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Magical g Burst
a role-playing game of desperate magical girls
Fourth Draft ©2014 by Ewen Cluney
Thanks to: Judgment, planefag, and Anonymous from /tg/, Taros, Kurt, Torbadomy and the other Taiwanese fans, Rabbit
Éclair, and all the playtesters
Playtesters: Joshua Gervais, Joe Iglesias, Jonathan Davis, #BecomeTheMeguca (Giantree, Bardy, Charm, Mami-san, Nanao-
kun, Firespitter, Kesh), Aaron Smith, Dave Empey, Grant Chen, Chris Camareno, Thinh Pham, Dave Taue, Elton Sanchez
Intro Comic .................................................................................................................................................................................... 3
Introduction .................................................................................................................................................................................... 5
What is a Role-Playing Game? .................................................................................................................................................... 5
Things Youll Need .................................................................................................................................................................... 6
Dice Notation ............................................................................................................................................................................. 7
A Magical World ............................................................................................................................................................................. 8
The City ...................................................................................................................................................................................... 8
Tsukaima ..................................................................................................................................................................................... 8
Magical Girls ............................................................................................................................................................................... 8
The Power of Magic .................................................................................................................................................................... 9
Youma ....................................................................................................................................................................................... 10
Getting Ready to Play ................................................................................................................................................................... 11
Boundaries ................................................................................................................................................................................ 11
The City and Your Place in It .................................................................................................................................................. 11
Secrets ....................................................................................................................................................................................... 11
Making Magical Girls ............................................................................................................................................................... 12
Relationships and Secondary Characters ................................................................................................................................ 12
Creating Your Magical Girl .......................................................................................................................................................... 15
Magical Talents ......................................................................................................................................................................... 18
Strategy Guide: Character Creation ........................................................................................................................................ 24
Instant Magical Girl ...................................................................................................................................................................... 25
Playing the Game .......................................................................................................................................................................... 36
Principles ................................................................................................................................................................................... 36
Episodes .................................................................................................................................................................................... 36
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Framing Scenes and Role-Playing ............................................................................................................................................ 37
Transforming ............................................................................................................................................................................ 37
Challenges ................................................................................................................................................................................. 37
Actions and Moves ................................................................................................................................................................... 38
Battles ........................................................................................................................................................................................ 42
Strategy Guide: Combat ........................................................................................................................................................... 46
Relationships in Play ................................................................................................................................................................ 46
Fallout ....................................................................................................................................................................................... 47
Change Tables .......................................................................................................................................................................... 54
Oblivion Seeds .......................................................................................................................................................................... 60
Advancement ............................................................................................................................................................................ 60
The Game Masters Job ................................................................................................................................................................ 64
Basic Principles ......................................................................................................................................................................... 64
The Series .................................................................................................................................................................................. 64
Shocks ....................................................................................................................................................................................... 65
Secrets ....................................................................................................................................................................................... 66
Tsukaima ................................................................................................................................................................................... 67
Normal People .......................................................................................................................................................................... 70
Creating Youma ........................................................................................................................................................................ 70
Other Magical Girls .................................................................................................................................................................. 78
Other Stuff ................................................................................................................................................................................ 79
Appendix ....................................................................................................................................................................................... 80
Design Notes ............................................................................................................................................................................. 80
Other Resources ....................................................................................................................................................................... 81
Epilogue Comic ............................................................................................................................................................................ 82
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Page 1
Panel 1
Yuna looks down at Pyonkichi. Yuna is a cute, girly 14-year-old with her hair in pigtails, wearing an anime-ish school uniform. Pyonkichi
is a rabbit-like tsukaima/mascot critter with antennas that point backwards from the top of his head.
Caption: When Pyonkichi came to me, it was a dream came true.
Panel 2
Yuna holds a magical pendant in her hands, and looks excited.
Caption: I could be a magical girl, just like in my favorite anime.
Panel 3
Yuna, in magical girl garb (a cute dress with lace and little angel wings), holds up a magic wand and smiles.
Caption: I could protect the people I love.
Panel 4
Yuna holds an Oblivion Seed in her hand. It is a diamond-shaped gem (kind of like the Jewel Seeds from Lyrical Nanoha) with magical
writing on it.
Caption: And if I get 13 Oblivion Seeds I can make a wish. Before I wasnt sure what to wish for
Page 2
Panel 1
Yuna is at home, hugging her crying little sister and trying to look brave.
Caption: But one day my dad just disappeared.
Caption: Mom had to find a job. Its been hard.
Panel 2
Yuna is helping a confused Makoto up. Yuna is in her school uniform, while Makoto is in casual clothes (khaki shorts, a T-shirt, and
sneakers). Makoto is boyish, with short hair and sharp eyes.
Caption: I found a partner in Makoto. She was a magical girl like me, but she had amnesia, and no family we could find.
Panel 3
Makoto and Yuna are both in magical girl form. Makotos magical girl outfit is also more boyish, with shorts, a stylized tunic, and gloves
and boots. Shes wielding a large sword and is shielding Yuna.
Caption: She fights bravely and protects me.
Panel 4
Makoto is doubled over and clutching at a wound in her side. Yuna is scared for her.
Caption: Even when it costs her.
Panel 5
Yuna is launching a magical blast.
Caption: But there are things she cant protect me from.
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Page 3
Panel 1
Yunas magical blast pierces a youma, an amorphous black shadow with glowing red circular eyes.
Panel 2
Yuna is reaching for the Oblivion Seed.
Makoto: Good work, Yuna.
Panel 3
Yuna freezes in place and looks horrified as a voice comes from the fading fragments of the youma.
Voice: Yuna? Is that you?
Page 4
Panel 1
A horrified Yuna clutches her head.
Voice: Its dark I cant feel anything Please, help m
Panel 2
Yuna freezes in place on her knees. The youma is completely gone.
Yuna: (whimpering) Natsumi?
Panel 3
Makoto has whirled around on Pyonkichi.
Makoto: (yelling) What the hell was that?!
Panel 4
Makoto is angrily clutching Pyonkichi in her hands. Pyonkichi regards her with a fixed smile.
Makoto: Natsumi is dead! We all saw!
Pyonkichi: You humans always get so upset over these things, even when theyre undeniably necessary.
Panel 5
Yuna is still on her knees, sobbing and glowing with magical power.
Yuna: Natsumi Im sorry
Pages 5-6
Panel 1
Makoto desperately reaches for Yuna. Yuna is glowing even brighter.
Makoto: Yuna! Youve got to calm down!
Panel 2 (two-page spread)
An explosion of pure white light consumes several city blocks. (Not unlike that iconic scene from Akira.)
Magical g Burst
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Theyre giving 14-year-old girls magical powers so they can fight and kill monsters. What did you think would happen?
The city contains a hidden danger that mortal eyes cannot see. The youma, creatures born of dark magic and humanitys
hidden desires, prowl the shadows of the city and the souls of men. Their victims are devoured, ripped from reality itself and
never seen again. However, the city is not without defenders. There are creatures born of brighter magic and purer emotion,
the tsukaima, who recruit humans with magical potential to fight the youma. Males have too little magical power, and adults
have even less, so girls must become mahou shoujo, or magical girls, to defend the city and the people they love. It is a danger-
ous task, but it is not without rewards. Each fully grown youma yields an Oblivion Seed, and a magical girl who gathers thir-
teen seeds can make a wish.
Magical Burst is a dark magical girl role-playing game. It is not dark in the sense of things being decrepit and shadowyif any-
thing the city is outwardly a little too shiny and perfectbut rather in terms of the human cost of the power of magic and the
fight against the youma. In this game each player takes on the role of a magical girl, a young girl (age 10 to 16) who has made
a pact with a tsukaima to gain the magic power necessary to fight the youma. Magical girls are not necessarily good people,
and the tsukaima do not have their best interests in mind.
This is a dark, screwed-up game that can involve some violent and disturbing imagery, starring little girls no less. Please play
responsibly. If the game is making you feel uncomfortable, speak up and figure out a way to fix it, even if you have to stop
playing. However, while the game is designed to be bleak, the story can have a happy ending.
Magical Burst is a role-playing game. If you decide to play it, youll need to get together with some friends. Through talking,
scribbling on paper, and rolling dice youll experience stories. Ill explain the rest as we go along, but if youre not familiar
with these games, the role-playing part will need some extra explanation.
Role-playing is an activity where the participants take on the roles of other people. Teachers sometimes use this to help stu-
dents understand things better or to practice certain skills (like speaking a foreign language or doing job interviews), and
psychologists sometimes use role-playing as a tool to help people with their problems. Whatever the purpose of the role-play,
you are pretending to be someone in a certain situation, and you can speak and act how you think they would. In the more
useful kinds of role-play you may in fact be taking the part of yourself in a particular situation, but in a role-playing game
(RPG) you usually take the part of a fictional character that you create.
Different people role-play in different ways. For some its a calculated performance or moving a game piece around, while
for others its more like slipping into another self for a little while. However you do it, you need to consider what your char-
acter is thinking and feeling, and express that though his or her words and actions. Your characters emotions and biases
may lead him or her to do things that are illogical and disadvantageous. Thats fine. People are irrational creatures, and the
overriding goal of playing a role-playing game isnt to win anything, just to experience an interesting story.
One of the important differences between a role-playing game and many other kinds of role-play is that for an RPG you
dont physically act out what your character is doing. You can use some gestures if you think it will help, but for the most
part you just describe your characters actions verbally, so that everyone else understands what your character is trying to do.
For some things you might want to do, youll have to engage the game rules to see if you can succeed, and what happens as a
result.
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Another important issue in any kind of role-play is of control. There are distinct limits to what you can and cant put into
the fictional world you and your friends share. This is perhaps easier when youre role-playing a job interview, because unless
the interviewee happens to be Superman, you cant start flying or shooting beams from your eyes. In an RPG, the fictional
worlds tend to be more complicated than just an office where job interviews are held, so consistency is important. If youre a
player of a conventional RPG, you have control over what your character thinks and does, but nothing else. You might well
have a character who can fly or has heat vision, but that will be because you and your friends established his or her superhu-
man powers before you started playing, and not because you just happened to feel like it all of a sudden. Magical Burst
doesnt quite work like a conventional RPG, but its different in very specific ways, which well explain later.
Finally, the most important thing to remember about role-playing games is that their purpose is to be fun. “Fun” is subjec-
tive and personal and so on, but it’s still important. If youre not enjoying yourself, talk to your friends about why. Some-
times you need to adjust how youre doing things for your friends, and sometimes the game youre playing isnt quite right
for what you want. If that happens, you and your friends can try changing how the game works or play some other game that
works better for you.
If you’ve decided to give Magical Burst a try there are a few things you’ll need to do to get ready to play. The first thing is that
you need a group of people to play with: one person to be the Game Master and around 2-5 players. You’ll also need to be
able to get these people together either in person or online. You can play once for a few hours, but to get the full effect
you’ll want to play multiple sessions, preferably without too much time between them. The GM especially should be reasona-
bly familiar with the rules, and it certainly helps for the other people to know the rules as well. The GM will also need to do
some preparation for running each session.
There are a few materials you’ll need to prepare aside from having the book on hand.
Some six-sided dice. Youll need at least two, though a dozen or so is best, preferably in different colors.
Pencils to write things down on the character sheet. You’ll want to be able to erase certain things.
Character Sheets: These are special forms players use to record information about their magical girls. You can pho-
tocopy these from the back of the book, or download them from our website, or just write out the same information
on blank paper. The included reference sheets are also really helpful.
Battlefield Map: This is an abstract map of 5 Positions numbered 1 to 5. You can print one out from the PDF on
our website, or just draw 5 rectangles on a sheet of paper.
Pawns/Miniatures: These are used in combat on the Battlefield Map. You will need one for each character taking
part in a battle, and they should be easy to keep track of. Plastic or cardstock miniatures that are reasonably close to
each character are the best thing, but colored pawns as used in board games also work fine.
If you are playing online, you’ll need digital versions of these tools. The Battlefield Map and pawns can simply be a shared
document or a map in a dedicated online role-playing program, a dice rolling program takes the place of dice, and digital
files or a group wiki can take the place of character sheets.
Tokens, such as poker chips or glass beads or similar, can be useful for a few different things. To keep track of who
has acted in a combat round, you can give each player an “action token” and have them turn it in when they act.
Action tokens need to be things that are highly visible to everyone at the table. For characters who take finishing
moves tokens can be helpful for those too. Using tokens for Overcharge may be a little too cumbersome, but you
can do that as well if you like.
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I once heard that a human scientist said, God does not play dice with the universe. He was more wrong than you can possibly imagine.
Throughout this book well be using certain kinds of notation as shorthand to refer to how you should roll dice.
#d6: When there is a number followed by d6, it means that you roll that many six-sided dice and add them together. For
example, if it says 2d6, you roll two dice, and if you were to get a 3 and a 5 the result would be 8. You will also see this
notation followed by modifiers, such as 2d6+7; simply get the die roll result like usual, and apply the modifier listed.
For 2d6+7 roll two dice, then add up the two dice and the +7.
d66: This is a special type of die roll used to get results from a table. Take two six-sided dice, designate one as the tens digit
and the other as the ones digit, and roll them. Putting the two digits together will give you one of 36 results numbered
11 to 66. For example, if the tens digit die comes up as a 4 and the ones digit die comes up as a 2, your result is 42. In
normal gameplay this is only used for the mutation table, but there are several optional tables in the appendix.
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The world is a vast place, but although mankind has always told stories of magic, to their tribes, to themselves, to the night
sky, men have never held it in their grasp. Magic is real though. Magic is dangerous and terrible and beautiful. Magic is our
only weapon against magic. Perhaps someday the world will forgive you for using it, but for now it hates you for it, hates
your good intentions as well as your base desires. That is the world you will live in, a magical world.
The people in this city dont care about each other. Human beings have a hardwired limit on how many other people they can care
abouta defense mechanismand its a lot less than two million.
Magical Burst takes place in a large, clean, modern city. There are skyscrapers, trains, shops, schools, and homes. On the sur-
face it is a safe place, though not necessarily a happy one. There is a sterility to urban life. Food comes on trucks, garbage
leaves on trucks. People live a step removed from the natural cycle of life. Some are truly happy here, but many feel an emp-
tiness that they cannot outrun. There are good people here, but there are also many mediocre people who provide a slow
drip of misery that can build up until it becomes a flood of indifferent evil. Some would save these people if they could,
some would wish all the suffering away and try to build a utopia. Others would destroy them like a vengeful god. Most
simply leave them be.
Yeah, theres something off about Pyonkichi. But what choice do we have?
The tsukaima (familiars) are cute little magical creatures who can grant girls with sufficient potential the powers of a magi-
cal girl. Some look closer to normal animals than others, but they never quite look natural. A tsukaimas fur is always a little
too clean and soft; they come in pure, vivid colors; and they often have some kind of arcane markings on them. And of
course they’re sentient and capable of human speech.
It’s not clear where they came from. Somewhere far away certainly, so far that emotion and ego fade into the distance. As
creatures of magic, tsukaima dont quite think the way people do. Some are better than others at covering it up, but their
values and understanding of the world are always a little off from how humans see things. Their true goals are not apparent,
and if you do find out you may wish you hadnt.
“You have the potential. I can give you the power to fight them. I can make you into a magical girl.”
Magical girls are humans who can wield the power of magic. The tsukaima have not made it clear why they only recruit girls.
Perhaps they are the only humans who have the necessary magical potential, or perhaps giving magical power to others has
dangerous consequences. Regardless, a girl who is to become a magical girl must make a pact with a tsukaima. A magical girl
receives a pendant that she can use to “transform” into her magical girl form. This transformation outwardly consists of a
spontaneous change into a fanciful costume, but it unlocks her magical potential. Magical girls’ powers tend to be concen-
trated around particular elements or themes, though they can potentially put that elemental power to very creative uses.
Putting this kind of power in the hands of adolescent girls has consequences. They can abuse their newfound power, they
can be astonishingly cruel to one another, and some will do just about anything to get their hands on another Oblivion
Seed.
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It’s not clear how many magical girls there are in the world. They never appear in the news, and most people would dismiss
them as mere fiction. However, there are others besides you and your friends. Sometimes you see things on the news that
you’re sure must be the work of other magical girls somewhere, but no one ever seems to suspect. Somehow, the world is not
so different a place as it should be.
Of course she freaked out. Humans are weak that way.
Magic is Drawing on the Canvas of Reality
Magic is not a system of arcane incantations in dusty old books. It is a power that transforms thought into reality. Those
who can use magic don’t have spells so much as affinities, themes that color how they can enforce their will on the world.
Some magical girls liken their weapons, elements, and magical powers to the three colors they can use to paint on the canvas
of the world.
Magic is Unnatural
Magic is a power that falls outside the realm of normal reality. It can be beautiful and glorious at times, but there is some-
thing unnatural about it that people find disturbing. Some claim to believe in magic and miracles; they are lying. Believing
that a holy man worked miracles thousands of years ago is nothing at all like knowing in your bones that miracles can hap-
pen in front of you in the same way that you know a rock can fall to the ground. Through everyday life, through casual prob-
ing of reality, people learn how the world around them functions, and magic violates those principles so fundamentally, so
flagrantly that they experience its presence as a deep dread, a feeling of abject wrongness. Magical girls are immune to this
feeling of shock. The world has other things in store for them.
Magic is Unstable
Magic, at least the magic given to magical girls, is inherently unstable. It can easily go out of control, warping reality or the
magical girl who’s trying to use it, especially if she’s pushing her limits. Magical girls exhibit strange behavior, they have their
bodies or minds warped, they have unnatural phenomena around them. Sometimes the power builds up and simply ex-
plodes. Magic tears at their relationships with normal people.
Magic is Powerful
One thing every magical girl learns very quickly is that the non-magical is very fragile compared to the magical. For the most
part magic trumps not-magic as effortlessly as scissors beats paper. Magical girls find that against themselves and youma alike,
normal people are very weak. Even the best military hardware is of little use against magical foes.
The Runes
One of the more curious aspects of magic is that it frequently features a strange form of writing. It will appear in youma’s
Nightmares, on magical girls’ pendants and weapons, and in the air itself when some powerful magical effects are in play.
No one has yet deciphered what these runes actually mean, and that may be for the best.
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We have to kill it. Otherwise itll just keep eating people. Thats how this works.
Youma are the monsters that magical girls must fight. They take countless forms, from warped humanoids to masses of ab-
stract shapes. They can have a sort of twisted beauty, but there’s always something about a youma that gnaws at the senses.
There is something tragic and hurtful about each one, as though they embody mankind’s most destructive impulses. They
fill the air with cruel laughter, anguished screams, desperate whimpering, or dreadful silence.
Influence on Humans
Normal people cannot even perceive the youma or their influence, but they become victims all the same. Youma sap energy
from unsuspecting humans, stealing memories, emotions, and life force itself. Victims who are only lightly touched by
youma become tired and listless for a time, while those who suffer a more extensive attack can be turned into suicidal zom-
bies or ripped them from reality entirely.
Nightmares
Most youma surround themselves with a distortion in the tapestry of the world called a Nightmare. For ordinary people this
manifests as simply a vague feeling of dread. For magical girls and any others attuned to magic, a Nightmare appears as an
increasingly surreal region of distorted reality. On the edges of the Nightmare things will seem a little off here and there, but
at its heart, where the youma resides, it is a maddening jumble of objects and images. Less powerful youma will also some-
times take refuge in the Nightmare of a more powerful youma.
Memory Burst
When a youma is hurt, it will often release a burst of memories. These momentarily flood the minds of those in the vicinity,
and can reshape the youma’s Nightmare. Perhaps these memories are from who or what the youma was, or maybe it’s just
something the youma devoured coming up again.
Magical Girls and Youma
The tsukaima present the magical girls with the task of fighting and killing youma. Magic is the only thing that can harm a
youma; non-magical weapons are at best an inconvenience to them. Some magical girls find they can fight youma using nor-
mal weapons, but this is because their own magic imbues those weapons with the necessary power.
When a magical girl kills a youma, its Nightmare collapses, leaving behind only an Oblivion Seed. A particularly powerful
youma can leave behind two or even three Seeds. These appear as diamond-shaped gems with magical writing on them, and
magical girls can store them inside of their pendants, where no one can take them while they live. It is said that a magical
girl who accumulates 13 Oblivion Seeds is granted one wish. You’ve never seen or even heard of it actually happening, but
that’s what they say.
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There are a few things you will need to do before you sit down to play Magical Burst. The players are going to need to make
their magical girl characters of course, and the GM, either independently or with the players help, will have to figure out
some details about the setting.
“Pyonkichi, I am going to say this only once. We are still human, and there are some things we just don’t do.”
This game involves little girls facing some ugly, screwed up stuff. To some extent you have to accept that if youre going to
play the game as written, but you should also set some boundaries. This is ultimately a game you play to have fun, and some
people genuinely need to not be reminded of certain things if theyre going to have fun. There are many kinds of child abuse
for example, and while it can be a tempting and compelling theme, it is also a deeply uncomfortable topic, especially for peo-
ple whove experienced that kind of thing in real life. Tread lightly, respect your fellow players, and remember that this game
encompasses enough cosmic horror that you can get by without hammering on mundane trauma.
