Light Novel / Magical Girl Raising Project

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Cover of the first Volume, featuring one of the Magical Girls, Snow White

A mobile social game called "Magical Girl Raising Project" has become ridiculously popular. It's got thousands of cute customizable items, sweet gameplay, it's free for life, and not to mention... the rumour that one in every ten thousand players is transformed into an actual Magical Girl.

Those who are chosen have it pretty good. You get unique powers, an awesome outfit, a cool name, and amazing abilities that defy the laws of reality. All they have to do in return is help out people in trouble, like what Magical Girls are supposed to do.

One day, the moderator of "Magical Girl Raising Project" announces that sixteen Magical Girls have been created in total, and that number is putting a dangerous strain on the world's magical reservoirs. Therefore, a competition will be held between the Magical Girls to reduce their number to manageable levels... a contest where the losers will be killed.

So starts the series of novels entitled Magical Girl Raising Project. First written in 2012 by Endou Asari and illustrated by Maruino, the series so far is composed of 10 volumes as of 2016, with Volume 10 releasing October of 2016. Yen Press will be releasing the novels in English in summer 2017.

A spin-off web manga series titled Magical Girl Raising Project: F2P is now ongoing.

An Animated Adaptation premiered during the Fall 2016 Anime season, animated by Lerche. It is available for worldwidenote  streaming on Crunchyroll here.

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     List of Light Novel volumes in Magical Girl Raising Project 
  1. Magical Girl Raising Project
  2. Magical Girl Raising Project: Restart (Before)
  3. Magical Girl Raising Project: Restart (After)
  4. Magical Girl Raising Project: Episodes
  5. Magical Girl Raising Project: Limited (Before)
  6. Magical Girl Raising Project: Limited (After)
  7. Magical Girl Raising Project: JOKERS
  8. Magical Girl Raising Project: ACES
  9. Magical Girl Raising Project: Episodes Φ
  10. Magical Girl Raising Project: QUEENS


