TEXT: You are a group of magical girls in Tokyattle. You save the world by defeating 
  bad guys—and hate—with love and justice. You are still learning how to use 
  all of your powers. Lady Fuzz Fur, your hedgehog companion and instructor in 
  the ways of world-saving, was captured by your nemesis and is unable to help 
  you just as the world falls into peril once again!
  Group: Create Group
  1
  2
   
  3
  Choose your character type: One player will be The Leader, and the rest 
  of the team can select from the following:
  Choose a theme for your group: Planet, Space, Flower, Color, Jewel, 
  Sweet, Kawaii.
  Name your group: Make up a name for your group or create a name 
  by taking your theme name and combining it with one of the following: 
  scouts, rangers, friends, girls, dancers, blossoms, candies; or choose your 
  own as a group.
  Name your group power: Based on your group theme, name your 
  special ultimate power that you can trigger as a group when you all join 
  together. 
  Players: Create Your Characters
  1
  Choose your number: from 2 to 5. A high number 
  means you’re better at Love (emotional/mental). A 
  low number means you’re better at Justice (physical). 
  Pick a drawback: Every magical girl has a trait that 
  complicates things. Select one from the following: 
  crybaby, airhead, lovestruck, antisocial, not actually 
  human, torn loyalties, dark past, stubborn, clumsy.
  Name your power: You have a magical transformation 
  device that allows you to thematically transform and 
  access your magical girl powers. Choose what the 
  object is, as well as the theme of the power it gives 
  you from the following list: 
  Pick an everyday normal name: Emily, Sakura, Ako, Usagi, Bunny, Pearl, 
  Mary, or pick your own. When you use this name, no one normal recognizes 
  you as a magical girl.
  2
  3
  4
  5
  6
  •	  The Genius - The one who can see mathematically/logically   
   
   through the evil plan
  •	  The Famous One - The one who is a famous magical girl
  •	  The Spiritual One - The one who uses ofuda or is a shrine  
   
   maiden (or both)
  •	  The Tomboy - The one who excels at the less girly things in life
  •	  The Beautiful One - The one who’s hair makes everyone’s heads  
   
   turn with its perfect flow across the camera while cherry  
   
   
   blossoms drift by
  •	  The Mysterious One - The one who would do fortune telling at  
   
   the school festival
  •	  The Singer - The one who has a secondary career as a singer
  •	  The Swan - The one who . . . Oh I don’t know, take this as you will!
  •	 Love
  •	 Sugar
  •	 Something else  
   
  that you decide
  •	 Healing/Positive Energy
  •	 Electricity
  •	 Water
  •	 Air
  Name your character from this list, or use something 
  thematic you make up: 
  •	  Planets: Earth, Moon, Jupiter, Mars, Mercury,  
   
   Venus, Saturn, Uranus, Neptune, Pluto
  •	  Space: Galaxy, Asteroids, Space Dust, Nebula, Stars
  •	  Flowers: Rose, Lily, Violet, Gardenia, Baby’s Breath, Edelweiss,  
   
   Petunia
  •	  Colors: Red, Orange, Yellow, Green, Blue, Purple, Turquoise,  
   
   Gold, Silver, Aquamarine, Pink
  •	  Jewels: Ruby, Emerald, Sapphire, Diamond, Topaz
  •	  Sweets: Chocolate, Sugar Plum, Butterscotch, Vanilla,  
   
   Cinnamon, Powdered Sugar, Strawberry Jam
  •	  Kawaii: Bubblegum, Bunny, Neko, Candy, Pink, Lace
  
   
  Rolling the dice 
  When you do something risky, roll 1d6 to find out how it goes. Roll +1d6 if it 
  has to do with your character type and/or +1d6 if it has to do with your power 
  type. (The GM tells you how many dice to roll, based on your character and 
  the situation.) Roll your dice and compare each die result to your number. 
  •	 What are they really feeling? 
  •	 Who’s behind this? 
  •	 How could I get them to ___? 
   
  If none of your dice succeed, it goes wrong. The GM narrates 
  how things get worse somehow. 
   
  If one die succeeds, you barely manage it. The GM inflicts a 
  complication, harm, or cost.  
   
  If two dice succeed, you do it well. Good job!  
   
  If three or more dice succeed, you get a critical success! The 
  GM tells you some extra effect you get. 
   
  If you roll your number exactly, that die roll fails; however, you 
  have Magical [team theme] Insight. You get a special insight 
  into what’s going on. Ask the GM a question, and they must 
  answer you honestly. Some good questions are shown here: 
  2
  3+
  Playing the Game
  If you’re using Love (emotional/mental), you want to roll under your 
  number. 
   
  If you’re using Justice (physical), you want to roll over your number.
  !
  •	 What should I be on the lookout for? 
  •	 What’s the best way to _____? 
  •	 What’s really going on here? 
  Based on the answer, you can either keep your die results and continue 
  or change your action and reroll.
  Final Showdown/Group Power
  At the climax of the episode, or where narratively appropriate, the girls will 
  activate their group power as named in group creation. The group power 
  should be used to end the final scene of the game (similar to how it would be 
  used on a show), and will always succeed. To launch your group move, say the 
  name of the move together, and then narrate what each girl’s contribution 
  looks like. 
      