Character Safety
Character safety is a more mundane kind of boundary to set, but still an important one in that getting it wrong can ruin
the fun for people. Character safety is essentially the idea that you get to more or less maintain the integrity of your charac-
ter and decide how she develops without arbitrary outside influence. By default this is not a game where characters are
safe. Your magical girl can potentially be mutated, sometimes in ways that can drastically affect your character concept, or
even killed. If this kind of thing makes you uncomfortable, you should talk about it with the other people youre playing
with. It wont harm the game at all if, for example, you let a player reroll a Change that he or she finds particularly problem-
atic.
As you saw in the prior chapter, the implied setting of Magical Burst is a pristine but soulless city thats probably somewhere
in Japan. You could just leave it at that, but this is a good time to talk about what the base setting is like and where the magi-
cal girls fit into it. Chances are theyre of the right age to be in school; if they do, think about what that school is like. Like-
wise, think about what kind of home life they have, and how they fit into the world. It’s possible for a magical girl to live
outside normal human society, but few are prepared for that kind of isolation. It also doesn’t have to be in Japan. Setting
the game in your own hometown lets you put some familiar scenery into the game, or you can just use a location that you
think will make things interesting.
One simple way to develop the city is simply to have each player offer one sentence establishing a fact about the nature of
the city. These can range from the mundane (“There’s a popular amusement park called Magical Land.”) to the political
(“The city has an unusually large population of immigrants from Southeast Asia.”) to the mysterious (“The city has many
landmarks that appear to be from other parts of the world.”).
The whole world is random and cruel, and your so-called happiness is an illusion. Why did you think magic would be different from the
fundamental nature of the universe?
Secrets are what we call important things about the nature of the world and about magic that most magical girls dont
know. These are strange and shocking things that the characters will come to know over the course of the game. A revealed
secret is a kind of Shock (see p. 65), and Shocks are vital to how the game moves forward.
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The Game Master should make a list of a few Secrets, and shape them into some kind of coherent back story. You can let
the players help with this part if you want, but in some ways its better to have the Secrets be surprises to the players as well
as their characters. The magical girls’ Crises can often provide the basis for some good secrets, and theres a table of possible
secrets on p. 66.
The next chapter explains how players create their magical girl characters, and the “Instant Magical Girl” chapter after that
has a series of tables you can use to randomly generate a full character. Each player should follow the instructions to make
one magical girl. The GM will get to create non-player characters, including youma; more on that later.
Once everyone has their magical girls ready, take turns introducing them to the group. You don’t have to give a detailed pro-
file; just enough for the other players to have a good idea what your character is like. Take notes while listening to the other
players if you think it’ll help you remember.
Relationships are your emotional and social bonds to people around you. Maintaining relationships with normal people can
be very difficult for magical girls, but its necessary in order to maintain some semblance of humanity and sanity. Each rela-
tionship has a rank, from 1 to 4, indicating how much stress it can take before it breaks.
After everyone’s done making and introducing their magical girls, it’s time to establish starting relationships. You can try to
keep track of relationships simply by writing words down, but the easiest thing is to have the group make a relationship map.
If youre playing face to face you can draw the map on a piece of paper, and if youre playing online you can use the Drawing
format in Google Drive or similar tools to have everyone draw on a shared space.
First draw a circle for each magical girl and write her name in it. Then draw two-way arrows between every possible pairing
of the players’ magical girls. These start out as rank 1 connections.
Each player gets 12 relationship ranks to start with, and the GM gets to establish up to 4 relationships originating from
NPCs. Take turns, going around the table, adding to the relationship map.
Increase the rank of your relationship with another player’s magical girl, up to 3.
Create a new human character and begin a relationship of rank 1 to 3 with them.
Establish a relationship with an existing human character with a rank of 1 to 3.
Keep going until everyone is out of connection ranks. You should also write a brief note about the nature of your relation-
ship, whether you are lovers, rivals, friends, relatives, classmates, etc.
The GM could introduce non-player magical girl characters at this stage, but doesnt have to reveal them as such. Also, you
cannot form a relationship with a tsukaima; they simply dont have the emotional capacity.
If you want to involve a fairly homogenous and cohesive group of people (say, the tennis club or a gang of kids from
the neighborhood), you can represent them as a single character for the purposes of relationships.
All relationships (as things you write down on your character sheet) are ultimately positive on some level, something
your magical girl would miss if it was gone. Although it’s a little tricky, a rivalry type relationship can be something
positive. If you want your magical girl to be an outright enemy with someone, you dont have a relationship with
them.
To make things more interesting, consider giving your magical girl a relationship with someone that another magi-
cal girl has a relationship with, possibly one that will create conflict.
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Random Stock Characters
The chart below lets players make a d66 roll to come up with a random stock character archetype to use as a secondary char-
acter when setting up relationships. The descriptions here sometimes use gendered pronouns, but that doesn’t mean the
characters have to be male or female.
Roll
Archetype
Description
11
Admired Friend
You have a friend who you admire, who you aspire to be more like.
12
Best Friend
Your best friend, who’s always there for you.
13
Boss
The manager at your part-time job.
14
Breadwinner Parent
One of your parents, who works hard to bring in money to support the family.
15
Caring Grandparent
Your grandmother or grandfather, who dotes on you.
16
Celebrity Friend
Somehow or other you’re friends with a bona fide celebrity.
21
Coach
Your instructor in PE, or maybe martial arts, who makes you work hard for your own good.
22
Coworker
A coworker at your part-time job who you’re friendly with.
23
Exchange Student
Your family is hosting an exchange student from overseas, who needs help figuring out how to live here.
24
Fan
She just thinks you’re great and wants to bask in how awesome you are.
25
Favorite Teacher
Of your teachers she’s your favorite, and something of a friend.
26
Friendly Rival
Competing against her makes you both better.
31
Geeky Friend
You have a geeky friend who’s always going on about her favorite comics or similar.
32
Helper
He helps with the family business or some such, and you’ve become friends after a fashion.
33
Helpless Friend
You have a friend who you can’t help but wind up taking care of.
34
Homemaker Parent
One of your parents, who works hard to take care of the home and children.
35
Inciting Friend
This is the friend who’s always trying to get you to do crazy stuff.
36
Lazy Parent
You have a parent who’s good-natured, but doesn’t seem to want to do all that much.
41
Lazy Sibling
You have a brother or sister who doesn’t seem to want to do very much.
42
Mentor
She’s something of a teacher, and you have great respect for her.
43
Neighbor
Your next-door neighbor is quite nice, and something of a friend.
44
Partner
Together you do an important job, such as being on student council.
45
Protective Sibling
You have a brother or sister who’s always dutifully looked out for you.
46
Protégé
Someone who wants to learn how you do things and be like you.
51
Repeated Encounters
Happenstance seems to be throwing the two of you together, and you’re starting to like them.
52
Responsible Sibling
You have a brother or sister who is quite responsible and level-headed, and takes care of stuff at home.
53
Returned Friend
She spent a long time overseas, and now you’re trying to get caught up on things.
54
Romantic Interest
One of you has taken a romantic interest in the other.
55
Significant Other
You have some kind of romantic relationship with them.
56
Straight Man Friend
This is the friend who’s level-headed and always trying to steer you on the right path.
61
Study Buddy
Your friendship is developing more, but you started hanging out in order to study together.
62
Thrown Together
Some strange circumstance left the two of you stuck together, and you’re warming to each other.
63
Toady
She wants to hang on your every word and take advantage of your power.
64
Troubled Friend
She has problems, and she needs help to get through them.
65
Unrequited Affection
One of you feels a certain affection that the other doesn’t quite share.
66
Would-Be Protector
He wants to protect you from harm, because it seems like the right thing to do.
g 14 g
Normal Names
The table below is for rolling up random Japanese names for normal people.
Roll
Family Name
Given Name (Female)
Given Name (Male)
11
Asakura
Akane
Akihiko
12
Ayase
Aoi
Akio
13
Hasegawa
Arisa
Akira
14
Hayasaka
Asagi
Akito
15
Hayashi
Asuna
Fuyuki
16
Inoue
Chiaki
Harunobu
21
Izumi
Chihiro
Hayate
22
Kagura
Emi
Hideki
23
Kakizaki
Ena
Hiro
24
Kasuga
Fuuka
Hiroyuki
25
Kimura
Haruka
Hitoshi
26
Kitagawa
Haruko
Kaoru
31
Kobayashi
Haruna
Kazuto
32
Komatsu
Hikari
Kenta
33
Kurosawa
Hoshi
Kosuke
34
Mihama
Kana
Kyusaku
35
Minami
Kasumi
Makoto
36
Miyakawa
Kaori
Manabu
41
Miyamoto
Kazumi
Mitsunori
42
Miyata
Kumiko
Natsuki
43
Miyazaki
Makie
Nenji
44
Mizuhara
Michiru
Shu
45
Momose
Mika
Souichiro
46
Sakurazaki
Miura
Sunao
51
Saotome
Nanami
Takahiro
52
Sasaki
Nodoka
Takashi
53
Sato
Sae
Takayuki
54
Shiraishi
Satsuki
Takeo
55
Takara
Setsuna
Takeru
56
Takeda
Yue
Takuma
61
Takino
Yui
Takumi
62
Tanaka
Yuka
Tomokazu
63
Tanizaki
Yukari
Toraji
64
Ueda
Yuki
Yuichi
65
Uehara
Yuko
Yuji
66
Yamada
Yuna
Yukito
g 15 g
Each player takes on the role of a magical girl who has recently made a pact with a tsukaima to gain the power necessary to
fight the youma. Some players like to have a strong character concept ready ahead of time, while others make it up as they go
along. I recommend having some idea what kind of magical girl you want to make ahead of time, even if it’s a bit general to
start with. You can add more nuance to the character along the way as you get to know her better.
Follow each of the 13 steps below, and then give your magical girl a name. Creating a magical girl requires a certain amount
of creativity, but if youre stumped or you just want to leave it up to the dice to see what you get, you can find tables for de-
termining everything randomly in the next chapter (p. 25).
I arranged the 13 steps in the order that seemed the most natural to me, but you don’t have to do them in that order. Talent
selections do need to come after Specialization selection, but otherwise the order doesn’t really matter. For example, some
people find it more natural to start with their character’s attributes and devise the rest of the character based on what the
attributes imply, and it’s perfectly fine to do those first.
1. What kind of girl are you?
You used to be a more or less ordinary girl, but we need to know a little more about you than that. What do people see
when they look at you? Are you cute and silly, calculating and elegant, or hopelessly plain?
2. What convinced you to make a pact?
What is it that made you decide to make a pact with a tsukaima? Was the lure of becoming a magical girl irresistible? Or is
there something you want to wish for so badly youll take any risk for it? Or do you just want the chance to fight and kill
things?
3. What is your wish?
If you collect 13 Oblivion Seeds, you will be granted one wish. What is your wish? If you could have absolutely anything at
all simply come true by magic, what would it be? “I don’t know yet” is a valid answer, but not the most interesting one.
4. Magical Element
Select which element you wield. Your special attacks will be colored by this, and you can sometimes do works of magic
around it. Your element probably says something about what kind of person you are too. You can choose just about any-
thing as your magical element; here are some ideas.
One of the classical elements (earth, air, fire, water)
One of the Chinese elements (earth, fire, metal, water, wood)
A video game element (ice, lightning, light, shadow, magnetism, gravity, sound, etc.)
An emotion (love, hate, fear, etc.)
Some other object, force, or theme, such as radiation, chains, blood, cakes, etc.
5. Magical Weapon
When you utilize your magical power, it manifests in the form of some kind of weapon you can use to do battle. Some magi-
cal girls simply wield a magic wand or staff and launch magical spells at foes, but many use a more direct form of attack such
as a sword or gun. Magical weapons can also be more exotic weapons, or random objects that wouldnt normally be weap-
ons.
g 16 g
6. Magical Power
You also get one magical power. This is a special ability you can use in addition to being able to fight youma, something that
violates the normal laws of reality. This can be in the range of useful super powers like flight or invisibility, or something
more unique like magically having a train or bus show up whenever you need it or the ability to summon hundreds of cute
little birds. Magical powers dont have to be all that spectacular if you dont want; having a magical girl who can simply con-
jure up cakes from thin air is perfectly fine.
Most of the time your Element, Weapon, and Power are just flavoring to how your magical girl fights and such, but they
become important in determining what she can and can’t do when she attempts to use magic to alter reality via Sorcery (see
p. 40).
7. Magical Girl Costume
Magical girls must transform to use their full powers, though they can transform in the blink of an eye. The transfor-
mation might change their hair color and such, but the major change is that it puts them into a special costume of some
kind. What color is it? What kind of style is it? What motifs does it feature? Most magical girl costumes are fanciful dresses
of some kind, but youre limited only by your imagination.
8. Normal Attributes
Normal attributes represent your magical girls abilities when it comes to dealing with non-magical matters. There are three
of these: Charm, Insight, and Tenacity.
Charm is your ability to interact, bond with, and persuade others. Bonding is important for forming and strength-
ening relationships with others.
Insight is your perception and your ability to figure things out. Insight is important for investigating (such as finding
out where a youma is hiding) and figuring out what people are hiding.
Tenacity is your willpower and ability to keep going despite adversity. Its important for staying calm in the face of
shocking events and sights, and for having the mettle to escape from dangerous situations.
Divide a total of 14 points among three attributes. The values must be between 2 and 7.
9. Magical Attributes
Magical girls magical abilities are governed by three attributes: Magic, Heart, and Fury. Magic is pure magical power, Heart
is your capacity for love and affection, and Fury is your ability to summon up anger and violence.
Divide a total of 18 points among three attributes. The values of each attribute must be between 3 and 9.
Assign each Magical Attribute to one the Combat Stats of Attack, Defense, and Support. Attack and Defense are how effec-
tive you are at attacking and defending in magical battles, while Support is for other uses of magic, including Sorcery. The
choice of Magical Attributes will determine what kinds of side-effects (Fallout) each can produce. Think about which attrib-
utes you’ll be using, and what kind of fallout would make the game more interesting for you. Magic distorts reality, Heart
causes displays of affection, and Fury causes violent outbursts.
10. Base Resolve
This is your capacity for damage in magical battles; it’s a lot like Hit Points. Your Base Resolve is 18. Your Current Resolve
starts at whatever your Base Resolve is and goes down whenever you take damage, though it cannot go below zero.
g 17 g
11. Magical Specialization
Each magical girl has a “specialization,” which makes her more effective at a particular aspect of fighting. The three speciali-
zations are Witch, Knight, and Priestess, which correspond to Attack, Defense, and Support respectively. It’s usually best to
have a high value in the Combat Stat that corresponds to your specialization. A group with at least one magical girl of each
specialization can potentially be more effective, but they do not so overwhelmingly define a character that you particularly
need to make sure you have one of each.
Knight
Knight magical girls specialize in Defense. They are highly skilled at protecting others, drawing enemies’ attention, and pun-
ishing enemies for attacking.
Guardian
Free Action, 1 Overcharge (Defense)
If you are in the same position as an enemy and they attempt to move out of that position, you can make a Support vs. Sup-
port challenge. If you win, they are unable to move out of your position.
Reflector
Free Action
Once per round, if you successfully attack a target, you play put a Reflector effect on yourself or an ally within a range of 0-2.
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.
Priestess
Priestess magical girls specialize in Support. They are more effective at sorcery, and can be skilled at healing and at making
others more effective.
Link
Minor Action
Create a link between two enemies or two allies within a range of 0-2, which can include yourself. You must designate a pri-
mary and secondary target for the link when you create it. Any time any effect (damage, status effects, healing, talent effects,
etc.) affects the primary target, you may choose to give the secondary target a copy of the same effect as a free action. A link
will end at the end of the scene, or when you create a different link.
Power Dampening
Free Action, 1/Scene
If once of the dice on a magical action comes up a 1, you can remove 1 point of Overcharge from an ally.
Witch
Witch magical girls specialize in Attack. They are the most effective at delivering damage to enemies and otherwise impairing
them.
Hex
Minor Action
Place a Hex on a target within a range of 0-2. The target takes 1 point of damage at the start of each round until the end of
the scene. Damage from Hexes is not considered an attack. You can place multiple Hexes on the same target, but you can
only place one Hex in a round. On your turn, you may remove all or part of the Hexes you’ve placed on a target as a free
action.
g 18 g
12. Magical Talents
By using their elements, powers, and weapons, magical girls can accomplish a huge variety of things. Magical Talents repre-
sent specific things they’ve learned to do with some reliability, which have specific rules attached to them. You can apply
whatever flavor you want for these.
All magical girls receive the two Basic Magical Talents of Boost and Recover. Pick one Magical Talent from the Common list
and one from your Specialization’s list, plus one of your choice from either list. With the GM’s permission you can come up
with new Talents too. Be aware that many talents require you to take some Overcharge to use, and many list “x/Scene,”
meaning that you are limited to using them that many times per scene (where one battle is a scene) or “x/Episode,” which
means you can only use it that many times per game session.
Although you can simply pick whatever talents you think would be fun to use, it pays to think in terms of having a general
strategy, even more so if you coordinate with other players. Each specialization has talents that allow for multiple ap-
proaches, so you can figure out how you want to play.
The usefulness of talents that target multiple enemies will depend a great deal on what sorts of youma the GM creates, but
youma that bring minions and such are not at all uncommon. If players pick talents for dealing with multiple enemies, the
GM should make such enemies should be reasonably common.
13. Crisis
At the start of the game, something has just happened to your magical girl that she cannot ignore. This is her crisis, and you
get to decide what it is. Through your character’s crisis, you’re telling the GM what you want the game to be about at the
start. Be bold, and give your magical girl a bad situation she’ll have to claw her way out of.
Your magical girl’s crisis may flow directly from her reasons for making a pact or her wish, but it should be something press-
ing in the short term. When you write her crisis, you are saying to the GM, “This is what I want to kick off the game with.”
This section has the Magical Talents that players choose from in step 12 of magical girl creation.
Basic Magical Talents
Boost
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 an attack it gives +2 to the attack’s damage as usual.
If you have trouble keeping track of how many uses of Boost you have in a scene, you might set 3 special dice out in front of
you at the start of each scene, and remove them as you use them.
Recover
2/Episode
While out of combat, a magical girl can use this to regain 1d6+2 Resolve.
g 19 g
Common Magical Talents
Bonus Action
Free Action, 2 Overcharge (Support), 1/Scene
On your turn, you may take another Major or Minor Action.
Bypass
Minor Action, 1 Overcharge (Support), 2/Scene
Move 2 positions on the battlefield. This movement ignores magical barriers and difficult terrain, and can be used to move
away from enemies without needing to Disengage.
Empower
1/Scene
Grant yourself either the Excited or Calm status effect.
Fight for Friends
2/Scene
Add the level of your relationship to a character that is present to the result and any damage caused by one action. You must
declare you are using this talent before you roll for the challenge.
Hate the World
2/Scene
You can willingly reduce the rank of a relationship by 1 to get +2 to the Result of a challenge (and +2 to damage if it is an
attack) or regain 1d6 Resolve.
Heal
Minor Action, 1 Overcharge (Support)
You or one ally within a range of 0-2 heals 1d6+1 Resolve.
Inflict
Free Action, 1 Overcharge (Attack), 1/Scene
Use this after making a successful basic attack. Apply the Bound, Bleeding, or Stunned status to the target of that attack.
Let’s Move
Minor Action, 1 Overcharge (Support)
You move one position and one willing ally can immediately move 1 position.
Shield
When you or an ally are being hit with an attack, you can take 1 Support overcharge to reduce the damage by 5. You can
take up to 3 Overcharge this way for one attack.
Purge
Minor Action, 1/Scene
Remove any number of status effects from yourself.
g 20 g
Speed Burst
Free Action, 2 Overcharge (Support)
Move one position or use a talent that moves you that would normally use a Minor Action. You may use this power outside
your normal turn.
Teleport
Minor Action, 1/Scene, 1 Overcharge (Support)
You instantly move from one position to any other position on the battlefield map, regardless of whether there are enemies
present in your current position. This teleport may not pass through magical barriers. This action is not considered move-
ment for rules purposes.
Knight Magical Talents
Aura of Strength
Any time you succeed on a defense roll you emit an aura that inflicts 2 damage to all enemies in the same position as you.
This aura is not considered an attack action.
Create Barrier
Minor Action, 1 Overcharge (Defense), 1/Episode
Create a magical barrier in the same position you occupy. This barrier has 20 points of Resolve.
Defensive Switch
Free Action, 2/Scene
When an ally within a range of 0-3 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.
Desperation
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.
Evasion
Free Action, 1/Scene
When you have just been hit by an attack but before damage is rolled, use this talent to add +6 to your defense Result. If it is
enough to exceed the attacker’s Result, they miss and cannot boost their roll any further.
Get Back
Minor Action
Send one willing ally who is within a range of 0-2 to Position 1.
Get Over Here
Major Action, 1 Overcharge (Defense)
Make a basic attack. If it hits, the target also moves 1 Position 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.
g 21 g
Regeneration
Free Action, 1/Episode
When you activate this talent, for the rest of the scene you regain 2 points of Resolve at the start of each round, up your
Base Resolve.
Second Wind
Minor Action, 1/Scene
Regain 2d6 Resolve and get +1 to Defense challenges until the start of your next turn.
Sprint
Free Action, 2/Scene
On your turn use this talent to move one position as a free action, but only once per round.
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.
Priestess Magical Talents
Battle Sorcery
Get a +3 bonus to challenges made for using sorcery during a battle.
Courage Aura
Allies in the same position as you in battle get +1 to all challenges.
Curse
Minor Action, 2/Scene
Give an enemy within a range of 0-2 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 ac-
tion to half (round down).