Magical Girl Raising Project contains examples of

     Tropes for the Entire Series 
  • Action Girl: Pretty much most of the cast counts as this, though it's mostly resulted in the in-fighting.
  • Aerith and Bob: There is no rule as to what a Magical Girl's name is. They can be a traditional Magical Girl name (Snow White, Magical Daisy), an ordinary human name (Tama, Akane), some sort of historical reference (La Pucelle, Pythie Frederica), or just plain weird (Yumenoshima Genopsycho, @NyanNyan).
  • The Ageless: Magical Girls don't age when transformed, though their human forms do age. This means they can stay alive for centuries if they stay transformed.
  • Anyone Can Die: It doesn't matter what your position is in the story, or how young you are, anyone can die. Only Snow White and Ripple survive the first arc, and only Pfle, Shadow Gale and Clantail survive the second.
  • Artifact Title: While each arc still focuses on 16 different Magical Girls in a Deadly Game, the actual in-universe social game Magical Girl Raising Project is only relevant in the first arc, and even then only for the first few halves of it.
  • Bag of Holding: A 4-dimensional bag is a small pouch, yet it has infinite storage space allowing it to hold nearly anything, including large sniper rifles and even people.
  • Break the Cutie: There's tons of these moments within the series.
    • Hardgore Alice. Her mother was violently stabbed to death by her father, and she generally feels like a useless burden to everyone around her.
    • Snow White gets broken twice. Once when La Pucelle, her childhood best friend, dies. The next when Hardgore Alice dies as well. This was what caused her to become the "Magical Girl Hunter".
  • Characters Dropping Like Flies: Each arc kills the majority of its characters, generally going from 16 Magical Girls and a fairy to being able to count the survivors on one hand. Main characters are no more safe than side characters or villains.
  • Childhood Friends: Lots of them. You've got La Pucelle and Snow White, Pfle and Shadow Gale and Captain Grace and Funny Trick.
  • Clothes Make the Superman: The Magical Girls have access to their superhuman powers and abilities only if they are in their Magical Girl forms. If they ever switch back to human form, they're as vulnerable as anyone else.
  • Curb-Stomp Battle: Some of the fights in the series turn out to be this:
    • La Pucelle manages to repel 3 Magical Girls all at once.
    • Almost every fight that Cranberry is in turns into a Curb-Stomp Battle in her favor, due to her being a Lightning Bruiser even by Magical Girl standards.
    • Happens in Restart when Snow White single-handedly takes down Flame Flamey, a flame-based Magical Girl using her power to hear anyone in distress to telegraph her opponent's moves before she even does them.
    • In Restart, Lapis Lazuline is an amazingly talented fighter, being able to take down the likes of Melville without any issue.
    • In Limited, Hana Gekokujo, being jumped by 5 Magical Girls all at once, still managed to prove just how badass a high ranking official from the Magical Kingdom is. Not only did she manage to defeat her 5 assailants without a scratch, she did it without killing them or causing them any harm, either.
  • Death of a Child: Young children are not safe in the slightest, and since Magical Girls can look much younger or older than their actual age, no one holds back because their opponent might be young. Notable young deaths include Swim Swim, Nokko-chan, Umbrain, and Princess Tempest all of whom are in elementary school.
  • Eating Optional: Modern Magical Girls don't have to eat or drink. Some of them take advantage of this by staying transformed so that they don't have to buy food. Most of them still eat anyway because they like it or to regain energy.
  • Ensemble Cast: While it's not particularly apparent in Unmarked and Restart, nobody in this series can be easily classified as the protagonist. This has been lampshaded in JOKERS by Prism Cherry.
    There is no main character.
    Everyone is the protagonist of their own story.
    She wasn't special. She wasn't chosen. And she's not thinking this trying to pity herself, either.
    Nobody was special. If they wanted to be special, they had to make the world notice them.
  • Extra-Strength Masquerade: Even though Magical Girls are often seen when helping people leading to rumors about them, their existence is still a secret since memories of them tend to be fuzzy if contact is brief. The Magical Kingdom also has memory wiping magic if a large incident happens that can't be explained as a terrorist attack or whatnot.
  • Fairy Companion: Some, though not many, Magical Girls get a fairy loyal to them personally. They can be digital Cyber Fairies (Fav, Fal), animal type (Palette), or an actual fairy with wings (Toko).
  • Fantastic Recruitment Drive: The Magical Kingdom actively searches Earth to find potential Magical Girls. Sometimes they search person to person, sometimes they use social games to narrow down candidates, and sometimes they just put up a poster that only people with magic potential can see.
  • Fantasy Kitchen Sink: Transformed Magical Girls can be nearly anything, including, but not limited to, a ninja, dragon knight, robot, angel, elf, doll, centaur, samurai, pirate, stage magician, genie, vampire, or a plant.
  • Frozen Face: Cyber Fairies like Fav and Fal all have the same smiling expression and are unable to change that or even close their eyes.
  • Gender Bender: It's entirely possible to have a male become a Magical Girl. No matter what you look like in real life, your Magical Girl form will be an idealized version of you as a Magical Girl, and will always be female. Examples include La Pucelle in the first arc and Stella Lulu from the spin-off manga F2P.
  • Genre Shift: Pretty much every Arc is notable for its different feels.
    • The first arc feels like your typical Battle Royale story, and plays out like one.
    • Restart involves being transported into a virtual reality world, with elements of Whodunnit and a large mystery feel midway.
    • Limited plays out like a crime thriller, notably a mix between 24 and Stephen King's Under the Dome.
    • JOKERS can be seen as a sort of slasher horror, with the Magical Girls being stalked by a relentless opponent. A closer comparison would also be Aliens, thanks to most of the Magical Girls here being veterans.
    • ACES has arguably the most Ensemble Cast feel in it, mixing in with political thriller, similar to Game of Thrones.
    • QUEENS has been described as a war story between several factions.
  • Government Agency of Fiction: The Magical Kingdom has many divisions that manage Magical Girls and keep law and order intact.
    • The Examination Division investigates possible illegal actions and arrests criminal Magical Girls. Snow White (unofficially), Mana, and Hana are members.
    • The Human Resources Division manages the recruitment, scouting, training, and care of Magical Girls. Cranberry, Pfle, Pythie Frederica, and 7753 are just some of the members.
    • The Foreign Affairs Division is in charge of negotiating with other countries and organizations, either diplomatically or militarily. Mao Pam, Lady Proud, and Umbrain are members.
    • The Research and Development Division collects data and researches anything relating to magic. Blue Bell Candy is a member.
    • The Public Relations Division is in charge of advertising the public image of Magical Girls. They're the ones in charge of the various Magical Girl anime. Palette is a member.
  • Grey and Gray Morality: While from time to time there are characters that are truly evil, most of the antagonists never have truly evil intentions.
  • I Believe I Can Fly: While some Magical Girls can fly via their special abilities, such as Top Speed or Mao Pam, others are able to fly because it's part of their motif, such as the Peaky Angels having wings (since they're angels) or Magicaloid 44 having rocket boosters (since she's a robot).
  • Keeping Secrets Sucks: One of the rules of being a Magical Girl is to never reveal your true identity to anyone outside other Magical Girls. To do so would forfeit your right to become a Magical Girl (and by extension, means you die).
  • Loads and Loads of Characters: With over a dozen characters introduced every novel, this trope is very much in effect.
  • Magical Girl Warrior: Zigzagged. The premise suggested that there is an evil force for the girls to fight against, but the current era have the girls using their powers to do good deeds instead. However, there are some that created mayham, so the others have to fight to stop them.
  • One Degree of Separation: Especially evident in Episodes.
  • One Steve Limit:
    • Tama the Magical Girl has no relation to Miyokata's pet hamster Tama.
    • Mei serves as both Tepsekemei's nickname and Princess Tempest's real name. They're not related, though they both have wind-based powers.
  • Power Dyes Your Hair: You Gotta Have Blue Hair only applies for the girls when transformed. In their normal personas everyone has realistic hair colours.
  • Power Glows: In the anime, Magical Girls glow in various colors whenever they activate their abilities.
  • Premature Empowerment: Most Magical Girls first learn of the existence of magic when they're suddenly chosen to become a Magical Girl. When a fairy or test administrator finds someone suitable, they generally give her powers first and answer questions second.
  • Reconstruction: Of what it means to be a Magical Girl. The book series throws Magical Girls into reality, and despite some of the harsh things they face, the series often goes out of its way to prove that being a Magical Girl is just about doing the right thing. Overall, a very optimistic look in a dark setting.
  • Reed Richards Is Useless: Magical Girls could probably help Earth a lot more than patrolling their areas looking for people in trouble, but few bother in part because the Magical Kingdom wants to keep The Masquerade up. Magical Daisy once suggested she could use her disintegration beam for waste disposal or to get rid of dangerous chemicals, but her proposal was rejected because it would put humans out of a job.
  • Swiss-Army Superpower: The girls' powers are described very specifically. This causes most of them to use the more vague ones very creatively.
  • Undying Loyalty: Several characters display this:
    • Swim Swim is extremely loyal to Ruler, following her orders as if they were the law.
    • Weiss Winterprison is willing to do anything for Sister Nana.
    • Shadow Gale has vowed to protect Pfle and stay by her side no matter what.
  • With Great Power Comes Great Perks: Magical Girls are supposed to just use their powers to help people, but many use their powers to make their ordinary lives easier as well.