  Once the players have used the group power, use the 
  tableau of friendship dice to narrate the conclusion of 
  the episode. A 1, 2, or 3 is an unexpected or negative 
  consequence narrated by the GM. A 4, 5, or 6 is a 
  happy outcome narrated by the players. If possible, 
  start with a good outcome and then a bad outcome, 
  alternating between the two. Should you run out of 
  one type or have started with all of one type, continue 
  narrating with the outcomes you have. The narrative 
  will give you an idea if this was the season finale or a 
  cliffhanger for the next episode!
  •	 Tie in their party theme to the results of their efforts at every  
        opportunity. 
  •	 The camera will frequently slow down to capture drama like the  
       sparkle of tears flying through the sunlight, or how the wind catches  
       their hair with petals blowing by. 
  •	 The nemesis may have no reason to be evil, but maniacal laughter is  
       a requirement and monologuing is encouraged; feel free to tell them  
       the entirety (in general terms) of the evil plan when they find the bad  
       guy, then discover the remaining details through play. 
  •	 If you like, you can do a narrative “next time on [Team Name]!” to  
       end the game. Have your players describe the stock footage of their  
       transformation sequences and taglines.
  Friendship Dice  
  At the beginning of the game, set out a number of friendship dice in a tableau 
  equal to the number of players. Turn all of these to display the number one. 
  Before a roll, a player can add one of these dice to another player’s roll either 
  by narrating a flashback of the character’s connection or by giving a speech of 
  encouragement. Only one friendship die can be added per roll. Once a die has 
  been used, it locks as the number rolled and cannot be rerolled. Return the 
  die back to its spot in the tableau. The values of these dice will be used when 
  the girls activate their group power (see below). It is in the group’s best interest 
  to roll these dice and not leave them as ones.  
  GM: Running The Game
  1
  0
  You are running a single episode of a magical girl show.
  Here are some good guidelines to keep the game 
  moving:
  •	 Keep it short, cinematic, and over the top. 
  •	 Don’t let them pause or get stuck on the boring  
       minutia; smash cut to the key parts. 
  •	 The game runs best if you get them involved as  
        normal girls and then give them a reason to  
        suspect a problem and transform. 
  •	 Remember: on screen, this episode only lasts  
       25 minutes (although with character creation,  
       recommended play time is 2-3 hours). 
  
  The girls go to . . . 
  1.  A school festival
  4. A new jewelry shop
  2. A ball or fancy party that 
  requires dressing up
  5. A tournament for one of  
  the girl’s hobbies
  3. A new sweets shop
  6. An amusement park
  the team’s nemesis . . . 
  1. The Salted Earth Trio
  4. Black Hole cult
  2. Negastar
  5. Dark Heart Collective
  3. General Granite
  6. Cracked Gems
  shows up because they want to . . .
  1. Drain/Suck
  4. Destroy
  2. Steal
  5. Absorb
  3. Poison
  6. Corrupt
  the . . . 
  1. Perfect Pearl
  4. Sapphire of Sorrow
  2. Life Energy
  5. Color
  3. Hopes and Dreams
  6. Future utopian kingdom
  to . . .
  1. Force humanity into slavery
  4. Destroy Earth
  2. Power their super weapon
  5. Leech all love and color from  
  the world
  3. Undo all human progress
  6. Block out the sun permanently
  To create a magical girl adventure. Roll or choose 
  on the tables below:
  Love & Justice was created by Senda Linaugh and Phil Vecchione in 
  conjunction with Encoded Designs (@encodeddesigns)
  Based on Lasers & Feelings by John Harper (onesevendesign.com)
  The textual elements of this game are licensed under a  
  CC BY-NC-SA 3.0 license. 
  http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  Written by Senda Linaugh (@idellamithlynnd) and Phil Vecchione (@dnaphil)
  Developed and Edited by Chris Sniezak & Shawn Merwin
  Illustrations by Meghan Dornbrock (@meglish) 
  Layout & Logo by John Arcadian (@johnarcadian)
  •	 Use the tropes—here are some of them:
  •	 There is a new kid in their class.
  •	 A random new business that just opened has everyone fascinated.
  •	 There is a mysterious figure watching the fight.
  •	 There is a love interest who may have questionable motives.
  The girls go to _____. The team’s nemesis ____ shows up because they  
  want to ____ the ____ to _____.
  Meghan, Rob, Emily M., Quincy, 
  Cody, PK, Jim, Emily R., Nikki, 
  Jerry, Kevin, Austin, JJ, and Bob for 
  playtesting. Thanks to Paula Miller 
  and Angela Murray for design help. 
  encodeddesigns.com 
  misdirectedmark.com 
  gnomestew.com 
  sasgeek.com 
  Credits
  Check Out
  Thanks to
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/3) Common Tropes & Themes/Magical Girl & Magical Team/Love_And_Justice_pink_Layout.pdf