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#Dark Magical Girl
planetmagica · 5 months
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Magical girl ceremonial dagger
♡Planet Magica ETSY♡
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tomtefairytaleblog · 5 months
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Diamonds, Toads, and Dark Magical Girls
According to Bill Ellis in "The Fairy-Telling Craft of Princess Tutu: Meta-Commentary and the Folkloresque," the fairy tale of Cinderella can be seen as one of the earliest examples of the transformation sequences/henshin seen in magical girl anime, particularly in how the title character is given items that help her achieve a goal, usually given to her by a magical being (her mother's spirit in a tree, a fairy godmother, etc.).
Thinking again about the connection between magical girls and fairy tales--even if they aren't as meta as Tutu, many magical girls do use imagery and ideas from European fairy tales (Sailor Moon alone has references to Hans Christian Andersen and Charles Perrault)--I wondered what other character types from the genre may have some precedent in fairy tales. Then I started thinking about the Dark Magical Girl character.
Not every magical girl story has a Dark Magical Girl, but they do crop up in a lot of works. To name a few, there's Fate Testarossa from Magical Girl Lyrical Nanoha, Homura Akemi from Puella Magi Madoka Magica, Rue/Kraehe from Princess Tutu, and countless others that would be too numerous to name. In general they tend to be more cynical, darker counterparts to the main protagonists, who tend to come from relatively more stable environments. Whatever magic they possess also may be more sinister, at least initially.
Tying in somewhat to the story of Cinderella is the Aarne-Thompson-Uther Index fairy tale type "The Kind and Unkind Girls" (ATU 480). Many of the stories of this type involve a rivalry between two stepsisters, one being favored by the stepmother due to being the latter's biological daughter. The general idea in most versions of the tale is that both girls encounter a magical being at separate points in time. The kind girl helps the magical being in some way, at which point the magical being gives her a magical ability or magical presents. Meanwhile, the unkind girl refuses to help the magical being and is cursed in some fashion, or, worse, killed. The kind girl meanwhile usually ends up marrying a prince, or a similar character. One of the more popular versions of this story, "Diamonds and Toads," has the kind girl gain the ability to have a jewel or flower fall from her mouth when she speaks, while the unkind girl is cursed to have toads and snakes fall from hers. And while the kind girl does marry a prince, the unkind one is kicked out of her house and dies alone in the woods. (Insert something about Revolutionary Girl Utena's comment about how a girl who cannot become a princess is doomed to be a witch.)
Typically in these fairy tales, the unkind girl is never shown to be a real threat to the kind one; the ultimate threat is the stepmother, who uses her daughter as a means to an end. In contrast, Dark Magical Girls tend to have, well, magic that helps them attack the magical girl protagonist. In this regard, they're the Heavy in the plot, while the witch/mother-like figure/real enemy waits in the background (as is the case in a lot of magical girl shows--the Raven and Rue, Precia and Fate, Fine and Chris in Symphogear etc.). Sometimes the Dark Magical Girl will be a major threat, though--like the Princess of Disaster in Pretear (who is loosely-inspired by the Evil Queen in Snow White).
In The Uses of Enchantment: The Meaning and Importance of Fairy Tales (1976), Bruno Bettelheim argues that the stepmother as a character is a way for children to process the negative traits of their own mothers, while still idealizing the good qualities of them. With that in mind, the unkind sister and the Dark Magical Girl can be viewed as a way of processing/externalizing the negative traits that a girl can have, being cruel, rebellious, and uncaring. They also embody their fears, too--the fear of being alone, rejected, and doomed to fail.
Of course, nowadays, Dark Magical Girls have a tendency to be redeemed and reconcile with/befriend the main magical girl, something the kind and unkind girls never seem to do in the fairy tales. Maybe it's just emblematic of society deciding that killing a girl off for being a little rude is a bit unfair. She's just a kid trying to find her place in the world, too, after all.
