super unique, the only way to steal a signature move from another player/npc.

But I’m torn… I think the signature moves are a little lackluster. But I also think Mimicry getting access to ‘master moves’ is a little OP.

Something the advanced scouter can’t do… When AdvS sees a move, you have to spend time to learn it. When Mimicry sees a move, its available as soon as the Buu creature sees the move… even capable of using it within the same fight. Something to toy with. Maybe it just knows ‘master moves’ for that fight, but keeps ‘signature moves’ long term…specially if candy beamed.


Would anybody be a Buu, if added? If not, any cool story arch ideas you could see involving a Buu race?

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Buu race could be an offshoot of an Absorb Android. Have a similar structure to how they gain PL from defeated foes. They gain PL from eating their candied opponents after defeat. Increase to Base and Current, but maybe they can’t train. Heck, maybe they can’t train anything. No Styles, No Techniques, No Ki Attacks.

However, when they eat someone, they can pick one technique/skill from a list of what they know and then have an unlimited number of techniques known. Very high risk, very high reward playstyle.

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I do remember when the PM community initially worked on the absorb androids, we had an impossible time making it work like the show. We tried making absorb an attack that would drain PL from a living opponent, but it was always just too OP (or completely useless, which ruined making a new race). You really can’t absorb once a player is dead, all their energy is gone by then, but it was the compromise we settled on because it was the only way from a game perspective that we could get it to work. My thoughts are, if you can win the fight, you probably could have grabbed the opponent during the fight and absorbed some energy.

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Maybe Candy Beam is similar the defense move Ki Absorb from AAs?

Where the AA uses Ki Absorb as a defense move vs most Ki Attacks… Candy Beam is a similar move, but works against physical ones. Adjust flavor text to match.


I think the Buu race is very similar to the AA in function, they Rhyme/echo each other when you sit down and really think of the show.

Maybe not related to this Buu race, but this does make me wonder if we could create a Bio-Android race like Cell and some others introduced in various games. Androids that can both sense ki and have a ki signature, and rely on absorbing. Would probably have to reconfigure the Absorb-Androids then though as well.

I don’t see any harm in Mimicry learning Master moves. It’s kind of like they have a built in advanced scouter except it doesn’t detect pl it just does the move thing (albeit, instantly). Kind of like how absorb droids have a built in adv scouter that only does the reading pl part but not the moves part.

Learning sig moves I’m on the fence. It would be really unique and cool to have a race that can learn them!

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I like the idea of the candy beam usesage being like pokemon but I think you shouldn’t be able to use it until the opponent is at or below a certain PL%. Lets say the opponent is at 1% PL, that would be something like a 90% success rate to turn them to candy and “absorb” them.

Then lets say the certain PL that you can start using this attack is 10%. From 8%-10% range there is a 30% chance of success (5%-7% PL= 50% chance of success, 2%-4% PL = 70% chance of success).

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The problem is, you the player are not supposed to be very familiar with the NPC/Players maximum powerlevel.

…then again… this might be the smarts behind it.

:thinking:

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I do like the idea of candy beam being a “finishing move” of sorts. Something where you are probably going to win anyway, but you also want a tasty treat after, either to heal yourself or give to a friend. I could definitely see this race playing a slight bit of support because of the amounts of food they can generate, helping other players out.

Buu can definitely train, anyone remember in Super when he starts training for the tournament of power?

Yeah, I mean you can tell when an opponent is getting weak and it would just kinda be a guess at when to use it or take your chances to whittle them down more to possibly have a greater chance of success.

I like most of Reno’s ideas, especially making them support-ish.

I was kicking around the idea of their unique abilities and passives being tied to their own unique resource system. It would be based around their body mass and eating food or candy. I would suggest that it has a base of 100% but can be overloaded past that by eating, but would passively go down back to 100% over time.

Passives:

  • Gluttony - Magical resource pool unique to Majins. Starts at 100%. If topped over 100%, goes down at a rate of 2% per turn (and/or could be time-based within the character page). Does not kill them at 0%, but cannot use any of their unique abilities even if they cost no Gluttony.
  • Body manipulation - Bonus to dodge chance (unsure on % or flat number yet). Can change shape and appearance at will. Has no cost unless changing clothing or skin color, which costs 1% Gluttony (both or either can be done at once for 1%). Does not have to be humanoid or even a creature or solid, but can’t drastically change total mass.
  • Food-Motivated - Can eat up to three pieces of food per turn (instead of two turns for one food, could be one or two instead of three pieces depending on balance) and does not take up the rest of their turn (bonus action). Regular food gives them 20% Gluttony on top of the healing, but at 10% per turn. So, if you ate 3 pieces of food, you would gain 60% gluttony over the next 6 turns, with the first 10% being the turn the food was eaten.
  • Metabolic Regeneration - Regenerate 3% of base Ki to current Ki per turn at a cost of 5% Gluttony. This is passively on but can be turned off by the player. Will continue to regenerate from 0 Ki and/or re-form their bodies until their Gluttony has also run out completely; automatically activated and unable to be controlled by the player.