     Tropes for the first arc 
  • Adaptation Expansion:
    • The anime shows more of the battle between Cranberry and La Pucelle.
    • Thanks to adapting the Episodes side stories, some of the less focused magical girls are also given a bit more screentime.
  • Adult Fear: Your kid's life is in constant danger, they're living a double life that you don't know about, and if you ask them about it, they can't admit anything, lest they suffer the consequences.
  • Always Accurate Attack: Ripple's ability is to always hit her target with anything she throws.
  • Beware the Quiet Ones:
    • Swim Swim mostly stays silent and obedient towards Ruler, who she considers her leader. She then plots Ruler's death as Swim Swim takes her place as the 'new Ruler'.
    • Cranberry rarely talks with the other Magical Girls. During their weekend chatroom sessions, she mostly just hangs in the background and plays her violin. She's a very deadly and fast opponent, and orchestrated the entire killing game to find a Worthy Opponent to fight.
  • BFS: La Pucelle's ability is to change the mass and size of her sword.
  • Bittersweet Ending: Bordering on Downer Ending. All of the Magical Girls besides Snow White and Ripple die, with the former suffering intense emotional trauma and the latter losing an eye and arm. On the other hand, both Fav and Cranberry are killed, preventing them from enacting even more Deadly Games, and the two survivors vow to hunt down any other rogue Magical Girls.
  • Blade on a Stick: Swim Swim's weapon of choice is a large naginata. After Swim Swim's death, the naginata was taken by Snow White and it becomes her weapon of choice throughout the series.
  • Blood-Splattered Innocents: When Magicaloid is killed by Hardgore Alice, Snow White gets covered in the former's blood.
  • Cast from Lifespan: The moment the Deadly Game hits full momentum, Fav presents the remaining cast with several items that may assist with their survival. As he tries to convince Snow White to purchase one for self-defense, he maintains that the game itself remains free-to-play, and the cost for buying each item is several years off the buyer's lifespan.
  • Compelling Voice: Ruler's ability is to give a command to someone that they absolutely must do.
  • Deadly Game: The eliminations are basically this.
  • Death by Flashback: In the anime it's common for someone to get their expository flashback developing their character the episode they're going to die.
  • Designated Victim: Hardgore Alice tends to be a victim of this. She has the ability to regenerate any damage done to her, and as such, she goes through a lot.
  • Determinator: Sister Nana. She's an avid believer in peace and wants to unite all the Magical Girls together, instead of devolving into fighting each other.
  • Elemental Shapeshifter: Swim Swim's ability is for her own body to be able to turn liquid.
  • Evolving Credits: Swim Swim's silhouette is initially pure black instead for her eyes in the opening for the first episode of the anime, gradually revealing her features and attire more clearly as the series goes on.
  • From Bad to Worse: At first, the elimination procedures are simple. Help people and collect points, called Magical Candies. Whoever has the lowest points at the end of each week is eliminated. However, it turns out that there's a way for you to not die even if you have the lowest points in each week. As long as another Magical Girl dies, the quota of "1 Magical Girl dies each week" is fulfilled.
  • Healing Factor: Hardgore Alice has the ability of healing through any damage done to her. Yes. Anything.
  • Hope Spot: The total magical girl count falls to the goal of eight; surely the game would be over by now? There's a reason why the episode is named "Notice of New Rules"...
  • Iconic Item: How La Pucelle figures out Snow White's identity. Snow White's Magical Girl outfit is the exact same outfit that she drew with La Pucelle when they were kids.
  • Invisibility Cloak: Swim Swim buys an invisibility cloak from Fav that perfectly hides the user, though it won't protect her from all magical skills. Her group uses it for several sneak kills.
  • Jerk with a Heart of Gold: Ruler genuinely cares for the Magical Girls on her team, even though she acts like a tyrant most of the time.
  • Katanas Are Just Better: Ripple's weapon of choice.
  • Kill 'em All: This is basically the premise of the first book.
  • Left the Background Music On: In the anime, whenever Cranberry stops playing so she can speak, the violin in the soundtrack also ceases.
  • More Dakka: Calamity Mary's philosophy when it comes to dealing with her opponents.
  • Nice Job Breaking It, Hero!: Nemurin tells Swim Swim not to be afraid to follow her dreams. Unfortunately, her dream of 'becoming like Ruler' causes her to plan out Ruler's death, since she can't possibly become like Ruler if Ruler was still alive.
  • Super-Deformed: When the Magical Girls do their weekly chatroom sessions, they're magically transported to a virtual space where they see each other as chibi versions of themselves.
  • There Is No Kill Like Overkill: Calamity Mary's ability is to enhance the abilities of any weapon she wields, from giving them Bottomless Magazines to high-explosive bullets, in the hopes that this trope will play into effect.
  • Transformation Sequence: In the anime there's usually just a quick near instantaneous flash when a Magical Girl transforms, but Snow White gets a full one in her initial transformation in the first episode. Ripple also gets a full one in episode 11.
  • Trigger Happy: Calamity Mary.
  • Wide-Eyed Idealist:
    • Sister Nana. Much to Winterprison's worry, as Nana constantly tries to unite the Magical Girls together, even the more dangerous ones.
    • Snow White, an avid fan of Magical Girl anime and manga, also believes that the Magical Girls will find a way to settle this peacefully, as she believes Magical Girls are supposed to help people, not fight each other. Unfortunately, this isn't that kind of story.

