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Magical Girl Story Design Document

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Magical Girl Story Design Document
By Dr. Bender

Main Characters:

The Sixth Ranger (MC; abbrev. Main Character)
Virtue: Fortitude
Vice: Lust
Archetype: Outsider - Repressed
Element: Entropy
Weapon: Staff
Description:-
- Protagonist of the story, MC enters the picture when he is empowered by an Entropic Archetype and becomes a Disir the night his grandmother dies of natural causes, living with her since his parents passed away. Decides to end his life, changes his mind but slips and falls anyway. Is rescued by his power-up.
- MC comes in conflict with the other Disir of the city who have no experience with Entropic Archetypes and assume the worst of her. Falling in with the 'Dark but not Evil' Yokai of the underground, the truth behind her powers are eventually exposed and she becomes to unwelcome 'Sixth Ranger' to the local team.
- Proceeds to fumble about a bit, trying to work out her new place in the world.
- Tries to be calm and cool at all times, rarely speaks preferring action to words, she longs for acceptance but refuses to change who she is to obtain it.
- Her passive personality infuriates Hero, who often escalates the most insignificant interactions into full scale confrontations.
- Feels lost over her gender switch and constantly runs into value dissonance. Can resume his old form for short periods using her disguise form but can't maintain it for long periods, forcing her to get used to the new body.

Hero
Virtue: Temperence
Vice: Pride
Archetype: Leader – Action Girl
Element: Light
Weapon: Dual Swords
Description:-
- Extremely dedicated to everything she does. Has intense charisma and believes in taking hold of life by the throat. MC's passive resistance infuriates her, causing her to make quips about her being 'unmanly'.
- A hellion in combat, she enjoys fighting but unlike Lancer retains her sense of womanhood.
- Her strict interpretation of gender roles and black vs. white outlook brings her in conflict with the MC the most, who she sees as a nemesis.
- Finds Lancer annoying but non-threatening due to differing standards of competition. Hero finds it hard to take the kid seriously when she doesn't compete on a feminine level.
- Being the most popular person in everything she's ever done, has a hard time understanding the down sides of human nature.

Lancer
Virtue: Justice
Vice: Wrath
Archetype: Child – Virgin Huntress
Element: Water
Weapon: Chain/Rope
Description:-
- An incorrigible tomboy, Lancer is young (13? 14?) and idealistic.
- Is incredibly jealous of Hero's power and femininity (which she flat out can't accept in herself), Lancer views her as her chief rival. She is regularly infuriated by Hero's very existence, mostly due to the fact that Hero hardly acknowledges her challenges.
- Often beats up on the group's Useless Boyfriend for ignoring her flirtations because she's a kid. Of course, her excuse is that she only flirts with him to compete with Hero but in reality she wants him to see her as a girl.

Smart
Virtue: Charity
Vice: Envy
Archetype: Awkward – Mad Scientist
Element: Spirit
Weapon: Guns
Description:-
- Introspective and passive, Smart has some major self image issues.
- Envious of the other girl's confidence and outgoing behaviour, she finds MC easier to approach for her calm, cool and disinterested demeanour.
- Poster child for 'fear the quiet ones', in her copious amounts of spare time in her lab she builds WMDs and carries a small arsenal with her at all times.

Big Sister
Virtue: Prudence
Vice: Greed
Archetype: Mother - Mentor
Element: Earth
Weapon: Tetsubo
Description:-
- Eldest of the group and the only senior at high school (possibly university), Big Sis is the adult and sensible rock of the group that keeps the balance and breaks up fights before they get over the top.
- Fiercely protective.

Chick
Virtue: Hope
Vice: Sloth
Archetype: Seductress – Party Girl/Bottle Fairy
Element: Sky
Weapon: Bow
Description:-
- The group lush, Chick keeps unwanted boy interest at bay by using the Useless Boyfriend as an excuse.
- Loves to party and has an unbelievable capacity for alcohol.
- Possibly has the most powerful magic of the entire group but is unpredictable, chaotic, refuses to train hard enough and simply relies on brute force.
- Has a fondness for Lancer despite the two often teasing and pranking each other. Is also fond of Smart and is constantly trying to break her out of her shell.


Satellite Characters:

Useless 'Boyfriend'
Virtue: Prudence
Vice: Pride
Archetype: Mother - Mentor
Element: None
Weapon: Running
Description:-
- This is the guy the girls keep around as a kind of social scoreboard.
- Has an on-again/off-again thing with all the girls except Big Sis and the MC.
- Constantly in over his head and totally clueless, he manages to stay alive by knowing when to run away very, very fast.

Pet Mascot
Virtue: Hope
Vice: Lust
Archetype: Mother - Mentor
Element: None
Weapon: Running
Description:-
- MC's pet tentacle monster, a manifestation of his/her repressed lust.
- Enjoys hugs.


