Magical Burst 41 (pre playtest)

Magical Burst 4.1

This game is a reworking of Magical Burst 4.0 made by Yaruki Zero Games. Their site and the original game may be found here: <>. This version also incorporates some ideas from Magical Burst 5.0, which can be found at the same link.




The Crux of the Game3

My Ordinary Life4


Sorcery and magical powers7

Magical attributes7



Magical powers21


Space and time24

Life and death24

Help and hindrance25


Affinities & Talents29

Basic Magical Talents30

Common Magical Talents30

Knight Magical Talents33

Medium Magical Talents34

Striker Magical Talents35

Character Creation and Advancement37

Magical Adversaries38


Boss abilities:38






Quick Reference Rules49

  1. Intro

Following the genre of such shows as Card Captor Sakura, Sailor Moon, Magical Girl Lyrical Nanoha, and Madoka Magica to name a few, this is a game about magical girls: seemingly ordinary school kids able to transform, assuming a secret magical identity and wielding magical power in the name of peace and friendship. One of the things distinguishing magical girl stories from the wider children-superheroes genre is that magical girl stories often deal with the themes of growing up while being betrayed to a greater or lesser extent by the authority figures, be they magical familiars, queens from magical realms, parents, or reincarnations of secret benefactors. In other words, these are often stories about the new generation finding their own way.

As for Magical Burst 4.1, this game attempts to continue the tradition without slipping into needless edginess. The two main mechanics: bonds and overcharge are intended to help game masters to shape a story, where the revelation of the magical world and inheritance of magical power creates a rift between the protagonists and what used to be their ordinary life, forcing them to constantly make choices as of what is more important to them: knowledge, power, well-being of their friends, or their own humanity. Bonds are a tangible representation of a magical girl’s values, the players are meant to sacrifice these bonds, build new ones, and choose which they want to protect. It may be interesting to compare at the end of a campaign the starting bonds and the bonds a certain character ends up with. At the same time, overcharge is the cost of magic: almost anything can be achieved if a magical girl puts her mind to it, but each overexertion leaves its mark, sometimes permanent, and these changes make it harder and harder for the character to hide what’s really going on in her life. Hopefully, this will serve as a good basis not quite for coming of age stories, but at least for coming of magic stories.

  1. The Crux of the Game

I was really, really stupid.

– Miki Sayaka

In this game the players inhabit the lives of magical girls: girls with sometimes uncontrollable magical abilities, who made a contract with a familiar. The contract promises a fulfilment of a wish in exchange for 13 seeds gathered by defeating monsters or obtained from fellow magical girls one way or another. The exact nature of this contract and, consequently, the relationships magical girls have with their familiars will differ from game to game. They may be seeking out those, who have innate magical abilities, or those, who have a true burning desire for something, they may genuinely try to guide the magical girls as well as they can, or pursue their own ends, or anything in between.

Another distinctive feature of magical girls is their ability to transform. At will, or reflexively if her life is in danger, a magical girl may switch to her magical form, which not only changes her appearance and gives her access to most of her powers, but also allows her to withstand mundane and magical attacks. In some games transformation may also change a magical girl’s apparent age or make her unrecognizable even to those, who are close to her in her mundane life. Discuss how transformation works in your game with the game master before the first session.

The age of the magical girls varies from one source to another, so there are no strict limitations, though it is a good idea to match their age to the amount of heavy matter you are prepared to have in your game. The base expectation for this game’s protagonists is somewhere around mid to late teens, but this is another matter do discuss with all the players before the game begins.

  1. My Ordinary Life

Nothing amazing happens here. Only the ordinary.

– Nandaba Naota

There are three stats common to all humans:

Communication: your ability to make new friends, understand people, and get them on your side.

It is used for such actions, as teasing information out of somebody, befriending people, reading the room, generally sounding convincing and understanding how people feel.

Tenacity: your ability to handle stress, control yourself, and endure hardship.

This is needed for remaining calm when a wrong move can give you away, pulling an all nighter, trying to perform a difficult task again and again, a lot of physical activity also falls under this category, as well as resisting certain magical effects. 

Insight: your ability to notice patterns, do research, and memorise information.

Remembering the number plate on a car, preparing for exams, counting cards, checking a lot of data for contradictions and many other tasks may require an insight roll.

At character creation you have 8 points to divide between these stats, no mundane stat can be above a 5 at character creation. When the outcome of an action depends on these stats, roll 2d6 + Stat. 9 or above is a success, 13 or above is a major success. Certain actions require special training or just plain more difficult than the others. These are called hard actions and require a major success to perform. As most characters will not be able to perform hard actions reliably, these should be fairly uncommon. Instead, major successes should be an excuse to give players extra benefits on top of what the action was aimed at, or a measure of just how well the characters performed their task.

Your mundane stats are not used to “do” anything, rather, they are referred to when the outcome of your in-character actions is not readily apparent. Therefore, your mundane stats are not as much related to “what” you do, but to “how” you do it. For example, you are trying to find out if a rival magical girl is lying to you. Communication may help you to earn her trust or read her non-verbal communication. Tenacity may help you pressure her till she cracks. Insight is useful if you are trying to detect internal inconsistencies in her story or to check her words against some other evidence. Similarly, when you are trying to make your school crush notice you, you may rely on your natural charisma, use your intelligence to help him or her with studies or just impress him or her with hard work and determination. Of course, in each situation some stats may be more useful than the others. Communication is a lie detector only in a sense that it gives you information about a person’s reactions, but does not actually tell you if a person is lying.

Besides your stats, that apply to a wide range of situations, at character creation you get a major and a minor proficiency, which add 2 or 1 to your mundane stat roll respectively. Proficiencies are a way to describe what your character has practised and what she is good at. Note that proficiencies are not tied to a particular stat. A talented painter may get a bonus when trying to determine, if two paintings are painted by the same person (probably insight), expressing her feelings through a self-portrait (probably communication or insight) or completing a large and difficult painting on a very short deadline (probably tenacity). Magical girls may gain new proficiencies by spending in-game time practising and learning new skills. How long it takes to gain a new proficiency depends on a particular skill and the game master’s judgement.

A note on the nature of art: it may not always be clear what stat should be used for artistic expression. In this case it could be helpful to consider what question you try to answer with a dice roll. Suppose a magical girl tries to sketch an ancient artefact for future reference at a museum where photography is forbidden (such as the British Museum). In this case art does not really factor in much, it’s all down to her ability to notice all of the relevant details and represent them correctly, so insight is probably the most relevant stat. However, if it is already established that she is a proficient artist, there isn’t much need to roll the dice in this situation, but if she wants her sketch to capture a particular feeling she has when looking at this artefact, she should probably roll communication, as this is the stat most relevant to understanding your own feelings and predicting how things will affect others. Similarly, if somebody is practising a particularly challenging piece of music for a performance, what will most influence the outcome is how much practice that person has. So, a few tenacity rolls before the performance should be called for to determine if she is able to patiently fail at the same passage time after time, try again and again and not cut any corners, which would result in a sloppy technique.

If you have artistically inclined characters in your party, however you want to treat rolls for their chosen art form, discuss it with the players first, so that they can make an informed choice when distributing their stats.

Characters can also give and receive help, within reason. To help somebody you make a roll using the relevant mundane stat. If you roll 9 or above, the recipient gets +2 to the result of the character’s roll. If you roll 12 or above, the recipient gets +4 to the roll. Most of the time you roll the same stat for help, as for the main action. However, sometimes another skill could be more appropriate. For example, if the main actor is relying on tenacity to train for a sporting event, a friend with a high insight may use it to help her by researching what are the best training methods.

If the game master wishes to let the dice decide how well an NPC tries to thwart the PC’s plans, a contested roll may be called for. In this case both parties roll the required stats and whoever has the higher number wins.

  1. Bonds

Mother is just a little awkward, that’s all.

– Fate Testarossa

Strength of connections magical girls have with people, objects and activities in their mundane lives is represented by bonds. Bonds may take a lot of forms: friendships, rivalries, common interests, hobbies, objects of great personal importance. These bonds are necessary for a magical girl to maintain a semblance of normal life, they are also her support and a source of strength.

The strength of a bond may vary from 1 to 4 points. Generally, a 1 point bond is something that a character casually enjoys, or a person, who occasionally pops into the character’s mind, whereas a 4 point bond is something that gives the character’s life meaning. This should not be confused with a character’s ideals. A magical girl may be dedicated to the idea of justice, but justice is an abstraction and wouldn’t really count as a bond. However, there is probably something in that girl's life that exemplifies that ideal of justice, such as a family member working in law enforcement, or the stories of her grandmother fighting against an oppressive political regime. Something that, if it was proven to deviate from the ideals of justice, would undermine that girl’s whole belief in justice. That would be a 4 point bond.

Besides the purely narrative functions, bonds are required to keep a magical girl alive. When a magical girl with no bonds ends up overusing magic, she turns into a horrible monster (see Overcharge). Gaining and losing bonds also grants players experience for character advancement, unless bonds are lost due to hostile magical abilities or the use of player characters’ magical talents, such as Hate the World. If the same decision made by the character results in both losing and gaining a bond, only one experience point is gained.

At character creation each player has 12 points to divide between her character’s bonds and state what exactly makes that object, person, organization etc. important to the character. These bonds are going to roughly describe the magical girl’s world, so there will probably be one or two main bonds and a few weaker ones. That is, of course, if the magical girl is supposed to have a more or less normal life.

Over the course of the game characters lose and gain bonds based on their actions. To gain a bond a character must demonstrate an increased level of dedication by some successful action. Similarly, letting your bond come to danger or acting against its interests decreases the bond’s level. 

For example, our magical girl is the head of a poetry club, and the club is important to her, because she enjoys the communal spirit of the club, which is so different from the way her father tries to run their family the same way he is running his factory. Still, the club is not the main thing she does, it's just a place, where she likes to be, a 2 point bond. However, later in the game she wants the club to host a big poetry reading, but has trouble finding an affordable venue. In the end, she convinces her father to let them use a cafe he owns, even though to convince him she had to get into a big argument with him about the way their family is. This would be enough to raise the bond to the 3rd level. Now, suppose that at the same time she and her magical girl friends were investigating a rumour about a monster that will come to haunt anybody, who recites from stage a certain poem written in a dead language. Our girl decides that she has just what Dr. Faust ordered, and includes that poem into her program, without even mentioning it to the club members. When the monster unsurprisingly shows up and causes a panic in the cafe, she will lose a bond point with the poetry club (gaining one point of experience), since using its event as a bait for magical horrors clearly goes against the communal spirit, and mutual trust, and openness, for which she values the club.