     Tropes for Restart 
  • Battle Amongst the Flames: The game master watches a video of Snow White fighting Flame Flamey in a burning classroom.
  • Beware the Quiet Ones: Melville is mostly quiet for most of Restart thanks to being The Unintelligible. She racks up most of the kills of the book, sneak attacking, and even being a capable fighter as well.
  • Bittersweet Ending: Most of the Magical Girls are killed, but Fal is rescued, the reward money is donated to the deceased's families and the survivors vow to live on for the memory of the others, with Pfle becoming the Big Good come the later arcs.
  • Boss Battle: The Great Dragon.
  • Break Them by Talking: Several characters do this in the second arc.
    • Pechika causes Melville to snap by claiming that she's not like Cranberry at all.
    • Snow White delivers one to Keek, with physical proof to boot.
  • Cyberspace: The setting of this arc's Deadly Game.
  • Combat by Champion: Pfle duels Cherna Mouse in a 1 on 1 non-lethal fight to let all the teams use the hunting grounds freely. Despite Pfle having a Spider Tank made by Shadow Gale, Cherna manages to win anyway.
  • Death Ray: Magical Daisy has this as her ability. She calls it her Daisy Beam. She can either focus the beam on her finger, or create a wider beam by using the palm of her hand. The beam itself disintegrates things on a molecular level. Due to its lethality, she doesn't normally use it on people.
  • Emotion Control: Nokko-Chan has this as her ability.
  • Lawyer-Friendly Cameo: The anime Detick Bell watches in a flashback is very obviously Detective Conan.
  • Gambit Pileup: Three. Pfle, Nokko-Chan, and Melville, all planning different things at once.
  • Godzilla Threshold: Several.
    • Pfle having Shadow Gale transform her wheelchair into a gigantic 8-legged Spider Tank.
    • Pechika turning the entire ground in a 10 meter radius to vegetable soup.
  • Never the Obvious Suspect: The Demon Lord is one of the players, and her goal is to kill all the other players. That means the one killing everyone is the Demon Lord right? Too bad the killer isn't the Demon Lord.
  • Shear Menace: Shadow Gale wields a giant pair of scissors as a weapon.
  • Spin to Deflect Stuff: Snow White spins her naginata to disperse Flame Flamey's fire attack.
  • Tomato in the Mirror: Keek, when she found out she was actually a product of Cranberry's tests herself.
  • Trapped in Another World: The 16 Magical Girls are transported to the game world and have to beat it in order to permanently escape. They spend three days in the game world (from their perspective), then three days in the real world for a maintenance period, and repeat until the game is cleared.
  • Unreliable Narrator: Nokko-chan is one of the main POV characters, yet she somehow manages to avoid mentioning to the reader that she's the Demon Lord.
  • Well-Intentioned Extremist: Keek's actual intentions for hosting her own game is to find an ideal Magical Girl who can protect the world, though her methods are very flawed in trying to find them.
  • Win to Exit: While they get a reprieve from the game every three days, the Magical Girls have to defeat the Demon Lord in order to be permanently free from the game world.
  • Year Inside, Hour Outside: The three days they spend in the game world is essentially nothing in the real world.
  • Your Mind Makes It Real: Dying in the game world triggers the victim's real body to suffer a heart attack, killing them. Other injuries don't affect their real bodies however.