Guided Strike
Major Action, 1 Overcharge (Support), 2/Scene
An ally of your choice makes a basic attack.
Healing Magic
Minor Action, 2/Scene
You or one ally within a range of 0-2 regains 1d6+4 Resolve.
Healing Wave
Major Action, 1 Overcharge (Support), 2/Scene
You and all allies within a range of 0-1 regain 1d6+1 Resolve.
g 22 g
Implode
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.
Remedy
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.
Rouse
Minor Action, 1/Scene
One ally within a range of 0-2 gains either the Calm or Excited status effect.
Safe Place
Major Action
One willing ally moves to the same position where you are.
Witch Magical Talents
All or Nothing
Free Action, 1/Scene
You may take up to 12 points of damage to boost the damage of an attack you just made by the same amount.
Amplify Magic
Minor Action, 1/Scene
Choose one enemy or one ally as a target. An enemy takes double the normal damage from Hexes you place on it. 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 and choose one position within range. Each target within that position must attempt to defend them-
selves or take normal damage from the attack.
Dash Strike
Major Action, 2/Scene
Move 1 position and make a basic attack.
g 23 g
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.
Hamstring
Major Action, 1 Overcharge (Attack)
Make a basic attack. If it is successful, the target also takes the Bound status.
Killing Blow
Major Action, 1 Overcharge (Attack)
If a target is at less than ¼ of its Base Resolve, use this talent on it. Make a basic attack; if it hits, it does an additional 1d6+3
damage.
Magic Detonation
Major Action, 1 Overcharge (Attack)
Make a basic attack. Instead of the usual damage, the target takes damage equal to the amount of Overcharge (or Magic
Overcharge if it’s a magical girl) they currently have.
Marionette
Minor Action, 1 Overcharge (Attack)
This creates an illusory copy of you within a range of 0-3. Your attacks may originate from this copy's position instead of
your own. If the copy is attacked you can make a defense 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 position within a range of 0-2 takes on the Rough Terrain battlefield obstacle.
Second Chance Attack
Minor Action, 1/Scene
If you make an attack that misses, use this talent to make a second attempt at the same attack.
g 24 g
In various parts of the book there are “Strategy Guide” sections that teach you about how to play the game aspect of Magical
Burst well and help you better understand how I intended the various parts of it to work. Engaging the mechanics isn’t the
only or even necessarily the most important aspect of the game, but understanding how they work can save you a lot of frus-
tration when you do use them.
Don’t underestimate the usefulness of the tables in the Instant Magical Girl chapter that follows this one. They seriously do
cover every step of creating a magical girl, and any time you’re stumped they can give you some ideas. I made them to
strongly reinforce the game’s themes, but of course you’re always welcome to come up with something of your own.
Specializations take inspiration from the “roles” in certain RPGs and video games. The idea is that certain kinds of charac-
ters are better at certain things, so that a group can be greater than the sum of its parts. Magical Burst doesn’t enforce this as
strictly as in many other games, but working with them can make you much more effective. Knights reduce how much dam-
age the group takes, witches bring the hurt on the enemy especially hard, and priestesses heal and empower their allies.
Common talents let you step outside of your specialization’s role or reinforce it, which in turn can let you compensate for
the group’s weak points. If you don’t have a priestess in the group, grabbing a healing talent wouldn’t be a bad idea, for ex-
ample.
Attack and Defense are easy to understand in terms of what they do, and you generally don’t want to neglect them. Support
on the other hand is a little trickier. It does have some potentially important combat uses, notably for removing status ef-
fects, moving away from enemies, and a few other things. With a low Support, it’s hard to pull of the Status Recovery move,
which in turn means if you get stuck with a status effect you could well wind up stuck with it for the rest of the scene. It’s
also extremely useful out of combat because it’s the attribute magical girls use for sorcery, which lets them improvise magical
effects on the fly. Although sorcery carries risks, it is a highly versatile tool that can make finding youma and solving other
problems quite a bit easier, and a magical girl with a low Support will have a very hard time of it.
Fully understanding how Magical Talents work requires understanding how combat works in the game. When you’re first
learning the game you can just pick what sounds like it’d be funwe tried to ensure that there are no bad choices per sebut
the more informed you are the more you can make a magical girl with an overall combat strategy in mind.
g 25 g
Oh, Im not worried. There will always be more who want to become magical girls. Always.
This section has a set of tables you can roll on to generate everything you need to make a magical girl. You can use these to
help fill in a few things when you’re stumped, or to quickly make a whole character. Sometimes this will give you a bunch of
things that don’t really make sense together, and sometimes it’ll eerily fall into place. Feel free to re-roll anything that
doesn’t fit or otherwise isn’t to your liking.
Human Name
If you want to give your magical girl a suitable Japanese name, you can select or make a d66 roll on the tables below. As you
may have guessed, these are rather fanciful names culled from magical girl anime and the like.
d66
Family Name
d66
Family Name
d66
Family Name
11
Aikawa
31
Hino
51
Misugi
12
Aino
32
Hozumi
52
Mizuno
13
Aizawa
33
Hyuuga
53
Momomiya
14
Akatsusumi
34
Iwakura
54
Nagisa
15
Amano
35
Kagurazaka
55
Nonohara
16
Aoyama
36
Kanzaki
56
Onigawara
21
Arisugawa
41
Kasuga
61
Sawanoguchi
22
Fujiwara
42
Kawai
62
Shinohara
23
Goutokuji
43
Kousaka
63
Shirayuki
24
Hanazono
44
Kinomoto
64
Takamine
25
Haneoka
45
Matsubara
65
Tsukino
26
Hiiragi
46
Midorikawa
66
Watanabe
d66
Given Name
d66
Given Name
d66
Given Name
11
Ami
31
Miaka
51
Sasami
12
Eri
32
Michiru
52
Setsuna
13
Haruka
33
Minako
53
Sumire
14
Hikaru
34
Misao
54
Tsukasa
15
Hotaru
35
Mitsuki
55
Umi
16
Fuu
36
Momo
56
Usagi
21
Honoka
41
Nagisa
61
Yoshiko
22
Ichigo
42
Nanami
62
Yui
23
Komugi
43
Rei
63
Yuko
24
Makoto
44
Rina
64
Yuna
25
Mami
45
Ririka
65
Yuri
26
Mao
46
Sakura
66
Zakuro
g 26 g
Magical Girl Name
In the Magical Burst setting the tsukaima don’t particularly care what a magical girl calls herself. In anime there is a common
formula of “Magical Girl” followed by the character’s given name. If you’d like to get a little more creative with your magical
girl name, you can roll or choose from the tables below to assemble one.
d66
Part 1
Part 2
Part 3
Part 4
11
Arcane
Acolyte
Beautiful
For the last part, use
your character’s normal
given name.
12
Card
Alice
Bountiful
13
Cosmic
Angel
Cutie
14
Creamy
Blossom
Dazzling
15
Cutie
Captor
Diamond
16
Dream
Child
Eldritch
21
Enchanted
Corrector
Elegant
22
Fancy
Crusader
Eternal
23
Final
Cure
Exquisite
24
Flower
Diva
Fancy
25
Fortune
Doll
Fearless
26
Holy
Fairy
Heartful
31
Lovely
Fraulein
Heavenly
32
Luminous
Girl
Honey
33
Lunar
Guardian
Little
34
Magic
Harmony
Lovely
35
Magical
Healer
Lyrical
36
Miracle
Idol
Magical
41
Mystic
Knight
Magnificent
42
Nurse
Maiden
Miracle
43
Pretty
Melody
Missy
44
Prism
Mistress
Mysterious
45
Revolution
Moon
Pastel
46
Sailor
Omega
Perfect
51
Saint
Oracle
Pixie
52
Shadow
Peach
Platinum
53
Smile
Priestess
Precious
54
Solar
Princess
Pretty
55
Stardust
Rune
Radiant
56
Sugar
Savior
Rainbow
61
Super
Songstress
Shining
62
Twilight
Sorceress
Silent
63
Ultimate
Star
Stormy
64
Unicorn
Strawberry
Sweet
65
Universal
Valkyrie
Visionary
66
Wedding
Witch
Wonderful
g 27 g
1. What kind of a girl are you?
d66
Type
d66
Type
d66
Type
11
Airhead
31
Fujoshi/Fangirl
51
Neglected
12
Arrogant Queen
32
Future Housewife
52
Non-Hero
13
Athletic Star
33
Goddess
53
Perfect and Popular
14
Big Sister
34
Goody-Goody
54
Poor Worker
15
Blazing Heroine
35
Gossip
55
Pop Idol
16
Bookworm
36
Heroine
56
Puppy
21
Bright and Cheerful
41
Holy Avenger
61
Rich Girl
22
Broken Doll
42
Innocent
62
Sickly Victim
23
Bully
43
Insecure
63
Space Cadet
24
Damsel
44
Left Out
64
Spooky Girl
25
Driven Artist
45
Little Prankster
65
Tomboy
26
Driven Warrior
46
Lovestruck
66
Traditional Japanese Beauty
2. What convinced you to make a pact?
Roll
Roll
11
I want to avenge my friend who was killed by a youma.
41
If I make a wish I can fix everything that’s gone wrong.
12
I want to be the heroine who saves everyone.
42
I realized I’m tired of feeling helpless.
13
I have nothing else worthwhile to do.
43
I want my mom to love me.
14
I’m going to fight so my friend doesn’t have to.
44
I want to be a magical girl just like in my favorite anime.
15
I lost everything I care about, so why not?
45
I was bored. Whatever.
16
I can’t let my friend fight alone!
46
Living a normal life just never made any sense to me.
21
Someone I care about was nearly killed. I can’t let that
happen again.
51
Maybe the other magical girls will be my friends. I don’t
have any friends right now.
22
I don’t remember why I became a magical girl, but I know
exactly what I’m going to wish for.
52
If I get a wish, I can have everything I ever wanted and live
the good life.
23
I want to be just like the girl I look up to!
53
I’m tired of being the victim. I want to fight back!
24
I’d rather go down fighting.
54
I thought it’d be fun.
25
Using magic for real is a dream come true!
55
Maybe it’ll inspire me to finally write again.
26
If I have that kind of power, no one will bother me ever
again.
56
No one’s going to take advantage of me ever again.
31
I’m the best at everything. Magic should be no exception.
61
Those fools need me. They could get killed otherwise.
32
I need to prove to everyone that I’m not a weakling.
62
I can fight for love and justice!
33
I’ve seen what youma can do. We have a duty to stop
them.
63
If there’s no justice in the world, I’m going to become jus-
tice.
34
She became a magical girl, and now someones going to
have to look out for her.
64
God has commanded me to fight evil.
35
With this power I can build a better world.
65
I want to live up to my mother’s legacy.
36
I don’t see any other way to prove I’m innocent.
66
I thought I could fix all the problems in the world. I thought
I could make it so hope makes sense.
g 28 g
3. What is your wish?
Roll
Roll
11
I wish I were rich and famous.
41
I wish I could be just like the girl I look up to.
12
I wish the girl who keeps bullying me were dead.
42
I wish to become immortal.
13
I wish I were beautiful.
43
I wish the fighting would end.
14
I wish he would fall in love with me.
44
I wish time would stand still for just a little while.
15
I wish for world peace!
45
I wish my friend was alive again.
16
I wish to have my family back.
46
I wish I was strong enough to stand up to him.
21
I wish I had my memory back.
51
I with the whole world were mine.
22
I wish I could forget about that day.
52
I wish my mom would find a husband who doesn’t hit.
23
I wish my friend were well again.
53
I wish I could be my old self again.
24
I wish for my father to be successful.
54
I wish to be 100% healthy.
25
I wish I could be popular.
55
I wish to end world hunger.
26
I wish my friend could smile again.
56
I wish the pain would just go away.
31
I wish my perfect imaginary lover was real.
61
I wish I could go back in time and fix everything.
32
I wish the ones who killed my parents would die in pain.
62
I wish magic had never been real.
33
I wish that bitch would get what’s coming to her.
63
I wish all the youma in the world would disappear forever.
34
I wish for a big cake I can share with all my friends!
64
I wish for the angels to take me up to heaven.
35
I wish I could end everyone’s suffering.
65
I wish for demons to drag her down to hell.
36
I wish everyone I killed were alive again.
66
I wish for the world to end.
4. Magical Element
This table is divided up into six parts according to different themes. You can just make a d66 roll as usual, or pick one of the
six themes and roll 1d6 to get an element from those.
d66
Element
d66
Element
1 Classical
Elements
11
Earth
4 - Emotions
41
Love
12
Air
42
Joy
13
Fire
43
Sadness
14
Water
44
Hate
15
Metal
45
Fear
16
Wood
46
Rage
2 Other
Elements
21
Ice
5 - Intense
51
Blood
22
Lightning
52
Bone
23
Light
53
Vacuum
24
Shadow
54
Plasma
25
Gravity
55
Radiation
26
Magnetism
56
Nothingness
3 Cute
31
Sugar
6 - Things
61
Chains
32
Rainbows
62
Glass
33
Feathers
63
Leaves
34
Stardust
64
Needles
35
Flowers
65
Plastic
36
Spirit
66
Paper
g 29 g
5. Magical Weapon
d66
Weapon
d66
Weapon
1 Magical
11
Magic Wand
4 Melee
41
Sword
12
Magic Staff
42
Spear
13
Mystic Orb
43
Mace
14
Tome
44
Nunchucks
15
Bell
45
Axe
16
Holy Symbol
46
Pole Arm
2 Military
21
Flintlock
5 Domestic
51
Frying Pan
22
Revolver
52
Tennis Racket
23
Shotgun
53
Kitchen Knife
24
Sniper Rifle
54
Baseball Bat
25
Assault Rifle
55
Mop
26
Rocket Launcher
56
Tea Ware
3 Dangerous
31
Grenades
6 Weird
61
Car
32
Garrote
62
Animal
33
Dagger
63
Ray Gun
34
Gauntlets
64
Cannon
35
Bow
65
Ribbon
36
Shuriken
66
Microphone
g 30 g
6. Magical Power
Roll
Power
Description
11
Analysis
By magically analyzing things you can discover secrets, and locate weaknesses.
12
Animal Form
It’s quite easy for you to take on the form of an animal.
13
Astral Projection
You can send your soul into a spiritual realm where you can invisibly look at the world and influence things with
magic.
14
Blood Warping
You can exert power over the blood that flows through living beings, and for that matter over blood already spilled.
15
Brew Potions
You can make potions that affect people who drink them with different kinds of magical effects.
16
Color Change
It will take some creativity to make this power useful, but you can change the colors of things.
21
Copy Form
You can precisely copy the appearance of any being, human or otherwise, you’re familiar with.
22
Critters
Cute, furry creatures (that aren’t magical) are at your beck and call with this magic.
23
Curse
You can place curses on people and other things. Talk to the GM about what exactly your curses do.
24
Divination
The art of divination will let you glimpse portents of the future and find answers to questions.
25
Doors
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.
26
Dream Walker
You possess the power to enter the world of dreams. There are dangers, but you can find many secrets and influence
dreamers.
31
Eat Anything
Given enough time, you can eat anything. You can bite through, chew, and digest pretty much anything.
32
Flight
You can fly, soaring through the air with no visible means of support.
33
Force Field
You have the ability to general a nearly invisible wall of force that can serves as a barrier.
34
Healer
Your magical power lets you heal others (and yourself?), repairing wounds and other damage, and perhaps curing dis-
eases.
35
Illusions
You can conjure up illusions to deceive and befuddle your foes’ senses.
36
Invisibility
Through some trick of the light, or perhaps by altering people’s perceptions, you can make yourself invisible.
41
Magic Saliva
Your saliva can serve as a conduit for magical power to control things. If you lick or spit on someone or something,
you can exert influence over them.
42
Magical Pet
You can conjure up a magical pet, similar to a tsukaima. It’s not sentient, but it does what you want.
43
Nightmare
You have the rare and perhaps unfortunate ability to create regions of Nightmare, much like a youma.
44
Portals
You can create small portals between two points, just large enough for a person to step through.
45
Red Thread
You can see red threads, invisible to most people, which represent bonds of love. You can also change them.
46
Resourceful Purse
You have a purse (or other container), and by reaching into it you can retrieve just about any object imaginable. Ob-
jects you create will fade away after a while though.
51
Shadow Pluck
For you, each person’s shadow contains objects derived from the substance of their soul. You can draw out all man-
ner of amazing and impossible tools from people’s shadows.
52
Summon Bugs
Though you might prefer not to have it, you possess the ability to call up insects.
53
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.
54
Talk to Anything
With your magic, you can speak to anything, including animals and inanimate objects.
55
Telekinesis
You can move objects within your line of sight through pure magical power.
56
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.
61
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.
62
True Writing
When you write words of magical power, those words can exert influence over what they’re written on.
63
Walk Through Walls
You possess the curious ability to pass through walls and other solid objects.
64
Wardrobe Change
This whimsical magical power lets you change your clothes to pretty much anything you can imagine.
65
Weather Control
This power lets you command the weather, summoning most any natural weather effect.
66
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 other-
wise be “coincidences” to your advantage.
g 31 g
7. Magical Girl Costume
To randomly generate a costume for your magical girl, roll once or twice on each of the three tables below.
A. Costume Style
d66
Style
d66
Style
1 Girly
11
Sailor Suit
4 - Mythical
41
Fairy
12
Sun Dress
42
Witch
13
Skirt and Blazer
43
Greek Heroine
14
Frilly Dress
44
Arabian Nights
15
Jumper Dress
45
Red Riding Hood
16
Tokyo Fashion
46
Sci-Fi Heroine
2 Fanciful
21
Harlequin
5 - Questionable
51
Nurse
22
Ballet
52
Maid
23
Circus
53
School Swimsuit
24
Swashbuckler
54
Bunny Suit
25
Gymnast
55
Miko
26
Idol Singer
56
Nun
3 Extravagant
31
Wedding Dress
6 Incongruous
61
Jumpsuit
32
Kimono
62
Armor
33
Gothic Lolita
63
Martial Arts
34
Ball Gown
64
Military Uniform
35
Opera Diva
65
Boyish Suit
36
Victorian Gown
66
Winter Coat
B. Costume Colors
d66
Color
d66
Color
11-12
Red
41-42
Gray
13-14
Orange
43-44
White
15-16
Yellow
45-46
Black
21-22
Green
51-52
Pearl
23-24
Blue
53-54
Gold
25-26
Indigo
55-56
Silver
31-32
Violet
61-62
Bronze
33-34
Pink
63-64
Iridescent
35-36
Brown
65-66
Rainbow
g 32 g
C. Costume Accessories/Motifs
d66
Style
d66
Style
1 Girly
11
Ribbons
4 - Hero
41
Hero Scarf
12
Flowers
42
Eyepatch
13
Butterflies
43
Epaulets
14
Heart
44
Cape
15
Stockings
45
Mask
16
Hair Ornament
46
Crest
2 Fanciful
21
Cat Ears
5 Fashionable
51
Boots
22
Bunny Ears
52
Beret/Cap
23
Angel Wings
53
Corset
24
Gems
54
Chains
25
Tiara
55
Necktie
26
Bells
56
Jewelry
3 Symbols
31
Cross
6 - Oddities
61
Bandages
32
Runes
62
Circuits
33
Kanji
63
Albino
34
Hexagram
64
Omega
35
Pentagram
65
Heterochromia
36
Star
66
Bat Wings
g 33 g
8 & 9. Normal Attributes & Magical Attributes
To get your magical girl’s attributes randomly, make d66s roll on the tables below and copy down the sets of values listed.
You will also need to assign your three Magical Attributes to the Combat Values of Attack, Defense, and Support.