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glitter-stained · 26 days
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Duke's Constellation of the Eclipse Meteor Transformation is finally here! He deserves all the love. His powers include:
High speed flight
Enhanced athletics++
Enhanced healing++
Shadow of the Sun: Umbrakinesis and Photokinesis
Dawn of everything: Can gaze into the past, present and future of every possible reality (very psychologically taxing, learns to master it with time)
Curse of the Daystar: a powerful energy beams that can either temporarily or permanently blind an opponent (takes a lot of stardust so it needs time to "recharge")
Yellow glitter : https://wallpapercave.com/wp/wp8850633.jpg
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bethanythebogwitch · 3 months
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The Magical Girl TTRPG about fighting despair
Princess: the Hopeful is a tabletop roleplaying game in which players take the role of magical girls acting as the guardians of hope and light in a world of darkness and despair. And before I can really talk about it, I need to give some backstory. Princess: the Hopeful is a fan-made game for Chronicles of Darkness AKA the New World of Darkness. Chronicles of Darkness is a line of TTRPGS in which players take on the roles of monsters hiding amongst humanity. Each game has you play a different kind of monster, so there’s a vampire game, a werewolf game, etc. While each game can be played independently of any other, they are all in the same setting and they all use the same core rules. This is intended to make crossovers easy, but it also means that fans can pretty easily homebrew their own content, up to and including entire games. CoD is a pretty dark setting where the shadows run deep, humans are prey to monsters we don’t understand, and hope is vanishingly rare. So when a group of fans decided to make a magical girl game for the setting, it seemed like a joke. However, the finished project has become one of the most popular fan games and is just as good if not better than many of the official games (cough Beast cough). While the world of Princess: the Hopeful is as grim and bleak as the rest of CoD, you play as the people who refuse to give in to despair and fight to make the world a better place and you are going to dress fantastically to do it. 
In the setting of Princess: the Hopeful, the ultimate force of evil is the All-Consuming Darkness. Born of fear, hate, despair, and every other negative aspect of life, the Darkness is less an entity and more a cosmic force of corruption that will not stop until the world is dragged into an eternal hell. When the Darkness first threatened the world, agents of light rose up to stop it. They wielded powerful magic and formed a civilization called the Kingdom which opposed the Darkness. And they won. The Darkness was beaten back and the Kingdom was at peace. This peace made them complacent and they failed to notice the Darkness building a counterattack until it was too late. The Darkness overwhelmed the Kingdom and destroyed many of queens and their courts. Of the 8 surviving courts, 5 were trapped within the Dreamlands, a dimension formed from the dreams and desires of humanity. This prison was perfect as the desires of its prisoners led them to not even realizing they were trapped. They lived in a fantasy of the world at peace, never realizing their predicament. The 3 remaining courts survived by becoming darkened. The corruption of the Darkness is found in them, but they are not its servants and are therefore known as the Twilight Courts. With the courts either trapped or corrupted, the Darkness had free reign over the world and turned it into the grimdark setting of Chronicles of Darkness. That was until 1969, when the first moon landing set off such a powerful surge of wonder and hope worldwide that it pierced the Dreamlands and alerted the imprisoned courts to the truth. The 5 imprisoned courts, the Radiant Courts, destroyed the prison and turned the Dreamlands into their new base of operations. They now face a world where the Darkness has effectively won. This hasn’t stopped the Radiant Courts and they have now resumed the war with the Darkness. Whether this war is an ultimately futile struggle or if the Radiant Courts do have a chance at actually turning things around is up to the players. 
The player characters of PtH are the Nobility. Nobles, also called Princesses/Princes or the Hopeful, start out as people who remain good and hopeful despite living in a darkened world. The potential to become a Noble will remain as long as that person remains good, but it takes a major event to unlock it. This event must be something life-changing and can happen at any time in someone’s life, though it usually happens during, and as a result of, puberty. The person will go through the Blossoming and awaken the power of a Noble. While the game focuses on magical girl tropes, anyone of any gender and sex can become a Noble. Nobles gain a number of powers, including the ability to perform magic. However, most of their powers require them to go through the classic magical girl transformation sequence. After transforming, a Noble’s body will change to represent their idealized self and they will be wearing clothes and tools called Regalia. The idealized self can be quite different from your normal appearance and the game explicitly states that a transgender noble’s transformed appearance will match their gender identity. The transformed state also acts as a magical disguise. Even if a Noble looks identical pre- and post- transformation, you won’t be able to recognize the two forms as the same person unless the Noble tells you. A noble can only stay transformed temporarily before needing to change back and rest. Nobles get access to magic spells, most of which can only be used while transformed. Casting spells requires spending wisps, which are gained by inspiring happiness and goodness in others. In both forms, Nobles have a 6th sense which detects dark acts and thoughts. If someone is depressed or does something evil, every Noble in range will know about it. Given the state of the world, this 6th sense can become overwhelming and many Nobles will take trips to the Dreamlands to get some relief for a while. Nobles can also grant people some of their powers. These people are known as Sworn and many Nobles will grant powers to people they trust as allies or people they love as protection. Nobles are also often aided by Shikigami, inhabitants of the Drealands who inhabit small animals or toys to enter the real world and who act as mentors and advisors. Shikigami are good at tracking down potential Nobles and helping them Blossom, making them the magical girl mascot trope. 
