Crystalwatcher's Magical Girl Quest!

Wait, there's a limit on the number of abilities someone can have? *checks* Hmm, the templates all say "one or two"...
Eh, whatever, it's Decim's sheet anyway, and if he's decided to only give her X, Y, and not Z, that's that. :rolleyes:

While the post doesn't specifically say it, although it implies it in a couple sections, those are templates for new Magical Girls, IE: those just starting out. As seen by:

Obviously a Magical Girl can pick up all sorts of new abilities over time, as is demonstrated by Nepgear's massive list, but she only starts out with one or two.
 
Wait, there's a limit on the number of abilities someone can have? *checks* Hmm, the templates all say "one or two"...
Eh, whatever, it's Decim's sheet anyway, and if he's decided to only give her X, Y, and not Z, that's that. :rolleyes:
The templates are only for starter Magical Girls. As in, they just awoke their powers. Depending on the strength of the girl, it might not take too long to start accumulating additional spells and abilities. Just look at Nepgear for god's sake. 13 days in, and we have way more abilities and spells than we started with.

EDIT: Ninja'd...
 
Starting from weakest to Strongest

(Story Maker) (Faction) Name

Given Name
Character.jpeg
Center please​
Stats

Health: 50 - 200
Base Damage: 10 - 50
Base Resilience: 20 - 50
Magic Modifier: N/A-30

Affinity: Whatever | Whatever | Story Maker
Weapon


Weapon Name
Level 1
Attacks Per Turn: 1
Affinities: Whatever
Ability: Theme-Relevant
Spells

Starter Spell
Level 1
Base Damage: N/A - 75
Magic Modifier: N/A - 75
Affinity: Whatever
Ability: Theme-Relevant
Abilities

One or two. Theme-Relevant, such as Flight if applicable.


(Myth Maker) (Faction) Name

Given Name
Character.jpeg
Center please​
Stats

Health: 50 - 200
Base Damage: 15 - 55
Base Resilience: 20 - 50
Magic Modifier: N/A - 30

Affinity: Whatever | Whatever | Myth Maker
Weapon


Weapon Name
Level 1
Attacks Per Turn: 1
Affinities: Whatever
Ability: Theme-Relevant
Spells

Starter Spell
Level 1
Base Damage: N/A - 80
Magic Modifier: N/A - 80
Affinity: Whatever
Ability: Theme-Relevant
Abilities

One or two. Theme-Relevant, such as Flight if applicable.


(Legend Maker) (Faction) Name

Given Name
Character.jpeg
Center please​
Stats

Health: 75 - 300
Base Damage: 25 - 70
Base Resilience: 25 - 60
Magic Modifier: N/A - 40

Affinity: Whatever | Whatever | Legend Maker
Weapon


Weapon Name
Level 1
Attacks Per Turn: 1
Affinities: Whatever
Ability: Theme-Relevant
Spells

Starter Spell
Level 1
Base Damage: N/A - 100
Magic Modifier: N/A - 100
Affinity: Whatever
Ability: Theme-Relevant
Abilities

One or two. Theme-Relevant, such as Flight if applicable.


(Myth) (Faction) Name

Given Name
Character.jpeg
Center please​
Stats

Health: 100 - 500
Base Damage: 50 - 100
Base Resilience: 50 - 75
Magic Modifier: N/A - 75

Affinity: Whatever | Whatever | Myth
Weapon


Weapon Name
Level 1
Attacks Per Turn: 1 - 2
Affinities: Whatever
Ability: Theme-Relevant
Spells

Starter Spell
Level 1
Base Damage: N/A - 200
Magic Modifier: N/A - 200
Affinity: Whatever
Ability: Theme-Relevant
Abilities

One or two. Theme-Relevant, such as Flight if applicable.


(Legend) (Faction) Name

Given Name
Character.jpeg
Center please​
Stats

Health: 200 - 550
Base Damage: 100 - 200
Base Resilience: 100 - 175
Magic Modifier: N/A - 200

Affinity: Whatever | Whatever | Legend
Weapon


Weapon Name
Level 1
Attacks Per Turn: 1 - 3
Affinities: Whatever
Ability: Theme-Relevant
Spells

Starter Spell
Level 1
Base Damage: N/A - 200
Magic Modifier: N/A - 200
Affinity: Whatever
Ability: Theme-Relevant
Abilities

One or two. Theme-Relevant, such as Flight if applicable.