     Tropes for Limited 
  • Adult Fear: This rings true for any teacher. A stranger forces you and your students to do something that you know will get them in danger and potentially killed, yet most of your students agree happily to the request. The only way of protecting them is to work with your captor.
  • Bound and Gagged: Funny Trick and Hana are tied up when captured by Frederica's group. Hana is seen as more dangerous given her experience, so she's also gagged, blindfolded, and muffled.
  • Breaking Out the Boss: Tot Pop successfully frees Pythie Frederica from her prison, partially to recruit her to hunt down the assassin, and partially out of fondness of her old master. Pythie takes charge the moment she is free.
  • Car Fu: Postarie uses her power to try and ram Mana's car into her.
  • Cell Phones Are Useless: The magical phones are mysteriously jammed halfway into the story, leaving the various teams scattered and unable to coordinate. Normal cell phones work fine however. The jamming was caused by the signal disruptor Pfle secretly installed in 7753's goggles.
  • Closed Circle: A magical barrier is erected around B-City that prevents anyone with magical abilities from leaving in order to ensure that the assassin does not escape.
  • Downer Ending: The destruction of B-City is averted and most of the villains die, but it comes at the cost of everyone besides 7753, Mei and Mana, all of whom are traumatized. What's more, Pythie escapes, and now has a lobotomized Ripple under her control.
  • Enemy Mine: The remnants of the Investigation and Namiyama School Teams reluctantly join forces with Pythie Frederica to fight the more dangerous Pukin. Frederica is still evil and caused several of them lots of pain, but she can at least be reasoned with and isn't currently interested in targeting random civilians.
  • Extranormal Prison: Rogue Magical Girls are held in a prison on Earth that disables their magic and prevents time from flowing. Unfortunately that also means that if someone does break out, they'll be as physically fit as they were when they were imprisoned.
  • Everybody's Dead, Dave: At the end, 7753 laments that while the city is saved and the worst bad guys are dead, everyone on her side except herself, Mana, and Tepeskemei are dead. Ripple is also alive, though she doesn't know that.
  • Extremely Short Timespan: The entire main plot takes place in about 24 hours.
  • Race Against the Clock: To find the assassin, a barrier is placed over the city that prevents anyone with magic from escaping for 24 hours. When the situation escalates, higher ups consider eliminating everyone with magic in the barrier when the time limit is up, followed by wiping out the entire city if the rogue Magical Girls aren't caught in time.
  • "Shaggy Dog" Story: As revealed in the epilogue, the danger of the assassin was a misreport. Had this not happened, Mao Pam wouldn't have been deployed, the barrier wouldn't have been put up and most of the cast would've most likely survived.