Fighting the Darkness is not just about battling monsters. While every Noble will eventually have to do battle with soul-sucking horrors from the netherrealms, most of the fight isn’t about violence. Anything that causes negativity is a tool of the darkness and you can’t exactly kick poverty or discrimination in the face. However, just as any negative emotion or cruel act empowers the Darkness, any act of kindness or that sparks joy fights it. Each Noble has a particular specialty called their Calling that determines how they inspire hope and joy the best. The callings are:
Champions: the defenders of the weak. Champions are classic heroes who fight for justice and protect others. They gain wisps by standing up for others. Champions are the most combat-oriented of the Callings and are typically the ones who do the fighting when creatures of Darkness are about. Example Champions include a knight who charges out to face the monsters, an activist pushing to end poverty, the manager of a shelter for the homeless, or the kid who stands up to bullies. 
Graces: the messengers of hope. Graces prefer to guide others to the light through communication and support. Graces are skilled at social interaction and gain magic that lets them power up other people. They gain wisps by giving support and advice. Example Graces include a motivational speaker whose speeches are charmed with magic, a therapist who encourages patients to improve themselves, the person who always gives good advice, and the friend who is always ready to offer a shoulder to lean on. 
Menders: the healers of the wounded. Menders aid people who are suffering, be it physically, mentally, or supernaturally. Menders will give aid to anyone they can and will not engage in violence, except against creatures of Darkness. Their magic focuses on healing and supporting others. They gain wisps by helping people. Example Menders include a first responder for disasters, an emergency room doctor who will stop at nothing to heal patients, a counselor who helps people fight depression, and a hero who helps people reject the corruption of Darkness. 
Seekers: the scholars of the light. Seekers are defined by their curiosity and devotion to uncovering the truth. Lies and ignorance are tools of the Darkness and Seekers are here to uncover the truth. Their magic focuses on stealth and information gathering. They gain wisps by learning new things. Example Seekers include a bookworm who spends all their free time in the library, a spy who gathers intel on the Darkness’ activities, an archeologist who seeks out ancient artifacts of the Nobility, and a scientist who tries to reconcile the supernatural world with the scientific one. 
Troubadours: the muses of joy. Troubadours seek to inspire wonder and joy in other people through their works. Natural artists and storytellers, troubadours gain wisps by inspiring others. Their magic focuses on illusions and supporting others. Example Troubadours include a party animal who always has a story to tell, a children’s book author whose work always includes positive morals, a graffiti artist who leaves messages of hope around town, an inspiring speaker who encourages people to fight the Darkness, and a jokester who can always make people laugh. 
Noble society is centered around the courts. Each court is an alliance of like-minded Nobles led by a queen. Queens are immensely powerful and ancient Nobles who date back to before the imprisonment in the Dreamlands. There are 5 Radiant Courts and 3 Twilight Courts. A Noble’s Calling is innate to them and cannot be chanced, but membership in a court is optional and switching between them is accepted (by the Radiants anyway). Some people opt to remain courtless. Each court has a signature emotion or two that powers their unique magic. The Radiant Courts are:
The Court of Clubs practices a pseudo-Taoist philosophy of finding the balance where you can express your truest self while remaining in balance with the world. Accepting change and avoiding violence are part of this harmony. Don’t assume this means Clubs are helpless against attack. They aren’t allowed to start a fight, but they are allowed to finish it. Harmony with nature is also an important part of their beliefs and many Clubs prefer to live in the natural world and protect nature from the Darkness. Their emotions are harmony and tranquility.
The Court of Diamonds embraces enlightenment ideals and believes in the power of logic and reason to improve the world. They embrace modern science and technology and reject ignorance and misinformation as tools of the Darkness. Key among their teachings is that knowledge is to be shared freely with everyone, nor hoarded away or locked behind paywalls. They also reject the divide between the arts and sciences, seeing both as equally important. Diamonds tend to be excellent planners and strategists. Their emotions are curiosity and wonder.