(Epic) (Faction) Name

Given Name
Character.jpeg
Center please​
Stats

Health: 1,500 - 2,000
Base Damage: 500 - 1,000
Base Resilience: 500 - 1,000
Magic Modifier: 250 - 500

Affinity: Whatever | Whatever | Epic
Weapon


Weapon Name
Level 1
Attacks Per Turn: 1 - 2
Affinities: Whatever
Ability: Theme-Relevant
Spells

Starter Spell
Level 1
Base Damage: N/A - 1,111
Magic Modifier: N/A - 1,000
Affinity: Whatever
Ability: Theme-Relevant
Abilities

One or two. Theme-Relevant, such as Flight if applicable.


These are all average stats, so please note that the Epic range is a bit bias to the fact they're almost all in the top tier. Growth tends to be chunks equal to what the stat starts out with or variable on a case by case basis.

Some start stronger than the base line, others weaker, but always follow a linier progression.

Could you threadmark it?

I love Megumin but she'd die really hard in this universe. :(
Yeah, her enthusiasm is endearing. Her great voice acting helped a lot too.

Her tactic be basically hit and evac. Or she could be paired with someone who can recharge her.
 
(Independent) Magical Girl Destined Lightning

Fate Testarossa
Stats

Health: 1000
Base Damage:900
Base Resilience: 400
Magic Modifier: 750

Affinity: Velocity | Lightning | Legend
Weapon


Bardiche Assault

Level 5
Attacks Per Turn: 5
Affinities: Lightning
Ability: Full-Auto
Spells

Sonic Form
Destined Lightning's costume thins and she becomes even faster. Destined Lightning's Resilience is halved and in return, she gains an extra two attacks per turn, her high speed combat is raised by three levels and her flight is raised by twenty levels.
Level 6
Base Damage: N/A
Magic Modifier: N/A
Affinity: Velocity
Ability: Boost-Self

Plasma Smasher
Destined Lightning fires several balls of lightning at her foe.
Level 6
Base Damage: 5,400
Magic Modifier: 4,500
Affinity: Lightning
Ability: Danmaku

Abilities

Flight:
Level 40

Unconditional Loyalty

Destined Lightning is immune to any magical effects that would cause her to turn on an ally.


Assault Mode
Destined Lightning overloads her weapon, going beyond pain and injury, to fight for what she believes in. Doubles the effectiveness of any action Destined Lightning takes at the cost of 25 strain damage. Example, Destined Lightning may attack or cast a spell to do twice as much damage, double her resilience, or even double her flight speed.
Ability: Boost-self | Auto-Cast

High Speed Combat (Level 6)

Lightning Jacket

Destined Lightning is a master of elemental conversion. Her armor enhances it further. Negate all elemental attacks and convert the power into healing Destined Lightning or damaging nearby foes if at maximum health.



Well, seeing as though the first was done, I thought I'd try my hand at the second Nanoha expy.
 
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(Independent) Magical Girl Destined Lightning

Fate Testarossa
Stats

Health: 1000
Base Damage:900
Base Resilience: 400
Magic Modifier: 750

Affinity: Velocity | Lightning | Legend
Weapon


Bardiche Assault

Level 5
Attacks Per Turn: 4
Affinities: Lightning
Ability: Full-Auto
Spells

Sonic Form
Destined Lightning's costume thins and she becomes even faster. Destined Lightning's Resilience is halved and in return, she gains an extra attack per turn and her flight is raised two levels.
Level 6
Base Damage: N/A
Magic Modifier: N/A
Affinity: Velocity
Ability: Boost-Self

Photon Lancer
Destined Lightning fires several balls of lightning at her foe.
Level 6
Base Damage: 5,400
Magic Modifier: 4,500
Affinity: Lightning
Ability: Danmaku

Abilities

Flight:
Level 19

Unconditional Loyalty

Destined Lightning is immune to any magical effects that would cause her to turn on an ally.


Assault Mode
Destined Lightning overloads her weapon, going beyond pain and injury, to fight for what she believes in. Doubles the effectiveness of any action Destined Lightning takes at the cost of 25 strain damage. Example, Destined Lightning may attack or cast a spell to do twice as much damage, double her resilience, or even double her flight speed.
Ability: Boost-self | Auto-Cast


Well, seeing as though the first was done, I thought I'd try my hand at the second Nanoha expy.
It's a good start. Needs a bit more bullshit though.
 
I'd like to point out that this is just how I'd do it. Pick and choose at your will.