Abilities:

Most of what Reno said already. Can make them be able to also learn Mystic Attack but costs Gluttony, I like that.

  • Transfiguration Beam - This would cost Gluttony and would technically be a ‘starting’ ability, but has variations that have to be learned. Candy Beam to turn others into candy, Heal/Mend beam to heal other people, I’d suggest multiple other variations of Candy Beam that either give more Gluttony, healing, or PL when eaten or have special effects, such as bonuses to defensive stats or reduction in Ki attack costs when eaten by the Majin or given to other players. Cookie, Candy, Chocolate, etc beams.

All the Transfiguration Beams used offensively should cost a minimum of 20% Gluttony. The transformations last until the battle is over or the Majin is killed. They cannot be blocked, but can still be countered (?) or dodged (possibly higher dodge chance than normal). Being transfigured does not stop a player or NPC from being able to fly or use Ki attacks, but does stop them from blocking, running, or using weapons and physical attacks. Any being no matter how powerful can be transfigured.

  • Inhale - Powerfully suck in air in a cone to pull beings or objects towards your mouth. Costs 8% Gluttony per turn used, but gets more powerful each turn. This is the only way a Majin can forcefully eat a transfigured person. Success chance would be a check of the Majin’s current Ki vs the enemy’s current Ki. If within melee range, Inhale immediately eats and kills a transfigured character, or does damage over time to any non-transfigured character. If not within melee range, the first successful check pulls the character into melee range and the second check inhales them. Also, inhales any food within the cone.

I’m thinking something like 30% success chance per check for enemies with roughly equal current PL that have been transfigured, with chances going up or down for lower or higher PL opponents. So you’d need to transfigure, get first successful inhale check at a range, then second successful check in melee to fully turn someone into candy and eat them. Somewhat lower chance to inhale any people not transfigured. Since it’s a cone attack, can hit multiple people/foods at once if they’re too close together, but each with their own checks for success.

What the Majins would gain from eating transfigured opponents would depend on the type of beam used and how powerful (base PL) the opponent is. All of them give some amount of Gluttony back.

The rest of the normal Ki moves Majins use would use Ki just like any other race or character. There are no direct damaging abilities used with the Gluttony resource system.

Mimicry is a good idea, but the Majin has to see the ability used or have eaten someone with that ability. I agree about a fairly low starting PL and a low total amount of Ki moves that can be learned, especially if we also used the Gluttony abilities as a separate thing.

Any numbers I’ve used are subject to change or suggestion. If anyone thinks this is too different or over the top or too complex of a system to add for one single race, I’m open to those opinions, too.

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I like most of Reno’s ideas, especially making them support-ish.
I was kicking around the idea of their unique abilities and passives being tied to their own unique resource system. It would be based around their body mass and eating food or candy. I would suggest that it has a base of 100% but can be overloaded past that by eating, but would passively go down back to 100% over time.

Passives:
• Gluttony - Magical resource pool unique to Majins. Starts at 100%. If topped over 100%, goes down at a rate of 2% per turn (and/or could be time-based within the character page). Does not kill them at 0%, but cannot use any of their unique abilities even if they cost no Gluttony.

Love the idea of a unique mechanic for them! I think they could definitely function without it, but it adds a fun element to them.

• Body manipulation - Bonus to dodge chance (unsure on % or flat number yet). Can change shape and appearance at will. Has no cost unless changing clothing or skin color, which costs 1% Gluttony (both or either can be done at once for 1%). Does not have to be humanoid or even a creature or solid, but can’t drastically change total mass.

Absolutely on the Dodge, the changing shape is such an interesting RP feature! I suppose this could also be used to “regenerate” a lost limb?

