Magical Burst is a tabletop system based pretty heavily on Madoka Magica, where the players are a group of magical girls just trying to make it against the rest of the world. It can be as dark as its source material, but doesn’t have to be- although there is going to be an element of the cute grotesque no matter what you do. I’m planning to run a campaign off of the Fourth Edition, with a lot of setting modifications to try and take it away from Madoka. You will all be playing as teenagers in Saigono City who become magical girls belonging to one of seven factions that fight the monstrous Youma. I’m not sure if I want to run this play by post or over roll20- play by post will take longer and probably be awkwarder in parts, but it doesn’t require everyone to have a consistent time to meet up. In addition, I’m unsure if I want to limit all players to a certain faction, or give you all some information and let you choose individually. Spoiler: Basic Rules Summary Combat is divided into two rounds- the Major and Minor actions. Major actions are attacks on the enemy, disengaging with the enemy, and reviving, while minor actions are movement and recovery. Both magical girls and their youma enemies are defeated by depleting their Resolve. Youma will be destroyed if their resolve runs out, while magical girls will be reverted back to their mundane forms- in the middle of a battle. The system is d6 based, meaning that you’ll only need d6s to play- ideally more than one. Magical girls have six attributes- three mundane (Charm, Insight, and Tenacity), and three magical (Magic, Heart, and Fury.) Mundane attributes are used in non magical matters while magical ones express how the magical girl expresses her power. The player assigns each magical attribute as their combat stat Attack, Defense, or Support stat- each attribute will have different effects and different implications in each role, so choose what you think will be most interesting. After that you choose your magical specialization- Witch for Attack, Knight for Defense, and Priestess for Support. Each of these specializations have access to different abilities (Talents). Talents are more powerful/useful than your basic die rolling, but many come with a cost-Overcharge. When a talent gives you Overcharge, you add one more point onto the relevant attribute- and when that number gets too high, interesting things happen. Most die rolls will be 2d6. For a mundane challenge, you simply add the relevant mundane attribute, but in magical challenges the die explode, meaning that on any roll of a 6 you may roll another die and add that on your total. There are other action types that a player can make, but it often isn’t necessary to state “I roll to disrupt [x],”- simply roleplay it out! When a magical girl gains a good deal of Overcharge in one stat, then some serious Fallout can occur. Fallout varies on the stat it’s attached to and how much Overcharge was discharged to cause it. The more Overcharge spent, the more detrimental and permanent the effects. Generally, it is up to me as the GM to decide when Fallout occurs- often at times at are detrimental but not disastrous, or depending on if some in character strife or troubles seem to coincide. Often, if a player says they want to relieve Overcharge soon, I’ll take it into account, along with the character. If the magical girl tends to have fits of passion and intense emotions often, they will probably experience common but minor Fallout. If they’re the type to bottle things up, then things will be a lot rarer and a lot more serious. The last important mechanic is relationships. Each girl gets 12 relationship ranks to place at character creation. Relationships can be made between magical girls, between new NPCs, and between pre-existing NPCs. Relationships are important to a magical girl, as they represent her connection to this world. They can be created, hurt, healed, and built on- it all depends on your actions. The game itself is divided into episodes- one session- and scenes- parts within the episodes. In general, a scene ends whenever you go to a new location, switch to a different location, or switch to summarizing instead of actively roleplaying. Most Talents can only be used so many times a scene or an episode, which makes them a fairly limited resource. Episodes are also supposed to have a general arc like an episode of an anime- introduction, learn of some probably youma-related issue, and take out the baddie. This format can be played with, but the basics are there. I’d probably be comfortable GMing for up to 5 or 6 players. Ask me any questions you have, I'll be happy to answer!