This time however I wanted to do a little design challenge (kinda eh). Draw them as if I had designed them for my own magical girl project called Light Warriors. I essential wanted to take some aspects of their original designs and make them into a team (kinda?) Unikitty, Mayhem and Watevera are the ones who actually are in the team with the matching heart motif, while Lucy just kinda hangs around them. She was 100% dragged into it and stuck around cus “eh, why not?”
I’ve also had a slight think on how their powers would operate in the universe and very short summary.
Within the universe of Light Warriors you either are born with, develop later or are gifted with magic. This magic usually manifests itself as heightened abilities (like super speed or super strength) combined with magic that does spells and shi. And within magic casting there’s a few categories.
1. Spells (regular spells, the base for any magic user)
2. Emotionally charged magic (the more emotion you feel, the stronger you are)
3. Creational magic (you create shi)
4. Attuned magic (you have special connections with items/ weapons that you channel your magic through)
All of these can overlap with each other.
So after all of that.
Lucy has creational and attuned magic. As she mostly makes melee weapons to fight with.
Unikitty is emotional and creational, the explanation is pretty obvious.
Mayhem is attuned, specially to her space tech.
Watevra is creational of personhood, aka she can shapeshift. You create your own body.
Thought this would be a fun little thing to you. If y’all want I can try to do the guys as well but it’s a more difficult to design magical girl men than women. Anyways thanks for coming to my Ted talk
My very first video RPG was the ‘87 release of Final Fantasy for the NES. It’s pretty bare-bones compared to games that came later, but it was a huge game for it’s time, and I remember playing the crap out of it for years. For those unfamiliar, players started with a party of four characters from any combination of six character classes. Around halfway through the game there was a Class Change event where everyone’s characters upgraded, gaining access to new gear and magic and in some cases unlocking new abilities. As a bit of an homage to my beloved heroines, I spent the evening designing the six playable classes and their class-change forms, starting with my sweet, tiny girl, the original Black Mage:
Black Mage with her blue and black robes, knife, butt-whooping staff, and trademark yellow hat. I used a similar trick I used to design Jawas, and gave her a short, Prince Valiant haircut to frame her shadowed face better under the hat. The weakest melee character in the game, her power centered 100% on strong, offensive magic.
https://www.heroforge.com/load_config%3D11946691/
Black Mage upgrades to the powerful Black Wizard, who catches up a little bit in melee, but gets all of the game’s wickedest offensive magic. Bolt 3 the shit out of ‘em, girl!
https://www.heroforge.com/load_config%3D11946694/
As well as being the second-heaviest hitter in the game, the tall, musclebound Blackbelt was also the least expensive character. She didn’t need much armor, and after a while we quit buying her weapons because she hit harder without them. Though not as durable as Fighter, she seemed to have the best resistance to status effects of any character.
https://www.heroforge.com/load_config%3D11943575/
Blackbelt upgrades to Grand Master. She doesn’t gain any new abilities or equipment, but continues to be a master of unarmed melee. I took some creative liberties with her design, giving her armored shoulders and clawed gauntlets to go with her fancy new robes.
https://www.heroforge.com/load_config%3D11944721/
Fighter was hands-down the game’s heaviest hitter. She equipped most weapons and armor, but got kind of expensive to keep geared. (Recruiting a Blackbelt was often a good way to offset this.)
https://www.heroforge.com/load_config%3D11944361/
Knight was Fighter’s upgrade. Trying to keep the color scheme, I gave our girl heavier armor and fancier weapons. I recall a playthrough where the rest of the party wiped in Kary the Fire Fiend’s lair, and our Knight---who can’t run from anything---had to fight her way up three floors of undead and fire monsters to escape. Crazily enough, she made it!
https://www.heroforge.com/load_config%3D11943270/
Able to fight competently and cast both Black and White magic, the Red Mage was a decent (if kind of expensive) early-game utility character. She could equip most weapons and armor that Fighter could, and players could tool her magic toward offense or defense, depending on the party’s needs. I portrayed her in her signature feathered hat, casting ice magic while brandishing her sword.
https://www.heroforge.com/load_config%3D11944327/
The Red Wizard, unfortunately, was probably the weakest late-game character. Her White- and Black magic stopped measuring up to the other casters, and her fighting skills just couldn’t compare to the other melee characters. I’ll always love her design, regardless!
https://www.heroforge.com/load_config%3D11945147/
Early game, the Thief’s best attribute is her ability to get the party out of tight situations. She’s a below-average combatant and not real durable, but I remember many incidents where her escape artistry saved the Light Warriors’ bacon. She only got light armor, and all of her weapons were short blades.
https://www.heroforge.com/load_config%3D11944080/
The Ninja, on the other hand seriously opened our girl up offensively. Her attacks started to compare to the Grand Master’s, and the Katana, which was the third most powerful sword in the game, could only be equipped by her. Her armor options opened up as well, so that she could take as much damage as anyone but the Knight.
https://www.heroforge.com/load_config%3D11945664/
The White Mage was, of course, the party healer. She specialized in healing and protective magic with some heavy anti-undead spells thrown in. She also equipped mallets, and her damage was sometimes comparable to that of the Thief. I think we even tried a party of all White Mages one time, and it was an entertaining, if not particularly effective, party.
https://www.heroforge.com/load_config%3D11945994/
Following the Class Change event, our lovely White Wizard got even more awesome healing and protection spells, and her melee skills actually caught up to the Red Wizard’s. She didn’t really improve in the armor categories, but she did get some pretty cool late-game hammers.
https://www.heroforge.com/load_config%3D11946228/
Anyway, thanks for reading and putting up with my nostalgia, folks! Take care and big eHugs!