  1. Sorcery and magical powers

There are things even cards and magic can’t fix.

– Cerberos

  1. Magical attributes

There are three magical stats:

Heart: your capacity for peace, love and healing.

Fury: your capacity for violence and aggression.

Judgment: your attunement to the mysteries of magic and its logic.

At character creation you have 9 points to divide between these stats. No magic stat can be above a 6 at character creation. Once you have decided, what are your scores for each stat, you will need to designate, which of them is your Attack stat, which is the Defence stat, and which is the Support.

While the use of Attack and Defence is self-evident, Support is used for resisting magical effects, being able to rise from a defeat and other miscellaneous but important uses.

  1. Overcharge

Whenever you roll a 6 on a magical attribute check, you add another d6 to your roll, also known as exploding dice mechanic. If the added die also comes up with a 6, you add one more die and so forth. Damage rolls and mundane attribute skill checks do not explode. When dice explode during attack or defence rolls, you get to add or subtract 2 points of damage from the damage total respectively. For each six rolled during a magical attribute check, you also add a point of overcharge to that stat’s overcharge counter. Overcharge is also gained from using certain talents, but with the exception of the Boost talent, overcharge spent on skills does not influence the damage, even if it is a damaging talent.

While the in-game explanations may vary, overcharge represents the side effects of using magic, both on the psyche of the magical girls and on the world around them, and overuse of each magical stat comes with its own flavour of awful, the effects ranging from emotional outbursts to exploding from the inside. Whenever Overcharge effects come into play, the Overcharge counter for the particular stat affected resets to zero. Here is the breakdown of Overcharge effects per points of Overcharge on the same stat:

1-4 – Minor flair: either an inappropriate emotional outburst, or a minor supernatural occurrence, which may be dismissed as imaginary or weird but natural. At this stage overcharge can still be managed and relieved in a healthy way.

5-7 – Major flair: a major inappropriate emotional outburst with a potential to hurt the magical girl’s mundane life, or a supernatural occurrence, which may make the witnesses suspicious of the supernatural.

8-10 – Temporary Change:  an unnatural change to the magical girl’s mind or body, which will eventually wear off. As products of uncontrollable magic, these changes cannot be masked with magic, but generally can be masked using mundane means.

11-12 – Permanent Change: same as above, but it is permanent, and the effects are generally more severe.

13+ – Burst: this happens as soon as the overcharge counter hits 13 on any stat. There are three kinds of bursts, detailed below, as well as the other stages of overcharge.

The below tables give some examples of overcharge. The Game Master and the player may choose an option from these tables, roll the dice, or come up with something else they deem fitting the tone and the plot of the game. For Flairs, especially Heart and Fury, it is more useful not to call for them specifically, but to keep an eye for when something satisfying the conditions of a flair happens, and then just writing the overcharge off.

Heart Flairs are centred around the feelings of attachment and loss. Minor heart flairs may also be relieved by open discussion of your feelings.





You meaningfully contribute to some communal activity.


You discuss your troubles with somebody understanding.


You spend significant time hanging out with a close friend.


You go somewhere to meet new people.


You try to set someone up on a date with someone else.


You try to pry from a person their intimate feelings.


You give someone a lingering hug.


You give someone a peck on the cheek.


You watch them from a distance, rapt.


You insist on a group hug.


You offer someone food and won’t take no for an answer.


You send someone embarrassing text messages.


You steal something small and give it to someone.


You suspect somebody close to you secretly plans to abandon you.


You make a sudden late night call to share your troubles.


You think something out loud.


Your current mood inadvertently spreads to people around you.


You feel a sudden urge to spend some time alone.





You demand from somebody to promise they will never leave you.


You demand from somebody a proof of friendship or affection.


You make an inappropriately expensive gift.


You give someone a sudden, intense kiss.


You give someone an embarrassing love letter.


You insist on cooking someone an elaborate romantic meal.


You try to drag someone off for an impromptu date.


You make a very public declaration of love.


You pull someone into a hug and won’t let go.


You put considerable effort into making something to impress a near stranger.


You reveal one of your deepest secrets to someone.


You stalk someone


You steal something valuable and give it to someone.


You try to give yourself a major makeover to impress someone.


Your speech and gaze briefly become hypnotic.


Somebody you are talking to suddenly gets overwhelmed with whatever emotion you are experiencing.


You isolate yourself from others and cut all communication for some time.


You try to steal the spotlight, regardless of how inappropriate that may be.

Heart Changes usually have one of the following themes:




Clone form

You are transformed to look like somebody you know.


Getting Close

Every now and then you will spontaneously teleport near someone you have a relationship with.


Normal Copy 

Your magic spawns a copy of you. She knows nothing of magic at all, and just wants to live a normal life.


Out of Phase

Every now and then you go out of phase with the world, so that you become translucent and cannot touch anything.


Tell Tale Heart 

There is periodically the sound of a beating heart somewhere near where you are.


Magical Boy

You become a boy. Nothing else about you particularly changes, and you can still transform and use magic.


Cat girl 

You have the pointed ears and long tail of a house cat. The ears give you a bit better hearing, but are more than anything a burden. It’s possible to hide them, but doing so is difficult and uncomfortable.


Familiar Form 

When not transformed, you look like a familiar, a fanciful little creature capable of human speech. Your magical girl form is still human, but you can only maintain it for a short time.



You periodically shrink down to the size of a small doll and revert back at random. While shrunk you become hard to catch, but dealing with the world in general is a challenge. Your magic is unaffected.


Moe Girl

You become unnaturally attractive in a way that appeals to otaku. Your proportions are a little too perfect, your skin looks photoshopped, your eyes become just a little too large, and your hair looks like a quality cosplay wig.



Your skin secretes traces of a potent hallucinogen, so contact with your skin can cause people to experience hallucinations.



You sprout a pair of wings, large enough to be conspicuous but not large enough to fly. They will be extremely difficult to conceal. You could cut them off, but it would be astonishingly painful, and leave bloody stumps on your back.



Every now and then you become magically adhesive for a short time, so that things and/or people stick to you.



You suddenly lose the ability to speak or communicate in any other way for a short while.


Nothing at All

You are overwhelmed and right now you don’t really feel anything. This also interferes with your attempts to understand how others feel.



If there’s even a small reason to suspect you are being lied to, you don’t buy it. And if the matter concerns relationships, you don’t even need a reason.


With a Little Help of My Friends 

You need either one of your magical girl friends or some specific person to be near you to be able to transform and use your magical abilities.



You are thirsty for people’s approval, which lets them take advantage of you.


Head in the Clouds

Whether it is because you are absent-minded or due to the general feeling of overflowing love, you occasionally start uncontrollably flowing upwards.


Sensitive Skin 

You become extremely sensitive to a common irritant, such as sunlight, water, or maybe even your partner’s favourite perfume.


Mono no Aware

You are keenly aware of the transience of all things, and things do not disappoint. Everything fragile, impermanent and fleeting around you ages and weathers at a supernatural speed.


Reading Hearts

Sometimes you gain a glimpse at the true state of mind of the people you love, especially how they feel and what they think about you. 



As a means of dealing with the stress of being a magical girl, you pick up a new hobby. Unfortunately, it’s a hobby most people will find weird or even repulsive



You are completely obedient to somebody’s will.



There is a place or an object of great significance, and you cannot willingly go further from it than the specified distance


Trolls’ Mirror

You are surrounded by a sparse cloud of almost invisible snowflakes, which may freeze the hearts of people, who are exposed to it for too long. Maybe even yours.


Ice Queen

Your heartbeat slows, your limbs are always cold to the touch, and you do not feel cold.


Does My Face Show Some Kind of Glow

When you are excited, you all light up, literally.


All You Need is Love

You get your sustenance from love, which is to say your health and well-being depends upon your romantic life.



You feel the pain of those around you as strongly, as your own, including the pain of your enemies.



Nobody can look you in the eyes.


Grown Up

In your mundane and/or magical form you look like an adult (think mid-thirties) version of yourself.



Some of the bones in your body become soft and rubbery.



Certain areas of your body become transparent, revealing your organs.


Rabbit Paw

Anything you touch with your right hand turns into gold, cake, or some other predetermined valuable.


Everybody Wants My Baby

Pretty much everyone is trying to hit on you now.

Heart Burst: magical girl’s attachments and longing take a shape of a magical creature, whose only desire is to solely and fully posses that magical girl’s most important object or person as determined by her strongest bond. She also loses one point from her strongest bond. If this leaves the magical girl with no bonds, she actually sheds her human body, completely transforming into this obsessed monster.

To determine the characteristics of the monster, use the Monster section, and consider giving that monster some of that magical girl’s signature talents.

Fury Flairs take form of bouts of anger and irritability. Minor Fury flairs can still be relieved through strenuous physical activity, winning in close competition, or going on wild adventures.





You go for an exhausting workout.


You spend all night partying.


You climb a cliff side with no safety.


You win a very close and intense game of scrabble.


You dunk someone in water or other liquid.


You give someone a hard shove.


You play a mean prank.


You take a dump on somebody else’s work.


You scrawl insults where someone will be sure to see it.


You send someone threatening texts.


You shout in someone’s face.


You break a window.


You tell a nasty lie about someone.


You compete with somebody for something they deeply want out of simple spite.


A small object lifts off the shelf and launches at somebody annoying.


A person you are arguing with starts feeling sick.


Your voice suddenly becomes unnaturally deep and loud, darkness surrounding you as you speak.


Your magic causes a minor accident.





You deliver a particularly vicious, underhanded blow.


You do your best to totally humiliate someone.


You take something of personal significance from someone and try to break it.


You spoil somebody’s hard work.


You get whatever’s handy and swing it at someone.


You kick someone somewhere sensitive.


You play a rather dangerous prank.


You deface something major.


You rig a competition to spite somebody.


You set something large on fire.


You needlessly put yourself in harm’s way.


You set somebody up to get them in significant trouble.


You smash up someone’s car.


You start screaming at someone and breaking things.


Your enemy gets into a painful accident because of your magic.


Somebody’s belongings spontaneously combust (or the element-appropriate equivalent)


People around you are taken by unnatural terror for a moment.


A person you had an argument with suddenly falls ill.

Fury Changes are usually not direct expressions of a magical girl’s anger, but they create an environment, where these emotions flourish and come to the surface.




Aggressive Aura

Something about your presence makes people and animals around you more inclined towards aggressive behaviour.


Canine Animosity

Dogs just seem to find you unsettling. Dogs near you freak out and bark, whine, and howl. Even a dog you’ve known all your life would bark its head off around you.


