|Star Princess Astraia getting angry|
Back in 2015 or so, author Ewen Cluney was apparently struggling with putting together an RPG to describe a setting he had in his mind about a magical girl named Star Princess Astraia. He had been inspired by Bishoujo Senshi Sailor Moon, Magical Girl Lyrical Nanoha, and especially Puella Magi Madoka Magica. Unfortunately, he wasn't getting anywhere and so he decided to take a different tack toward the subject matter, just as a way to get his creative juices flowing. He started with Apocalypse World and simplified the rules considerably, coming up with a system he'd later simply call "Powered by Fury" (inspired by the "Powered by the Apocalypse" games that followed Apocalypse World) and published a short game titled Magical Fury.
The basic game is very short, only 42 pages at 6" × 9", and very light on both rules and setting. Characters are created by a simple process of answering a few questions ("What is your name?", "What does being a girl mean to you?", "What are you afraid of?", "What is your wish?", and so on), picking a few traits that describe your magical girl hero (how she changes in her henshin, or transformation, what her magical theme is, her dominant color, and of course her magical name). There are d66 tables for all of these if you can't, or don't want to, come up with your own, so beginning players are given ample assistance. Have you noticed that I haven't mentioned anything about stats? There are no stats. There's also no discussion of gender variance, magical boys, or anything like that. It doesn't really get much in the way of any particular interpretation that a Referee and their players might want to include, though.
Once the character is created, the game runs similar to a typical RPG, with description and response from Referee and players. To adjudicate actions, the Referee classifies them as (or the player chooses from among) any of a number of "moves". Each of these is a simple description of what the action boils down to ("Go on the offense", "Protect someone else", "Run away", "Sorcery", "Investigate", "Comfort", and the like; there are also special moves, only called for by the Referee, for "Desperation" and "Stay Calm"), combined with a short table on which the player will roll 2d6. The result from the table describes what happens, and may sometimes result in the character gaining Hope, Magic, or Trauma points. When one of these categories reaches three points, the magical girl experiences a "shift", or consequence to the character. There are four types of shift of each category, and when all four have occurred to the character and another shift is called for, then they must instead choose an Extreme Shift (for Trauma or Magic) or a Great Hope (for Hope).
Fights are very quick, consisting of picking moves, rolling, and taking points of Trauma or Magic as necessary. There is a table for figuring out the outcome of a fight based on the total number of hits scored by the players' characters compared to the number of characters there are.
The rest of the game is filled with suggestions for the Referee in worldbuilding their specific magical girl setting and tables to assist in various ways including with all of the choices in character creation (as mentioned). That's it. Super simple, particularly focused on narrative play.
I don't much like that sort of roleplaying game, generally. These sorts of rules always strike me as being slightly more complex versions of the games that amateur writers' groups play, and I don't much like them in those settings either—which is one reason I no longer go to writers' groups, probably to my own detriment. However, in this specific case, I am willing to go with the idea simply because the genre is that compelling to me. Also, things don't end there, as there are two supplements for the game, Magical Fury Companion and Magical Fury Appendix, as well as the "Powered by Fury" game Angel Project, which apparently (I haven't picked up a copy) describes another magical girl-style setting based around "Seraphim Suits" that can only be worn by pure-hearted girls.
Magical Fury Companion provides some new moves ("Hide the truth", "Keep up with life", "Lash out", "Patrol the city", and "Sense magic"), a new ability (Overdrive, drawn from Yuki Yuna is a Hero/Yūki Yūna wa Yūsha de Aru, which allows a magical girl to greatly increase the strength of her powers at the expense of a permanent disability), along with new tables to describe the magical girls, their various tsukaima, or animal companions, and the youma monsters that oppose them. There's also a table of potential secrets underlying the setting and the nature of magical girls for the Referee to use in worldbuilding.
Magical Fury Appendix provides a table of complications to help the Referee build a story when they're stuck, a list of types of places and some examples drawn from the author's "Star Princess Astraia" setting, a table of random youma, six example magical girls from the "Star Princess Astraia" setting (including a couple of dark magical girl antagonists), and a table of 36 more from that setting described briefly.
To my way of thinking—that an RPG should be an open-ended exercise in which the players are allowed to attempt literally anything through their characters, with success determined by the abilities ascribed to those characters—the limited nature of the moves allowed seems like a problem. [EDIT: The game does explicitly note, when discussing moves, that "you may find you need to invent new ones to do everything you want to do with the game."] That said, it is true that most things that players will try fall into a fairly limited set of categories. It's also true that the Companion shows that it is really a fairly simple matter to come up with new moves to cover whatever unusual action a player attempts. The Referee should probably familiarize themself with the ways that moves are put together and be prepared to generate new ones on the fly,
In the end, I wouldn't call this the best game, but it is certainly one that I would play if someone were to run it, or even run if I found a group or individual that wanted to. From some of the moves and the way that fights work, I think that it is probably better suited to a small group of players. Also, the tools provided to the Referee for worldbuilding are probably equally useful to a Referee of any other magical girl, or even just magical, game. The secrets suggested for settings (drawn from works like Puella Magi Madoka Magica—there are secrets that concisely describe the central secrets of both that series and Yuki Yuna) could be used as the deep secrets of a magical girl-friendly setting in a more structured game, for example. Basically, if you like magical girl RPGs at all, you probably should spend the few bucks to pick up this one and its two supplements. If that's not an interest to you, then only pick it up if you're interested in rules-light, narrative-style games.