Roll
Magical Attributes
Roll
Normal Attributes
11
Heart 9, Fury 6, Magic 3
11
Charm 7, Insight 2, Tenacity 5
12
Heart 9, Fury 5, Magic 4
12
Charm 4, Insight 3, Tenacity 7
13
Heart 9, Fury 4, Magic 5
13
Charm 2, Insight 5, Tenacity 7
14
Heart 9, Fury 3, Magic 6
14
Charm 3, Insight 7, Tenacity 4
15
Heart 8, Fury 7, Magic 3
15
Charm 3, Insight 4, Tenacity 7
16
Heart 8, Fury 6, Magic 4
16
Charm 7, Insight 4, Tenacity 3
21
Heart 8, Fury 6, Magic 4
21
Charm 7, Insight 3, Tenacity 4
22
Heart 8, Fury 5, Magic 5
22
Charm 5, Insight 6, Tenacity 3
23
Heart 8, Fury 4, Magic 6
23
Charm 5, Insight 5, Tenacity 4
24
Heart 8, Fury 3, Magic 7
24
Charm 4, Insight 3, Tenacity 7
25
Heart 7, Fury 8, Magic 3
25
Charm 6, Insight 2, Tenacity 6
26
Heart 7, Fury 7, Magic 4
26
Charm 3, Insight 4, Tenacity 7
31
Heart 7, Fury 6, Magic 5
31
Charm 2, Insight 7, Tenacity 5
32
Heart 7, Fury 5, Magic 6
32
Charm 6, Insight 3, Tenacity 5
33
Heart 7, Fury 4, Magic 7
33
Charm 6, Insight 6, Tenacity 2
34
Heart 7, Fury 3, Magic 8
34
Charm 4, Insight 5, Tenacity 5
35
Heart 6, Fury 9, Magic 3
35
Charm 7, Insight 5, Tenacity 2
36
Heart 6, Fury 8, Magic 4
36
Charm 2, Insight 5, Tenacity 7
41
Heart 6, Fury 8, Magic 4
41
Charm 4, Insight 7, Tenacity 3
42
Heart 6, Fury 7, Magic 5
42
Charm 5, Insight 4, Tenacity 5
43
Heart 6, Fury 6, Magic 6
43
Charm 5, Insight 5, Tenacity 4
44
Heart 6, Fury 6, Magic 6
44
Charm 3, Insight 5, Tenacity 6
45
Heart 6, Fury 6, Magic 6
45
Charm 2, Insight 5, Tenacity 7
46
Heart 6, Fury 5, Magic 7
46
Charm 5, Insight 3, Tenacity 6
51
Heart 6, Fury 4, Magic 8
51
Charm 6, Insight 3, Tenacity 5
52
Heart 6, Fury 3, Magic 9
52
Charm 7, Insight 3, Tenacity 4
53
Heart 5, Fury 9, Magic 4
53
Charm 2, Insight 6, Tenacity 6
54
Heart 5, Fury 8, Magic 5
54
Charm 5, Insight 7, Tenacity 2
55
Heart 5, Fury 7, Magic 6
55
Charm 6, Insight 6, Tenacity 2
56
Heart 5, Fury 6, Magic 7
56
Charm 5, Insight 2, Tenacity 7
61
Heart 5, Fury 5, Magic 8
61
Charm 7, Insight 2, Tenacity 5
62
Heart 5, Fury 4, Magic 9
62
Charm 6, Insight 5, Tenacity 3
63
Heart 4, Fury 8, Magic 6
63
Charm 4, Insight 7, Tenacity 3
64
Heart 4, Fury 7, Magic 7
64
Charm 3, Insight 4, Tenacity 7
65
Heart 4, Fury 6, Magic 8
65
Charm 3, Insight 6, Tenacity 5
66
Heart 4, Fury 6, Magic 8
66
Charm 5, Insight 5, Tenacity 4
10. Base Resolve
Write down 18.
g 34 g
11. Magical Specialization
It’s often best to pick your specialization based on your best Combat Stat and what the group needs, but you can also roll on
the table below.
1d6
Specialization
1-2
Knight
3-4
Priestess
5-6
Witch
12. Magical Talents
Note down the two Basic talents of Boost and Recover. Your character gets three other Magical Talents: one from her spe-
cialization, one general, and a third one from either category. If you just have to let the dice decide which, roll 1d6 and get a
common talent on 1-3 and a specialization talent on 4-6.
Roll
Common Talent
Knight Talent
Priestess Talent
Witch Talent
11-13
Bonus Action
Aura of Strength
Battle Sorcery
All or Nothing
14-16
Bypass
Create Barrier
Courage Aura
Amplify Magic
21-23
Empower
Defensive Switch
Curse
Blast Strike
24-26
Fight for Friends
Desperation
Dampen Overcharge
Dash Strike
31-33
Hate the World
Evasion
Guided Strike
Drain Life
34-36
Heal
Get Back
Healing Magic
Follow Up
41-43
Inflict
Get Over Here
Healing Wave
Hamstring
44-46
Let’s Move
Life Bomb
Implode
Killing Blow
51-53
Shield
Regeneration
Make an Opening
Magic Detonation
54-56
Purge
Second Wind
Remedy
Marionette
61-63
Speed Burst
Sprint
Rouse
Rough Going
64-66
Teleport
Stay Put
Safe Place
Second Chance Attack
g 35 g
13. Crisis
Your magical girl’s crisis is some kind of problem that she cannot ignore, something that will drive the story early on. While
I’ve included a table of possible crises below, more than any other part of character creation this is something you should try
writing yourself. Your character’s crisis is a signal to the GM and the other players about what you want the game to be
about, so make sure it points to something you think will make the game enjoyable for you.
Roll
Crisis
Roll
Crisis
11
One of my parents just vanished, and now the family is in
trouble
41
I’m hopelessly attracted to someone I probably shouldn’t be.
12
My best friend stabbed me, and I have no idea why.
42
I’m stranded in the wrong time.
13
A youma ate my best friend.
43
The police are after me for some reason.
14
My house just exploded, and somehow I survived.
44
I keep seeing this massive black obelisk in the middle of the
city. No one else can see it.
15
I was arrested by government agents and taken some-
where.
45
One day I started going about my usual routine, but every-
one was convinced that I had died the day before.
16
A youma has been stalking me. And it reminds me of one
of my friends.
46
A rival magical girl showed up and took one of my friends
hostage.
21
I woke up with a murder weapon in my hand and a dead
body in front of me.
51
A powerful youma has started killing off everyone I care
about.
22
I fell through a portal, and now Im stranded in a different
part of the world.
52
Someone framed me for a terrible crime.
23
I learned a terrible secret about how magic works, and I
think I have to keep anyone else from becoming a magical
girl.
53
One day I ran into someone who was convinced they knew
me, and it turns out there seems to be a whole other life I
don’t know about, and I don’t know which is real anymore.
24
A rival magical girl showed up and said if I take any of her
prey shell kill me.
54
I woke up with no memory, and everyone around me has
been really worried.
25
Someone close to me found out that Im a magical girl.
55
There’s something wrong with me. I feel sick, and I’m sure
I’m going to die soon unless I can make a wish.
26
I found out theres a clone of me. She doesnt seem to
want to do anything bad, and shes as scared as I am.
56
Someone killed my tsukaima and left a warning written in
his blood.
31
I woke up with no memory, and no sign of anyone who
knows me.
61
I found something that suggests my whole life is fake, and I
keep on finding things like that.
32
I was caught up in a military strike against a youma.
62
I found evidence that I died 10 years ago.
33
I had a bad magical mutation manifest in the middle of
school where everyone could see.
63
My best friend committed suicide, and people think I’m re-
sponsible somehow.
34
Every night I dream of an all-powerful youma that will
cause the end of the world.
64
The person I love completely and utterly rejected me.
35
I’ve been transformed, so that I don’t look like who I re-
ally am.
65
My parents died, and now I have to live with my horrible un-
cle.
36
My power went out of control and killed someone.
66
I remember the end of the world, as clear as if it had just
happened to me a moment ago. I have to try to stop it.
g 36 g
These are some guidelines that can help make the game better, or at least more like default Magical Burst.
Work together. The characters you control might not be working together, but you as the players should be. Your magical
girls may know triumphs and failures, but your real “win condition” is if you find the game satisfying. Everyone should be
helping make that happen.
Keep it vivid. When magical power comes into play, go all-out. Whatever elements your magical girl has, play them up spec-
tacularly. If you miss an attack with your spear, describe how it splinters the concrete.
React. If you wanted something ordinary you wouldnt be playing a game of desperate magical girls. Both the GM and the
rules of the game will be throwing some strange and shocking stuff at your character, and she definitely shouldn’t be brush-
ing it off. So react, let your magical girl do stupid things at times, and let her be human.
Play the story
and
the game. Magical Burst is partly a collaborative story about magical girls, and partly a tabletop game, with
the two elements deliberately put into a symbiotic relationship.
One session of playing Magical Burst is called an episode, and is roughly analogous to an episode of an anime in scope. A
standard Magical Burst episode is arranged around finding and eliminating a youma, and thus consists of an introduction,
the investigation, the climax/battle, and the aftermath. Needless to say you can find other ways to arrange your episodes.
Each of those four parts can have multiple scenes in them as well, though the climactic battle is usually one scene.
Introduction
During the Introduction, each magical girl gets a short scene to establish whats going on with her at the start of the episode.
The GM can toss something at them (probably based on the magical girls Crises if its the first episode), or the player can
help come up with something.
Investigation
The main phase is where the magical girls get to do what they can to figure out whats going on and pursue their goals. Dur-
ing this phase, the players take turns picking things for their magical girls to try to do.
Climax
The climax is when the magical girls confront the episodes main threat. The archetypical climax is a confrontation with a
youma.
Aftermath
This is the denouement after the big battle, where the immediate consequences of the events of the climax come into play.
This is often a good place for the GM to dish out some Fallout, though you can also let it roll over to the next episode.
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A “scene” is a block of action that takes place in a particular time and place. In Magical Burst we break the action up into
scenes to help focus on the core action of the game. (Though you can just start a scene and see where it goes!) A lot of the
time the GM will take the lead framing scenes, but any of the players can ask to do a scene.
Framing a scene means setting up the basics of when and where it takes place, who (and what) is there, and what’s going on.
If you’re accustomed to role-playing or even just telling stories, chances are you already naturally divide action into scenes,
and the only difference is that this game asks you to do so more explicitly.
During a scene is when you role-play. That means speaking and choosing actions for your character (or characters in the case
of the GM). How you go about getting into character is ultimately up to you, and different people approach it in different
ways, from a calculated performance to slipping into another self for a while.
This game has rules for determining how any number of things go, but there will inevitably be things where those rules
don’t apply, or where it isn’t clear exactly how they apply. When that happens, the GM makes a judgment on how to handle
things. As a player, remember that you can have your magical girl attempt basically anything. Some things are going to be
more likely to succeed than others of course, but you shouldn’t feel limited if you feel your character would do something
not explicitly covered by the rules.
I guess you can say magic words if you really want. The important thing is to call on the magic inside your heart.
Magical girls have two forms: normal and magical girl. In their normal form they are more or less normal girls, the only unu-
sual thing being that they have a special pendant that can never be stolen, lost, or even discarded. When a magical girl trans-
forms she may experience an elaborate transformation sequence of her costume forming around her body, but to the out-
side world the transformation is virtually instantaneous. If, for example, a youma launches an attack at a magical girl in her
normal form, she can transform in time to react to even the fastest of attacks, and can mount a defense. Transforming is
necessary because a magical girl cannot access any of her magical abilities otherwise.
While not transformed a magical girl is a normal girl, and thus will take wounds instead of damage to her Resolve. If you are
at 0 Resolve you lose access to your magical girl form and all your magical powers until you regain at least 1 point of Resolve,
which you can do by using the Revive move or by someone else using a move that heals you, or by using the Recover move
(p. 18) out of combat.
When a character tried to do something where success is in doubt, its time to bust out the dice and see what happens.
Normal Challenges
For a mundane challenge, the player rolls 2d6 and adds it to an appropriate Normal Attribute. The total is your Result,
which will be compared to something else to determine what happens.
Magical Challenges
For a magical challenge, you use one of the three Magical Attributes. Roll 2d6 and add the roll to your attribute to get your
Result. Unlike with normal challenges, if a die comes up a 6, you roll another die (1d6) and add it to your total, and you
keep rolling more dice and adding them as long as you keep rolling 6s. However, for each time you roll a 6 you also take a
point of Overcharge on the attribute youre using.
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Remember that you don’t get extra dice on a 6 if you’re using a normal attribute, or when you roll dice for damage (though
you do get a flat +2 to damage for every point of Overcharge incurred for an attack).
Any time you get 10 or more Overcharge points on an attribute, you immediately have Fallout.
Narrating Details
When you roll for a challenge, you get to narrate one detail for each die you roll. This means you get to say something re-
lated to the action and it becomes part of the game. If youre attacking a youma and rolling 3 dice you might describe how
you spring off of a wall (1), make your sword split into dozens of swords (2), and have them fly around and slice into the
youma (3). If you roll one or more 6s on a magical challenge, you should go ahead and narrate another detail for each addi-
tional die. Details don’t all have to directly relate to your character, so you could for example narrate another character giv-
ing you a boost, but you should respect the other players’ control over their characters when you do.
Details do not themselves affect the way other rules work, and they cant contradict things that are decided specifically by the
rules. You can go to town all you want describing how your sword slices into the youma, but you dont get to narrate it dy-
ing, because we know that isnt going to happen unless it runs out of Resolve.
This rule is intended to make the game really crazy and cinematic in style, especially for magic battles, but some players may
find it weird or even tiring. If it bothers you, you can drop this rule and it wont affect anything else.
Opposed and Unopposed Challenges
An opposed challenge is when the rules call for two characters to make rolls against each other. For example, you might
make a Charm vs. Tenacity challenge, meaning you make a Charm challenge and the other person makes a Tenacity chal-
lenge, and whoever gets the higher Result wins. Break ties first by whoever has the higher base attribute, then by rolling an
extra die.
In an unopposed challenge youre just making a challenge and seeing if you got a high enough Result. Moves that use an
unopposed challenge will list off what effect you get from a given result. If the move doesnt list anything that happens for
the Result you got, then nothing happens, at least not from the move itself.
During the course of the game players say what their characters are trying to do, and it’s the GM’s job to make a judgment as
to how things will turn out. In game terms a “move” is an action for which there is a set of defined rules. Players can have
their magical girls attempt basically anything, and part of the GM’s job is adjudicating how to handle those actions. Some-
times this will call for using a move, sometimes it will call for making up a new move on the fly, and sometimes it’s just a
matter of the GM deciding on a suitable result. Don’t shut the players down when they try things, but do look for ways to
have characters’ actions make their lives more interesting.
Although there’s no need to keep moves secret from players, you may find the game works better when players don’t have
the moves staring them in the face. It’s natural to weigh actions against whether and how the game rules will let you succeed,
but it’s at least as important to role-play your character’s intent and attempt things that the rules don’t cover. Try stuff out!
Surprise the GM! And when you do try something that engages the move, don’t let the move be a way to circumvent role-
playing. Don’t say “I roll to bond with Koyuki.Show us what you’re doing to get closer to her.
Disrupt
If someone is making a challenge for something and another character wants to try to interfere, they can attempt to Disrupt.
They make a Tenacity vs. Tenacity challenge (if it is a mundane action), or a Support vs. Support challenge (if it’s a magical
action). If the character who is disrupting wins, the target takes a 2 penalty to their challenge.
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Help
If a character aids someone else on making a challenge, they give them a +1 bonus to a challenge, or a bonus equal to the
helper’s relationship rank if they have a relationship with them. Only one person can help on a given action.
Stay Calm
When a character tries to stay calm in the face of things that are unnatural or severely frightening, they make a Tenacity
challenge. On an 11 or less the GM makes them take 2 of the effects below. On a 12-14 the GM makes them take one of the
effects below. On a 15+ they’re fine.
Take 1 point of Overcharge on any Magical Attribute (can be taken twice)
Lose 1d6 Resolve
Get away from the threat, if you can
Do something humiliating
Activate a Change that you have
If the character has a relationship with whoever caused them to have to use this move, reduce the rank of the char-
acter’s relationship with them by 1.
Locate Someone or Something
When a character searches for someone or something in the city, they make an Insight challenge. On a 15+ they find a lead.
On a 12-14 they find a lead, but the GM picks one of the options below.
Whoever or whatever they’re searching for suspects they’re looking for them.
The clue they find is somewhat misleading.
Someone they care about gets concerned about what they’re doing.
Someone the care about is tied up in the lead they find.
On an 11 or less the character is unable to find anything, and the GM picks one of these:
They attract unwanted attention.
They run into a complication unrelated to what they’re looking for.
Someone they care about gets concerned about what they’re doing.
Someone they care about gets caught up in the thing the magical girl is investigating.
How many leads you need will depend on what you’re looking for. For normal people it’s one or two leads, for youma or a
person who is hiding three, and for a youma or magical girl making an exceptional effort to hide themselves it can take four
or more.
Dominate
When a character tries to dominate someone by force of will, intimidation, etc., they make a Tenacity challenge. On a 12-14
pick one, and on a 15+ pick two.
Take an object from them.
Get +1 on the next challenge against them.
The target suffers a wound.
The target says what they think the character wants to hear.
They back down.
Humans, even magical girls, cannot dominate youma.
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Bond
If a magical girl has a positive social interaction with someone, they make a Charm roll. On a 12-14 they can increase the
rank of their relationship with that person by 1. On a 15+ it increases their relationship rank by 2. Relationships cannot go
higher than level 4. If the magical girl does not have a relationship with them, she starts a new relationship at rank 1 or 2.
Escape
When a character tries to run away from someone or something, they make a Tenacity or Support challenge. On a 12-14
they leave something behind or something follows you, them, and on a 15+ they get clean away.
Sorcery
“Sorcery” is a way for magical girls to use their magic to alter reality. They can use sorcery for virtually anything, though it
needs to fall within the realm of their affinitiestheir element, power, or weapon. Reality has a natural resistance to being
altered, so sorcery takes a certain amount of effort and skill, and proportionately more so for bigger, more flagrant changes
to the world. People also have a limited resistance to magic that affects them directly, some factor in the human will, and
magical beings have the ability to counter sorcery with magic.
Sorcery is a little more involved than most moves, and will require more discretion on the GM’s part. Also, if an effect falls
under the combat rules or a Magical Talent that the character has, simply use that instead.
A magical girl can use sorcery while in her normal human form, but if she incurs any Overcharge in the sorcery challenge
she will immediately transform.
1. Describe Desired Effect
First, the player describes what they want their magical girl to do with magic. If it is truly excessive in power (destroying the
whole world) or obviously not within your magical girl’s abilities (using a Create Cake Magical Power to affect the weather,
just because), the GM can outright turn you down.
2. GM Sets Difficulty
Next the GM will need to set a difficulty number, which is what the magical girl will have to reach on a check to successfully
achieve the effect she wants. Given that sorcery basically amounts to making a challenge in order to have magic do whatever,
it depends a lot on the GM’s judgment.
Basic Difficulty
The starting point for the difficult of a sorcery effect is its overall potency. We divide effects into four basic categoriesSim-
ple, Moderate, Powerful, and Extremeeach of which has an initial Difficulty number.
As a rule of thumb the basic difficult of sorcery can be lower for something that is very clearly part of a magical girl’s magical
traits. If her Magical Element is Fire, using sorcery to start a fire is going to be significantly easier than trying to do so with a
different element or a semi-related Magical Power.
Simple (12): Effect could be explained by coincidence, effect could be accomplished by an ordinary person, effect
involves a basic invocation of one of the magical girl’s affinities.
Moderate (16): Effect is impossible without magic but does not greatly affect the outside world.
Powerful (20): Effect is flagrantly impossible without magic and has a potent effect on the immediate area.
Extreme (26): Effect has a substantial effect on the lives of the people throughout the city
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Action Type
When in combat the player should specify what type of action(s) they wish to use to accomplish a use of sorcery. This can
range from a normal Minor or Major Action, to using 2 full turns. Regardless, sorcery always takes effect at the end of the
action(s) used.
Minor Action: +4
Major Action: +2
Minor & Major Action: +0
2 Turns: 2
Outside of combat, sorcery takes a few moments of concentration. A magical girl can reduce the difficulty of an effect by 4
by taking 10 minutes or so and conducting a ritual. This can be whatever she wants it to be, but it will be very strange-look-
ing to anyone who sees her doing it.
3. Make a Support Challenge
Once you have the difficulty figured out, the next step is for the player to make a Support challenge.
If an effect is going to directly target another magical girl, the target can attempt to use sorcery to counter it. If someone is
using sorcery on you, you can make a Support challenge against their initial Support challenge to use sorcery. If you beat
them you can negate the spell. If you beat them by 4+ points you can return the spell’s effects back at them if you wish.
If a normal person is subject to an effect that is trying to alter their mental state, they can make a Tenacity challenge to try to
resist. If they match or exceed the magical girl’s result, they overcome the sorcery.
4. GM Determines Results
If the player’s result matches or exceeds the difficulty, the sorcery is successful and has the desired effect. However, if it is not
3+ higher than the difficulty, the GM picks one of the effects below:
The effect is slightly off in some way.
The effect is obviously unnatural to any normal people nearby.
The magic has additional side-effects; take 1 Support Overcharge.
The magic attracts the attention of a youma or rival magical girl.
If the result is less than the difficulty the sorcery fails and the GM picks two of these:
The magic has side-effects; take 1 Support Overcharge. (Can be chosen twice.)
The magic attracts the attention of a youma or rival magical girl.
The malfunctioning magic causes a random Minor Distortion effect for your Support attribute (see p. XX).
A weaker version of the effect rebounds on the magical girl.
Specific Effects
Here are some guidelines for handling specific types of effects, especially those that heavily interact with the rules. You can
change these to better suit how you play, and you can devise your own guidelines for other types of effects that crop up in
your game.
Changes
Sorcery can potentially inflict Changes (see p. XX) on people. A temporary Change is typically a Moderate (16) effect, while a
permanent Change is a Powerful (20) effect, possibly higher.
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Combat Movement
Faster movement is possible as a Simple (12) effect with an appropriate affinity. Teleportation (where the character jumps to
any position of the player’s choice) is a Moderate (16) effect.
Relationships
Sorcery can potentially control people’s minds, but it can’t actually create genuine bonds, which means it cannot create or
improve relationship ranks.
Special Attack
An attack with a special effect will generally be a Moderate (16) effect, with the restriction that it cannot be a Minor Action.
Treat it as a basic attack with an additional rider (such as causing a Status Effect), much like a typical attack-based Magical
Talent.
When magical girls fight youma, or sometimes one another, youll use the battle rules to resolve how it turns out. Battles are
divided into rounds, during which each participant gets to act once. Youma will often be able to act multiple times per
round, and certain talents and such will let magical girls take specific actions out of turn. If the participants in a battle wish
to keep fighting after a round ends, start a new round and continue.
Setting Up the Battlefield Map
Magical Burst uses a “battlefield map” to make positioning a bit more interesting. It consists of five Positions arranged in a
row, and characters will move forwards and backwards on the map over the course of a battle. The 5 positions are numbered
1 to 5, and they also have colorful nicknames (Flower Garden, Elysium, Purgatory, Hades, and Abyss). In a normal battle
magical girls will start in Positions 1 or 2 (Flower Garden or Elysium), and youma will start in Positions 4 or 5 (Hades or
Abyss). Place a pawn/miniature on the map for each character present in the battle.