Force Pulse

Every now and then you emit a sudden shockwave, powerful enough to knock people over and leave their ears ringing.


Night Terrors

Most nights you are troubled by terrible nightmares that have you waking up crying or screaming.



Every now and then you have an irresistible need to set fire to something just to watch it burn.


Random Outbursts

You periodically have violent outbursts. This does not remove Overcharge.


Beast Within

Periodically you have fits, which may or may not have a specific trigger, where your muscles bulge up, your teeth turn into fangs, your nails grow into claws, you become horribly irritable and feel an urge to have a good jog in the woods.


Fast-Growing Hair

Your hair grows unnaturally fast, such that you would need a haircut every day just to have it be remotely manageable.


Life is Very Long

You feel as though time has slowed down almost to a halt, including yourself of course, and even a few minutes of waiting become almost unbearable.



You are always hungry. You never gain extra weight from this, but you are never sated.



You grow in size, and your physical strength increases proportionally. Hope you are outdoors when that happens.


Evil Eye

One of your eyes comes to contain dark magic. Sometimes someone you look at will suddenly fall ill.


Burning Blood

You periodically break out in an unnaturally intense fever. It makes your head fuzzy like an ordinary fever, but otherwise doesn’t harm you. On the other hand to other people you’re hot enough to be painful to touch.


Unnatural Bleeding

Every once in a while you start bleeding from your eyes, mouth, etc.



Sometimes the air around you fills with strange whispering voices.


Aura of Death

You acquire an invisible aura of death. Smaller creatures around you and larger creatures that are particularly sickly (including people) will tend to die off unexpectedly. The more a given weak organism is around you, the more likely it is to die.


Kinetic Storm

Every now and then an unseen force starts picking up and hurling small objects around you.


Weather Phenomenon

The weather sometimes changes unexpectedly to reflect your mood, up to and including very dangerous forms of weather when you’re particularly upset.



You sometimes emit an electric shock, strong enough to be painful to a person or to damage electronics.



You cannot spend two nights in a row in the same home.


Public Enemy

You are blacklisted in all clubs and wanted by most law enforcement organizations, even though they do not actively pursue you.


Tooth for Tooth

You are magically compelled to repay each wrong with an equal wrong.


The Creature

There are signs on your body, which make you look like a product of some scientific experiment, inspiring those who discover them to fear and hatred.


Ms Durden

Occasionally when you think you went to sleep, your alter ego goes on little adventures, doing what you were always afraid of.



Thin sharp spikes grow out of your skin.


Burning Desire

Whenever you cannot get something you really want, it just bursts into flames.


Show Your Fangs

Your teeth all become sharp and pointed.



There is a mark on your body, which is very clearly associated with a very shameful or humiliating event in your life.


Gentle Now

You have difficulty controlling how much strength you apply to your actions, so sometimes you accidentally crush paper cups, glasses, phones and people’s fingers in your hands. 


Foot in Mouth

Often when you try to say something to ease the tension or come to an understanding, you say something to quite the opposite effect.


Cloaked in Shadows

Any room you are in seems just a little bit darker, and when you are outside even Sun seems a bit dimmer than normal to those around you.



You acquire a rather nasty-looking scar somewhere on your body. It’s not unnatural per se, but people will wonder what a girl like you could’ve done to get such a thing.


Imperfect Pitch

You had the misfortune of acquiring perfect pitch with your reference point being out of tune, so all the normal music sounds horribly out of tune to you.





Target Audience

Watching people fighting or arguing gives you a rush like no other.  No, the recordings won’t do. Live footage is okay, being there yourself is even better.


Gift that Keeps on Giving

Anybody you hurt will equally hurt somebody else within the next day, even if unintentionally.

Fury Burst: magical girl enters a frenzy, destroying everything and anything that stands in her way. While she is in this state, the following rules apply:

  • – She can take 2 turns per combat round, and on those turns must attack a living target or move towards one. Preference is given to closest targets, then to the targets that pose greater threat, then to the hostiles.

  • – She regains 1d6 Resolve at the start of each turn she takes, but has no other ways of recovering resolve.

  • – She does not gain any Overcharge while this is happening, but still gets extra dice and bonus damage from rolling sixes.

  • – Instead of gaining Fury Overcharge when using talents, she may spend it on using Talents, but only the Talents linked to Fury Overcharge.

Each time she attacks, the player must do at least one of the following:

  • – Spend 2 Fury Overcharge to add +1d6 to the damage of a successful attack.

  • – Spend 2 Fury Overcharge to make an extra basic attack in retaliation immediately after being attacked.

  • – Spend 1 Fury Overcharge on an extra point movement towards the target.

The violent spree continues until the magical girl expends all the built up Fury Overcharge or loses all her Resolve. Fury Burst burns one bond point, starting with the bond most appropriate thematically. If this leaves the Magical girl with no bonds, she becomes an NPC controlled by the game master, when she expends all of her Fury overcharge, she begins to gain 2 points of overcharge at the beginning of each of her turns and her rampage continues until she is put down.

Judgment Flairs usually mess with perception and sense of reality in a more of a direct manner than other flairs. Minor Judgement flairs can still be relieved through applications of creativity and problem solving.





You solve a mystery.


You express your intuitions in a work of art.


You thoroughly research something absolutely mundane.


You find a mundane solution to a magical problem.


A transformer on a pole overhead explodes.


Lights flicker and go out.


People in the area momentarily stop and stare in unison, then go back to their business as though nothing happened.


Animals become agitated.


The cats in the area converge in one spot.


Electronics play strange, indecipherable voices.


Cell phones get strange gibberish texts.


There is a smell of sulphur.


Every phone in the area receives wrong number calls.


There is a minor earthquake.


Random arrangements of leaves, mildew, etc. seems to be faces.


People in the area feel nauseous.


An animal panics and kills itself.


Birds’ magnetic sense is thrown off.


Regardless of the current weather, there is a thunderclap.


Bugs crawl out of cracks in the walls.


Screens display magical writing.


A mysterious sound of footsteps.


It suddenly becomes extremely cold in the area.


A large object unexpectedly tips and falls over.


A sudden gust of wind fills the air with slips of paper.


It suddenly becomes very hot in the area.


The weather changes very abruptly.


Food tastes and smells overpoweringly sweet.


There is an oddly sweet smell in the air.


Food turns out to be spoiled.


Trees abruptly lose their leaves.


Devices in the area turn on by themselves.


Clocks start changing times at random.


The area becomes eerily quiet as background noises fade away.


Glass develops cracks.


Vehicles in the area momentarily go out of control.





A door doesn’t take someone to the right place.


Objects float as though controlled by unseen hands.


A fruit tree starts sprouting and growing unnaturally fast.


Objects hover in mid-air.


A large object explodes into component parts and then reforms.


Objects wink out of existence.


A sudden, unnatural blast of music in the air.


Patterns on the floor contort and writhe.


A wind comes up carrying choking ash.


People are briefly battered by an invisible force.


All sound magically ceases.


Raindrops rise up from the ground.


An object is consumed by unnatural fires.


Reflective surfaces have a short time delay.


An object slowly lifts itself up and then shoots at a wall at high speed.


Small candies rain from the sky.


Animals speak nonsense words.


Small objects start hopping around as though alive.


Animals start walking through walls.


Someone briefly flickers out of existence.


Animals surround you in silent worship.


Someone gets a phone call from a dead person.


Birds fly backwards.


The ground shatters under your feet.


Drawings in the area become animated.


The walls flicker like a software glitch.


Droplets of water float in mid-air.


There is a small pocket of low gravity.


Every alarm goes off at once.


There is a small pocket of zero gravity.


Gravity is abruptly doubled around you.


There is a small rain of blood.


Magical writing temporarily appears on walls.


There is an unnatural snowfall.


Mirrors don’t reflect people.


TVs and similar show broadcasts from several decades ago.

Judgment Changes are a result of magic making a home for itself in the Magical Girl’s body. Each Judgement Change makes her stranger and less human. Not quite insane, but living in a reality, which is quite different from what normal people and even most magical girls see. The examples include: 





Lovely Eyes

You sometimes have eyes open up on random parts of your body and then close, disappearing completely.


Irresistible Element

You find especially potent instances of your element, such as bonfire for a fire-element girl, irresistible. Whenever you encounter one, unless you are in immediate danger resisting just sitting down and staring at them for a while is a hard tenacity action. You will eventually snap out of your trance on your own, or if somebody calls you out or touches you.


Elemental Attraction

Instances of your Magical Element are gently attracted to you.


Magical Clone

A precise copy of yourself appears somewhere in the city. She is not a magical girl, but she knows everything you do about magic at the time this Change takes effect. She also hates you, and will try to screw up your life however she can.


Magical Reflection

Your reflection in any given surface has a mind of its own, though you are the only one, who seems to notice. So far.


Magic Voice

Your voice has magical power that cuts in and out at random. Every now and then people are magically compelled to carry out something you say in the most literal manner they can manage, but you have no control over what or when.


Magical Diet

You can no longer handle normal food, instead gaining sustenance from magical energy. Eating food always gives you food poisoning type symptoms.


Magical Blood

When you bleed, your blood glows and magical symbols waft up from it.



Your skin becomes unnervingly pale, and your eyes become sunken, like you’re very sick.


Speaking in Tongues 

Every now and then you start spewing what sounds like gibberish. You don’t know where it comes from yourself, but monsters seem to understand you.


Scroll Body

Your body becomes covered in magical writing. You do not know where it comes from or how it appeared there, though you may sometimes wake up with a permanent marker in your hands. No, it doesn’t come off no matter how hard you rub.


Unstuck in Space

You sometimes teleport at random within your local area. Sometimes only your mind does, leaving your body behind and returning to it shortly after.


Voices in the TV

People appearing on televisions and other video playing devices sometimes seem to be talking to or about you.


Vivid Dreams

Your dreams are very vivid and you remember them as well as your waking life, they are also fairly mundane, by magical girl standards. This gives you some time to reflect, but you risk confusing the waking world with a dream and vice versa.



There is a superstition you now follow.



You develop a phobia.


A Girl of Her Word

Your direct promises become binding, but you are free to chose whatever interpretation of your promises you prefer. Still, be careful not to find yourself in the situation where you cannot fulfil all the given promises, for there are consequences.


Allergic to Iron

Touching iron, or steel for that matter, takes away your magical powers for a few hours.


Little Friends

Sometimes you see little creatures running about their business they are friendly, but quite useless. They are good listeners though.


Writing on the Wall

Occasionally you get a feeling that if you look under the right rock or stand in just the right place, you will see some important sign. Sometimes you actually do find mystical warnings. They rarely relate to you, but often warn of great danger.



