I’ve been looking the world over and have yet to come across a Magical Girl class for DW.

I’ve been looking the world over and have yet to come across a Magical Girl class for DW.

I’ve been looking the world over and have yet to come across a Magical Girl class for DW. I’m not above making my own, as I’ve already built one custom class for the planned session, but I would hate to make one, only to find someone had already made one.

13 thoughts on “I’ve been looking the world over and have yet to come across a Magical Girl class for DW.”

  1. It looks like mostly a tone thing to me. I wonder if it wouldn’t be better as a playbook for Legend of the Elements(?). It feels like a bad fit for DW to me, but I didn’t want to just step on someone’s fun.

  2. Magical Girls are more like superheroes than traditional wizards. They have a civilian identity, a transformation that grants them their powers, and most of those powers are action oriented; you see way more magical laser beams than divination spells. Aside from maintaining a secret identity (which isn’t all that essential; you can treat turning off the magic like sheathing your sword, or turning human for a Druid), I think they could fit in with the adventuring lifestyle.

    I’d probably start them off with a Bard-esque social move for their mundane side, a Black Magic type move, maybe a less flexible version of Druid transformation that grants Hold to add effects to Black Magic, and perhaps their sassy familiar.

  3. June Shores: I will have to look at the princess to see if it’d work in the setting I have planned, but it sounds pretty interesting. The player really likes the transformation sequences magical girls do though, so I don’t know how they’ll feel about the class.

  4. Here’s a custom move.

    Magical Transformation

    When you transform into your magical costume roll +CHA. On a 10+ choose two. On a 7-9 choose one.

    > You have arrested the attention of the room for the next few moments.

    > Carry 1 ongoing to Defend a bystander of your choosing until they are out of immediate danger.

    > Hold two ammo and spend it to Volley with magic bolts (bright, loud).

    On a 6 or less, choose one and the GM reveals an unfortunate truth.

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