The Court of Hearts is the one that takes the title of Nobility most seriously. They believe that the key to a better world is building and improving social institutions with them as the strong leaders. While Hearts view themselves as natural leaders, they also believe that authority is not owed, it is earned through the respect of others. They practice noblesse oblige, the philosophy that those in charge have a duty to improve the lives of their subjects and to be a wise and fair leader. The Hearts also take tradition seriously, believing that you must preserve the traditions that work and discard or improve those who do not. Their emotions are trust and duty.
The Court of Spades encourages creativity, going outside norms, and humor. Their skill is in questioning traditions and social institutions to find out what is valuable and what isn’t. Those institutions that cause harm are tools of the Darkness and should be dismantled. Above all, everyone needs some laughter in their life and so the Spades are great pranksters and jokesters. Many other courts stereotype the Spades as ineffective and annoying pranksters, but their skill at thinking outside the box can make them highly effective at finding new and unorthodox solutions to problems. Their emotion is humor. 
The Court of Swords believes in following your heart and doing everything with burning passion. Love is the most important emotion to them, and not just romantic love but all kinds. They follow a morality code that emphasizes that harming someone is always wrong and that you should strive to broaden your horizons and embrace your passions. Many Swords are classic heroes, striving out for the sake of goodness and willing to do anything to protect their loved ones. The Swords also trust their members to be able to act autonomously, though of course if you can work with others, you should at least consider it. Their emotion is love. 
While the Radiant Courts have only been active in the real world since 1969, the Twilight Courts have been active since the fall of the Kingdom. In order to survive the Darkness, they had to become darkened. While each Twilight Court is affected by the Darkness, they are still its enemies and do not serve it. Because they have been active for so much longer, the Twilight Courts have much greater populations than the Radiant Courts. If the Radiant Courts are the classic magical girls, the Twilight Courts are the dark magical girls. 
The Court of Tears survived the coming of the Darkness by fleeing into it. The Queen of Tears moved her city, Alhambra, into the Dark World and converted it into a hollow sphere, with the city on the inside. The city is lit by lamps that keep the Darkness out, but they are fueled by hope. Nobles of Tears are tasked with stealing hope from the real world to keep the lamps burning. Key to their beliefs is that the Darkness has already won and all they can do is keep their loved ones safe in Alhambra. Thus, they will do whatever they can to keep the lamps burning. Their mission is ultimately futile as they are helping the Darkness win and once it does, nothing will keep Alhambra safe. The Queen of Tears constantly weeps over the sacrifices she made and it is implied that if she ever realizes the self-defeating nature of her mission, she will fully fall into despair and become an agent of the Darkness. Their signature emotions are depression and resolve. 
The Court of Storms barely functions as a court anymore as their queen is not capable of leading anymore. To survive the Darkness, the Queen of Storms transformed herself into a living storm that rages within the Dark World, destroying all she touches. Nobles of Storms lash out against the Darkness in rage. They hate the Darkness and the state of the world and that hate leads them to do whatever they can to destroy it no matter who and what gets in the way. They believe that the world is already hopelessly corrupted and the only way out is to turn it to ashes and hope that whatever’s left is worth saving. Storms Nobles believe that when they die, their souls will merge with the storm that is the Queen and make it a bit bigger. Once enough of them die the Queen will grow enough to destroy the Darkness and rip the world apart. If there’s something left to rebuild after, that’s a nice bonus. Their emotions are rage and hate. 
The Court of Mirrors isn’t a court in any sense of the word. The Queen of Mirrors fled when the Darkness came. SInce then, she has appeared to newly-Blossomed Nobles and informed them that they are the True Heir to the Kingdom and destined to be the one who defeats the Darkness and saves the world. Given how many people she does this to, her approach seems to be that if she tries enough times, eventually she’ll find the right person. Nobles of Mirrors become utterly convinced that they are the heroes of the story. They are vain, narcissistic solipsists convinced the world revolves around them. Most other Nobles view the Mirrors as obnoxious brats, but a narcissist with magic powers can prove to be a formidable threat. The Mirrors are incapable of working together and tend to fight each other when they meet. There can only be one True Heir after all. Their emotions are selfishness and solipsism. 