First off, the way I was treating Divine Shooter for Nanoha was as her basic attacks, since that's kinda what shooting spells are in MGLN. So I'd axe Photon Lancer off the spell list and replace it with a bombardment spell. Probably Thunder Smasher or Plasma Smasher as Trident Smasher would be an upgrade she'd get after a few years. Next, I'd up the potency of Sonic Form so that Fate attacks and moves way faster than normal. A 40-50% boost for a 50% resilience reduction maybe? Certainly Not the small boost you have in the sheet. Third, I'd consider whether Unconditional Loyalty really belongs on the sheet. It seems like it'd be more appropriate as a footnote insofar as how her character acts rather than a distinct ability. Fourth, as something to round things off, have a barrier jacket idea.

Lightning Jacket:
Destined Lightning is a master of elemental conversion. Her armor enhances it further. Negate all elemental attacks and convert the power into healing Destined Lightning or damaging nearby foes if at maximum health.
 
Personally I suspect the reason the vast majority of girls have 3 is they just don't live long enough to discover/unlock/whatever a fourth, remember the Goddesses are currently the longest serving Magical Girls and the second longest in history despite only being active for six years:
Actually, the longest serving Magical Girl is Red Rose, who became a MG when she was 12, and is now 21 years old, making her one of the original.
For the rare cases in which a Magical Girl has more then 3, it's listed as a minimum so presumably there have been girls with 4+ otherwise they'd have no reason to suspect you could have more, I think what's going on is they already had two or more affinities before awakening.
Crystal has already talked about it:
Only once in a great while. It usually follows a psychotic break or bending their mentality into pretzel-like shapes.
Basically my idea is that to qualify as a Magical Girl you have to have the potential to awaken as a magic user. This means you're going to already have at least one affinity, most likely connected to your childhood, and by becoming a Magical Girl you automatically gain two more. The first being based off your awakening event and the second based off your potential for growth.

So for Nepgear's case she had the potential to awaken as a Mage, most likely with a Purity affinity, but thanks to the Unified Darkness' attack she instead awoke as a Magical Girl, gaining the Faith and Divinity affinities.

Something that just occurred to me: have there been any cases of a girl awakening her magical potential before the age of 18 but not becoming a Magical Girl? Because I could easily see that being the defining factor at play here.
All of this was explicitly stated in an early chapter: only 1/1000 humans have magical ability, and only in 1/1000 female practitioners can become a Magical Girl, and that's only if they awaken their abilities before they turn 18.

Incidentally, some rough calculations puts the total number of Magical Girls over the last 8 years at around 6000-9000.
 
(Independant) Magical Girl Skull Knight

Nelliel tu Odelschwank

Stats

Health: 1400
Base Damage: 1200
Base Resilience: 700
Magic Modifier: 1600

Affinity: Death | Healing | Legend
Weapon

Gamuza
Level 7
Attacks Per Turn: 1
Affinities: Death
Ability: Armor Pierce
Spells

Shower
-Skull Knight heals an ally.
Level 1
Base Damage: 1,200
Magic Modifier: N/A
Affinity: Healing
Ability: All Boost

Cero Doble
-SkullKnight absorbs an incoming attack and returns it at double the power.
Level 7
Base Damage: N/A
Magic Modifier: N/A
Affinity: Death


Abilities


Adult Form
Level 7
-Skull Knight can grant herself the body of an adult, increasing her resilience and strength.
Ability: Self Boost

Knight Form
Level 6
-Skull Knight can transform her body into a centaur like form with enhanced resilience, speed and strength. Gamuza transforms into a lance/javelin hybrid with a higher base damage.
Ability: Self Boost




Well, the third Bleach expy I was planning. Hope it's okay. Thanks for the pointers on Fate too.
 
(Unified Light) Magical Girl Fire Dragon

Natalie Dreyar
Stats

Health: 1100
Base Damage: 600
Base Resilience: 175
Magic Modifier: 150

Affinity: Fire | Will | Legend
Weapon


Fire Dragon's Iron Fists
Level 4
Attacks Per Turn: 2
Affinities: Fire
Ability: Juggernaut
Spells

Fire Dragon Roar
-Every dragon needs a breath weapon (fire, duh.)
Level 5
Base Damage: 500
Magic Modifier: 100
Affinity: Fire
Ability: Full auto

Dragon Force
-Doubles Fire Dragon's Speed, Damage, and Base Resilience.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Fire
Ability: Self Boost
Abilities

Fire Dragon's Scales
-Magical Girl Fire Dragon is immune to heat and fire damage.

Fire Dragon's Stomach
-Magical Girl Fire Dragon may consume fire to regenerate her own health. She cannot consume the flames she herself has generated.