Next time you go to bed you see the most beautiful and captivating dream you could ever imagine. After that you can no longer fall asleep in any circumstances.



Magical creatures want to be near you, be it your familiar or monsters. They also feel your presence from far away, though not instantly.


Weird Tastes

You get cravings either for very exotic food, or even for something that is not edible at all. Be it crickets or lipstick, your stomach seems to handle it well.


Fairy Dust

Sometimes almost invisible dust falls from your skin. Anything it touches gains wondrous qualities for a short time. Plants start walking, cats start talking, and so on. If any of this dust gets on a person, that person will be briefly able to perceive magic.


No One

Non-magic users no longer pay attention to you, and even seem to forget you ever existed. It takes some effort to make them notice you and remember who you are.


I See Dead People

In places of notable deaths you sometimes see shades of those who died there. These shades have little to no useful information to offer and just want a little affection.



You must perform a complex and difficult ritual, taking many hours and requiring several locations throughout the whole city, lest the world come to a terrible end. Or so you believe.


Imposter Syndrome

You are convinced that the real magical girl was killed and replaced with an identical copy by the aliens, ancient witches and/or CIA.


Broken Mirror

Minor accidents happen to you and around you. They are usually harmless, but unnerving, such as a brick falling on the pavement just three steps in front of you.



If you aren’t happy with how something went down, you just invent a better outcome and convince yourself that’s what happened. Now on to convince anybody who mentions the truth.


Form Locked

You get stuck in your magical form and cannot transform back.



You develop a sudden aversion to wearing any shoes whatsoever.


Natural Look

No makeup stays on your face and you always seem to have twigs and web in your hair, dirt on your cheeks and scratches on your arms and legs.



Whenever you hear a pun, intentional or not, you genuinely interpret the words the wrong way. A worse version of the same makes you understand all metaphors literally.


I Want to Believe

The truth is out there, it’s up to you to uncover it.



A part of your mundane body changes to reflect your magical element.

Judgment Burst: magical girl explodes from within, releasing all the pent up magic and dealing 1 point of damage per point of overcharge released to everyone in the vicinity. The area affected by the explosion becomes magically tainted for at least a week, and anyone entering there has a chance of experiencing supernatural effects equivalent to at least a Minor judgement flair. The bystanders may try to avoid the damage from the explosion by making a Support check with the difficulty equal to twice the amount of Overcharge released.

The magical girl, to whom this happens, also loses one bond point starting with the weakest bond she has, as some part of her always dies in the experience. If the Burst leaves the magical girl with no bonds, she completely and irreversibly loses her self awareness as well as her magical abilities, becoming an NPC.

  1. Sorcery

Magical girls can bend reality to their will through the use of sorcery. Effectively, they can manipulate their element in order to achieve their goals. Because magic is linked to a girl’s emotions, intentions also matter. So, if a girl uses sorcery to protect people and help them, she adds Heart to her roll. If the intention is to hurt and harm, for whatever reason, she uses Fury. If the aim of sorcery is investigation, experiment or learning, she needs her Judgement. 

This system may lead to situations, where the same act of magic performed by the same girl in different situations may require the use of different stats. This is how it should be: imagine a musician performing the same piece for his friends and with a gun to his head. Unless she is extremely competent, these will be two very different performances. When it is unclear what stat should be used in a particular situation, the player and the game master should pick whatever better fits the overall story arc of the character.

These are suggested windows for sorcery of different difficulties:

No roll – simple manipulation of your element on a small scale is something you can simply do even in mundane form. Ex: Magical Girl with plant affinity makes a seed sprout and grow into a small plant over the course of a couple hours.

[10 / 12 / 17+] – you manipulate something related to your element on a small scale, or manipulate your element on a moderate scale. Ex: Magical Girl with plant affinity makes a tree bloom instantly in the middle of autumn, or she makes wooden floorboards sprout and entangle an enemy.

[12 / 15 / 19+] – you manipulate your element on a major scale or affect something that is related to your affinity distantly, or only symbolically. Ex: Magical Girl with plant affinity regrows a part of a fire-damaged forest overnight, or she gives “the strength of oak” to a toy sword.

[16 / 22 / 31+] – you manipulate your element on a grand scale or affect something tangentially related to your affinity on a moderate scale. Ex:  Magical Girl with plant affinity makes a tree uproot itself and walk, grows a lush forest in place of a huge wasteland, or conjures a wall of magically enforced ironwood out of thin air between some classmates and a hungry monster.

Besides affecting direct change in the world, sorcery can be used to enchant objects, as long as they fit the enchantment and the magical girl’s theme. Normally, these enchantments would fade in a span of one day to a couple weeks.

Optional rule: sometimes, when an enchantment put on an object is especially potent, it may become a permanently enchanted artefact. If this happened whenever a successful enchantment roll comes with three 6s in a row, an artefact would be created approximately every 216 dies cast, which translates to 43 enchantment attempts a magical girl fully committed to.

Artefacts also do not have to result only from enchanting objects: if there is a way for sorcery to leave a plausible physical trace, such as a fruit from a magically grown tree, for example, this trace may inherit the power to conjure up this sorcery again.

Given enough time (about fifteen minutes) a magical girl may perform a simple ritual, which will replace half of the dice rolled for sorcery, rounding up, with threes.

If the magical girl just barely manages to conjure up what she imagined, this magic may have some unpleasant side effects. Similarly, if she puts too much of herself into a very simple sorcery, the magic may get out of hand. Therefore, if the final score on the dice was above the lowest number on the difficulty range, but below the middle number, either the game master or the player must choose a side effect from the list or come up with something else appropriate:

– Magic attracts unwanted attention.

– Magical Girl has strained herself and gains 1 extra point of overcharge on the attribute she just used for sorcery.

– The effect is not exactly what the Magical Girl hoped for.

– The effect is unstable and may fail at an inconvenient moment.

– The effect has a condition or limitation.

If the final score on the dice was equal to the highest number on the difficulty range or above, the game master picks one of the drawbacks listed below or comes up with something else appropriate:

– Magic attracts unwanted attention.

– Magical Girl has strained herself and gains 1 extra point of overcharge on the attribute she just used for sorcery.

– Magic has targeted a bigger area than was intended or affected additional targets.

– The scale of the effect is more than what the Magical Girl bargained for.

– Magic is hostile to everybody, including the caster.

– The effect has a condition or limitation.

The player then also picks one of the additional benefits listed below or comes up with something else if the game master approves:

– Magic is persistent and will remain in effect for a long time.

– Magic can be freely adjusted or altered later within some parameters specified initially.

– The effect exceeds expectations. Ex: what was meant to be an invisibility spell also makes you invisible in infrared and ultraviolet spectrum, as well as undetectable by radio waves.

Something to discuss with your group is how much meta-magic you want to have in your game. Will it require a dedicated affinity or is it available to any affinity that is used creatively enough? Is it just open to everybody? Is it plain impossible? If your campaign is going to feature conflicts with other magical girls or maybe some other wielders of magic, questions about tracking the source of a spell, creating anti-teleportation zones and other such things will inevitably come up.

  1. Magical powers

Besides sorcery, each magical girl has a number of powers, which she can access freely both in her mundane and magical forms, and which normally do not require rolls. This encompasses basic manipulation of the girl’s element, such as creating a man-sized image for an illusionist or extinguishing a campfire for an adept of pyrokinesis, as well as two narrower, specific abilities, such as the ones in the table below. You can also design new abilities together with the game master.





Animal Form

It’s quite easy for you to take on the form of an animal.


Astral Projection

You can send your soul into a spiritual realm where you can invisibly look at the world and influence things with magic.


Blood Warping

You can exert power over the blood that flows through living beings, and for that matter over blood already spilled.


Brew Potions

You can make potions that affect people who drink them with different kinds of magical effects.


Color Change

It will take some creativity to make this power useful, but you can change the colors of things.



Cute, furry creatures (that aren’t magical) are at your beck and call with this magic.



You can place curses on people and other things. Talk to the GM about what exactly your curses do.



The art of divination will let you glimpse portents of the future and find answers to questions.



For you, doors don’t always lead to what’s on the other side of the door frame. You can use magic to make a door take you to somewhere else, maybe any other door in the world.


Dream Walker

You possess the power to enter the world of dreams. There are dangers, but you can find many secrets and influence dreamers.


Eat Anything

Given enough time, you can eat anything. You can bite through, chew, and digest pretty much anything.



You can fly, soaring through the air with no visible means of support.



You can construct servants of clay or some other material, which carry out your orders in a very literal way.



Your magical power lets you heal others (and yourself?), repairing wounds and other damage, and perhaps curing diseases.



You can put people into a relaxed state, in which they are susceptible to suggestion and their mental guards are down.



You can conjure up illusions to deceive and befuddle people’s senses.



For better or worse you always know when people are lying to you.



Through some trick of the light, or perhaps by altering people’s perceptions, you can make yourself invisible.


Magical Pet

You can conjure up a magical pet, similar to a familiar. It’s not sentient, but it does what you want.



You have the rare and perhaps unfortunate ability to create a Labyrinth, much like a monster.


Opus Magnum

You possess the ability to transform base metals into gold.



You can create small portals between two points, just large enough for a person to step through.


Red Thread

You can see red threads, invisible to most people, which represent bonds of love. You can also change them.


Resourceful Purse

You have a purse (or other container), and by reaching into it you can retrieve just about any object imaginable. Objects you create will fade away after a while though.


Shadow Pluck

For you, each person’s shadow contains objects derived from the substance of their soul. You can draw out all manner of amazing and impossible tools from people’s shadows.


Summon Bugs

Though you might prefer not to have it, you possess the ability to call up insects.


Summon Cake

You have the curious power to summon forth cakes and other sweets. Mostly they’re just tasty (if a little unhealthy), but maybe you can find something useful to do with this power.


Talk to Anything

With your magic, you can speak to anything, including animals and inanimate objects.



You can move objects within your line of sight through pure magical power.


Time Jump

You can make jumps through time itself. This is potentially a very potent power, and you should discuss with the GM what specifically it can do.


Transit Timing

Your magic lets you bend reality just a little bit to have buses, trains, and taxis show up at just the right time.


True Writing

When you write words of magical power, those words can exert influence over what they’re written on.


Walk Through Walls

You possess the curious ability to pass through walls and other solid objects.


Wardrobe Change

This whimsical magical power lets you change your clothes to pretty much anything you can imagine.


Weather Control

This power lets you command the weather, summoning most any natural weather effect.


Weave of Fate

You start to see the world in terms of a great tapestry, and you can pluck at certain threads to alter what would otherwise be “coincidences” to your advantage.