     Tropes for JOKERS 
  • All Your Base Are Belong to Us: The Pure Elements believe the Magical Kingdom veterans' intrusion into their base is an invasion, and they react appropriately. They end up being right in regard to a few of the veterans.
  • Bittersweet Ending: Very bitter. Grim Heart's crimes are revealed to the Magical Kingdom, and she and Shufflin are arrested. But they're transport explodes and they're assumed dead even though there's no body. Meanwhile, only Snow White, Marika, Deluge, and Stuntchica/Ripple survive the massacre, and Deluge is so traumatized that she's an empty shell.
  • Closed Circle: The main plot takes place in an underground research facility with only one way out, and that way requires a password the main characters don't have.
  • Elaborate Underground Base: The Pure Elements' headquarters is an underground facility that can withstand Magical Girl attacks, dampen their powers, and holds various training rooms such as a desert or forest area.
  • Four-Element Ensemble: The Pure Elements have fire (Inferno), water (Deluge), earth (Quake), and wind (Tempest) powers.
  • Hostage for MacGuffin: In this case, the heroes have the hostage. The Magical Kingdom veterans offer to give up a restrained Deluge to Grim Heart in exchange for the password to escape the facility. The negotiations go nowhere. In actuality it was a ploy to get Snow White to read Grim Heart's mind so that she can just steal the password.
  • Indirect Kiss: When Deluge licks Marika's healing fruit after Inferno, Deluge jokes that Inferno was trying to indirectly kiss her.
  • Let's You and Him Fight: When the Magical Kingdom veterans run into the Pure Elements, the latter assume the former are hostile and attack. The veterans mostly try to avoid conflict, but Marika and Umbrain are happy to oblige. Snow White manages to diffuse the situation, but not before members on both sides disappear.
  • Memory Gambit: Pfle contacts Lapis Lazuline III to have her memory wiped so that the Magical Kingdom won't discover what she has been doing. She entrusts her memories to Shadow Gale and expects to have them returned when the time is right.
  • Missing Mission Control: Prism Cherry is left in the control room to control the facility. She's attacked by the villains early on, leaving the Pure Elements without one of their main advantages while the villains take control.
  • You Shall Not Pass: Marika, Mimi, and Cherry stay behind and fight off the advancing Shufflin wave so that Snow White, Filuru, and Deluge can escape the facility. They succeed, but only Marika survives.