(Unified Light) Magical Girl Lightning Dragon

Lucy Dreyar
Stats

Health: 1500
Base Damage: 1000
Base Resilience: 100
Magic Modifier: 200

Affinity: Lightning | Annihilation | Legend
Weapon


Lightning Dragon's Iron Fists
Level 5
Attacks Per Turn: 3
Affinities: Lightning
Ability: Juggernaut | Paralysis
Spells

Lightning Dragon Roar
-Every dragon needs a breath weapon (giant lightning bolt.)
Level 10
Base Damage: 2000
Magic Modifier: 400
Affinity: Lightning
Ability: Juggernaut | Paralysis
Abilities

Lightning Dragon's Scales
-Magical Girl Lightning Dragon is immune to Lightning and electricity damage.

Lightning Dragon's Stomach
-Magical Girl Lightning Dragon may consume lightning and electricity to regenerate her own health. She cannot consume the lightning she herself has generated.


(Unified Light) Magical Girl Iron Dragon

Gajeel Redfox
Stats

Health: 1650
Base Damage: 240
Base Resilience: 700
Magic Modifier: 100

Affinity: Metal | Protection | Legend
Weapon


Iron Dragon's Sword
Level 2
Attacks Per Turn: 1
Affinities: Metal
Ability: Juggernaut | Maim
Spells

Iron Dragon Roar
-Every dragon needs a breath weapon (tornado of metal shrapnel.)
Level 5
Base Damage: 250
Magic Modifier: 100
Affinity: Metal
Ability: Danmaku | Bleed
Abilities

Iron Dragon's Body
-Magical Girl Iron Dragon can freely generate metal from her body and morph it in various ways.

Iron Dragon's Stomach
-Magical Girl Iron Dragon may consume metal to regenerate her own health. She cannot consume the metal she herself has generated.



Fairy Tail Expies!
I'll do Wendy and maybe Sting and Rogue after I figure out how to stat a healbot with this format.
 
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Just because I was bored and on a bit of a RWBY kick, I present to you the Seasonal Maidens!

(Unified Light) Magical Girl Spring Maiden

Pyrrha Nikhos

Stats

Health: 1,600
Base Damage: 750
Base Resilience: 750
Magic Modifier: 400

Affinity: Hope | Metal | Epic
Weapon

Miló
Attacks Per Turn: 1
Affinity: Hope
Ability: Return

Spells


Metal Tornado
-Spring Maiden moves all metal within her area of effect, allowing her to use it to attack her enemies, pin them, guide ally's attacks, and other such actions with having to physically touch the metal in question.
Level 1
Base Damage: N/A
Magic Modifer: N/A
Affinity: Metal
Ability: Double-Cast

Abilities


Magnetic Sensing
Level 1
-Spring Maiden is able to sense all metal within her area of effect.



(Unified Light) Magical Girl Summer Maiden

Ruby Rose

Stats

Health: 1,500
Base Damage: 750
Base Resilience: 1,000
Magic Modifier: 450

Affinity: Hope | Protection | Epic
Weapon

Crescent Rose
Level 1
Attacks Per Turn: 2
Affinities: Hope
Ability: Crush

Spells


To Aid Others
-Summer Maiden can temporarily increase her high speed combat rank by 1, and her resilience and damage dealt by the number rolled for the magic modifier.
Level 1
Base Damage: N/A
Magic Modifier: 1,000
Affinity: Protection
Ability: Boost-Self

Abilities


High Speed Combat
Level 1
-Summer Maiden is able to track objects going up to 90 mph.



(Unified Light) Magical Girl Fall Maiden

Cinder Fall

Stats

Health: 1,500
Base Damage: 1,000
Base Resilience: 750
Magic Modifier: N/A

Affinity: Hope | Annihilation | Epic
Weapon

Hope's Blades
Level 1
Attacks Per Turn: 2
Affinity: Hope
Ability: Juggernaut

Hope's Bow
Level 1
Attacks Per Turn: 1
Affinity: Hope
Ability: Armor Pierce

Spells


Flame of Destruction
-Fall Maiden is capable of sending out a stream of magical energy that damages and/or destroys anything it hits.
Level 1
Base Damage: 1,111
Magic Modifier: 1,000
Affinity: Annihilation
Ability: Disintegrate

Abilities


Hope of Annihilation
Level N/A
-All of Fall Maiden's attacks are treated as if they possess the Annihilation Affinity in addition to their standard Affinities if they do not already do so.



(Unified Light) Magical Girl Winter Maiden

Winter Schnee

Stats

Health: 1,750
Base Damage: 700
Base Resilience: 600
Magic Modifier: 500

Affinity: Hope | Summoning | Epic
Weapon

Frozen Splinters
Attacks Per Turn: 2
Affinities: Hope
Ability: Double-Hit

Spells


Unleashing Nature's Wrath
-Summons a small number of creatures to attack and defend for Winter Maiden. Precise number and strength of creatures depends of magic modifier roll.
Level 1
Base Damage: 250
Magic Modifier: 1,000
Affinity: Summoning
Ability: Auto Assault

Abilities


Hope of Protection
Level 1
-All allies within range are immune to negative status effects.