Battlefield Obstacles
In certain circumstances it will make sense to have particular obstacles on the battlefield. These are modifiers to individual
positions that have specific effects. They can take any number of specific forms though. “Rough Terrain” could easily be doz-
ens of metal bars magical girls must navigate through, or a wall of water they have to swim through, or something else.
Barrier: A “barrier” is some kind of wall that prevents passage through the Position. A typical barrier will become
passable after it sustains a certain amount of damage (10 for a fairly weak barrier, 20 or 30 for a stronger one). A
barrier has no defense roll, but characters must make an attack to damage it.
Rough Terrain: Any number of factors can make a position difficult to traverse. To exit a Position that has Rough
Terrain, a character must either use actions for 2 Positions worth of movement, or use the Traverse Rough Terrain
move. Abilities that jump to specific Positions or teleport ignore Rough Terrain.
Objective: Things (and people) the magical girls might want to reach can be placed on particular positions on the
battlefield map.
Initiative and Turns
Battles take place in rounds, and each round each participant normally gets to take one turn. Each time a character finishes
their turn, the person controlling them gets to decide who will act next from among those who have not yet acted during
this turn. Youma can have multiple actions per round, but the GM cannot have a youma turn the initiative over to itself
unless there is no one else who has not yet acted that round.
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Keep in mind that everyone will get their turn unless they get incapacitated, so unless you can finish them off, avoiding let-
ting enemies take their turns will just put you in the position of dealing with several enemy turns at once as you wait for the
new round to start.
Unless the opponent has the Ambush ability, one of the players’ magical girls will go first.
If you have trouble keeping track of who has acted, give each participant a token (and multiple tokens for youma that have
multiple actions), and have them turn it in when they take a turn.
On Your Turn
When you take a turn you have a Major Action and a Minor Action to use. Generally speaking moving is a Minor Action,
while attacking is a Major Action. You can use your Major Action to do something that would normally be a Minor Action,
but not the other way around. You can also take your actions in any order, but you must complete one action before you
start the next.
Some things count as a Free Actions; these do not count towards your allotment of Major and Minor Actions. Most Free
Actions still have to take place during your turn, and actions that don’t have to will say so.
Combat Moves
Basic Attack
Major Action
This is an attack on an enemy, intended to cause harm. Magical girls typically attack through their Magical Weapons, and
can do so in melee or at range, since their weapons are more magical motifs than actual tools per se.
You must be within the Range of that attack as measured in positions on the Battlefield map. A standard Melee Attack has
range of 0, meaning you must be in the same position as the target, while a standard Ranged attack has a range of 1-2, mean-
ing it can hit targets 1 or 2 positions away (but not targets in the same position). Talents and Finishing Attacks can give char-
acters other types of attacks to use.
Basic Melee Attack: Range 0, Damage 1d6+2
Basic Ranged Attack: Range 1-2, Damage 1d6
Make an Attack challenge. If youre the target of an attack, you can make a Defense challenge, or use a passive defense (use a
Result of Defense+4 without rolling). If the attacker wins the challenge, the defender loses Resolve according to the damage
of the attack, including a bonus of +2 for each point of Overcharge incurred during the attack roll, minus 2 per point of
Overcharge incurred during the defense roll.
Cover
Free Action (Defense)
If someone in the same position as you is being attacked but hasnt yet had a chance to defend themselves, you can put your-
self in harms way to protect them. To cover someone, make a Defense challenge. On a 14-16 you take the damage instead
of them. On a 17+ they take no damage and you take half the damage. If you dont miss, they can add a rank to their rela-
tionship with you if they want.
Disengage
Major Action
If you are in the same Position as an enemy, you cannot move out of that position with the normal Movement move. This
move lets you move 1 Position on the battlefield map regardless of whether there are enemies present, but it uses a Major
Action.
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Movement
Minor Action
When you use Movement, you can move 1 Position on the battlefield map. If there are one or more enemies in the same
Position as you, you must use the Disengage move instead, or attempt Reckless Movement.
Reckless Movement
Free Action
Use this move when you try to leave a Position that has Rough Terrain without using 2 Positions worth of movement from
other moves, or are trying to leave a Position occupied by an enemy without using Disengage. This move is considered a part
of whatever move you use for moving, and thus can be used on top of Disengage or Movement. Make a support challenge.
On a 17+ you are able to move out of the Position successfully. On a 14-16 you can move, but only if you also take 2 dam-
age. On a 13 or less you fail to move out of the Position.
Revive
Major Action
If youve lost all your Resolve, you can make a Support challenge to revive on your next turn. On a 13 or less you take 2
Overcharge and go to 1d6 Resolve. On a 14-16 you take 1 Overcharge and go to 1d6+3 Resolve, and on a 17+ you take 1
Overcharge and go to 1d6+6 Resolve.
Status Recovery
Minor Action
If you are suffering negative Status Effect (see below), you can use this move to try to remove them. Make a Support chal-
lenge. On a 14-16 you can remove any one Status Effect from yourself. On a 17+ you can remove as any number of Status
Effects on you that you wish.
Other Moves
On your turn you can use any of the non-combat Moves, usually as a Minor Action. You can also Stay Calm as a Free Ac-
tion.
Status Effects
“Status effects” are abnormal states that characters sometimes enter as various special effects apply them. A status effect will
go away either at the end of the scene or when a special effect removes it. All characters have access to the Status Recovery
move to remove status effects.
Although status effects have names that imply specific things, you may describe them however feels appropriate to you. A
spider youma might impose the “Bleeding” status as a way to represent poison, for example.
Bound: Movement uses a Major Action. 2 to all challenges.
Bleeding: Take 2 damage at the start of each round.
Stunned: Can only take 1 action (Major or Minor) on your turn. If you remove this status, you can use your remain-
ing action in the same turn.
Excited: +1 to the damage of all of your attacks. This status is removed if you receive the Calm status effect.
Calm: +1 to all defense challenges. This status is removed if you receive the Excited status effect.
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Normal People in Battles
Ordinary people who get caught up in a magical battle are in an exceedingly dangerous situation because any damaging mag-
ical can easily kill them. There is the small mercy that youma will usually focus on magical threats first.
Normal Defenses
If a normal person tries to defend against a magical attack, they make a Tenacity challenge and must beat the attacker’s At-
tack challenge.
Normal Attacks
If they are brave enough to attack a magical foe with some kind of weapon, they can make an attack using their Tenacity
attribute, and if it succeeds they inflict 1 point of damage.
Wounds
Where transformed magical girls take damage to their Resolve, normal people (including un-transformed magical girls) take
Wounds instead. A normal source of damagea knife, a gun, a severe blow to the head, etc.will cause 1 Wound. When
this happens mark off the first open box on the wound track (see below). The character subtracts the listed penalty from any
challenges they make, though magical girls can ignore all wound penalties when transformed. A character who takes 4 or
more wounds is dead. Magical attacks will cause as many wounds as they would cause points of damage. Magic is extremely
dangerous to normal people, and even a basic magical attack can easily kill a person outright.
2
3
4
Dead
Wounds will recover naturally at a rate of roughly 1 per episode if properly treated. Magical healing via Talents does not fix
wounds; it is in the nature of magical bodies to be easier to repair with magic. However, sorcery can potentially heal wounds;
successful sorcery can remove any number of wounds.
Destroying a Youma
A youma whose Resolve is totally depleted is destroyed and leaves behind one or more Oblivion Seeds. If there are multiple
magical girls present they will have to decide who gets it.
Magical Girls at Zero Resolve
Resolve can never go below zero. A magical girl who loses all of her Resolve is forced out of her magical girl form until she
regains at least one point of Resolve, but she also can ignore any remaining damage from the attack that brought her to zero
Resolve. While in this state, a magical girl is effectively a normal person. She can however use the Revive move on her next
turn as of the start of the round after the one where she lost the last of her Resolve.
If a youma (or another magical girl) successfully attacks her in her normal human form she take wounds instead of damage
to her Resolve like a normal person. This could easily kill her, which means you will most likely have to make a new charac-
ter if you wish to continue playing. Also, unless another magical girl specifically retrieves the body, a dead magical girl will
completely disappear when a defeated youmas Nightmare collapses.
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Each specialization has a signature ability that is meant for you to use it with minimal opportunity cost. In order for your
character to fight at full effectiveness, it’s important to put these to good use.
It’s a fairly basic aspect of tactics, but when you have multiple enemies, it’s generally best to eliminate as many of them as
possible as quickly as possible. That means the group ideally should be focusing fire, bringing down each target before mov-
ing to the next. A foe that you eliminate is a source of damage and other adverse effects that you eliminate. Likewise, try to
keep your allies above zero Resolve as much as possible, as each magical girl is a source of damage and other useful effects
that bring the fight closer to an end.
Be aware of your Overcharge. Where Resolve is your magical girl’s ability to stay standing in a fight, accumulating Over-
charge chips away at her normal life after the fact, and can push you closer to Burst fallout, which can be seriously danger-
ous to your allies. Also don’t forget the effects that Overcharge has on damage. When you incur Overcharge when making
an attack (by rolling 6s or by using Boost), you get +2 to damage per point of Overcharge, and if you manage to incur Over-
charge while defending and still take damage, it reduces the damage by 2 per point of Overcharge. The bonus when attack-
ing especially can make a huge difference.
I know things are strange, I know its hard, but please dont leave me. Youre the only one who helps me feel human anymore.
Relationships represent a magical girl’s connections to other people, which they need to stay anchored to humanity. If a
magical girl has no relationships at all certain kinds of Fallout become much more severe. Below are rules on how relation-
ships are created and damaged.
Creating and Improving Relationships
Magical girls can create or improve relationships using the Bond move (p. XX). When a magical girl bonds with someone
she doesn’t have a relationship, it creates a new relationship with an initial rank of 1 or 2 (depending on the result of the
challenge). When a magical girl already has a relationship with someone, the Bond move will increase its rank by 1 or 2 (to a
maximum of 4).
Relationship Damage
Having something like a normal life while being a magical girl is a challenge to say the least. Your relationships will often be
tested by all the strange things around you.
Each time something happens that damages your connection to someone, you must reduce the relationship’s rank by 1. Re-
lationships arent damaged by mundane carelessness, but rather by more substantial shocks. Each time a normal person you
have a relationship with experiences some kind of magical effect because of you, the relationship loses a rank. Non-magical
things that can damage relationships include obvious betrayal, acts of violence, and other particularly inappropriate behav-
ior.
Relationships between magical girls lose a level whenever one of the magical girls in the relationship feels it should. Any
time magical girls fight each other their relationships to one another will each lose a rank.
A relationship that loses all of its levels is broken. This means it no longer functions as a relationship until you get it back to
level 1 by bonding (see p. XX). Any time a relationship is broken, you lose 3 Resolve.
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Is this going to keep happening every time I use magic? I’m not sure I can handle this…”
Magical girls shed Overcharge through Fallout. Fallout is the unwanted side-effects of using magic and fighting youma. Such
side-effects can warp reality, affect a magical girl’s behavior, induce magical mutations, and in extreme cases unleash raw de-
structive power. These things catch inexperienced magical girls off guard, leaving them wondering where a strange impulse
to break something or hug someone came from, wondering what’s going on around them, or wondering what’s happening
to their bodies. Those who last long enough will learn that this is because of their magic, that it is part of the price they pay
for the power they’ve gained. They aren’t aware of Overcharge as “points,” but they do feel a growing sense of unease, and
quickly learn to be careful.
There are four types of fallout, and each one removes a different amount of Overcharge. Players can suggest when they think
a particular kind of fallout would be interesting and appropriate, but it’s ultimately up to the GM to decide when and how it
happens. For most kinds of fallout it’s best to wait until an inconvenient but not catastrophic time for it to happen. How-
ever, if a magical girl gets 10 or more points of Overcharge on one Magical Attribute, the Fallout always happens immedi-
ately.
Random vs. Thematic Fallout
The standard rules as written make many kinds of Fallout depend on dice rolls. That can be a fun style of play, especially if
you go all-out with random characters, but sometimes it can give you effects that are unsatisfying, easily ignored, or difficult
to integrate into the story.
Thematic Fallout is what we call it when a person, usually the GM, picks Fallout options according to what feels satisfying
for the story. Give a magical girl whose magic went too far a little poetic injustice. The objective isnt to be cruel, least of all
to the player, but rather to make the side-effects of magic strange and pressing.
Determining Fallout
Overcharge
Fallout
2
Minor Distortion
4
Major Distortion
6
Temporary Change
8
Permanent Change
10+
Burst
The effects of fallout depend on the attribute the Overcharge points were attached to and the number of points the fallout is
removing. Magical girls always suffer the highest type of fallout for the amount of Overcharge they have on a given attribute,
and cannot lessen the effect of it by taking multiple instances of less powerful fallout. If you have 6 Overcharge on your
Magic attribute, you will take a Temporary Change, and cannot take a Major Distortion and a Minor Distortion instead. If a
magical girl has only 1 Overcharge on an attribute, the player can ask for a Minor Distortion to remove the single point if
they want.
g 48 g
Minor Distortion (2 Overcharge)
Low-level Fallout causes a magical girl or reality around her to become somewhat distorted. The nature of a distortion de-
pends heavily on the type of Overcharge involved; Magic warps reality, while Heart and Fury affect the magical girl’s behav-
ior. For these there is a random table the GM can roll on, or you can simply come up with something appropriate to the
type of distortion and the situation.
Magic distortions make some of the excess magic youve accumulated leaks out into the world, making things
around you become strange and unsettling. A minor Magic distortion causes something unusual but plausible to
happen. The weather changes very abruptly, all the cats in the area converge in one spot, objects keep falling in un-
likely ways, birds magnetic sense is thrown off in the area, etc.
Heart distortions result in the stress of what you’ve experienced causing you latch onto people around you in a way
that’s a bit unsettling. A minor Heart distortion results in a moderate display of intimacy to someone, such as a lin-
gering hug, blurting out personal stuff about yourself, abruptly inviting someone on a date, etc.
Fury distortions result in sudden, violent outbursts that you can’t really explain. A minor Fury distortion results in
doing some property damage or having a minor violent outburst against someone.
g 49 g
Roll
Minor Magic Distortion
Roll
Minor Magic Distortion
11
A large object unexpectedly tips and falls over.
41
It suddenly becomes extremely cold in the area.
12
A mysterious sound of footsteps.
42
It suddenly becomes very hot in the area.
13
A random object catches fire.
43
Lights flicker and go out.
14
A sudden gust of wind fills the air with slips of paper.
44
Lots of insects buzz in the air.
15
A transformer on a pole overhead explodes.
45
People in the area experience an intense feeling of dread.
16
An animal panics and kills itself.
46
People in the area feel nauseous.
21
An unusually large number of animals congregate nearby.
51
People in the area momentarily stop and stare in unison, then go
back to their business as though nothing happened.
22
Animals become agitated.
52
Random arrangements of leaves, mildew, etc. seems to be faces.
23
Birds’ magnetic sense is thrown off.
53
Regardless of the current weather, there is a thunderclap.
24
Bugs crawl out of cracks in the walls.
54
Screens display magical writing.
25
Cell phones get strange gibberish texts.
55
The area becomes eerily quiet as background noises fade away.
26
Clocks start changing times at random.
56
The cats in the area converge in one spot.
31
Devices in the area turn on by themselves.
61
The weather changes very abruptly.
32
Electronics play strange, indecipherable voices.
62
There is a minor earthquake.
33
Every phone in the area receives wrong number calls.
63
There is a smell of sulfur.
34
Food tastes and smells overpoweringly sweet.
64
There is an oddly sweet smell in the air.
35
Food turns out to be spoiled.
65
Trees abruptly lose their leaves.
36
Glass develops cracks.
66
Vehicles in the area momentarily go out of control.
Roll
Minor Heart Distortion
Roll
Minor Fury Distortion
11-12
You blurt out a personal secret.
11-12
You break a window.
13-14
You can’t take your eyes off of someone.
13-14
You break something small and fragile.
15-16
You feel compelled to give someone a small gift.
15-16
You deface something.
21-22
You give someone a lingering hug.
21-22
You dunk someone in water or other liquid.
23-24
You give someone a peck on the cheek.
23-24
You give someone a backhand.
25-26
You give someone a peck on the forehead.
25-26
You give someone a hard shove.
31-32
You insist on a group hug.
31-32
You play a mean prank.
33-34
You invite someone on a date.
33-34
You punch someone.
35-36
You offer someone food and won’t take no for an answer.
35-36
You scrawl insults where someone will be sure to see it.
41-42
You send someone an anonymous love letter.
41-42
You send someone threatening texts.
43-44
You send someone embarrassing text messages.
43-44
You shout in someone’s face.
45-46
You steal something small and give it to someone.
45-46
You slap someone.
51-52
You stroke someone’s hair.
51-52
You tell a vicious lie about someone.
53-54
You tell someone how great they are.
53-54
You threaten to kill someone.
55-56
You treat someone to chocolates or similar.
55-56
You throw food at someone.
61-62
You try to hold hands.
61-62
You throw something.
63-64
You try to set someone up on a date with someone else.
63-64
You trip someone.
65-66
You watch them from a distance, rapt.
65-66
You try to put someone in an arm lock or similar.
g 50 g
Major Distortion (4 Overcharge)
As the name suggests, a Major Distortion is a more severe version of the Minor Distortion fallout effect.
A major Magic distortion causes something impossible to happen, but something that people can dismiss as imag-
ined. Falling objects can hover or change direction, a door doesn’t quite deliver you to the right place, unnatural
weather, an animal starts walking through walls, a person flickers in an out of existence for a little while, etc.
A major Heart distortion results in a more extreme display of intimacy to someone, such as kissing someone out of
nowhere.
A major Fury distortion results in a major violent outburst that could legitimately hurt someone.
g 51 g
Roll
Major Magic Distortion
Roll
Major Magic Distortion
11
A door doesn’t take someone to the right place.
41
Objects float as though controlled by unseen hands.
12
A fruit tree starts sprouting and growing unnaturally fast.
42
Objects hover in mid-air.
13
A large object explodes into component parts and then reforms.
43
Objects wink out of existence.
14
A sudden, unnatural blast of music in the air.
44
Patterns on the floor contort and writhe.
15
A wind comes up carrying choking ash.
45
People are briefly battered by an invisible force.
16
All sound magically ceases.
46
Raindrops rise up from the ground.
21
An object is consumed by unnatural fires.
51
Reflective surfaces have a short time delay.
22
An object slowly lifts itself up and then shoots at a wall at high
speed.
52
Small candies rain from the sky.
23
Animals speak nonsense words.
53
Small objects start hopping around as though alive.
24
Animals start walking through walls.
54
Someone briefly flickers out of existence.
25
Animals surround you in silent worship.
55
Someone gets a phone call from a dead person.
26
Birds fly backwards.
56
The ground shatters under your feet.
31
Drawings in the area become animated.
61
The walls flicker like a software glitch.
32
Droplets of water float in mid-air.
62
There is a small pocket of low gravity.
33
Every alarm goes off at once.
63
There is a small pocket of zero gravity.
34
Gravity is abruptly doubled around you.
64
There is a small rain of blood.
35
Magical writing temporarily appears on walls.
65
There is an unnatural snowfall.
36
Mirrors don’t reflect people.
66
TVs and similar show broadcasts from several decades ago.
Roll
Major Heart Distortion
Roll
Major Fury Distortion
11-12
You bombard someone with affectionate texts.
11-12
You deliver a particularly vicious, underhanded blow.
13-14
You break down and weep and beg someone to accept your af-
fection.
13-14
You do your best to totally humiliate someone.
15-16
You feel compelled to give someone a lavish gift.
15-16
You ferociously chase someone down.
21-22
You give someone a sudden, intense kiss.
21-22
You freak out and bite someone.
23-24
You give someone an embarrassing love letter.
23-24
You get whatever’s handy and swing it at someone.
25-26
You insist on cooking someone an elaborate romantic meal.
25-26
You kick someone somewhere sensitive.
31-32
You make a marriage proposal.
31-32
You play a rather dangerous prank.
33-34
You make a very public declaration of love.
33-34
You punch someone as hard as you can.
35-36
You pull someone into a hug and won’t let go.
35-36
You scream and try to break everything you can lay hands on.
41-42
You put considerable effort into making something to impress
someone.
41-42
You set something large on fire.
43-44
You reveal one of your deepest secrets to someone.
43-44
You slam someone against the wall and hit them.
45-46
You shower someone with kisses.
45-46
You smash up a store.
51-52
You slam someone against a wall and kiss them.
51-52
You smash up someone’s car.
53-54
You stalk someone.
53-54
You start screaming at someone and breaking things.
55-56
You steal something valuable and give it to someone.
55-56
You tackle someone to the ground.
61-62
You try to drag someone off for an impromptu date.
61-62
You take something of personal significance from someone and
try to break it.
63-64
You try to give yourself a major makeover to impress someone.
63-64
You take something valuable from someone and try to break it.
65-66
You very loudly tell the world at large how great they are.
65-66
You try to kill an animal.
g 52 g
Temporary Change (6 Overcharge)
A “Change” is a magical mutation, something that warps a magical girl in some way. Many of these take the form of surreal
deformities, but they can also be mental disorders, intermittent magical effects, and so on. Unless the specific Change says
otherwise, Changes will always be present regardless of whether a character is in normal or magical girl form.