Elements:

Earth
Colour: Green
Associations: Nature, Wood, Metal, Soil, Plants, Determination, Dependability, Protection, Diplomacy, Strength
Weakness: Obsessive
Description: Earth is the nurturing element, the mother, the fertile soil from which everything else springs.

Sky
Colour: Yellow
Associations: Air, Storm, Wind, Lightning, Speed, Skill, Sound, Dexterity
Weakness: Unfocused, Moody
Description: Powerful but scattered and changeable, Sky could shatter any obstacle in its path if only it could concentrate on one thing at a time.

Light
Colour: Red
Associations: Fire, Sun, Stars, Energy, Yang, Spear, Charisma, Creation, Day, Life,
Weakness: Zealous
Description: Powerful and active, Light forges ahead, bringing the world out of darkness and purging it of sin.

Water
Colour: Blue
Associations: Sea, Waves, Fish, Implacable, Malleability, Shapeshifting, Constitution,
Weakness: Stubborn
Description: Malleable, Water wears down its opponents with constant, relentless, pressure.

Spirit
Colour: White/Aqua
Associations: Mind, Thought, Soul, Space, Creativity, Music, Language, Intelligence,
Weakness: Compulsive, Possessive
Description: Ethereal and insubstantial, Spirit is hard to quantify. Ruling over humans and animals, it gives the user power over both the mind and body.

Entropy
Colour: Black/Purple
Associations: Ice, Cold, Yin, Time, Wisdom, Hermit, Outsider, Shadow, Darkness, Night, Death,
Weakness: Melancholy
Description: All things should come to a peaceful end.


Setting:
Sometime in the far-flung future or alternate dimension, a giant city-ship floats over a planet much like Earth. Protecting this city, along with others like it, are the Disir, mystically empowered humans who can sync with and gain power from an Archetype. Tapping into the associated elements, these girls secretly promote their Archetype's agendas as well as defend their city from the Aberants who act as parasites on the city's Hex Engine power cores along with the inhabitants.

The Hex Engine that provides the city with abundant, cheap, energy is the source of the Archetypes. It operates by harnessing the natural power of the Six Elements, which makes it the metaphysical heart and soul of the city. Archetypes crystallize in the engine as a byproduct based on the thoughts and fears of the community.

Arechetypes are literal goddess figures and their natural bonding with humans is what creates the Disir. The Disir are the city's troubleshooters, promoting their own aspects and, as a result, improving life on and expanding the city. Not every city has a full contingent of Disir and some have more than one of each type. Their main job is combating the Aberrant Kami, parasitic creatures that result from the misuse and abuse of the power of the Six Elements.

Abberant Kami come in an infinite variety of powers, shapes, sizes and origins. Some are purely destructive, others are more insidious and yet more are just out-and-out weird. Most generate spontaneously at nexuses of elemental power junctions, others mutate into existence through the bodies of organic beings or even take possession of inanimate objects. Most Abberant Kami are sentient, though generally of animal intelligence. Organic beings that become Abberant Kami generally

Regular, beneficial, Kami also exist but are generally non-sentient. Kami are close allies with the Disir. It could be said that the Disir are humans infused with the power of a Super-kami. It should be noted that there is a big difference between Abberant Kami and the Yokai, the latter being the Kami of Entropic forces. The collective spirits are, in fact, manifestations of ambient elemental power shaped by the environment.

Archetypes are divided into two unevenly numbered groups: Yin and Yang. Yang-powered Archetypes are more common spread across 5 elements. Yin only has 1 element: Entropy. Entropic Archetypes are individually more powerful than the others but as a group, the 5 Yang types are a match for the Entropic type. Entropic Archetype are not Evil, though they have a bad reputation being associated with dissolution and death. The reality that Entropic Disir deal with every day is that some bad things, like death, are necessary to the healthy continuation of humanity.

Archetypes have 3 forms: Default, Disguise and Combat. Their powers are completely unrestricted in the Combat form, completely restricted in the Disguise form and limited in the Default form. Due to the mysterious process by which they mature (Archetypes are effectively immortal and only pass on by violent means, their apparent and mental age has more to do with their niche in the group) as well as their extracurricular dities, most have to give up their former lives. Connection to the community is mandatory for all Archetypes, however, so school, university or part time jobs are essential.
TG Magical Girl Story Setting design document.
© 2011 - 2024 DrBender
Comments15
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The concept is interesting, but the elements are sort of random. I'd peg life as the counterpart of entropy since life is the only thing that seemingly defies the laws of entropy.

Your main characters relation to the rest of the group don't seem really healthy. i wonder why s/he even bothers to hang out with people who don't like her. Hero seems pretty much nuts to antagonize the element of enthropy. If she'd ever push it to far, she'd end up dead. Hero seems to be the female bully type, who likes to use her social standing to terrorize other people. So she's the kind of girl who's surprised when the stupid nerd she humiliated brings a gun to school and gives her a headshot to start the school shooting.
Or maybe I interpreted her wrong.

I guess it might work for a magical girl story if you can keep the mc half way sympathetic and not going berserk on her team-"mates".