At the moment, this is what little I have at the moment for my magical girls hack, Beauty of Destiny (what little I have for it so far is available here: http://homebrewery.naturalcrit.com/share/HJ2eLio_b). It was hampered a bit by me trying to come up with not only moves for each of the roles available in-game, but also their unique gimmick (like in Apocalypse World, the Angel is really good at healing people, the Hocus has a fucking cult, the Gunlugger is really good at shooting people, &c.)
And by “was hampered a bit” what I really meant to say was “is hamstrung by the author trying not to just rename the moves from AW and call it day.” So I asked one of my friends to help me come up with moves for your team of nakama.
And boy howdy did he deliver.
At the moment, I’m looking at the list he came up with, trying to figure out what does/doesn’t gel with what I had in mind; I had Sailor Moon Classic/Cute High Earth Defense Force Love/Precure in mind in terms of tone, while my friend was aiming more for Sailor Nothing.
My own thoughts on the moves in-game so far:
The Assault: Her main ability, the Variable Blast, might be either too overpowered with the right blast options or be reduced into a contradictory mess with the “right” options.
(Also, I’m not sure if I should add “You can take this move twice for 2-armor” to C’mon, Hit Me.)
The Soul: I’m quite well aware that her Healing Touch is a reskin of the Angel Kit. On the other hand, if it ain’t broke, don’t fix it, eh? (OTOH, there’s no currency like x-barter, you just make a Mender roll at end of session to try and regain some of your Heal.)
The Techie: Also aware that the Magitech Workbench is the Savvyhead’s workspace; I did reduce it to something about the size of a normal desk that you can put in a bedroom (like your workbench in Persona 5) and was probably a bit more merciful on the prereqs the MC is able to put on crafting.
The Void: This one’s a tough one. While the other six roles are content to work as a team, the Void’s intended to work outside of the team– think like the Outer Scouts. (Except they work as a team that works outside of the team, so I think I might have loused up my metaphor and oh god ive gone crosseyed.)
Also, I wanted to put out feelers on this move my friend suggested for the Void:
>Hateful Aura: Rolling your lowest stat, on success you create a dark, devouring aura that draws from all viable targets in audible range (Enemy, Ally, and Innocent alike). They all receive a -1 for the rest of the fight, while you may apply a +1 for the same amount of rolls as people you’ve terrified with the move.
(My attempt at implementing that would be “Roll +Troubadour. On a 10+, your opponents take –1 ongoing. On a 7-9, as above if you’re willing to impart the same on your nakama. On a 6, you take –1 ongoing.”)
Injuries: I thought about your character taking –1 (or –2!) ongoing as they took more and more damage (equivalent to 10:00 and 11:00 on AW’s damage clock), but I think that might be too mean-spirited and death spiral-y.
*tl;dr*: Don’t wanna 1-for-1 AW’s moveset, but struggling to come up with moves, friend suggested a lot of them, might as well ask the community.
Never mind the strikethrough there. I’m getting used to posting on G+. >_<
Have you seen Ewen Cluney’s Magical Fury? That might give you some insight. Of course, MF is curious in that it doesn’t have playbooks (or that there is only one default playbook, magical girl.) Character distinction comes through personality, background, and themes and not mechanics.
I haven’t seen it yet, but that does sound like it’s worth checking out!