When Change occurs, make a d66 roll on the Change table corresponding to the type of Overcharge it is removing. (The
GM may also opt to pick something thematically appropriate to the situation.) A temporary Change lasts for roughly one
scene or one to two hours of in-game time. If a Change is something that occurs intermittently, on a temporary change it
will definitely occur very shortly after it is acquired.
Permanent Change (8 Overcharge)
Sorry, but this kind of thing happens sometimes. Im sure youll learn to live with it. So to speak.
Removing 8 Overcharge gives the magical girl a permanent Change, though a wish could probably remove one. Roll on the
appropriate Change table as usual, but the player will have to add it to the magical girl’s sheet permanently. If a new Change
conflicts with an old one, the new one supersedes the old one.
Changes that activate intermittently should activate once shortly after a magical girl acquires them. From there on, they will
activate randomly. This can be simply when the GM feels like it, or the GM can roll a die each scene and have a Change
trigger if it comes up a 6.
Burst (10+ Overcharge)
A burst is an excessively powerful form of Fallout, and seldom seen unless something has gone very wrong. Bursts always
happen immediately if a magical girl gets 10 or more Overcharge on one magical attribute, and they consume all of the
Overcharge on that attribute.
Magic: Magical Burst
The excess magical power youve accumulated turns into an explosion of raw power that annihilates anything and anyone
nearby, excepting beings of considerable magical power. Everyone within the area of effect loses 1 Resolve per point of Over-
charge, and normal people are disintegrated without a trace. A magical burst will cover everything within the Battlefield Map
and then some. The specific size of the blast depends on how many Overcharge points went into it, as follows:
Overcharge
Area Affected
10
Size of a large building
11
Size of a skyscraper
12
A city block
13
Several city blocks
14
A significant portion of the city
It is possible for someone to use magic to escape unscathed by making a Support challenge and getting a result equal to at
least twice the number of Overcharge points that went into the Magical Burst.
If you have a Magical Burst and you do not have any Relationships at all, you will emerge from it transformed into a youma.
Your magical girl becomes a monster under the control of the Game Master.
g 53 g
Heart: Heartspawn
The intense magical power within you, although derived from warm human emotions, becomes dangerously twisted, and
breaks off into a new being. This forms a youma with a Power Level equal to half the number of Overcharge points involved
in the Fallout (rounded down) and a Spread of 3. It is formed from your feelings towards someone you have a relationship
with, and will attempt to find and kill them.
If you do not have any relationships when you get this kind of Fallout, your loneliness combined with the excessive magical
power will turn you into a youma made of hate and resentment at the world and those who abandoned you. Your magical
girl becomes a monster under the control of the Game Master.
Fury: Berserker Rage
Burst-level fallout that comes from Fury causes the magical girl to become consumed by rage. She glows a baleful red, and
lashes out indiscriminately with a deadly strength.
The magical girl gains Rage Points equal to the number of Overcharge points that went into the Burst, and the Ber-
serker Rage lasts until they are exhausted or she runs out of Resolve.
She can take 2 turns per combat round, and on those turns must attack a random living target or get closer to one.
To determine a random target, roll one or more dice and count among the available targets. She cannot pass the
turn to herself unless everyone else has used all their turns.
She regains 1d6 Resolve at the start of each turn she takes.
She does not take any Overcharge while this is happening, but still gets extra dice and bonus damage from rolling
sixes.
Each time she attacks, the player must do at least one of the following:
Spend 1 Rage Point as though using the Boost talent to add another die on a roll to attack. (Roll another 1d6 for
the attack challenge, and add +2 to damage.)
Spend 2 Rage Points to add +1d6 to the damage of a successful attack.
Spend 2 Rage Points to make an extra basic attack immediately after being attacked.
Spend 1 Rage Point to use a Talent that would instead require taking 1 Attack Overcharge.
Spend 1 Rage Point to move into the same position as a target you are about to attack.
g 54 g
This section has three d66 tables, one for Changes for each Magical Attribute. Each has six headings, with six Changes that
fit into a general theme. If you want to just let the dice fall where they may you can ignore the headings, but the GM may
opt to pick a heading and roll 1d6 to get a Change better fitting the current situation in the game.
Magic Changes
1. Cute Grotesquerie
11
Bows
You periodically sprout bows and ribbons on your clothes or just on your body.
12
Bunny Ears
You sometimes sprout bunny ears on your head that later go back in, though not always
in pairs.
13
Candy Scent
Your body always smells of sweet candy. It’s almost always detectable to anyone in the
same room as you, and it can be overpowering close up.
14
Lovely Eyes
You sometimes have eyes open up on random parts of your body and then close, disap-
pearing completely. The eyes would be pretty if they were in the right place.
15
Rubbery Limbs
Your limbs have a rubbery quality, as though your bones are made of rubber. It looks
freaky if you’re not careful how you move.
16
Technicolor Yawn
You periodically feel sick to your stomach and throw up a strange rainbow-colored sub-
stance. Sometimes it forms into cute little creatures that scurry off to never be seen again.
2. Linker Core Malfunctions
21
Elemental Attraction
Instances of your Magical Element are gently attracted to you.
22
Form Separation
Your normal and magical girl sides will occasionally separate for a short time.
23
Graphical Glitch
Every once in a while your body or the air around you becomes distorted, like a graphical
glitch in a video game.
24
Magical Clone
You spawn a precise copy of yourself. 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.
25
Magical Reflection
Your reflection in any given surface has a mind of its own.
26
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.
3. Magical Side-Effects
31
Elemental Flux
Your magical element is unstable. Every now and then you wind up having a different
magical element from normal; roll on the random element table on p. XX.
32
False Seeds
You periodically expel a jewel from some part of your body that looks like an Oblivion
Seed, but is actually fake.
33
Magical Diet
You can no longer handle normal food, instead gaining sustenance from magical energy.
Eating food always gives you food poisoning type symptoms.
34
Strange Element
Your Magical Element is suddenly changed to something bizarre. Roll 1d6 on the table
below to determine what it becomes.
35
Mutation Flux
You have the misfortune to greet each new day with a new Change. Roll on the Magic
Change table every time you start a new day. Re-roll if you get this result or another
Change you already have.
36
Portal
A magical portal periodically opens up in some part of your body, such as your forehead
or belly. Strange things come out, technicolor spirits or sometimes tsukaima or youma.
g 55 g
Strange Element Table (1d6)
1
Blood
Your attacks all call up red blood in some form, such that when you do battle the air is full of that coppery smell.
2
Radiation
Your element becomes radiation. Your attacks tend to be either invisible or create mushroom clouds, and in-
stances of cancer go up around you.
3
Sickness
Your magic is now based entirely on disease, and you spread sickness whenever you use your powers.
4
Color
Your magic now revolves around color. You’ll have to be clever to make it useful.
5
Sugar
Your magical element is now sugar, generating cakes, candy, or just cane sugar (or corn syrup).
6
Nothing-
ness
Your power is to call forth nothingness. It’s deeply unsettling.
4. Magical Signs
41
Discolored Skin
Your body takes on a strange color. When youre transformed this coloration is extremely
obvious, but when youre not transformed its more of a subtle tint to your skin color.
42
Forehead Gem
There is a colorful gem planted in your forehead.
43
Heterochromia
One of your eyes is red, and the other is blue (or some other combination). Both are
vivid, unnatural colors.
44
Magical Blood
When you bleed, your blood glows and magical symbols waft up from it.
45
Pallor
Your skin becomes unnervingly pale, and your eyes become sunken, like you’re very sick.
46
Speaking in Tongues
Every now and then you start spewing what sounds like gibberish. You don’t know where
it comes from yourself, but youma seem to understand you.
5. Overloaded Magic
51
EM Phenomenon
Your body sometimes emits electromagnetic waves that disrupt electronics. Cell phones
and other things that require radio signals stop working within a city block of you, and
you can no longer use cell phones, computers, etc. yourself.
52
Evil Eye
One of your eyes comes to contain dark magic. Sometimes someone you look at will sud-
denly fall ill.
53
Glowing
Your skin occasionally starts to glow.
54
Magnetic
Your body becomes mildly magnetic, so that small metal objects are attracted to you.
55
Scroll Body
Your body becomes covered in magical writing.
56
Theme Music
Cute, peppy music just sort of forms in the air around you at times.
6. Reality Distortions
61
Decompiling
Every now and then your body seems to come apart into component lines and magical
symbols and then reassemble itself. This happens within less than a minute, but is very
unsettling to watch.
62
Floating
Your magical power periodically causes you to hover. You might find yourself literally
walking on air without realizing it, or wake up floating above your bed.
63
Reverse Gravity
Every now and then gravity reverses for you, flinging you upward as though in free-fall.
64
Unstuck in Space
Some dimensional distortion has loosened your position in the space-time continuum. As
a result you sometimes teleport short distances at random. The burning void you experi-
ence while between places is terrifying too.
65
Voices in the TV
People appearing on televisions and other video playing devices sometimes seem to be
talking to or about you.
66
Random Distortions
Every now and then reality gets distorted around you. Roll on the Magic Minor Distor-
tion table (p. XX). This does not remove Overcharge.
g 56 g
Heart Changes
1. Connection Magic
11
Clone Form
You are transformed to look like someone you have a relationship with.
12
Getting Close
Every now and then you will spontaneously teleport near someone you have a relation-
ship with.
13
Normal Copy
Your magic spawns a copy of you. She knows nothing of magic at all, and just wants to
live a normal life.
14
Out of Phase
Every now and then you go out of phase with the world, so that you become translucent
and cannot touch anything.
15
Telltale Heart
There is periodically the sound of a beating heart somewhere near where you are.
16
Windows of the Soul
Your eyes occasionally open impossibly wide and intangible, translucent spirits spill out of
them.
2. Cute Overload
21
Catgirl
You have the pointed ears and long tail of a housecat. The ears give you a bit better hear-
ing, but are more than anything a burden. It’s possible to hide them, but doing so is diffi-
cult and uncomfortable.
22
Glittery
Your skin is faintly glittery, like some kind of makeup.
23
Mascot Suit
Instead of a magical girl costume, every time you transform you find yourself in a big furry
mascot suit that looks like a tsukaima you know.
24
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.
25
Rococo Style
You have a sort of magical aura of garish ornateness. Your belongings subtly alter them-
selves to become elaborate and lacy, your packed lunch seems to become all sweets, and so
on.
26
Wings
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 aston-
ishingly painful, and leave bloody stumps on your back.
3. Heart Signs
31
Adhesion
Every now and then you become magically adhesive for a short time, so that things stick
to you.
32
Cutie Dance
You periodically feel an irresistible compulsion to do a cute, silly dance.
33
Pink
Objects that you carry or touch gradually turn pink over time.
34
Silly Voice
Your voice sounds silly and high-pitched.
35
Symbols in the Air
Odd little symbols sometimes float in the air around you.
36
Vivid Eyes
Your eyes take on an unnaturally vibrant hue.
g 57 g
4. Pretty Magic
41
Flowering
You occasionally sprout flowers from your head.
42
Icon Voice
Sometimes when you talk cute little icons briefly float around your head illustrating what
you say.
43
Lovely Halo
You periodically manifest a halo, like that of an angel, but bright pink.
44
Sparkles
45
Through the Looking
Glass
Every now and then your reflection will reach through a mirror and pull you in, deposit-
ing you next to a mirror in a random part of the city.
46
Trail of Candy
Wherever you go there seem to be small candies on the ground.
5. Pretty Mutation
51
Crystal Rash
Translucent crystals start growing out of your skin. They can easily break off.
52
Hallucinogen
Your skin secretes traces of a potent hallucinogen, so contact with your skin can cause
people to experience hallucinations.
53
Miniaturization
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.
54
Prismatic Hair
Your hair is made of transparent strands that display countless different colors when they
catch the light.
55
Rainbows
Wherever you go, light tends to somehow form a prismatic effect, such that you always
seem to be surrounded by rainbows.
56
Tsukaima Form
When not transformed, you look like a tsukaima, a fanciful little creature capable of hu-
man speech. Your magical girl form is still human, but you can only maintain it for a
short time.
6. Twisted
61
Compartment
There is a compartment with a simple door on your back or stomach. It seems to have
random objects in it when opened.
62
High Density
Your body becomes exceptionally dense, so that although you’re the same size, you weigh
several times more.
63
Magical Boy
You become a boy. Nothing else about you particularly changes, and you can still trans-
form and use magic (you’re still male when transformed though).
64
Second Mouth
You have a second mouth on the side of your head or somewhere else on your body.
65
Stretchy Neck
Your neck is exceptionally stretchy. Although you can look normal if you’re careful, your
neck can stretch out to six feet or so.
66
Third Eye
A third eye opens up in your forehead. Its not too hard to hide if you’re careful, but… it’s
a third eye in your forehead.
g 58 g
Fury Changes
1. Aggression
11
Aggressive Aura
Something about your presence makes people and animals around you more inclined to-
wards aggressive behavior.
12
Canine Animosity
Dogs just seem to find you unsettling. Dogs near you freak out and bark, whine, and
howl. Even a dog youve known all your life would bark its head off around you.
13
Force Pulse
Every now and then you emit a sudden shockwave, powerful enough to knock people
over and leave their ears ringing.
14
Night Terrors
Most nights you are troubled by terrible nightmares that have you waking up cry-
ing or screaming.
15
Pyromania
Every now and then you have an irresistible need to set fire to something just to
watch it burn.
16
Random Outbursts
You periodically have violent outbursts. Roll on the Fury Minor Distortion table (p. XX).
This does not remove Overcharge.
2. Bestial
21
Cat Eyes
Your eyes have slit-like irises, not unlike a cat’s eyes.
22
Fast-Growing Hair
Your hair grows unnaturally fast, such that you would need a haircut every few days just
to have it be remotely manageable.
23
Hulk Out
You occasionally become a hugely muscular version of yourself.
24
Hunger
You are always hungry. You never gain extra weight from this, but you are never sated.
25
Maw
Somewhere on your body is a large mouth with many sharp teeth. You can conceal it with
normal clothing, but sometimes it gets hungry and restless.
26
Prehensile Hair
Your hair becomes prehensile, and will move on its own when you are emotional.
3. Blood
31
Bloody Eyes
Your eyes take on a creepy blood-red color.
32
Blood Smell
Your body smells of fresh blood. It is a coppery, unnerving smell.
33
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.
34
Cold-Blooded
You become cold-blooded. Your skin feels unnaturally cold at times, and you become very
sluggish when it’s cold.
35
Flesh Runes
Sometimes strange symbols start appearing on your body as though being carved into
your skin with a knife by invisible hands.
36
Unnatural Bleeding
Every once in a while you start bleeding from your eyes, mouth, etc.
g 59 g
4. Broken Body
41
Bionic Limbs
Your arms and legs are apparently artificial on the inside, because when you exert yourself
they make a motor whining noise.
42
Camera Eyes
It’s subtle, but your eyes are in fact cameras. They make a very faint motor sound when
changing focus to look at things at different distances; other people won’t notice unless
they’re very close to you, but you can always hear very clearly. Also, to you the world takes
on a surreal quality, as though you’re watching a TV show rather than living through
events.
43
Dead Eye
One of your eyes becomes milky white and sightless.
44
Lame
Something is wrong with your leg so that you walk slowly and with a noticeable limp.
45
Scarred
You acquire a rather nasty-looking scar somewhere on your body. Its not unnatu-
ral per se, but people will wonder what a girl like you couldve done to get such a
thing.
46
Sleepless
You lose the ability to sleep. You are never so tired as to need it, but also not as awake as
you’d be if you could sleep.
5. Devil-Touched
51
Angry Faces
Every now and then it looks and feels like angry faces are pressing against your skin from
the inside.
52
Darkening
Wherever you are, the lights seem to dim a little bit.
53
Smell of Sulfur
There is always a smell of sulfur around you.
54
Stigmata
You have one or more wounds that never quite seem to heal.
55
Whispers
Sometimes the air around you fills with strange whispering voices.
56
Writing on the Wall
Sometimes strange writing will appear on the wall near you, as though being written by
invisible hands.
6. Furious Magic
61
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.
62
Elemental Hair
Your hair takes on an aspect of whatever your element is. Fire hair becomes reddish-or-
ange and sometimes flicks around on its own, that kind of thing.
63
Elemental Resonance
Instances of your magical element have a way of behaving abnormally when you’re
around. If your element is water, the water in the school’s pool might take on a life of its
own for example.
64
Kinetic Storm
Every now and then an unseen force starts picking up and hurling small objects around
you.
65
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.
66
Zap
You sometimes emit an electric shock, strong enough to be painful to a person or to dam-
age electronics.
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An Oblivion Seed appears as a gem in a diamond shape (as in the card suit symbol) with strange magical writing on it. A
magical girl can embed a Seed in her amulet, where no one else can take it by force except by killing her.
A magical girl who accumulates 13 Oblivion Seeds can supposedly make a wish. If you want to know how exactly this works,
you should ask the nearest tsukaima and hope he’s telling the truth.
Magical girls who survive enough battles will become better at what they do. That isnt to say that the rest of their lives will
become easier, but they can at least become more proficient at fighting youma. At the end of each session, each character
gets one Advance. A new character has to pick one from the Tier 1 list, a character that’s gotten at least 3 Advances already
can also pick from the Tier 2 list, and a character that’s gotten at least 6 Advances can also pick from the Tier 3 list. You can
only take a given Advance once. Check the box for each advance you take, and only take new ones that are unchecked.
Certain Advances let you rearrange your combat stats. This means you can reassign which Magical Attributes correspond to
which Combat Stats.
Tier 1
+1 to Heart
+1 to Heart, and you can rearrange your combat stats.
+1 to Magic
+1 to Magic, and you can rearrange your combat stats.
+1 to Fury
+1 to Fury, and you can rearrange your combat stats.
+1 to Charm
+1 to Charm
+1 to Determination
+1 to Determination
+1 to Insight
+1 to Insight
+3 to Base Resolve
Tier 2
Gain a new Common Magical Talent
Gain a new Common Magical Talent
Gain a new Magical Talent from your Specialization, and you can rearrange your combat stats
Gain a new Magical Talent from your Specialization
Use the “Recover” move an additional time per episode
Remove one permanent Change.
Remove one permanent Change.
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Tier 3
Take the advanced form of your Specialization (see below), or take on a second regular Specialization
Gain a Finishing Attack (see below)
Gain a new General Magical Talent
Gain a new Magical Talent from your Specialization, and you can rearrange your combat stats.
Gain a new Magical Talent from your Specialization
Gain a new Magical Talent from any Specialization
Use the “Recover” move an additional time per episode
Retraining
Especially for those who are new to the game and just starting out, the GM may allow players to change some of their selec-
tions of talents and such once they have a better feel for how the game works and what the different talents do.
Slower Advancement
If one Advance per session makes the pace of advancement too fast, the GM can opt to instead grant once Advance per 2-3
game sessions (or possibly even more), especially if you expect your campaign to be long enough that your magical girls
would otherwise run out of interesting Advances to take.
Advanced Specializations
Magical girls who reach Tier 3 Advancement have the option to take on an advanced version of their Specialization. A
Witch can become a Reaper, a Knight can become a Paladin, and a Priestess can become an Oracle.
Reaper
Prerequisites: Have taken 6+ Advances, Witch Specialization
Cruel Reaper: +1 to the damage of all your attacks.
Reaping Strike
Minor Action, 2/Scene
After making a successful attack, use this talent to inflict an additional 1d6+1 damage.
Paladin
Prerequisites: Have taken 6+ Advances, Knight Specialization
Divine Punishment
Minor Action, 1 Overcharge (Defense)
Select a target within a range of 0-3. Until the start of your next turn, if the target makes an attack that doesn’t include you,
you can inflict 1d6 damage on them as a free action.
Oracle
Prerequisites: Have taken 6+ Advances, Priestess Specialization
Adept Healer: Any talents you use that restore Resolve now restore an additional 2 points when used.
Phoenix Call
1/Scene, 1 Overcharge (Support)
An ally within a range of 0-4 regains 1d6+6 Resolve.
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Finishing Attacks
Magical girls who reach Second Tier Advancement have the option to gain a Finishing Attack. These are especially potent
attacks that they can only use occasionally.
A magical girl can only use her finishing attack once per episode, and doing so gives them 1 Attack Overcharge. Each time
she delivers a successful attack, she gets a Momentum Point. We recommend representing these with tokens. Once a magical
girl has 3 Momentum Points, she can spend them to use her finisher. Unused Momentum Points are lost at the end of the
scene.
A finishing attack functions like a basic attack (and thus counts as a Major Action), but it does an additional 1d6 damage, its
maximum range increases by 1, and has the changes in the particular Finishing Attack added. When you take a finishing
attack, pick one of the effects below.
Barrage: Attack may either target all enemies in 2 adjacent positions (roll once for attack and damage, hit all targets
whose defense rolls you beat), or attack one enemy with +2 to attack and damage.
Binding: Target takes the Bound and Dazed status effects.
Debilitating: Target takes the Bleeding and Dazed status effects.
Inescapable: +4 to your attack challenge, +2 to damage, +1 to maximum range
Powerful: Target takes an additional 1d6 damage.
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Finishing Attack Name Table
Not all magical girls bother to name their finishing attacks, but if you want to name yours and determine it randomly, make
a d66 roll on each of the parts in the table below.