  1. Combat

Eventually your magical girls will have to battle either the forces of evil, or just anybody, who stands between them and what they want.

  1. Space and time

Combat proceeds on a hex grid. Each hex represents space necessary to accommodate one person, and it is usually assumed to be around two meters long. However, this is only an approximation of real space, and is, for example, your magical girl’s little sister is hiding behind her back during combat, they are understood to stand right next to each other, even though each of them occupies a separate hex. Alternatively, combat may be played out without any grid at all, “theatre of the mind style.”

At the beginning of each battle all participants roll 2d6 + Support in order to determine the order of actions. This roll does not explode and does not incur overcharge. Those, who do not have magical stats roll Tenacity. Ties are broken by whoever has the highest stat.

Each round a character performs a Major and a Minor action. Anything that can be performed as a Minor action can also be performed as a Major action. Some actions are considered instant and these are called Free actions. They, however,  still can only be performed on the turn of the character performing the action, unless specified otherwise.

Normally, moving to an adjacent hex requires a Minor action. Leaving a hex adjacent to an enemy requires you to disengage as a Major action.

Sometimes, there are obstacles on the battlefield that hinder movement. These are referred to as Rough terrain. If they do not prevent other characters from occupying the same space at all, the characters must expend two hexes worth of movement in order to leave such a hex, use a special talent, or use Reckless movement.

Reckless movement allows you to leave rough terrain or a hex adjacent to an enemy as a minor action. To do so, roll 2d6! + Support. On a 10 or less you fail to move and take 2 damage. On an 11-13 you move successfully, but take 2 damage. On a 14+ you move and take no damage.

  1. Life and death

A Magical girl’s readiness to fight is measured by her resolve, which starts at the maximum value of 18. Resolve allows her to maintain magical form and protects her from harm. When her resolve is reduced to zero, a Magical girl has no access to her magic and she is then treated like a non-magical human. If an attack inflicts more damage on a Magical girl, than she has resolve, all the extra damage is ignored, and subsequent damage will result in accumulation of wounds.

Regular humans have 3 wound levels, depending on the amount of damage received. 1st level wound corresponds to 1-2 damage, inflicts a 2 penalty on all rolls, and lasts about a few days, it is roughly equivalent to a surface cut with a knife, a grazing gunshot wound or dislocated joint. 2nd level wound corresponds to 3-4 points of damage, inflicts a -3 penalty on all rolls, and typically lasts about a week, it is roughly equivalent to a stab to the flesh, a cracked bone or a concussion. 3rd level wound corresponds to 5 points of damage, inflicts a -4 penalty, and lasts about two to three weeks. This is equivalent to a gunshot wound, broken bone or a punctured lung. Unless 3rd level wounds are promptly treated, they may result in death. 4th level wound indicates that the character is dead. At 6 points of damage a person dies. When the healing time for a wound level passes, the wound does not disappear, but first downgrades to a lighter level, so a level 3 wound first becomes level 2, then level 1, and only then completely heals.



healing time



1-3 days



~1 week



2-3 weeks


character dead

Transformed magical girls ignore the penalties to the roll, but take 1d6 per wound level minus Tenacity penalty to their maximum resolve. So, a penalty to maximum resolve for a Magical girl with 3 wounds and 4 Tenacity will be 3d6 – 4.

If a Magical girl looses all her resolve, she may attempt to collect her strength and rise up again. To do so she rolls 2d6! + Support. The result determines amount of additional Support overcharge she receives and how much Resolve she regains at the beginning of her next turn:

10 or less: 2 points of overcharge and 1d6 Resolve.

11-13: 1 point of overcharge and 1d6 + 3 Resolve.

14+: 1 point of overcharge and 1d6 + 6 Resolve.

Magical girls have a melee and a ranged attack. Melee attack can target only hexes adjacent to the magical girl’s position, and by default deal 1d6 + 2 damage. Ranged attacks may target objects or enemies two to three hexes away from the magical girl, and deal 1d6 damage. To determine if an attack hits, players roll their attack against the enemies defence. If the scores are tied, the roll, which had more 6s on the dice wins, otherwise the tie is broken by whoever has the highest stat. Damage is increased by 2 for each 6 rolled by the attacker and decreased by 2 for each 6 rolled by the defender. Some talents also influence the damage.

Non-magical attacks against magical creatures deal one point of damage, and Tenacity is rolled instead of attack. Similarly, Tenacity may be rolled instead of Defence. When used to attack non-magical beings, mundane objects deal one point of damage, and regular weapons deal 1d6 points of damage.

  1. Help and hindrance

Another factor in combat are ailments. They may be inflicted through sorcery and use of talents both by magical girls and their enemies. These ailments are:

Stun: a stunned character can take only one action per turn. If she removes this status with her action, she regains the second action.

Bound: movement requires Major action, which also means that a bound character can only leave Rough terrain through the help of reckless movement, talents, or sorcery. If she is trying to leave a hex adjacent to an enemy, that position is also treated as rough terrain. Bound characters also take a -2 penalty to all rolls.

Bleed: bleeding characters take take 2 points of damage at the beginning of each round.

Characters may attempt to remove ailments from themselves by rolling 2d6! + Support. On an 11-13 an ailment of choice may be removed. On a 14+ any number of ailments may be removed.

Characters may also attempt to intercept an attack as a Free action, if they stand adjacent to the intended target or on the line of ranged attack. They must roll 2d6! + Defence. On an 11-13 they take full damage instead of the target. On a 14+ they take half the damage instead of the target, and the initial target takes none. If cover is successful and both the initial target and the defender see it appropriate, their relationship may be strengthened by 1 point once per episode.

Magical creatures, including magical girls, can attempt to use sorcery in battle, taking a -2 to their roll if they perform it as a Major action, -4 if they perform it as a Minor action, and taking no handicap if they spend the whole turn on it.


  1. Chases

It’s time for me to go.

– every Saturday morning cartoon villain ever

Eventually your magical girls are going to have to chase an enemy, or run away themselves. This is where the chase resolution mechanics come into play. Unless an outcome of the chase is clear from the very beginning, such as a human with no magic chasing a car no foot, whoever is being pursued attempts to create obstacles for the pursuers, and the pursuers have to overcome the obstacles and may try to create obstacles for the one they pursue and/or find shortcuts. Whenever the pursuers fail to overcome an obstacle or try and fail to find a shortcut, the distance between the two parties is increased by one point. Sometimes, trying to create an obstacle for the pursuers has a potential to backfire, which is called taking a risk. In this case distance is increased or decreased by a point depending on who failed and who succeeded at a challenge. If both parties fail or succeed, the distance remains the same. Initial distance is determined by the game master, and the default is 1, which means the pursuers have a clear view of the second party and possible escape roots she has. A distance of 2 means that the pursuers are about to lose sight of the target, and a distance of three means that they have lost it. 

A chase starts with an escapee’s turn, followed by the turns of everyone pursuing her. Not all pursuers have to take active actions on their turns. For example, if one of them finds a shortcut or obtains a vehicle, the rest may simply tag along. A chase is finished when the distance is decreased to 0, the distance increases to 3, or a predetermined number of rounds passes, such as when the target was trying to reach a certain destination.

Example obstacles:

– Dropping some crates: easy tenacity action for the escapee; hard tenacity action for pursuer (dodging)

– Crying for help: hard communication action for escapee; hard communication action (proving innocence on the run) / easy insight action (choosing a route with less people if available) / hard tenacity action (powering through other people either literally or just by running at them full speed and hoping they will chicken out) for pursuer

– Hiding / Trying to get lost in a crowd: easy insight action or hard communication action for escapee; hard insight (spotting) or hard communications (asking for help) action for the pursuer

– Jumping on a bus/tram just as the doors close: easy tenacity action for escapee; easy tenacity action for the pursuer (banging on the doors as the bus leaves or latching to the bus on the outside if there is such possibility)

Example risks:

– Suddenly running across a road with heavy traffic: hard tenacity action

– Making a big jump: hard tenacity action

– Running through a diner’s back door without causing a scene: hard communication action

Example shortcuts:

– Jumping a distance down: easy to hard tenacity action, depending on height and other circumstances

– Taking a shortcut: easy or hard insight action depending on the character’s familiarity with the area

– Jumping on top of a moving vehicle: hard tenacity action

The attributes and difficulties given above are mostly there to give a general idea. During real play, game master should decide on the difficulties and attributes based on particular actions that player characters take and the surroundings. Furthermore, the magic possessed by magical girls should not be ignored. If a magical girl can turn insubstantial, she can take a shortcut pretty much any time, just by walking through a wall, with no rolls required. Similarly, a flying magical girl probably won’t be hindered if her target starts jumping between rooftops.

As for the opportunities to create obstacles or take risks, they should plausibly arise from the current surroundings. If the players find themselves strung for ideas, the game master should be prepared to give a suggestion or two following a successful insight roll. If the player characters lose sight of the target before the chase should reasonably end, it may be a good idea to let them roll communication or insight to figure out where the target went. In this case the player characters would still lose some time, but they may get one more chance. For example: a rival magical girl is fleeing through back alleys, she turns the corner, jumps into a hidey spot (dumpster) and throws an empty can the other way (all of this should probably be done behind the game master’s screen). The pursuing character arrives a few seconds later and rolls a very low insight, which is interpreted as her not seeing any trace of the target, but hearing some noise from around the corner. She storms off ahead, while the rival magical girl leaves cover and runs back. This could be the end of the chase, but this is a rather anticlimactic ending, giving the players no closure. If this is not the desired effect, another easy insight roll could let the player character notice the can and realize that she has been duped. Maybe she will even come back in time to see the rival magical girl running in the opposite direction.

The odds in chases tend to be stacked in favour of the escapee for several reasons: to help player characters survive if they find themselves out of their depth, to extend the life expectancy of antagonists as per the common tropes, and to account for traps, which the players will inevitably set up once they get serious about catching somebody. That being said, catching up to the target and equally being caught should still be feasible.

  1. Affinities & Talents

Each magical girl has an affinity to a certain kind of magic, which may or may not align with her personality. Strikers are better at dishing out damage, Guardians excel at protecting others and controlling positioning, and Mediums allow those around them to realize their fullest potential. While any magical girl can learn any talent, learning something she has no affinity for will require extra effort. Each affinity also comes with unique talents available for free to everybody, who shares that affinity. All magical girls also know the Boost and Recover talents. On top of that, any magical girl can learn Common magical talents as if they belonged to her affinity.

Guardian Starting Talents

And Your Enemies Closer

Free Action, 1 Overcharge (Defence)

If you are in a hex adjacent to an enemy and the enemy attempts to move away, you can make a Support vs. Support challenge. If you win, the enemy is unable to move away, while the action used for an attempt to move is still used up.