The Darkness is a subtle and insidious force that operates wherever there is violence, hate, or misery. Places of sadness or where atrocities have been committed become tainted areas, where the influence of the Darkness is more pronounced. Tainted areas are more prone to violence, depression, and bigotry. The people who spend time there are also more likely to become Darkened. A Darkened person has the influence of the Darkness influencing their mind and body. It changes their sense of morality to encourage them to engage in immoral acts. Unlike other creatures of the Darkness, Darkened are redeemable. They can resist their malevolent urges and strive to be a good person. Nobles are charged with helping Darkened redeem themselves and can use magic to help purify their corruption. Darkened who are not redeemed turn into one of two types of monsters. The most common result is a Darkspawn. When a Darkened fully gives into the Darkness, they will die and their body (or part of it) will revive as a twisted monster. Darkspawn have no real intelligence, but there are an incredible variety of them and they are very dangerous. When a Darkened uses the Darkness to corrupt their minds rather than warp their bodies, they will become a Mnemosyne. These monsters still look human and remember their past lives. They are also highly intelligent, allowing them to command Darkspawn and scheme to spread the Darkness and corrupt other people. Another dark creature is a Cataphract, who are born from people who die in despair (often through suicide). They retain the memories of their human lives and will attempt to return to them, but are only capable of being twisted parodies of humanity. Probably the most feared creatures of Darkness are the Dethroned, Nobles who lost hope and turned to the Darkness. Dethroned usually spend their time wallowing in their own misery, only occasionally roused into action by other dark creatures. An active Dethroned is an enormous threat and even other dark creatures fear them. Even killing a Dethroned won’t save them as they will simply be reborn. There are only two ways to destroy one: utterly destroying their soul at the cost of your own, and taking their misery onto yourself and working through it, allowing the Dethroned to feel hope again before dying and being reincarnated. 
There are a few versions of the game, which can be downloaded here, along with supplements and fan content. There is a Discord server also linked on that page. You will need the Chronicles of Darkness core rules to play.
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mahousensory · 1 year
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madoka magica figures ♡ taylorrmoonn
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magical-grrrl-mavis · 2 years
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A few Magical Girl anime that manage to be dark without being fucked pain trains that make you regret existing
(list in tags in order of gifs)
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bibixpgames · 3 months
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"Wake Up Magical Girl" is a full game and ready to be played!!! :DDD
I was the composer for this visual novel, and while I've showed a few sneak peeks when the demo was released now I can show the rest of the soundtrack later!
But first!
Me and the rest of the team worked hard on this, so if you enjoy magical girls, internetcore/lofi style, and the hope of becoming the best magical girl you can be, you can play the full game now!
After all... who wouldn't want to be a Magical Girl? :3
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affinitystoryblog · 4 months
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what do you think an affinity role reversal au would be like? (as in, the heroes and villains are swapped)
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so i came up with these little doodles on the spot, with some ideas of ceres and atheria as heroines of their own story!
as for a story i dont rly have one but i think this is an au i could have fun with!!
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priestess-draws · 10 months
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her wiki page verbatim calls her a weeaboo so i had to draw her
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aura-morgenstern · 11 months
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Old art and a Halloween doodle 🖤
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https-b0nb0n · 8 months
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☁🌑
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glitter-stained · 2 months
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It's Timmy's turn with the magical girl beam! He's the only one to not have inherited his powers or been hit by the fallen starlight on accident, instead choosing to absorb the Robin crystal core (extracted from Jason's corpse by Bruce) to save Batman.
Tim: Constellation of the Robin, Classic Transformation: Powers include:
-flight
-enhanced athletics
-enhanced healing
-Colour Swirl: Robin waves his magic wand and assaults his enemies with a wave of colourful energy that feels like being pelted with stones.
-Bird Song: the Robin constellation lends its strength to support another constellation: Tim sings a song that enhances a nearby star's powers up to 300% of their abilities. This works particularly well with Robin's sky bound partner, the constellation of the Bat, as well as others who carry or have carried the fragments of Robin, though conflicting relationships with the target can cause a mental block that may weaken or impede the effect.
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mahou-mogai · 2 months
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Darkmagigirlstelic 💭
[ Pt / darkmagigirlstelic / end Pt ]
A constelic flag for those who stel dark magical girls .
Tagging ; @radiomogai
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miaqc1 · 4 months
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sajiri · 3 months
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Finished commission for @tacticianyoshii to design this dark magical girl rival. This was my first time designing a character for someone else and took me much longer than I anticipated, but it was such a fun design to work out!
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mahousensory · 2 years
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🕊 🕊 🕊 / 🕊 🕊 🕊 / 🕊 🕊 🕊
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