[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
[X] Merchandise. You're a good tool-maker, and your equipment lasts longer before it breaks down. All products you sell last for an additional 72 hours per Tier of item, and Bombs are automatically doubled.
[X] The Commissary. You cook, and you cook well. This in turn brings in more transient Magical Girls, and keeps them safer. Increases Magical Girl visitor count by +1 per level, and adds +1 to health of all Magical Girls in area.
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them.
[X] Shop. Magical Girls end up gathering hundreds, thousands, and millions of pieces of magical junk. Adds 1/3 of the Magical Girl's purchase power as a random resource on purchase of items.
[X]: An artesian, always seeking to make better, create the one true work of art, the magnum opus from whence you could say "it is done" and be satisfied in life.