Roll
Part 1
Part 2
Part 3
11
Blitz
Aegis
Activation
12
Blossom
Beam
Attack
13
Coconut
Big
Bomber
14
Coquettish
Blazer
Boomerang
15
Cosmic
Candy
Breaker
16
Crescent
Card
Buster
21
Divine
Chain
Cannon
22
Floral
Complete
Crusher
23
Golden
Dive
Crystal
24
Infinity
Double
Cyclone
25
Love
Fall
Dragon
26
Magical
Fire
Driver
31
Moon
Force
Evolution
32
Mutation
Forte
Explosion
33
Mystic
Gentle
Finale
34
Peach
Healing
Flash
35
Phantom
Heart
Fortissimo
36
Photon
Heartful
Healing
41
Pink
Lancer
Honeymoon
42
Pixie
Love
Ignite
43
Plasma
Miracle
Illusion
44
Pretty
Moonlight
Impact
45
Quiet
Power
Kiss
46
Ragnarok
Prismatic
Magic
51
Rainbow
Rage
Matrix
52
Riot
Scepter
Prism
53
Rune
Silhouette
Punch
54
Shining
Smasher
Recall
55
Silver
Spiral
Reflection
56
Star
Star
Shoot
61
Stardust
Sugar
Shooter
62
Starlight
Thunder
Shower
63
Super
Tiara
Slash
64
Sweet
Twilight
Storm
65
Thunder
Wink
Thunderbolt
66
Venus
Wish
Wave
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I used to think that there was someone up there looking out for me, but ever since I became a magical girl, it feels like either no one cares,
or whoevers up there wants us to be miserable.
This chapter is about how to be a Game Master for Magical Burst. You can go about it any way you want of course, but what
Ive written down here is the approach I developed to help give the game the feel I was looking for.
In Magical Burst the GMs job is basically to keep the magical girls lives difficult and shocking. This is not a setting where
magic is a known quantity, and it is not the kind of magical girl story where magic is always conveniently unnoticed by nor-
mal people. The unpredictable side-effects of magic have a way of leaking out into a world that is unprepared for and un-
comprehending of them. This is important. Magic violates the natural order of the world, creates a wrongness that naturally
repulses people.
Find out what happens. This isnt a game where you as the GM should come to the table with lots of plans. It’s meant to let
you put in some stuff to shake the magical girls up, and then play out how they deal with it and whatever fallout and other
problems come from it. Come in with a sincere desire to find out how things are going to unfold.
Keep it vivid. Magical girls come from a world of bright, clashing colors. Their enemiesand sometimes their alliesare sur-
real creatures of nightmare. Describe the scenery, characters, and action in a vivid, visual wording.
Keep it weird. This game subverts the wholesome magical girl genre and makes magic get downright surreal at times. Keep
things strange.
Keep it shocking and oppressive. Becoming a magical girl is at best an unpleasant compromise in a world that is much
darker than it seems on the surface.
Ask questions. Put the players on the spot about their magical girls, and ferret out details, thoughts, and decisions. Use their
answers.
Before you get too far you need to figure out some basic things about what you’re going to do with the game.
Setting
Apart from the basic details of magical girls, tsukaima, and youma, I’ve been pretty vague about the setting. Although the
source material for Magical Burst is Japanese, and the game purposely uses some Japanese terminology, it doesn’t necessarily
take place in Japan. The “default” setting is more or less contemporary, though a little bit surreal and detached. You might
have somewhere more specific and grounded in mind, whether your hometown, a famous city, or a particular point in hu-
man history.
Important Characters
Magical Burst works best with a small, familiar cast of characters who loom large over the story. With the players’ magical
girls, the characters they introduce in the relationship chart, the tsukaima, and the youma they will face, you’ll have most if
not all of the characters that the game will need. There are a lot of possible elements that can go into the gamebullies,
strained friendships, abusive parents, etc.—and you’ll have to choose which ones to pursue.
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Episodes
Think in terms of an anime episode for how much ground one session should cover. Two or three broad plot elements
should be enough usually. Look at your Secrets, the magical girls’ answers to questions, and their relationships for ideas.
Look for things to tug at or better yet to set against each other. Then look for how to set a youma at the end of that roller
coaster.
Getting Started
Chances are the first episode will come on the heels of creating magical girls, and the players will still be feeling out the
game and their characters. My suggestion is to bring a shock in relatively early on to set the tone, maybe just after giving the
players a little time to role-play a bit of their magical girls’ everyday lives. The magical girls’ crises are an excellent tool here,
and there’s a good chance they’ll give you some good building blocks for putting together the basis of a backstory.
If you’re only playing a single session, crises can form the basis of the whole session, but in a full campaign you don’t have to
utilize all of their crises right away. In fact they normally shouldn’t be fully resolved or even fully revealed in the first epi-
sode. Still, everyone should understand that they are part of the starting situation.
You might go as far as to have the characters start off as ordinary girls and make pacts with a tsukaima in the first episode.
This can make the acquisition of their powers itself a shock, especially if the process of becoming a magical girl is not what
they expected.
In Magical Burst shocks are the engine that drives the story. For our purposes a shock is something out of the ordinary that
forces the magical girls to react. Youma, Fallout, revelations of Secrets, and the actions of NPCs can all potentially be shocks.
As the Game Master youll need to find the right rhythm of Shocks for you and your group, but broadly speaking whenever
the magical girls start to get comfortable you should look for a plausible way to inject a Shock of some kind.
Your main mechanical tool for making Shocks have bite is the Stay Calm move. As a person sitting at a table playing a game
it’s easy to play down how scary stuff can be, and fear is something that we’re decidedly not fully in control of. The Stay
Calm move says that, just as your own mind is not entirely under your control, neither is your magical girl.
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The table below has several some possible secrets; feel free to use them or make up your own.
Roll
Secret
11
A magical girl remade the world for the better at great cost, but there are those who would turn it back.
12
A pendant from a dead magical girl is worth 12 Oblivion Seeds.
13
All youma are actually fallen magical girls who have become consumed by magic and darkness.
14
Although magical girls are immune, magic is actually radioactive, and causes cancer and in severe cases radiation poisoning.
15
Becoming a magical girl radically changes the structure of your body. Magical girls seem to become creatures made of pure information, or perhaps pure magic.
16
Certain ordinary people contain Oblivion Seeds, and a magical girl can learn how to detect them. Taking the seed from such a person requires killing them
though.
21
Each Oblivion Seed used dims the light of the stars.
22
Every wish granted to a magical girl leeches away the life of the planet. After 13 wishes are granted, it’s all over.
23
Human beings are creatures of flesh and blood and nothing more. When they die, their biological processes simply stop, and they come to a very permanent end.
Even magic cannot change this fundamental fact.
24
Magical girls do not age. Either their bodies are changed into something else that does not age, or magic uses up some essential energy that prevents them from
growing up.
25
Magical girls who let too much hate into their hearts become Dark Magical Girls, and the desire to destroy consumes them.
26
Magical girls’ magical pendants actually house their souls, and their bodies are replaced with artificial ones that can be more easily repaired through magic.
31
Mankind is beyond redemption and will destroy itself.
32
Men who make contracts with tsukaima become girls, even when not transformed, and the change makes them lose most of their memories. Only the wish they
had in mind is sure to remain.
33
Some magical girls are actually youma that have become fully sentient. Some of them don’t even know what they really are.
34
The astral plane is where youma originate from, but there’s also something else in its depths, a shining palace…
35
The city and everyone who lives there, everyone you love, are fakes except for the magical girls. No one knows what lies beyond the confines of the city.
36
The city is a tiny bubble of reality in a dying universe.
41
The first time a magical girl transforms it is pure agony.
42
The government is well aware of the magical girl phenomenon, and has special agents trained to eliminate any magical girls who cause too much trouble.
43
The tsukaima are minor angels. Angels are beings of sacred geometry beyond human comprehension.
44
The tsukaima are servants of a being that might be called God, but that being utterly despises mankind. If humanity is to have a future at all, magical girls will
have to band together and fight God himself.
45
The tsukaima come from the Dream City, which will supplant the city you live in once they collect enough Oblivion Seeds.
46
The tsukaima come from the Magical Kingdom, and their true goal is to invade the mundane world.
51
The tsukaima serve a particular goddess, and if the other gods find out what she’s done they’ll destroy all of the magical girls, and maybe even the whole world.
52
The wishes the tsukaima promise are a sham. Or at least, no magical girl has ever survived long enough to claim one.
53
The youma actually only target people with real evil in their hearts, and magical girls are the unknowing dupes of forces that wish to maintain a certain level of evil
and suffering in the world.
54
There have been magical girls throughout human history, fighting and dying. Without the tsukaima’s influence humanity would still be living in caves.
55
There is a group of magical girls who have been murdering other magical girls in order to prevent some kind of major disaster.
56
This world is actually a colossal Nightmare.
61
Tsukaima are actually in it for themselves, and a tsukaima who is able to gather enough Oblivion Seeds will become a god.
62
When all of the youma are gone, the magical girls will be forced to fight and kill each other.
63
When the dreamer awakens, much of this world will turn out to have been imaginary.
64
Youma are actually the souls of the restless dead, and by defeating them you are consigning them to oblivion.
65
Youma are not beyond redemption.
66
Your tsukaima has revealed some shocking, horrible things, but the fact of the matter is that he’s still got your best interests in mind. Things really are that bad.
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Its only natural that there are others like me. However, this is my territory, so youre unlikely to see any of them unless something has
gone wrong.
The tsukaima is probably the most important of the character you get to portray as the GM. They know more than anyone
else about magical girls and youma, and they have the power to turn a girl into a magical girl on short notice.
This section has some tables and guidelines for creating a tsukaima. Tsukaima are in the game more for plot purposes, so
their game stats are rather vague. If youre not going to be playing long, or you just dont have any ideas, go ahead and use
one of the sample tsukaima below.
Tsukaima Creation Tables
Here are some random tables you can roll on to help brainstorm a tsukaima. Make a d66 roll once on each column, and roll
a second time on one or more columns if you think your tsukaima isnt weird enough.
Roll
Base Appearance
Odd Physical Trait
Personality
11-12
Cat
Gem in Forehead
Calculating
13-14
Rabbit
Unblinking Round Eyes
Affectionate
15-16
Dog
Metal Antennas
Vengeful
21-22
Fox
Fluffy Wings
Cheerful
23-24
Turtle
Halo
Prideful
25-26
Piglet
Very Long Ears
Fastidious
31-32
Bird
Extra Limbs
Lazy
33-34
Lion Cub
Chameleon
Always Calm
35-36
Ball of Fluff
Translucent
Gluttonous
41-42
Ferret
Boneless
Sinister
43-44
Wolf
Chains/Manacles
Jealous
45-46
Lizard
Gaps in Body
Gregarious
51-52
Robot
Extra Eye(s)
Hedonistic
53-54
Dragon
No Mouth
Depressed
55-56
Doll
Covered in Shifting Runes
Argumentative
61-62
Frog
Exudes Iridescent Mist
Friendly
63-64
Polyhedron
Metallic Skin
Secretive
65-66
Girl
Clockwork
Poetic
Tsukaima Attributes
A typical tsukaima has values of around 6 for all of the Normal Attributes. See Attacking a Tsukaima for ideas on how to
handle a tsukaima in combat.
Tsukaima Special Abilities
I suppose I could try to erase her memory. But it would be easier to just kill her.
There are all kinds of special abilities that tsukaima could have. The only one they all definitely have is the ability to make a
pact with a girl and turn her into a magical girl, but here are some other possible powers.
1. Detect Magic: All beings that use magic can sense its presence to some degree, even if it’s an unconscious shift in
moods. Some tsukaima are particularly adept at detecting magic though, making them especially good at ferreting
out both potential magical girls and youma.
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2. Erase Memories: A tsukaima could have the ability to erase peoples memories, to better hide magic from the world.
Although this ability is very effective, since tsukaima dont quite understand how humans think theyre likely to
cause some collateral damage to the subjects mind.
3. Induce Change: Some tsukaima have worked out how to cause magical girls (or other people?) to undergo Changes,
either specific ones or at random.
4. Inflict Pain: Some tsukaima have the ability to inflict terrible, debilitating pain on magical girls.
5. Invisibility: Tsukaima are often good at concealing themselves, including turning outright invisible, or at least invisi-
ble to people without magical power.
6. Teleport: Some tsukaima dont even relate to physical space the way people do, and can teleport from one location
to another instantly.
Tsukaima Motivations
“Where I am from what you would call ‘love’ is considered an aberration. And yet, I am an aberrant, both here and back home.”
Theres a good chance that what actually motivates a tsukaima will play into the nature of the setting and consequently the
games Secrets, but regardless you should think about what motivates the individual tsukaima.
1. The Mission: Many tsukaima are simply focused on their mission above all else. Their ultimate objective might not
be something the magical girls are comfortable with.
2. Entropic Urge: Every human has a little bit of an urge to break things, to deprive things of their order and struc-
ture. Its a part of the nature of the universe drawing people towards itself. Tsukaima understand this fundamental
urge far better than humans, and some give in to it.
3. Personal Power: The concept of a self is something of an aberration for a tsukaima, but the form of that dysfunc-
tion most accepted is a desire for personal power. This can manifest as a drive to accumulate Oblivion Seeds, or to
recruit as many magical girls as possible, or to wield influence over the human world.
4. Pulling Wings: Tsukaima do not understand concepts like pain in the same way humans do (and are unlikely to
react much to threats of violence against themselves), but some of them take a sort of intellectual interest in how
other life forms react to different kinds of pain. This can sometimes grow into cruelty and sadism, but the usually
lack the empathy for even that, and simply find the patterns of behavior that result to be interesting.
5. Beauty: As alien as they are, tsukaima are capable of appreciating beauty, even if their standards differ from those of
humans. This can lead them to do some very strange things in the pursuit of beauty, but then it all depends on what
they consider beautiful.
6. Compassion: What we call compassion tsukaima usually think of as a kind of mental illness, but there are some
deviants who care about others in much the same way humans do. This puts a tsukaima in a bad place, since it
means they have to carry out a mission that will result in magical girls suffering.
7. Love: Tsukaima motivated by love are the rarest of all. A tsukaima who forms that kind of attachment knows full
well that there is something deeply wrong with him, and he may react violently against himself or the object of his
affection in order to rid himself of this emotion. Tsukaima who come to love their magical girls tend to try to hide it
unless theyve totally given up on being at all normal, but even if they do choose to express those feelings, theyre
missing all the rest of the normal human emotions and values.
Example Tsukaima
Blue
This tsukaima appears to be artificial, a small, yellow-green spherical robot lined with runes that gradually change. Hes
short-tempered, and often berates his magical girls at length for their failures, however slight. Blue is adept at inflicting pain
on magical girls, and does so with a frequency and enjoyment that other tsukaima find distasteful.
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Buubuu
This tsukaima looks like a cute little piglet with cherub wings. He has a definite fondness for human food, especially sweets,
and often demands treats before hell actually do his job.
George
George is a small dragon, about 3 feet long, with a flat face and two round, unblinking eyes. He likes to collect shiny objects,
especially valuable ones, and has no qualms about stealing.
Ma-chan
This very unusual tsukaima looks like a teenage girl, albeit with a halo and a third eye in her forehead. She wears a one-piece
white dress, and always seems to want physical contact. Shes constantly trying to hold hands with, hug, or put her head in
the lap of the magical girls she associates with.
Nekota
Nekota looks like a white cat with fur so unnaturally white that its sometimes hard to distinguish his features, and oval-
shaped eyes like black gems. Hes very picky about who he recruits to become magical girls, and frequently tries to take over
the mentorship of other magical girls he things are particularly capable. He also seems to be sort of unstuck in space, able to
appear and disappear at will, and even to appear in more than one place at the same time.
Pyonkichi
“Humans are such weak creatures. But you are mine. I made you what you are.”
Pyonkichi is a rabbit-like tsukaima with odd little antennas on his head that glow when he uses his magic. He takes fostering
new magical girls very seriously, and takes pride in their accomplishments. He is especially adept at sensing potential magical
girls.
Selene
A slender, feminine, fox-like creature with a third eye in her forehead. She likes to seek out unusual candidates, but other-
wise prefers to take it easy.
Attacking a Tsukaima
Are you sure you want to do that?
Especially if there are some nasty Secrets revealed, magical girls may wish to do violence to a tsukaima. Here are a few ways
you might handle this.
1. When threatened, a tsukaima can transform into a monster. It might be something ugly and horrifying, or it might
be terrifying and unnatural in its beauty, but it is terrible and dangerous. Treat it as a youma of whatever power level
you think is appropriate.
2. It is essentially impossible to kill a tsukaima, at least permanently. Maybe they regenerate in short order, or maybe
they can become insubstantial, teleport, turn invisible, or otherwise use magical trickery to evade attackers. Or they
might just turn out to have been mentally projecting into the magical girls minds, and were never physically present
in the first place.
3. Killing a tsukaima is incredibly easy. The problem is that the consequences of doing so are far worse than anyone
could have imagined.
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Ordinary people are largely insignificant to the rules of the game, but theyre vital to what goes on in it. They help anchor
the magical girls to normal reality, but theyre also who the magical girls have to conceal the magical side of their lives from.
Friends and Family: As magical girls start out as normal girls, they typically have some normal friends and family.
These are likely the people a magical girl will most want to protect from youma and shield from the problems in the
magical side of her life. Of course, friends and family can be problematic too.
Teachers and Classmates: Magical girls are of school age, so unless they’ve abandoned school life, teachers, class-
mates, and so on are going to be a part of their lives.
Bullies: Bullying is a serious problem in the city, yet authority figures seldom intervene. Bullies vary in the kinds of
cruelty they wield, whether social, electronic, emotional, or physical. Magical girls are not immune to bullying,
much less any normal friends they might have, but they have the looming temptation to crush the bullies using
magic.
Criminals: Magical girls sometimes end up going to less savory parts of the city, and that can mean running into the
criminal element, anywhere from random muggers to big crime bosses. Some are just people in desperate situations,
but in the world of professional criminals it’s those with no scruples that survive.
The Authorities: The police and other human authorities are still a factor in the world, even if they’re woefully ill-
prepared to deal with magic. If people find out that a person has died or some other disturbance has happened,
there’s a good chance that the police will show up. If magic has been a problem for long enough, governments will
begin trying to find ways to deal with it, and in doing so they’re likely to escalate to government agents or even the
military.
In game terms, normal people have no Magical Attributes or other magical traits, though they still have Normal Attributes.
A young or physically frail person will have a total of 12-14 points in their Normal Attributes, an average person has about
16 or so points, and an exceptional person can have 18-20 (and have individual attributes as high as 9). See p. XX for the
rules on how normal people function in magical battles.
“This is your enemy. If you do not wish it to kill more people, you must kill it first. It’s that simple.”
Youma are the monsters that magical girls fight, but the game is a little vague on what they’re like beyond that. It will be up
to you to decide their true origins and reveal them to the players. Outwardly they are creatures of incoherent pain and vio-
lence, and if they were ever human, they are lacking something. They cannot help but lash out, cannot help being a force of
destruction and fear.
This section has the rules for creating youma, as well as a set of sample youma.
One key thing with youma in general is to vary the number of targets the magical girls have to deal with. This makes battles
more interesting and challenging, and makes Talents that affect multiple enemies actually useful. You can accomplish this by
simply having multiple youma show up at once (though generally they should each be a little weaker) and/or by giving
youma Boss Abilities (see below) that let them add more targets to the battlefield.
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1. Appearance and Behavior
You should have some idea what your youma will look like and how it acts. Some youma are mindless monsters that lash
out at random, but they can be terrifyingly cunning, and some of them have human intelligence and then some.
Youma Appearance
d66
Base Appearance
d66
Base Appearance
d66
Base Appearance
11
Child
31
Worm
51
Witch
12
Snake
32
Car
52
Artist
13
Bat
33
Spider
53
Clothes
14
Flower
34
Camera
54
Robot
15
Musician
35
Butterfly
55
Dancer
16
Dancer
36
Motorcycle
56
Warrior
21
Girl
41
Lion
61
Amorphous
22
Cat
42
Sphere
62
Insect
23
Dog
43
Rabbit
63
Tree
24
Man
44
Mouse
64
Painting
25
Woman
45
Die
65
Sound
26
Camera
46
Robed Figure
66
Magical Girl
d66
Odd Trait
d66
Odd Trait
d66
Odd Trait
11
Giant
31
Flaming
51
Checkered
12
Polka-Dotted
32
Ice
52
Slime
13
Winged
33
Lightning
53
Suit
14
Goblin
34
Lycanthrope
54
Shackled
15
Naga
35
Centauroid
55
Lacy
16
Venus Flytrap
36
Spines
56
Shadow
21
Gelatinous
41
Cotton Candy
61
Luminous
22
Demonic
42
Clockwork
62
Plush
23
Doll
43
Faceless
63
Burning
24
Tentacles
44
Eye
64
Elongated
25
Tiny
45
Wall
65
Spines
26
Harlequin
46
Gemstone
66
Runes
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Youma Motivations
Roll
Roll
11
It believes it is a superior life form, and intends to crush
all lesser creatures.
41
It wants to be completely, utterly alone.
12
It constantly lashes out because of the pain it feels.
42
It wants to be with a particular person, and will fight anyone
who tries to get close to them.
13
It feels lonely, and will try to engulf anyone it thinks
could alleviate its loneliness.
43
It wants to be with another particular youma.
14
It hates a certain type of person, and attacks anyone it
recognizes as that type.
44
It wants to destroy the world.
15
It hates humanity, and wants to wipe out mankind.
45
It wants to die.
16
It hates magical girls.