     Tropes for ACES/QUEENS 
  • Bittersweet Ending: QUEENS. Puk Puck is killed and has her plans destroyed, much of the cast survives and Ripple and Snow White are freed from mind control. On the other hand, Pfle dies and in the process reduces Shadow Gale to an Empty Shell, Fal is stuck in space and Princess Deluge has completed her descent into villainy.
  • Blind Obedience: When Puk Puck turns her power to the max, everyone she befriends will follow her orders without question in order to please her.
  • Downer Ending: ACES. Just about everyone loses. Snow White fails her mission and witnesses Ripple murder an innocent person. Ripple is free from brainwashing, but has to live with the crimes she committed. Uluru and Puk Puck's precious sisters/daughters are killed. Pfle fails to rescue Shadow Gale, who is now in Puk Puck's hands. Dark Cutie and Glassianne have a member of their team die. Deluge fails to gain any leverage over Osk and loses Armor Arlie's group to Puk Puck. Blue Bell Candy is horrified at Deluge's self-destructive path. CQ Angel Hammer is forced to report back in failure with many dead Shufflin. QUEENS retroactively makes even Frederica and Lazuline I not come out victorious, as Puk Puck got the contract she needed from Sachiko anyway.
  • Mle Trois: ACES is the Puk faction vs the Osk faction vs Deluge's team, with Ripple acting as a wildcard, in a battle to secure Premium Sachiko.
  • Nominal Hero: The Osk faction in QUEENS are by no means a moral group, but they're the leading force against the Puk faction's plan, making them the good guys.
  • Protagonist Journey to Villain: Flashbacks in ACES through to the conclusion of QUEENS chronicle Princess Deluge's descent into a villain.
  • Rooftop Confrontation: Snow White duels Dark Cutie on top of a roof in the climax of ACES.
  • The Siege: In QUEENS, Puk Puck's forces take control of the ruins where the device lays, while Osk and their allies spend most of the story trying to break through their defenses.
  • Suicide Attack: Puk Puck entrances several Shufflin and has them infiltrate the Osk camp to kill Glassianne. They blow themselves up with a grenade to do so.
  • You Have Failed Me: CQ Angel Hammer is worried that returning in failure will result in her execution from her boss. She manages to avoid that fate though.