Free Action

Once per round, if you successfully attack a target, you may put a Reflector effect on an ally within a range of 1-3. The reflector lasts until the end of your next turn. While it is active, any time an enemy successfully attacks the bearer, they ignore up to 3 points of damage from the attack, and the attacker takes those points of damage.

If you are playing a solo game, it is perfectly reasonable to allow the PC to use reflector on herself.

Striker Starting Talents

Follow Target*

Any time your attack misses, you gain a +2 bonus on the following attacks against the same target. This bonus stacks indefinitely until you land a successful attack on that opponent or attack any other target.

Want it Hard, Want it Now*

1/Scene, 1 Overcharge (Attack)

Once per scene you may re-roll an attack challenge. You have to keep the result.

Medium Starting Talents


Minor Action

Create a link between two enemies or two allies within a range of 1-3, which can include yourself. You must designate a primary and secondary target for the link when you create it. Any time an effect, such as status conditions or conditions inflicted by talents or sorcery affects the primary target, you may choose to give the secondary target a copy of the same condition as a free action. This includes various buffs and healing as well, but not direct damage. A link will end at the end of the scene, or when you create a different link. Note that this link carries over a particular condition, not its effects.

Power Dampening

Free Action, 2/Scene

If one of the dice on your magical action comes up a 1, you can remove 1 point of Overcharge from an ally or yourself.

  1. Basic Magical Talents


Free Action, 3/Scene, 1 Overcharge

When making a magical challenge, you can take 1 Overcharge on the magical attribute you’re using for the challenge to roll an additional die and add it to your result. This die will give you another die and another point of Overcharge if it rolls a 6 as usual, and if you use it for attack or defence it adds or subtracts 2 from the final damage respectively. 

Optional rule: it may change the way players treat their boosts, if your group agrees that boosts have to be declared before rolling the dice. This changes the boosts from a resource that will be expended as needed, to a measure of how important it is for a particular roll to succeed. Also, this makes the randomness of sorcery harder to mitigate, so if you want to lean into the idea of magic being unpredictable and dangerous, this may be a good rule to implement.



While out of combat, a magical girl can use this to regain 1d6+2 Resolve. This does not allow her to circumvent the maximum resolve penalty incurred by wounds.

  1. Common Magical Talents

Battle Sorcery

Get a +3 bonus to challenges made for using sorcery during a battle.

Bonus Action

Free Action, 2 Overcharge (Support), 1/Scene

On your turn, you may take another Major or Minor Action.


Minor Action, 1 Overcharge (Support), 2/Scene

Move 2 hexes on the battlefield. This movement ignores magical barriers and difficult terrain, and can be used to move away from enemies without needing to Disengage. This can also be used to pass through solid obstacles, but will leave a magical girl shaped whole in your wake. Living creatures just get pushed aside or dodge the movement reflexively.

Fight for Friends


When trying to prevent a disaster from happening to somebody close to you, you can add 6 to the result of the roll required by an action directly aimed to prevent this disaster, as well as to the damage, if any, caused by that action. You must declare you are using this talent before you roll for the challenge.

What constitutes a disaster varies from campaign to campaign, but it shouldn’t be something routine.

Hate the World


You can willingly reduce the rank of a bond by 1 to get +3 to the result of a challenge (and +3 to damage if it is an attack) or regain 1d6+4 Resolve. This reduction of a bond level provides no experience.


Minor Action, 1 Overcharge (Support)

You or one ally within a range of 1-3 restores 1d6+1 Resolve.


Free Action, 1 Overcharge (Attack), 2/Scene

Use this after making a successful basic attack. Apply the Bound, Bleeding, or Stunned status to the target of that attack.


Free Action, 3/Scene, 1 Overcharge (Defence)

You can reduce damage received by a target of an attack by 5 per each point of Overcharge spent. You can spend up to three points of Overcharge per scene this way, either on the same attack or different ones.


Minor Action, 2/Scene

Remove one negative status effect from yourself or one ally within a range of 0-2. You may remove additional status effects by taking 1 Support Overcharge per effect removed.


Minor Action, 1/Scene, 1 Overcharge (Support)

You instantly move to a place in the direct line of sight. This teleport may not pass through magical barriers. This action is not considered movement for rules purposes.

Tracking shot*

Major Action, 2/Episode

Make a basic attack. If it hits, the target receives no damage, but you place a tracking spell on it, which will notify you of the target’s location for the next couple of hours. Tracking is not interrupted by teleportation, but it is interrupted by entering a labyrinth or an area protected by sorcery. The tracking spell may be noticed upon careful inspection and removed, provided the target has the intelligence required to do so, can perceive magic and is sufficiently paranoid.

Make up*

Minor Action, 1 Overcharge (Support)

This allows you to assume the likeness of another person, including the voice, but not the mannerisms. Your disguise will generally convince anybody, who knows the target as well as you do. So, if you are pretending to be a famous politician you will fool other people who only saw him or her on TV, but may seem uncanny to those, who work closely with that person. However, this can be somewhat mitigated by your mundane acting skills. You can also use this talent to disguise your own apparent age or change your clothes. Note, that this illusion cannot hide inherently magical features, such as changes or any magical writing.

The Most Resilient Parasite*

Minor Action, 1 Overcharge (Support)

You implant a simple idea one sentence long into the mind of a target, and the target believes it unquestioningly. You do not control how the target reacts to that idea, so “These aren’t the droids you’re looking for” is a valid option, but “move along” or “run” is not. Since this is a very surface level inception, the effects wear off in about an hour. The target resists this talent and is aware of the attempt to use it and the thought you tried to implant if the target can use magic.


Minor Action, 1 Overcharge (Support)

You leave a mark, which sends you a signal whenever it is stepped over or, if the mark is a word, when it is read. Each mark can only be triggered once, before it has to be recharged with this talent or suitable sorcery. You can make this mark invisible to anybody, who cannot perceive magic.

Magical Girl’s Best Friend*

Major Action, 2/Episode

Whether by the virtue of an especially strong connection or sheer force of will, you can possess the body of your familiar, as long as it is willing. You do not have to be close to it in order to do so, and if the familiar dies when possessed, your mind returns to its original body. The possession is exhausting for the familiar, lasts up to a few hours, and all the while you are completely unaware of your surroundings.

Optional rule: a potentially more interesting way of employing this talent is to say that while the magical girl possesses the familiar’s body, it possesses hers, and if one of these bodies were to die, the surviving body will be forever inhabited by whoever possesses it at the moment of the other’s death.

Aura Reading*

Minor Action, 1/Scene

For a few moments you can see the auras of people around you, which lets you know their current emotional state, such as what is the primary emotion they are feeling right now and how strongly. Alternatively, you can focus your attention on a single person, gaining more insight into the person’s emotional state, such as what is the source of that emotion (in very general terms) or at master’s discretion whether the target has any magical powers. However, a magic user who is being probed thus will feel an attempted reading though wouldn’t necessarily know who is responsible for it.

Pure Magic*


Magic surrounds and penetrates you, it keeps you together. With this talent you can go on for an indefinite period of time without food, water or air. Mundane diseases and toxins also have no effect on you, and neither does radiation. These benefits apply both to your mundane and magical forms. The drawback is that caffeine and alcohol do not affect you either. Also, is it really good to become so dependent upon a notoriously capricious force, which no-one truly understands?



You no longer have a +2 bonus to damage at melee range, instead your maximum range becomes 4 instead of 3.

This talent is free at character creation.

Belkan System*


You can no longer perform ranged attacks, but whenever you successfully hit an opponent in melee range, you receive a +2 bonus, which can be applied to any magical stat roll in this scene. This bonus can stack up to three times (up to +6)  and you have to declare that you are using it before you roll.

This talent is free at character creation.

Cool Headed


This talent allows you to decide how many dice are replaced by 3s when you are performing a ritual as part of using sorcery. However, at least one dice has to be actually rolled.

  1. Knight Magical Talents

Aura of Strength

Any time you succeed on a defence roll you emit an aura that inflicts 2 damage to all enemies in the hexes adjacent to yours. This aura is not considered an attack action.

Create Barrier

Minor Action, 1 Overcharge (Defence), 1/Episode

Create a magical barrier that has 20 points of Resolve. It blocks movement (except by talents such as bypass), teleportation. The barrier may be either a straight wall passing through a position adjacent to you or a circle with a radius of up to three hexes. By default, the characters on the edge of the radius (for example, three hexes away from you in case of a largest possible circle) end up on the inside of the barrier. If there is not enough space to form a circle, only the straight version can be employed.

Defensive Switch

Free Action, 2/Scene

When an ally within a range of 1-3 is under attack (but before the enemy rolls for their attack challenge), use this power to switch positions with that ally and become the target of the attack, which you can then defend against normally.


While your current Resolve is half of your Base Resolve or less, you get +2 to attack challenges and +2 to the damage you cause with all of your attacks.

Get Over Here

Major Action, 1 Overcharge (Defence)

Make a basic attack. If it hits, on top of normal damage the target moves 1 hex closer to you after the attack is completed.

Life Bomb

Major Action, 1/Scene

When you use this talent you create a Life Bomb on yourself. If you are hit by an attack before the scene ends, you may use the Life Bomb to immediately heal half the damage caused by that attack.

Second Wind

Minor Action, 1/Scene

Regain 2d6 Resolve and get +1 to Defense challenges until the start of your next turn.


Free Action, 2/Scene

Use this talent to move one position as a free action, but only once per round. This move can be taken on your turn or in response to an enemy making an attack on your ally.

Steal Action

Minor Action, 3/Episode

Make an attack challenge against an enemy. If it is successful the enemy suffers the Stunned status effect and you may take another Minor Action.

  1. Medium Magical Talents

Courage Aura

Allies in the positions adjacent to you in battle get +1 to all challenges.


Minor Action, 2/Scene

Give an enemy within a range of 1-3 the Bound, Bleeding, or Stunned status effect.

Dampen Overcharge

Free Action, 2/Scene, 1 Overcharge (Support)

When an ally takes Overcharge from an action, use this talent to reduce the amount of Overcharge they take from that action to half (round down). This action can be taken out of your normal turn.

Guided Strike

Major Action, 1 Overcharge (Support), 2/Scene 

An ally of your choice can use a major or minor action.


Minor Action, 2/Scene

You or one ally within a range of 1-3 regains 1d6+4 Resolve.

Wave of Courage

Major Action, 1 Overcharge (Support), 2/Scene

You and all allies within a range of 3 of you regain 1d6+1 Resolve.