46
It wants to end all pain for everyone, by any means necessary.
21
It hates tsukaima and wants to destroy them.
51
It wants to entice victims to come to it so it can devour them.
22
It is a creature of sincere love for all, but as a youma its
expressions of love are inherently destructive.
52
It wants to kill one particular person at all costs.
23
It is a servant of entropy, and wants to destroy every-
thing that has form.
53
It wants to spread mischief.
24
It is constantly reliving a painful memory.
54
It’s a berserker animal and just attacks things.
25
It is obsessively trying to complete some small task, and
deals with interruptions with murderous rage.
55
It’s a scared animal and wants to go to a place of safety.
26
It is trying to give a performance of some kind.
56
It’s making… something.
31
It is trying to hoard some meaningless object.
61
It’s protecting a particular person, and lashes out with lethal
force at any perceived threats.
32
It is trying to repeat a half-remembered mundane activ-
ity.
62
It’s searching for a particular memento.
33
It seeks to punish what it considers to be sinners.
63
It’s trying to hoard Oblivion Seeds, and thus lashes out at any-
thing that looks like it might have them.
34
It simply wants to be alone, and lashes out at any who
come near.
64
Someone has found something it wants to feed on, and it re-
mains more or less tame as long as it has that.
35
It thinks of itself as a force of justice.
65
There are other, lesser youma it wants to protect and feed.
36
It wants revenge on a particular magical girl.
66
There is a particular object it despises, and it will attack that ob-
ject or anyone who gets close.
You can also flesh out a youma a little more by rolling on some of the tables for magical girls. In particular, giving the youma
a magical weapon and magical element can do a lot to give it some extra flavor.
2. Power Level and Spread
We use two numbers as a starting point for a youma: Power Level (PL), and Spread. Power Level is the youmas general dan-
ger level, which normally ranges from 1 to 5, where 3 is average and 5 is a major threat. Spread is the number of magical
girls its meant to be able to fight simultaneously. The PL and Spread will determine several other factors about the youma,
as you’ll see.
To create a reasonable challenge you’ll want a PL of 2-4, and one or more youma with a total Spread about equal to the
number of magical girls. However, you can involve much stronger or weaker youma if you think its appropriate. The aim is
to give you an accurate guideline, not a straitjacket. If you really want to have a PL 10/Spread 10 super-youma that the PCs
are supposed to stay the hell away from you certainly can.
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3. Traits
Next, determine your youmas base numerical traits from the Power Level and Spread youve selected.
Combat Stats: These are the same three Combat Stats that magical girls have (Attack, Defense, and Support). The
table gives three numbers; assign these among the three stats however you wish.
Damage Bonus: Youma receive a special bonus to the damage of all of their attacks based on their Power Level.
Resolve: This is the youmas base Resolve. When its resolve gets reduced to 0, it is destroyed and (usually) leaves
behind one or more Oblivion Seeds.
Overcharge: As creatures of dark magic, for youma Overcharge is a source of power that they expend. A youma thus
has a certain number of Overcharge points, which they can spend to get the kinds of effects magical girls get from
taking Overcharge points (including using the Boost talent to get extra dice for challenges). They do not suffer Fall-
out however, and simply have a single pool of Overcharge.
Oblivion Seeds: This is the suggested number of Oblivion Seeds a youma will yield upon its defeat.
Power Level
Combat Stats
Base Damage
Resolve
Overcharge
Oblivion Seeds
1
2, 3, 4
+0
Spread x 8
3
1?
2
3, 4, 5
+1
Spread x 10
6
1
3
5, 6, 7
+2
Spread x 12
9
1
4
6, 8, 10
+3
Spread x 14
12
2
5
8, 10, 13
+4
Spread x 16
15
3
(+1)
+1, +1, +1
(+1)
+ Spread x 2
+3
3+
Nightmare Size
Each youma can generate a Nightmare, an area of shadowy, distorted reality in which their magic has powerfully detrimental
effects on humans. You can determine the rough size of a youmas Nightmare as follows:
Power Level
Nightmare Size
1
1d6 x 10 meters
2
2d6 x 10 meters
3
3d6 x 10 meters
4
4d6 x 10 meters
5
1d6 x 100 meters
4. Boss Abilities
These are special abilities that youma get specifically to make them able to handle themselves against multiple opponents.
Since a typical final battle is going to be against most or all of the players magical girls, the main youma foe will certainly
need them. A youma can have a number of boss abilities equal to its Spread, and can take some of these abilities multiple
times to make them more potent.
Action Burst
The youma can spend 1 Overcharge to take an additional Major Action on its turn. A youma 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.
Backlash
The youma is made in such a way that it naturally creates a backlash when attacked. A magical girl that attacks it always takes
1d6 damage.
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Blood Rain
Major Action, 1 Overcharge
The youma makes a Support vs. Support challenge against all targets in one position within a range of 0-2. Targets that fail
take the Bleeding status.
Burst Attack
The youma is adept at attacking multiple targets at once. It can make a basic attack against all targets in one position by
spending 1 Overcharge. If it takes this ability a second time, it can also make the attack on two adjacent positions for 2 Over-
charge.
Echoes
The youma has the ability to create “echoes,” lesser copies of itself. This uses a Major Action, and causes the original youma
to lose 5 Resolve. This resolve cannot be healed until the Youma re-absorbs the child Echo. Youmas may only reabsorb Ech-
oes out of combat. If an Echo is destroyed but the parent Youma survives the battle. It may regenerate the lost Resolve at a
rate of 5 per scene.
An echo becomes an independent creature on the battlefield. It has all of the original youma’s Special Abilities, but no Boss
Abilities. It takes its own turn, but can only take one Minor or Major Action on its turn. If it suffers the Stunned status ef-
fect, it cannot take any actions other than the Status Recovery action on its turn, and it has a 2 penalty to the challenge for
that. An echo deals a base of 2 damage on its attack instead of 1d6, but gets the usual bonuses from exploding dice and the
youma’s Power Level. The echo has ¼ (round down) of the original youma’s Base Resolve.
Extra Action
The youma can take an additional turn per round. This counts as two boss ability selections. A youma can take this ability multi-
ple times. When a youma 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 youma takes a turn.
Fear Gaze
Major Action, 1 Overcharge
The youma makes a Support vs. Support challenge against all targets in one position within a range of 0-2. Targets that fail
take the Stunned status.
Minions
The youma has a number of small youma creatures that help it by hampering foes. The number of minions is equal to the
youma’s Power Level. Each minion has its own turn, with a Minor and Major Action. Rather than rolling dice for attacking
or defending, a minion has a static defense equal to the main youma’s PL plus 7. If it lands a successful attack it inflicts dam-
age equal to the main youma’s damage bonus. Any successful attack against a minion will destroy it. During combat all min-
ions take their turns simultaneously.
Minion Creation
Minor Action, 1+ Overcharge
The youma 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 youma 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.
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Resilient
The youma can remove one status effect at the beginning of each round.
Resistance
Each time the youma takes damage, reduce the damage by 2 points, to a minimum of 1.
5. Special Abilities
Youma can have a number of special abilities that make them that much more dangerous. Select a number of special abili-
ties equal to half the youmas PL (rounded up).
Ambush Tactics
Some of the craftier youma can set ambushes in one way or another. A youma 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 youma can go first if it chooses.
Binding Attack
The youma can deliver an attack that holds targets in place by spending 1 Overcharge. If it hits, the target takes the Bound
status.
Block
The youma can bring some kind of barrier or other defense to bear to protect itself from attacks. It can reduce the damage
from a single attack by 5 per Overcharge it spends.
Curse Shift
Major Action, 1 Overcharge
The youma can move one status effects or other continuing effects (including Hexes and Links) to another target within a
range of 0-1. It can move additional effects by spending 1 additional Overcharge per effect moved.
Debilitating Attack
The youma 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 youma 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 Magic.
Fear Aura
Any enemies within the same position as the youma take a 2 penalty to all challenges.
Gravity Wave
Major Action, 2 Overcharge
All targets within a range of 1-3 are pulled 1 position closer to the youma. It then makes a basic attack that affects all targets
that are within the same position.
Lashing Ground
The youma has tentacles or similar that make it so that the position it occupies is always considered Rough Terrain, though
the youma itself ignores its effect.
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Overcharge Radiation
This youma radiates unstable magic. At the end of a scene spent near this youma, each magical girl takes 1d6 Overcharge
points on the youmas highest attribute.
Memory Blaze
Once the youma is reduced to half its based Resolve, its attacks do an additional +2 damage for the rest of the scene.
Memory Pulse
When the youma is reduced to half of its base Resolve, it causes damage equal to its PL to each target within 2 positions of
it.
Mind Leech
The youma can attack a victims mind instead of their body. It makes a Support vs. Support challenge, and if it wins the vic-
tim loses a total of two ranks from relationships of the player’s choice.
Mines
Minor Action, 1 Overcharge
The youma places an object in the position it occupies; it is not initially obvious what it is. If someone other than the youma
enters the position the object will detonate. It attacks everyone in that position with the equivalent of a basic melee attack
from the youma. These mines remain after the youma dies, but become inert when the scene ends.
Overdrive
Free Action, 1 Overcharge, 3/Scene
The youma 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.
Possession
The youma can take on an insubstantial form and reside in a humans mind. That makes it harder to find (it takes one extra
lead for locate someone or something to find it). While the youma 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 be killed if it takes any
magical damage before it leaves.
Pounce
Major Action
The youma moves 1 position and makes a basic attack.
Ranged/Melee Defense
The youma rolls an extra die when rolling to defend against ranged or melee (pick one) attacks.
Shockwave
Major Action, 1 Overcharge
The youma makes a basic attack. If it hits, the target is also forced 1 position away from the youma.
Seal
Free Action, 1 Overcharge
After successfully attacking an enemy, the youma can use this ability to prevent the target from using any Magical Talents
until the end of the next round.
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Slither Away
Free Action, 1 Overcharge
After being attacked (regardless of whether or not it successfully defends), the youma moves 1 position. This ignores rough
terrain and works when it would normally need to Disengage.
Stealthy
The youma is particularly good at hiding. Anyone using the locate someone or something move to try to find it will have to get
at least 4 leads to find it.
Swift
Minor Action
The youma can move up to 2 positions, move 1 position over difficult terrain, or Disengage as a Minor Action.
Teleport
Minor Action, 1 Overcharge
The youma moves to any position on the battlefield instantly.
Veil
Minor Action, 1 Overcharge
Until the end of its next turn, the youma is invisible to targets not within a range of 0-1 from it. Those who cannot see it
take a 2 penalty to challenges for attempts to attack or otherwise affect it.
6. Nightmare Features
A youma wraps itself in a region of distorted space called a Nightmare, which presents a dangerous and phantasmagorical
setting for most battles against them. “Nightmare Features” are specific factors in a youma’s Nightmare that change how it
works. Select one or two of the features listed below.
Alternating Damage
There are a series of devices or other obstacles of some kind in the Nightmare that cause damage. At the end of the first
round anyone in an even-numbered position takes 2 damage, at the end of the second round anyone in an odd-numbered
position takes 2 damage, and then it goes back to even-numbered, and so on.
Conveyor
When you select this feature, decide whether it pulls toward position 1 or position 5. At the end of each round, all charac-
ters in the battle are pulled one position closer to the selected position. Characters already at the designated position do not
move.
Escher Doors
The Nightmare has numerous doors or portals of some kind. A character may enter a door as a Minor Action. When they
do so, roll 1d6. On a 1-5 they wind up in that number position. On a 6 they go into a position of the player’s choice (or the
GM’s choice if it is an NPC).
Gravity Well
When you select this feature, pick an anchor point, which can be either a specific position or the position the youma is cur-
rently in. At the end of each round, each character in the battle is pulled one position closer to the anchor point. Characters
already in the same position as the anchor point do not move.
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Pendulum
There is a large, dangerous object that swings back and forth across the Nightmare. It starts in position 5, and at the end of
each round moves up one position, until it reaches position 5, and then it will start back towards position 1, and so on.
When it enters a position, that position becomes rough terrain, and it attacks one random target in that position using the
youma’s Attack attribute and causing 1d6 damage if it hits.
Perilous Terrain
Select one to three specific positions. Characters cannot move out of those positions without using a Minor Action and the
Reckless Movement move.
Scattering
At the start of a scene taking place in the Nightmare, roll 1d6 for each character present. On a 1-5 they wind up in that
number position, and on a 6 they can chose which position they go in (and they may wait until other characters finish roll-
ing to decide).
Wrap-Around
Within this Nightmare, positions 1 and 5 are connected. Any character can move from position 1 to position 5 or vice versa
as though they were adjacent.
7. Memory Burst
When a youma is first reduced to half or less of its Base Resolve during a battle, it releases a burst of memories that flood
the minds of those in the area. Note down what these memories are. They might explain the youmas motivations from its
own perspective, or they might simply be a jumble of images culled from its victims minds.
“You have no idea what’s coming. Show me you’re strong enough, or die.”
Its up to you to decide how much you want other magical girls to come into the game. They can play most any role you
wish; the only constant is that they are in the same basic situation as the players magical girls. Tsukaima are not so discrimi-
nating that they will hesitate to make a pact with a girl who is a bully or worse, and they won’t deny a pact to your friends
just because you want them to be safe.
As villains, rival magical girls have the major advantage that they are far more human than youma. They can be much more
emotional, cunning, or duplicitous. They are far better equipped to make a magical girl’s life difficult, better able to take
away the things they care about.
In game terms you can either treat other magical girls as a youma (though their Boss Abilities should not include any of
those for creating minions or other youma), or create a more detailed profile as per a players magical girl. However, if you
find yourself putting too much time and effort into a non-player magical girl, it might be time to let someone else be the
GM and just play that character.
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Granting Wishes
“Have you ever wondered what getting your wish would actually be like? I can’t even picture it. Wishes never work out in stories. Not re-
ally. Things aren’t supposed to be that simple.”
I dont have any rules for granting wishes. Assuming that it turns out that the offer of a wish was not a sham, its up to you
to decide what happens when a magical girl finally makes her wish. The outcome should be something fitting with whats
already gone on in the game, and by the time a magical girl manages to get the 13 Oblivion Seeds you should have a very
good idea of what shes like inside. You might opt for an evil genie kind of approach, but thats hardly necessary. The sin-
cere wish of an adolescent girl, granted just as she envisions it, can easily bring misery or outright tragedy, no matter how
well-intentioned.
Some wishes have the potential to be extremely disruptive to the campaign. That’s not in itself a bad thing, as long as the
player is acting in good faith. If you’ve been going on long enough for a magical girl to get 13 Oblivion Seeds, a wish and its
aftermath could be a good way to wrap up a campaign. On the other hand, a wish that seems to be a campaign killer doesn’t
have to be if you’re creative about it. If a magical girl wishes for all the youma to go away forever, that’s a situation so preg-
nant with possibilities it’s hard to know where to begin. Does the potential that creates them take another form? Does it
become a battle royal of magical girls? Does some other force intervene to restore order?
Hope in the Darkness
Weve been through so much, but along the way, mixed in with the terror and grief, have been moments of love and beauty, more than I
ever thought was even possible. So Im going to choose to believe that we can get through this and come out the other side.
Magical Burst is a dark game, but it doesnt have to be hopeless. Whatever horrors and trials they face, perhaps the magical
girls can still find a way to make things right, to build a better future. It wont be easy or without cost, but it can happen.
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Ive wanted to make a dark magical girl RPG forever, as the genre practically begs to be satirized and subverted. Magical Burst
is thus partly a descendent of the Magical World campaign setting I created way back when, but more focused on a personal
level. It was the anime series Puella Magi Madoka Magica that got me to start on this version, though its also informed by my
own ideas, a touch of Superflat sensibilities, and entirely too much exposure to standard magical girl anime, which at times
can be darker than people realize.
To the extent that it’s valid to think of Western RPGs in terms of a divide between “traditional” and “indie,” I feel that in
an important sense Japanese TRPGs represent a third school. When I sit down to design a game I mainly try to figure out
what is best for the thing I want to make a game about, without any particular regard for the proportion of each “school” it
represents. Even so, Magical Burst is a hybrid of all three schools, and that’s one of the things I like about it. It draws on the
tactical combat of D&D, the random generation of Maid RPG, the slick style of Shinobigami, the intense questions of Don’t
Rest Your Head, the tight “moves” of Apocalypse World, relationship mechanics of half a dozen games, and more besides.
Fourth Draft Notes
I’m hoping that this will be the last major revision to Magical Burst, that I’ve finally figured out the core of what I want the
game to be and the remaining changes will be incremental improvements rather than big changes, leading up to proper pub-
lication. This draft was a long time in coming, but I feel like getting some distance from the game gave me the clarity I
needed to figure out what I really wanted to do. There were a lot of things that previously I just hadn’t looked at very criti-
cally, for which the necessary changes were readily apparent when I looked at them again. Some of the changes may disap-
point people who liked certain elements of older versions, but Magical Burst as it exists in my head has become very different
from what I typed up in 2011. The most changed aspect of the game is probably the combat system, which has a much more
pronounced tactical element. It draws directly from games like Nechronica and Meikyuu Kingdom, essentially because it hits
the type of game I want to play with laser precision. I also did a pretty substantial revision of the Fallout rules, adding more
tables and generally trying to make it smoother, clearer, and more interesting.
This revision also owes a debt to Taros’ “Magical Burst ReWrite,” (http://tinyurl.com/MBReWrite), a fairly extensive hack
of the rules with many improvements. I did get a lot of ideas from it, but I made a point to try to draw on broad principles
and avoid copying directly, for creative as well as moral reasons. Feedback from fans also played an important role, especially
in terms of crafting advice on how to play the game. I also made the “instant magical girl” section more complete and more
prominent, in large part because people were even more enthusiastic about it than I’d anticipated.
For NaNoWriMo of 2012 I wrote a first draft of Magical Girl Radiant Yuna, the Magical Burst novel I’ve wanted to write for
some time. It stars the same Yuna and Makoto that appear as examples in this book, though in the course of writing the
novel they went in directions I hadn’t anticipated, so that the novel will directly contradict some of the details of the
planned intro comic. I have a massive amount of revisions ahead of me before it’s ready for primetime, but as first drafts go
I’m happy with the results. I want to eventually turn it into a companion volume for the game, complete with an appendix
of game stats for the major characters. If I can get it ready in time it may become an extra in the eventual Magical Burst Kick-
starter, but we’ll see.
Between now and the eventual full-on publication of the game my main goal is to do some pretty intensive playtesting, to
both refine the rules and learn the game to write better advice on how to go about using it.
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Inspirations
Magical Girl Anime/Manga: Black Rock Shooter, Card Captor Sakura, Day Break Illusion, Magical Girl Lyrical Nanoha,
Magical Girl Pretty Sammy, My-HiME, Planet Guardian, Princess Tutu, Puella Magi Madoka Magica (and the various
spinoff manga), Pretty Cure, Sailor Moon, Tokyo Mew Mew
Other Anime/Manga: Alien Nine, Bakemonogatari, Elfen Lied, Higurashi no Naku Koro ni, Key the Metal Idol, Pure
Trance, Revolutionary Girl Utena, Shadow Star, Tweeny Witches
RPGs: Blowback, Don’t Rest Your Head, Dungeons & Dragons, Elysion, Maid RPG, Marvel Heroic Roleplaying, Meikyuu
Kingdom, Nechronica, Shinobigami, Smallville, Sorcerer
Other Stuff: Dark City, Little Boy (by Takashi Murakmi), Magical Girl Hunters, Sailor Nothing
Here are a few other tools that could help with your Magical Burst game.
Entanglements
*
is a story mapping tool I put together for use with most any RPG to help develop an interconnected web of
story elements and character relationships. Magical Burst already has a simple relationship map by default, but using Entangle-
ments lets you develop other setting elements along with character relationships. Since relationships have mechanical im-
portance in Magical Burst, the only real change you need to make is to have players assign the usual number of relationship
ranks over the course of going through the Entanglements phases. Although tsukaima are incapable of bonding with humans
in such a way as for form relationships, players can treat a tsukaima as an Asset for the purposes of the story map.
The Metamorphica, by Johnstone Metzger. This book, available on Lulu as a free PDF or a modestly priced paperback, is one
giant table of mutations, and in fact it includes Magical Burst among the entries in its copious Bibliography. Given how
much this game calls for random strangeness, a book of random mutations is a pretty natural thing to use with it. Youll
need a full set of RPG dice to use the book, and keep in mind that the book will stray a bit from the intended style of Magi-
cal Burst in some places. In particular, you should avoid any overtly sexual mutations, and there are several that are more
suited to a grittier sensibility. Appendix 2 of The Metamorphica (p. 124) has tables of mutations divided into beneficial and
detrimental, which make them a good fit for Magical Powers and Changes, respectively. Youma on the other hand can be
just about anything, so basically any table in the whole book is fair game, and quite a few can work for tsukaima.
Seventh Sanctum (www.seventhsanctum.com) is a website by Steven Savage that features numerous random generators for all
manner of things. The Magical Girl Generator should be of particular interest for this game, and the site has any number of
other generators you could find uses for.
*
http://yarukizero.wordpress.com/2011/07/17/entanglements/
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Makotos sword has impaled Pyonkichi, whose lifeless body is spilling some kind of black fluff. Makoto is standing over
Pyonkichi, but looking back at a fearful Yuna with an expression that is exhilarated and hopeful.
Makoto: Yuna, I know who I am.
Makoto: And I think I know how we can fix all of this.