     Tropes for side stories 
  • The Butler Did It: In "Murder of the Mage", Inspector Fateru believes the butler Olgrave is the one that killed Miss Hogelten despite Pukin getting the confession of Mr. Hogelten.
  • Connected All Along: Many side stories bring together characters across the entire series.
    • La Pucelle and Genopsycho are online buddies, and they met each other in person in a Magical Girl fan meetup in "A Knight's Day Off", which Melville also attended. Palette is implied to also frequent their forum.
    • Nemurin trains Masked Wonder during "A Wonderful Dream" in the dream world when the latter has no idea how to be a proper Magical Girl. Nemurin even gets Wonder to meet Lapis Lazuline, though they don't remember the meeting. Nemurin is also Wonder's cousin, explaining why Nemurin was drawn to her.
    • @NyanNyan travels to N-City in "@NyanNyan in N-City" to deliver some new magical phones and ends up meeting half the cast of the first arc.
    • Rionetta meets and fights Ripple in "Illegal Magical Girl", and she's well-acquainted with Pfle's grandfather.
    • In "Memories of the Blue Magical Girl", it's revealed Lapis Lazuline accidentally received the Mermaid's Tear meant for Rionetta, screwing the latter out of an important payment.
    • Detick Bell was once a camp counselor for one of Nokko-Chan's summer camps, as shown in "The Maid and the Mystery" They didn't interact much, but both of them used their powers, and hijinks ensued.
    • Cherna Mouse befriended Pechika's brother in "Cherna Christmas". She ended up receiving a lobster made by Pechika herself. Cherna is also either Magical Girl Santa, delivering the lobster to Miyokata's pet hamster Tama, or she is Tama herself.
    • Filuru and Patricia get lost on the way to an Examination Division training session and meet each other in "Fairy of the Examination Division". They think Tot Pop is supposed to be their instructor, and the three end up breaking up a group of striking Magical Girls and Mages.
    • Tot Pop befriended both Magical Daisy and Cranberry in "Fast Music" while traveling around. She even gets Cranberry to consider joining a band with her sometime in the future.
    • "Three Sisters Raising Project" shows that Puk Puck sponsored Keek's virtual reality game. Puk Puck brought Uluru, Sorami, and Sachiko with her to meet Keek, and they also run into Tot Pop, who barged into their meeting for fun.
    • "Hell Survival Battle" featured many unknown fights between unaffiliated characters in the 36th Hell Survival Exercise, including Hana Gekokujou vs Styler Mimi (Mimi won via Ring Out) and Uttakatta vs Flame Flamey (Uttakatta won with a fire extinguisher). Other participants included Cranberry, Blue Comet, Marika Fukuroi, Lady Proud, Umbrain, and Blue Dragon Panasu. The match was overseen by Mao Pam and Fav.
  • Dream Land: The dream world that Nemurin resides in is the main setting of the drama CD "Magical Girl Raising Project in Dreamland". Many Magical Girls from across the series are gathered there to save the dream world when the world is in danger.
  • Early-Bird Cameo: The first and third Lapis Lazulines made a small appearance in "Memories of the Blue Magical Girl" long before they turned up in the main novels.
  • Explaining Your Power to the Enemy: In order to ensure a fair fight for their rematch, Twin Dragons Panasu explains about her ability to control two dragons to Lapis Lazuline.
  • Foregone Conclusion: Most of the side stories happen before the events of the main novels despite being meant to be read after them, so many of their conclusions are fairly obvious, such both Hardgore Alice and Calamity Mary surviving "Zombie Western" or Cranberry passing her test in "To Surpass the Devil".
  • Oddball Doppelganger: The Ideal Magical Girls in "Magical Girl Raising Project in Dreamland", are idealized versions of someone who is close to them. Some are similar to the original, while others act vastly different. They're meant to help trap their respective Magical Girls in the dream world, but because they are ideal they mostly help the real deals.
    • Ideal Snow White is La Pucelle's ideal version of Snow White. She acts like Snow White from the first arc, contrasting heavily with the badass and cynical post-JOKERS Snow White present in the story.
    • Ideal Pfle is Shadow Gale's ideal version of Pfle. She's as crafty as the original, but a lot kinder, pampering Shadow Gale and fighting with boxing moves.
    • Mecha Shadow Gale was originally Ideal Shadow Gale, Pfle's ideal version of Shadow Gale. Since Pfle figured out what was going on quickly, she used self-hypnosis to transform Ideal Shadow Gale into something more fitting until she settled on a robot.
    • Ideal Lapis Lazuline is Detick Bell's ideal version of Lapis Lazuline. She's pretty much the same as the original, but she's focused on making Bell a great detective, so she causes an incident for her to solve.
    • Ideal Detick Bell is Lapis Lazuline's ideal version of Detick Bell. She's much more confident compared to the original and is more willing to play along with the real Lapis Lazuline.
    • Ideal Postaire is Rain Pou's ideal version of Postarie. Unlike the original she's confident, outgoing, brave, can fire energy waves, and is an incredibly powerful fighter thanks to her skill in Chinese kung fu. Despite being completely different it takes the appearance of the original for Rain Pou to realize she's not the real Postarie.
    • Ideal Rain Pou is Postarie's ideal version of Rain Pou. She's a noble hero of justice in contrast to the original, who gives off a villainous aura.
    • Ideal Marika Fukuroi is Marika's ideal version of herself. She prefers to solve issues without violence and is superior to the original in all aspects. Despite her increased stats, the original still beats her up.
  • Ring Out: In "Hell Survival Battle", anyone who exits the boundary of the game for five seconds automatically forfeits the match. Styler Mimi manages to trick Hana to step out by disguising the border line.
  • Super Family Team: Everyone in Akane's family becomes a Magical Girl.
  • Virtual Training Simulation: In "Three Sisters Raising Project", Keek convinces Puk Puck to sponsor a Virtual Reality Training Sim where Magical Girls can train safely. Uluru, Sorami, and Sachiko end up going through the beta version, which is an early version of the game featured in Restart.
  • "Where Are They Now?" Epilogue: A few side stories show how the survivors coped with the events of the associated main novel.
    • "Snow White Raising Project": Snow White trains to become a powerful fighter with the help of Pythie Frederica and a reluctant Ripple. Snow White and Ripple remain in their city until they arrest Frederica.
    • "Clantail and Friends": Clantail moves on with her life knowing that's what Pechika and the others would want her to do. She's learning to cook and is making friends in addition to Pfle and Shadow Gale.
    • "The Goggles and the Turtle": Tepsekemei is now living with 7753, who is still depressed about the events of Limited. The two of them remain close with a recovering Mana.
    • "Primula Farinosa": Marika realizes she's lonely without Styler Mimi. She runs into Snow White, and the two become friends.


Alternative Title(s): Mahou Shoujo Ikusei Keikaku

http://tvtropes.org/pmwiki/pmwiki.php/LightNovel/MagicalGirlRaisingProject