• Food-Motivated - Can eat up to three pieces of food per turn (instead of two turns for one food, could be one or two instead of three pieces depending on balance) and does not take up the rest of their turn (bonus action). Regular food gives them 20% Gluttony on top of the healing, but at 10% per turn. So, if you ate 3 pieces of food, you would gain 60% gluttony over the next 6 turns, with the first 10% being the turn the food was eaten.

I like the idea of them being able to eat more food at once or quicker than others, totally fits with the theme! I didn’t think too much about the proposed numbers, but love the concept. Giving them gluttony makes sense.

• Metabolic Regeneration - Regenerate 3% of base Ki to current Ki per turn at a cost of 5% Gluttony. This is passively on but can be turned off by the player. Will continue to regenerate from 0 Ki and/or re-form their bodies until their Gluttony has also run out completely; automatically activated and unable to be controlled by the player.

Okay, so this is where the gluttony piece really kicks in! As they get lower in current PL, this healing really starts to shine because it comes from base (like a healing version of Bleed). Maybe there could be something where if you put the Majin to a PL of negative 25% (or whatever) you will have destroyed every bit of their body and they can not regenerate regardless of gluttony. Would have to think harder and adjust numbers to see if that’s going to be easy to do or near impossible and find a balance.

Abilities:
Most of what Reno said already. Can make them be able to also learn Mystic Attack but costs Gluttony, I like that.

• Transfiguration Beam - This would cost Gluttony and would technically be a ‘starting’ ability, but has variations that have to be learned. Candy Beam to turn others into candy, Heal/Mend beam to heal other people, I’d suggest multiple other variations of Candy Beam that either give more Gluttony, healing, or PL when eaten or have special effects, such as bonuses to defensive stats or reduction in Ki attack costs when eaten by the Majin or given to other players. Cookie, Candy, Chocolate, etc beams.

Could definitely play with some upgrade Beams, learnable from Masters and/or Quests. The idea of giving the food different effects is very interesting! The majins kind of become potion makers and leans into that supportive role. The cool thing is that they need to fight to get the resources, they don’t get to sit back at the base and let the fighters bring them materials.

All the Transfiguration Beams used offensively should cost a minimum of 20% Gluttony. The transformations last until the battle is over or the Majin is killed. They cannot be blocked, but can still be countered (?) or dodged (possibly higher dodge chance than normal). Being transfigured does not stop a player or NPC from being able to fly or use Ki attacks, but does stop them from blocking, running, or using weapons and physical attacks. Any being no matter how powerful can be transfigured.

I agree there probably needs to be an increased chance to dodge, on top of the +15% for “ki” attacks, and a possible additional +15% for being within 5% pl of each other which would already put it at 15-30% before anything else added. It is interesting that a brand new player could transform someone over a million PL, but, once the majin is defeated that player would return back to normal. It’s not really a “you’re dead” type move.

• Inhale - Powerfully suck in air in a cone to pull beings or objects towards your mouth. Costs 8% Gluttony per turn used, but gets more powerful each turn. This is the only way a Majin can forcefully eat a transfigured person. Success chance would be a check of the Majin’s current Ki vs the enemy’s current Ki. If within melee range, Inhale immediately eats and kills a transfigured character, or does damage over time to any non-transfigured character. If not within melee range, the first successful check pulls the character into melee range and the second check inhales them. Also, inhales any food within the cone.

Hmmm, I still would like some way for the majin to collect the food to be saved for later, given to other players, sold, etc.

I’m thinking something like 30% success chance per check for enemies with roughly equal current PL that have been transfigured, with chances going up or down for lower or higher PL opponents. So you’d need to transfigure, get first successful inhale check at a range, then second successful check in melee to fully turn someone into candy and eat them. Somewhat lower chance to inhale any people not transfigured. Since it’s a cone attack, can hit multiple people/foods at once if they’re too close together, but each with their own checks for success.
What the Majins would gain from eating transfigured opponents would depend on the type of beam used and how powerful (base PL) the opponent is. All of them give some amount of Gluttony back.

The rest of the normal Ki moves Majins use would use Ki just like any other race or character. There are no direct damaging abilities used with the Gluttony resource system.

Mimicry is a good idea, but the Majin has to see the ability used or have eaten someone with that ability. I agree about a fairly low starting PL and a low total amount of Ki moves that can be learned, especially if we also used the Gluttony abilities as a separate thing.

Mimicry absolutely they have to see it, then instantly can use it next turn. How about custom sigs, could they learn them? I think the eating of candy should just be restore pl, gluttony, and maybe with more advanced beams have other side effects like increased dodge or lower costs. It’s just food, not an absorption/assimilation. Low starting PL and low moves learnable makes sense to me too.