Major Action, 2/Episode

Make a Support vs. Support challenge against an enemy. If you are successful, until the end of your next turn any time the enemy deals damage to a target, it takes half that damage (round up) itself.

Make an Opening

Major Action, 2/Scene

Make a basic attack against an enemy. If it hits, until the end of your next turn allies can move away from it with a basic Move action, and any allies who attack it get +1 to their attack challenge.


Major Action, 1 Overcharge (Support)

One willing ally in the line of sight moves to a hex adjacent to yours.

  1. Striker Magical Talents

All or Nothing

Free Action, 1/Scene

Before you roll your attack, you may take up to 12 points of damage to boost the damage of the following attack by the same amount. 

Amplify Magic

Minor Action, 1/Scene

Choose one enemy or one ally as a target. An enemy takes -2 to attempts to resist ailments or remove them. An ally gains an additional 2 points of healing from any healing effect they receive. This effect lasts until the end of the scene or the target drops to zero Resolve.

Blast Strike

Major Action, 1 Overcharge (Attack)

Make a basic attack affecting a straight (as far as the grid allows) line that fully fits within your attack range. Each target on that line must attempt to defend themselves or take normal damage from the attack. In melee this attack affects everybody in the hexes adjacent to you.

Dash Strike

Major Action, 2/Scene

Move 1 hex and make a basic attack.

Drain Life

Free Action, 1 Overcharge (Attack)

Deal half damage with an attack to heal yourself for the same amount.

Follow Up

Major Action, 2/Scene

If you make an attack on a target immediately following an ally having successfully attacked that target, you get +1 to your attack challenge and +2 to damage.

Killing Blow

Major Action, 1 Overcharge (Attack)

If a target is at less than ? of its Base Resolve, use this talent on it. Make a basic attack; if it hits, it does an additional 1d6+3 damage.


Minor Action, 1 Overcharge (Attack)

This creates an illusory copy of you within a range of 1-4 hexes. Your attacks may originate from this copy's position instead of your own. If the copy is attacked you can make a defence challenge as usual, but if it takes any damage it is destroyed. It will fade away at the end of the scene.

Rough Going

Minor Action, 1 Overcharge (Attack)

A designated area takes on the Rough Terrain battlefield obstacle. This area can be any shape and up to 9 hexes large. The furthest affected hex must be 4 hexes away or closer.

  1. Character Creation and Advancement

Character creation

1) Decide on your backstory and your wish.

2) Distribute 12 points between your bonds.

3) Decide on the theme of your magic, your magical form, and pick two powers.

4) Distribute 8 points between your mundane stats, none of these can be higher than 5 at character creation.

5) Distribute 9 points between your magical stats,  none of these can be higher than 6 at character creation.

6) Decide, which of your magical stats is used for attack, defence, and support.

7) Pick an affinity.

8) Pick three talents: one general, one from your affinity, and one can be either.

Character advancement

The cost of abilities will vary depending on whether you want each player to gain experience individually, or to add experience to the collective pool. If you go with the individual option, simply use the base cost as the actual cost of each advancement. If you go with the collective option, try to gauge how many of your players will be actively trying to push forward storylines related to their bonds. Also think of how often following the girls’ collective story will put the PCs’ bonds at risk. Based on that, you can multiply the base cost of talents by the number of players you expect to be active plus or minus one. The intention for this is to make it so that less active players don’t get left behind in terms of experience and so that everybody at the table has a stake in some players building their bonds.

Base experience costs for advancement:

– 1xp – increasing a mundane stat by 1 (caps at 6)

– 1xp – increasing a magical stat by 1 (caps at 8)

– 2xp – reverting one permanent change (can only be taken twice)

I would consider giving a player who bought the above advance a short quest so that the miraculous recovery doesn’t feel too gamy. 

– 3xp – learning a common or affinity talent

– 5xp – learning a talent from a different affinity

– 5xp – learning a team move (requires both participants to have this ability, to be added)

– 10xp – attaining second transformation (to be added)

  1. Magical Adversaries

This section gives mechanics and abilities for anything magical your magical girls may want or have to fight. Information about the nature of these adversaries may be found in the Collected Setting Ideas section.

  1. Monsters

These are your standard monsters of the week, which are meant to give a group of magical girls a direct challenge either on their own, with a couple minions or weaker monsters thrown in or as a small group of average creatures. Though a fair share of investigations will probably end in a fight with a monster, it is worth to consider the nature of the creature and non-violent options, which understanding this nature may open. This 

Monsters start with a full pool of overcharge and, as opposed to magical girls, spend it on their abilities. Their rolls still explode with the normal result, except that they lose a point of overcharge for each 6 they roll instead of gaining it.

The suggested stats and abilities for monsters are as follows:

Power level






# talents


use a minion




spread x 12







spread x 14







spread x 16







spread x 18







spread x 18+n




Spread is the number of magical girls a monster is supposed to be able to handle. Generally you want the combined spread of the group of monsters to be the size of your party or maybe one more. The main monster in a group also gets a boss ability for each point of its spread.

  1. Boss abilities:

Action Burst

The monster can spend 1 Overcharge to take an additional Major Action on its turn. A monster with a Spread of 3 or higher can take this ability a second time to be able to buy a second extra Major Action in one turn.


The monster is made in such a way that it naturally creates a backlash when attacked. A magical girl that attacks it always takes 1d6 damage.

Blood Rain

Major Action, 1 Overcharge

The monster makes a Support vs. Support challenge against all targets in a straight (as far as the grid allows) line that fully fits within its attack range. Targets that fail take the Bleeding status.

Burst Attack

Make a basic attack, which goes in a straight (as far as the grid allows) line that fully fits within its attack range. Each target within that area must attempt to defend themselves or take normal damage from the attack. 

If the monster takes this ability a second time, this line may be 2 hexes wide.

Deafening Scream

Major Action, 1 Overcharge

The monster makes a Support vs. Support challenge against all targets within the radius 3 circle (including the centre) centred on the monster. Targets that fail take the Stunned status.

Extra Action

The monster can take an additional turn per round. This counts as two boss ability selections. A monster can take this ability multiple times. When a monster has this ability, it is helpful to set out a number of tokens equal to the number of actions it has, and take them away each time the monster takes a turn.

Minion Creation

Minor Action, 1+ Overcharge

The monster can generate minions while still doing battle. It creates 1 minion per Overcharge spent, to a maximum of its Spread in one turn.

Minion Explosion

Major Action, 1 Overcharge

The monster makes an attack that originates from any position it has a minion in. That minion is destroyed, but if the attack is successful the target takes an additional 1d6 damage.


The monster can remove one status effect at the beginning of each round.


Each time the monster takes damage from an attack, reduce the damage by 2 points, to a minimum of 1. Damage from environment and status effects is not affected.


Free Action, 2 Overcharge

If when the monster dies it has living minions on the field, the minion turns into that monster with the amount of health equal to its original health divided by the number of minions at the start of the battle. The monster’s remaining overcharge carries over to the new form. Each successive reincarnation halves the amount of health the monster has upon rebirth.

  1. Talents:

Ambush Tactics

Some of the craftier monster can set ambushes in one way or another. A monster with this ability gets an extra turn before the first round of combat begins, and if it attacks on that turn the attack gets +3 to the result and +1d6 to damage. When the first normal round begins, the monster can go first if it chooses.

Binding Attack

The monster can deliver an attack that holds targets in place by spending 1 Overcharge. If it hits, the target takes the Bound status.


The monster can bring some kind of barrier or other defence to bear to protect itself from attacks. It can reduce the damage from a single attack by 5 per Overcharge it spends. Consider limiting the use of this talent to 3/Scene.

Curse Shift

Major Action, 1 Overcharge

The monster can move one status effects or other continuing effects (including and Links) to another target within a range of 1-2. It can move additional effects by spending 1 additional Overcharge per effect moved.

Debilitating Attack

The monster can spend 1 Overcharge to make an attack that makes the target weaker for a time. If it hits, the target takes the Stunned status.

Disruptive Strikes

Each time the monster attacks a magical girl, she takes a point of Overcharge on a random magical attribute, regardless of whether the attack hits. Roll 1d6: 1-2 Heart, 3-4 Fury, 5-6 Judgement.

Fear Aura

Any enemies within the melee range take a –2 penalty to all challenges. 

The reason for this penalty doesn’t have to be fear. Why not stench, for example? And then the players may prepare for the encounter and bypass the effects of this talent by arming themselves with clothespins.

Gravity Wave

Major Action, 2 Overcharge

All targets within a range of 1-3 are pulled 1 step closer to the monster. It then makes a basic attack that affects all targets that are within the same position.

Lashing Ground

The monster has tentacles or similar that make it so that the hexes adjacent to it are always considered Rough Terrain, though the monster itself ignores its effect.

Overcharge Radiation

This monster radiates unstable magic. At the end of a scene spent near this monster, each magical girl takes 1d6 Overcharge points on the monster’s highest attribute.

Memory Blaze

Once the monster is reduced to half of its base Resolve, its attacks do an additional +2 damage for the rest of the scene.

Mind Leech*

The monster can attack a victim’s mind instead of their body. It makes a Support vs. Support challenge, and if it wins the character gains a false belief in regards to one of her bonds. This belief should not be harmful per se, but it should go against what is currently known to the character. This belief should also either undermine one of the character’s bonds or her system of values. The belief persists until it is either confirmed or substantial evidence against it is presented to the character, so specific beliefs are much better for this talent than something very abstract. For example, if a magical girl is led to believe that her father is cheating on her mother, there are things she may do to verify that, but a belief that “something is wrong in her family” will probably never be disproven, and then it’s no fun for anybody. Because of all of this, it may be a good idea to give the player a say in what the false belief is, so it is seen as an opportunity for roleplay and not a punishment.


Minor Action, 1 Overcharge

The monster places an object in the hex it occupies; it is not initially obvious what it is. If someone other than the monster enters a hex adjacent to the object, it will detonate. It attacks everyone in the adjacent positions with the equivalent of a basic melee attack from the monster, and should somebody enter the hex occupied by the actual mine, it deals additional 4 damage if the attack lands. These mines remain after the monster dies, but become inert when the scene ends. 

If when the mine is placed some characters are already in range, it will detonate the next time somebody enters into or steps out of the range. This means that if somebody places a mine next to you, you can step away and it will detonate without harming you.

Consider what will happen if the players decide to attack a weird object placed on the ground by the monster. Will it just fly away? Will it detonate on impact? Maybe nothing will happen? 


Free Action, 1 Overcharge, 3/Scene

The monster can spend 1 Overcharge to roll an additional die for a challenge. The extra die will grant another die on a 6 like usual, and if it is for an attack it adds +2 to the damage.