So what do you think?
 
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When's Cinder going traitor? :V For fun, subvert the expectation by having one of the others go UD or something else.
I have no idea whensoever :D ! In all serious, I think that if Cinder has the same motivations here that she does in RWBY Canon, then she doesn't need to join the Unified Darkness. Her Growth Affinity means that all she needs is enough time, and eventually her name will be brought up in the same breath as the Goddesses. She can be powerful and feared while working for good, and as an added bonus, no one will ever think about sending Goddess Gold or White after her.

As for the others, I don't really see why they would wind up joining the Unified Darkness. Pyrrha and Ruby are too nice, while Winter has family to think about. Of course, I suppose Pyrrha could too, but I suppose she could be an orphan. Goodness knows we've never heard anything about her family in RWBY.
 
so anyone have comments on the FT expies I made? if there's Aadvice, I wanna get it now before I make the second batch.
 
Just because I was bored and on a bit of a RWBY kick, I present to you the Seasonal Maidens!

(Unified Light) Magical Girl Spring Maiden

Pyrrha Nikhos

Stats

Health: 1,600
Base Damage: 750
Base Resilience: 750
Magic Modifier: 400

Affinity: Hope | Metal | Epic
Weapon

Miló
Attacks Per Turn: 1
Affinity: Hope
Ability: Return

Spells


Metal Tornado
-Spring Maiden moves all metal within her area of effect, allowing her to use it to attack her enemies, pin them, guide ally's attacks, and other such actions with having to physically touch the metal in question.
Level 1
Base Damage: N/A
Magic Modifer: N/A
Affinity: Metal
Ability: Double-Cast

Abilities


Magnetic Sensing
Level 1
-Spring Maiden is able to sense all metal within her area of effect.



(Unified Light) Magical Girl Summer Maiden

Ruby Rose

Stats

Health: 1,500
Base Damage: 750
Base Resilience: 1,000
Magic Modifier: 450

Affinity: Hope | Protection | Epic
Weapon

Crescent Rose
Level 1
Attacks Per Turn: 2
Affinities: Hope
Ability: Crush

Spells


To Aid Others
-Summer Maiden can temporarily increase her high speed combat rank by 1, and her resilience and damage dealt by the number rolled for the magic modifier.
Level 1
Base Damage: N/A
Magic Modifier: 1,000
Affinity: Protection
Ability: Boost-Self

Abilities


High Speed Combat
Level 1
-Summer Maiden is able to track objects going up to 90 mph.



(Unified Light) Magical Girl Fall Maiden

Cinder Fall

Stats

Health: 1,500
Base Damage: 1,000
Base Resilience: 750
Magic Modifier: N/A

Affinity: Hope | Annihilation | Epic
Weapon

Hope's Blades
Level 1
Attacks Per Turn: 2
Affinity: Hope
Ability: Juggernaut

Hope's Bow
Level 1
Attacks Per Turn: 1
Affinity: Hope
Ability: Armor Pierce

Spells


Flame of Destruction
-Fall Maiden is capable of sending out a stream of magical energy that damages and/or destroys anything it hits.
Level 1
Base Damage: 1,111
Magic Modifier: 1,000
Affinity: Annihilation
Ability: Disintegrate

Abilities


Hope of Annihilation
Level N/A
-All of Fall Maiden's attacks are treated as if they possess the Annihilation Affinity if they do not already do so.



(Unified Light) Magical Girl Winter Maiden

Winter Schnee

Stats

Health: 1,750
Base Damage: 700
Base Resilience: 600
Magic Modifier: 500

Affinity: Hope | Summoning | Epic
Weapon

Frozen Splinters
Attacks Per Turn: 2
Affinities: Hope
Ability: Double-Hit

Spells


Unleashing Nature's Wrath
-Summons a small number of creatures to attack and defend for Winter Maiden. Precise number and strength of creatures depends of magic modifier roll.
Level 1
Base Damage: 250
Magic Modifier: 1,000
Affinity: Summoning
Ability: Auto Assault

Abilities


Hope of Protection
Level 1
-All allies within range are immune to negative status effects.



So what do you think?
They're cute. In a "weak things are cute" way. Definitely need more experience on them before they touch a battlefield, because when a moeblob like us can punch them in the face without retaliation they're way too weak to fight anything. [/acting like all battles involve literally planet cracking entities, which is only true for us]
 
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