TEXT: Friendship & Fukus
  A Nonplayable Game
  Untold years ago, the Princess of Space and her Starlight Guardians disappeared 
  while saving the world from a Great Darkness. Now, as Darkness looms again, 
  could these brave heroes have been reincarnated as a group of teenage girls? 
  THAT APPEARS LIKELY!
  Players: Create your Magical Girls!
  1.
  Choose your Style: Courageous, Hot-
  Headed, Nerdy, Tough, Scatterbrained, 
  Sexy, Alien
  2.
  Choose your Role: Student, Athlete, 
  Delinquent, Priestess, Princess, Idol, Cat
  3.
  Choose your Number, from 2 to 5. A low 
  number means you’re better at Friendship 
  skills (love, empathy, cooperation, emotional 
  appeals, and street smarts), while a high 
  number means you’re better at Fuku skills 
  (physical prowess, martial arts skills, magical 
  powers, advanced technology, book smarts)
  4.
  Give yourself a stereotypical Japanese girl 
  name and an awkwardly translated into 
  English magical girl name
  5.
  Declare your Relationship to the player on 
  your left: Lifelong Friends, Rivals, Romantic 
  Subtext, Step-Siblings, Role Model, Protector
  Inventory:  A school uniform, a magical girl costume, a 
  transformation token, a magical accessory of your 
  choice, and a magical power of your choice.
  Player Goal: Get into dramatic situations with weirdly 
  allegorical monsters.
  Character Goal: Pick one or make your own: Save the 
  World, Save Yourself, Be the Best, Make a Friend, 
  Find True Love, Dispense Justice, or Be Yourself (you 
  have nothing to prove).
  Players: Rolling the Dice!
  Friendship: Roll over your number
  Fukus: Roll under your number
  When faced with a difficult or dangerous challenge, 
  each player narrates their attempt to resolve it, and 
  rolls 1d6 to see how it turns out! Add +1d6 if you’re 
  prepared, and an additional +1d6 if you’re an 
  expert! 
  Players can Help each other with challenges: 
  narrate how you assist your teammate, and add 
  another +1d6 to their roll!
  Results:
  0: No successes. Something goes wrong. The GM 
  explains how things get worse.
  1: One success. You succeed by the skin of your 
  teeth. The GM imposes some sort of complication.
  2: Two successes are a solid victory. Good job!
  3: Three successes are a Critical! The GM gives 
  you some sort of positive bonus effect!
  !: If any die rolls your exact number, you have The 
  Power of Love! Ask the GM one detailed question 
  about the situation, and they will answer honestly!
  GM: Create a Magical Adventure!
  Roll or choose on the tables below:
  A Threat...
  Want(s) to…
  The…
  Which Will…
  GM: Run the Game!
  Introduce the threat by giving the players signs of its recent 
  activity. Before something happens, narrate to give the 
  players a clue: “Queen Molybdenum charges her fingers with 
  a powerful spell! What do you do?” “The Masked Stranger 
  offers you a flower! What do you do?”
  Ask questions and use the answers to build the narrative: 
  “Have you ever touched a Starlight Crystal? When? What 
  happened?”
  1. Queen 
  Molybdenum
  2. The Black 
  Hole Guardians
  3. A Highly 
  Metaphorical 
  Monster
  4. Evil Space 
  Hunks
  5. The Anime 
  Club Treasurer
  6. The Masked 
  Stranger
  1. Destroy
  2. Corrupt
  3. Steal
  4. Replicate
  5. Empower
  6. Marry
  1. Starlight 
  Crystals
  2. Princess of 
  Space
  3. Student 
  Council 
  President
  4. Adult Child 
  From the Future
  5. Magic 
  Compact Mirror
  6. Concept of 
  Love
  1. Destroy the 
  World
  2. Open a Portal
  3. Make Your 
  Sister Cry
  4. Reverse Time
  5. Ruin Your 
  Date
  6. Fix Everything
  Based on the original Lasers & Feelings from onesevendesign.com
  Visit me at nonplayable.blogspot.com for more RPG nonsense
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/3) Common Tropes & Themes/Magical Girl & Magical Team/Friendship & Fukus v1.0.pdf