The monster can take on an insubstantial form and reside in a human’s mind. While the monster is possessing someone, all of its attributes and the damage it inflicts are reduced by 3. It takes an extra 1d6 damage from any attack it suffers, but the victim will also take any magical damage the monster takes before it leaves, and the person may die because of this.

When picking this talent also consider if the monster fully controls the possessed human or simply manipulates the victim through voices, illusions or other such means. You might also want to think in advance how can be the monster exorcised, if at all.


Major Action

The monster moves 1 hex and makes a basic attack.

Ranged/Melee Defence

The monster rolls an extra die when rolling to defend against ranged or melee (pick one) attacks.


Major Action, 1 Overcharge

The monster makes a basic attack. If it hits, the target is also forced 1 hex away from the monster.

Scattering shot*

Major Action, 1 Overcharge

The monster performs a specially charged attack on an empty space hex or on a character. If the target is a character, she defends as normal and takes normal damage if the attack hits. On top of that, if the attack hits or the target is an empty hex, it projects a circle with a radius of 5 (including the central hex). Everybody in that circle is moved to the edge of the circle away from the centre (the last hex of the radius, but not past it), or to the nearest obstacle they encounter on the way. If the target is a character and she defends successfully, no further effects take place. 


Free Action, 1 Overcharge

After successfully attacking an enemy, the monster can use this ability to prevent the target from using any Magical Talents until the end of the next round.

Slither Away

Free Action, 1 Overcharge

After being attacked (regardless of whether or not it successfully defends), the monster moves 1 hex. This ignores rough terrain and works when it would normally need to Disengage.


Minor Action

The monster can move up to 2 hexes, move 1 hex over difficult terrain, or Disengage as a Minor Action.


Minor Action, 1 Overcharge

The monster moves to any position on the battlefield instantly.


Minor Action, 1 Overcharge

Until the end of its next turn, the monster’s shape is obscured for anybody not within a range of 1-2 from it. They take a -2 penalty to challenges for attempts to attack or otherwise affect it.

  1. Labyrinths

Some monsters produce an area of distortion known as labyrinths, where they make their lair and where the logic of whatever phenomenon stands behind the monster prevails over the logic of the mundane world. Effectively these are dungeons spiced with a fair dose of surrealism. Their main feature are the tests of wit, knowledge and magical talent, 

Alternating Damage

The area is divided into sections, which are numbered as odd or even, or after the card suits, or in any other way that makes sense. At the end of the first round anyone in the first set of sections takes 3 damage, at the end of the next round anyone in the next set of positions takes 3 damage, and so on. For example, you can have an arena that looks like a roulette that is radially divided into red and black sections. Then, anybody in the black sections takes damage on the even turns and anybody in the red sections takes damage on the odd turns. The monster may or may not be exempt from this rule.


Decide on the direction of movement or a single hex. When this feature activates, at the end of each round all the characters are moved one step in that direction or towards that hex. The owner of the labyrinth may or may not be exempt from this rule, and the source of this movement may be anything from a whirlpool, to an unnatural wind or a literal conveyor. The direction of the movement may also move with the monster.

Escher Doors

The Nightmare has numerous doors or portals of some kind. A character may enter a door as a Minor Action. When she does so, roll 1d6. On a 1-5 she will emerge out of the associated door. On a 6 she may chose a door to appear from. If there are too many doors for the system to work, the numbers may represent the direction towards the next door (since there are six sides to a hex), and the player may choose the destination if there are no doors in the randomly picked direction.

Forking Paths*

The same door may lead to different places, and unless the magical girls take measures towards sticking together and tracking the path they are taking, they will soon be separated and lost. Ariadne’s thread and holding hands is a relatively reliable tactic, just make sure nobody snaps the thread while you are not looking.


There is a large, dangerous object that swings back and forth across the labyrinth. It may be larger than one hex, and it has a set trajectory. It starts at one end of the field and moves its length along its trajectory each turn. When it enters a hex, that hex becomes rough terrain, and the pendulum attacks a random character in one of the hexes it currently occupies using the monster’s Attack attribute and causing 1d6 damage if it hits. Of course, you may have more than one pendulum in a given place.

Perilous Terrain

Designate some areas. Characters cannot move out of those positions without using a Minor Action and the Reckless Movement move.

Play’s the Thing*

This labyrinth imitates a living world, or maybe not so living. Regardless, the labyrinth is full of activity and any visitors are invited to try on a role. If the visitors refuse, the denizens of the labyrinth will try to force compliance, but if the visitors stick to the script too closely, there’s a risk of being tricked into doing something they will later regret.

Consider whether you want to make the role unpleasant but promising insight and knowledge as a potential reward, or maybe the role is a distraction, a temptation, or a ploy created to convince the characters of some devious lie. Regardless of how you want to run it, remember that the players (but not necessarily the characters) must want to explore the scenario inside the labyrinth, use violence of the labyrinth’s inhabitants as an alternative challenge (probably a harder challenge than trying to explore non-violent options), not as a way to railroad the players. Also, remember that whatever cake the labyrinth promises (as opposed to the cake you promise), it is a lie, and only those will truly win, who will find a way to subvert the role, while ostensibly playing by the rules.

Sea King’s Palace*

Time flows differently inside and outside of this labyrinth. Maybe one day inside is a year outside, maybe vice versa. This can be a challenge, encouraging the players to plan a lightning-fast attack, which will allow them to take down the monster without losing the time of their lives. Or, this may be an opportunity to save a mortally wounded friend by buying the PCs some time.


There is a certain action, which incurs magically enforced consequences in this labyrinth. The classic example includes eating the food of the underworld, which makes you unable to return to the land of the living. Some other examples include stealing from a dragon’s horde or refusing to follow the rules of hospitality.

Make sure to give the players at least an opportunity to figure out a taboo before they unknowingly break it. The ideal reaction when a player breaks a taboo is “I knew this would happen!” Also, if the punishment for breaking a taboo is drawing the monster’s ire, then figuring out a taboo and breaking it may be a valid tactic for luring an especially sneaky creature out of its hiding place.


Within this labyrinth the opposite ends of the field are connected, whether fully or only through certain passages. Any character can move from one end of the field to another at these places as though they were adjacent. The same is true for monsters and the range of any abilities.

  1. Minions

Minions are weaker monsters intended for a quicker play. They do not make defence rolls, instead having passive defence and are expected to die in one hit, though it may be worth it to give them about four hit points so that there is a small chance of them surviving a single attack thus obfuscating their true weakness. 

The defence of a minion starts at 4, and if you want to give it defence above a 7, consider if you are trying to create a full-blown monster. Their attack and support function normally, except that minions use the same number for their attack and support modifiers. Minions also do not have a damage bonus or an overcharge meter. Their dices explode normally, but generate no overcharge, and instead of spending overcharge on abilities, minions simply can use each ability a fixed number of times, often once.

Minions can use any active monster talents, but cannot have boss abilities. In most situations they should only have one or two talents. 

Weak as they are, minions are rarely seen alone, preferring the company of stronger creatures or of their own kind.

Minions also have some talents unavailable to monsters:

A Little Longer


Heal the monster for 1d6+2 hit points. This can only heal the monster, whom the minions accompany.

Hello There


Apply Bound or Bleeding status to a target within the range of 1-3.

Example minion:

Maintenance imps


Small scared creatures that sometimes run around in labyrinths, trying to prepare traps for any visitors. Sometimes can also be seen engaging in other underhanded activity. Single-minded to the point of mindlessness. 


HP: □ □ □ □Talents:

Pas. Def: 6Veil – 1/Scene

Att & Supp: 2Mines – 3/Scene

Spider nanny


Whitish translucent balls with spider legs and mandibles. Care for the health and the well-being of the monster in the labyrinth. Spit venom at anybody they don’t like, which is pretty much everybody. Have a nasty bite.


HP: □ □ □Talents:

Pas. Def: 5A Little Longer – 2/Scene

Att & Supp: 5Hello there – 1/Scene

  1. Witches

Whatever their nature, witches’ magic relies not on raw natural talent, but on knowledge and experience. Generally, their abilities lean towards things like illusions, poisons, complicated rituals and commanding monsters.

Mechanically, they are distinct from magical girls in that they only have one Overcharge counter, like monsters, and like monsters they use Overcharge to pay for talents. However, they still gain overcharge whenever they roll 6s on magical stats. This allows them to maintain high magic output for longer periods of time, which in combination with their propensity to recruit big meaty monsters to their service, makes them formidable opponents. Normally, a witch’s Overcharge reserve caps at 10, but for an older, more powerful witch, it may reach 13 or even higher.

Witches take a mix of magical girl and monster talents, and suffer no side-effects of Overcharge.

  1. Mages

Mages have no innate magical powers. However, they have studied magic long enough that they can perform mundane manipulations that result in supernatural effects. This usually takes one of three forms:

1) Conducting lengthy rituals, which attract various spirits and it is them who perform various tasks. These rituals may have effects on greater scale than average sorcery, but they always require complex preparations, specialized tools, and in some cases – additional participants.

2) Collecting artefacts, which may be the creations of magical girls and witches, or objects of occult significance such as famous swords, magical stones, or remains of ancient witches. Generally, these artefacts should have equivalent power to magical girl’s special powers, and anything significantly more powerful should be either very circumstantial or have limited uses.

3) Manipulating real magic users into doing their dirty work.

For rules’ purposes mages are still considered magic users, despite their lack of actual magical abilities, as continuous exposure to magic made them both more aware and wary of it. As they have acquired their power through study and dedication, their mundane stats are often significantly higher than what is usual for magical girls.

Alexander Hurst, born 1968

Hurst family legend holds that in the twelfth century their ancestor was cursed by a witch to “watch his first born die a gruesome and dishonourable death.” Second son in the family, Alexander now is a father himself, searching for the means to lift the curse. While he has studied magic since early age, his strongest weapons are family wealth and vast connections.



Communication: 5

Tenacity: 3





Rod of Wonders – this simple black wood rod allows to create illusions, these illusions are translucent in sunlight.


Pot of Dreams – a round ceramic pot covered in Egyptian designs and sealed with a cork. When the cork is removed, heavy greenish fog pours out of the pot and fills the area. Any human (including witches and magical girls), who breathes in this fog for longer than a few seconds, falls into a deep slumber. There’s enough fog in the pot to fill a small mall, and once the pot is opened it cannot be used again for one lunar month.


Silver Bullet – one silver bullet of mysterious origins that can paralyse a monster for a week. Comes with a matching revolver, though the gun is completely mundane.