Magical Girl

**Note:** This is Origins + Generations Tradition. It requires App.

Also known as Mahou Shoujo, Magical Girls are girls fated to become Dull Sparks, instead having intervention by the Protector - Mysterious figure unable to reach Chronus and other worlds. Most, but not all, Magical Girls become Guardians. Although the individual details are often up to personality traits of individual Magical Girl, there are some shared attributes:

**Size:** Medium - while little in frame, the girls are still human-adherent.

**Type:** Outsider (Native, human) - While inherently tied to their new form, magical girls maintain their humanity as well as they can. (Note - non-human magical girls can also exist; if appropriate exchange the human subtype upon GM permission)

**Speed:** 30 ft, Fly (Magical, Perfect) 30 ft - The flight is limited to 5 Ft above ground until Magical Girl reaches 5 HD.

**Limbs:** Default humanoid - Magical Girls are made from humans.

**Languages:** Common, Celestial. - Magical Girls gain innate understanding of Celestial language upon becoming one.

**Cosmetic Elements:** Magical Girls appear human, but are prone to hairstyle and colour change while in battle-ready state. Such change often partially or fully vanishes if brought to under 0 hit points.

**Ability Score:** Magical Girls tend to be shining examples, but tend to depend on speed over muscles. They receive +2 ability modifier to Charisma and Dexterity, but -2 ability score to Strength.

Artificial Soul (1) - Magical Girls are strongly removed from the natural life, being immune to Positive and Negative energy, requiring Repair spells costing at least 1 SP (Sphere Magic) or of at least 1st level (Vancian and equivalent magic).

(Magical girls take the Soulbound Graft (Phenomenal) using Extra Origin Talent at level 1)

Hover - Magical Girls are able to fly up to 20 ft without making Fly checks and ignoring usual Fly movement rules, with maximum distance from ground of (5 ft, + 5 ft per 5 HD). When falling, they can slow the fall down to 30 ft per round, moving up to 5 ft horizontally in addition to vertical drop. They can trade more of that vertical drop for horizontal movement in 5 ft increments.

Quick Rest - Magical Girls have to be willing to push on for longer than a regular person. They are able to gain the benefit of regular sleep in just 2 hours - but this does not let them recover more than once a day.

Unusual Age - Process of making a Magical Girl takes a girl of 18 years old or less. However, it takes place in a timeless dimension and is by no means fast. Magical Girls start at 40 years old (+4d6 for Intuitive, 6d6 Self-Taught, 9d6 Trained), even if they are not that mature nor do they look that old. They are long-lived, taking until 100 years of biological age to become middle-aged, then half as long to reach next age groups.

Shattered Memories - The process of making a Magical Girl takes way too long, resulting in damage to some memories. In some cases even closest bonds such as familial are forgotten. It is theorized that Protector also intervenes, removing some memories that would negatively impact the Girls - such as budding trauma.

Reincarnation - The Magical Girl' ultimate reward for not giving up to darkness, once dead for good the Magical Girls are reincarnated, able to enjoy the now-better world in a new body and mind.

Familiar - The Magical Girls' magic power is tied to a Familiar. If they become a Spheres of Power caster, they must take Focus Casting drawback and Bound Creature boon.

## Making a Magical Girl

The mysterious being known as The Protector uses Shards of the Protector - his Avatars - to seek girls who would fall into misery and despair. The Protector is known to have chronomantic, spatial and biomantic powers, being able to alter time and space to do his job.

When Shard of the Protector approaches a potential Magical Girl and creates a Pact, both of them are transferred into a newly made pocket dimension. The dimension is timeless, and made to look exactly as surroundings of where the Pact took place.

The process has the Shard, using borrowed powers of the Protector, remake the body of future Magical Girl - weaving the girls' own soul into more healthy, more capable body. The process is slow, but in timeless dimension it does not matter. The twenty, thirty years spent on making Girls' innate wishes into reality progress, herself being only partially aware of what's going on - especially as work on transforming their brain happens. It is that step that can cause memory damage.

At the end of process, the Shard either creates a duplicate of itself or simply lets go of Protectors power, creating or becoming a Familiar - being to be there as observer, companion, guidance and stabilizer of Magical Girl power. At that step, the Magical Girl and Familiar are transported to the location Pact took place in, without second passing since they left. Scanning such location reveals good-aligned divine aura, as well as Spatial magic aura.

## Dark Magical Girls

Not every Magical Girl is up for the task. If they fall, becoming evil and betraying the initial vows made to the Protector, the following changes occur:

**Languages:** Dark Magical Girls often trade Celestial for language of being that corrupted them (such as Abyssal)

**Reincarnation** - Instead of the reward, Dark Magical Girls become extremely long-lived.

**Soulbound Graft** - The Positive Energy benefit is exchanged for the Negative Energy benefit

**Cosmetic Elements** - Dark Magical Girls often take on different colour changes when readying for battle, usually reflecting their idea of what "evil" or "twisted" colours are.