Any numbers I’ve used are subject to change or suggestion. If anyone thinks this is too different or over the top or too complex of a system to add for one single race, I’m open to those opinions, too.

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Have an idea, can play with the exact numbers, but basically the reverse of Saiyan’s getting extra gains when they are lower on current PL. A Majin when at 100% gluttony only gains 50% of their training gains. But as they lose Gluttony (and perhaps training also causes them to lose gluttony) they will gain more from training until they are back to getting normal 100% gains as they are running out of gluttony. This forces the Majin to shift from “training mode” with no gluttony where they get better gains but don’t have the fancy moves to help them in a fight, to “fighting mode” by gorging to raise their gluttony for the abilities but now their training gains are less than normal races.

  • Shape-Up: The lower a Majin’s Gluttony, the more power they gain from training and fighting. For every 1% of their Gluttony missing, they gain half of that added on top of their standard gain.
    • For example, if a Majin’s Gluttony is 100 out of 1,000, they’re missing 90% of their Gluttony. Half of 90% is 45%, so they would receive their standard 50% + the added 45%, giving them a 95% of the normal PL gain.

I guess another way to look at it is for every 1% of gluttony they have, they lose half of that from their gains. 10% gluttony = -5% gains, 95% of a normal gain. So same result. At 100% gluttony their gains would be 50% of a normal gain. Probably easier explained this way actually, they lose gains as they put on gluttony from over eating.

To maximize their gains they would want to stay low on Gluttony, but only eat a “healthy” amount to keep training so they don’t run out of Current PL, but then they are vulnerable being weak on PL and without Gluttony to help with abilities if they get attacked. If they gorge, they are safer, but less gains.

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Knew I’d forgotten to mention something. I was thinking they can’t technically lose a limb, but they’d lose both PL and Gluttony if a limb was severed. This means things like Destructo Disc would be less effective strategically, but possibly even more effective as a straight up damaging move against them.

Okay, so this is where the gluttony piece really kicks in! As they get lower in current PL, this healing really starts to shine because it comes from base (like a healing version of Bleed). Maybe there could be something where if you put the Majin to a PL of negative 25% (or whatever) you will have destroyed every bit of their body and they can not regenerate regardless of gluttony. Would have to think harder and adjust numbers to see if that’s going to be easy to do or near impossible and find a balance.

That’s a good idea. There could definitely be an ‘overkill’ amount that would straight up obliterate their bodies. Would probably have to specifically be a Ki attack as opposed to physical.

I agree there probably needs to be an increased chance to dodge, on top of the +15% for “ki” attacks, and a possible additional +15% for being within 5% pl of each other which would already put it at 15-30% before anything else added. It is interesting that a brand new player could transform someone over a million PL, but, once the majin is defeated that player would return back to normal. It’s not really a “you’re dead” type move.

I think it’s important for uniqueness, fun, and consistency with the show that there is no “too powerful to transform”. I think that would sap a lot of the fun and uniqueness away.

Hmmm, I still would like some way for the majin to collect the food to be saved for later, given to other players, sold, etc.

Could easily just say you could kill the player or NPC in candy/food form and just keep it afterwards. That’s probably the minimum it should be. Could even go as far as being able to transform beings bodies after death, but I think that’s probably either too far or should be something they need to learn.

Mimicry absolutely they have to see it, then instantly can use it next turn. How about custom sigs, could they learn them? I think the eating of candy should just be restore pl, gluttony, and maybe with more advanced beams have other side effects like increased dodge or lower costs. It’s just food, not an absorption/assimilation. Low starting PL and low moves learnable makes sense to me too.

Yeah I’d be fine either way about Mimicry with eating people for moves. Think Buu does it in the show but not all Majins do, so works whichever way makes more sense for us for balance.

I see no reason why they wouldn’t be able to learn any move, custom or not, that they see, as long as it isn’t something that physically wouldn’t make sense for them to do (like tail whip or similar, although they could possible shape their bodies for it). Especially if Mimicry only lets them temporarily use moves seen.

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I don’t have much to add other than to say I really like where this is going. Numbers will have to be played around with and tested of course, but you guys have posted a lot of really cool ideas.

Hopefully we can get this hammered out for the next round. I’d love to see someone play this race.

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I love where this has ventured. I want to be a majin!

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Im flattered. :wink:

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