Sorry about my lack of response, my Internet connexion died.
Brawl is more like slapping, scratching using nails, loaded handbag, and typical high school supplies used as improvised implement, that sort of things... Martial arts are efficient fighting and real melee weapon use. If you slap, scratch, bite, use an improvised weapon on someone/something, or fight untrained, you use the brawl skill. If you try to use a practical weapon (staff, knife...), or fight to injure/restrain, you use the martial art skill (brawl would have a penalty to try to restrain someone/something). Only mastered skills can progress by using them, so there is still an interest.
Ear bashing is the art of yelling louder, longer and more effectively than the person in front of you.
So, I'll start with core rules, so fighting next. Whether someone grabbed your cell phone, and you want to wrestle for it, the jerk jock or alpha cheerleader had to find just your sensitive spot before repeatedly pressing it, and you want to teach him/her a lesson, or a demon tries to drain energy from your classmates to open the rift completely, and you want to stop him,the rules are simple and are the same.
A character has 3*Fit Health Points [Homebrew] Magical Girls have Fit*12 HP. In the Sailor Moon series, the Sailor Senshi can soak up quite some punishment. Besides, if you fight against demons, your average High School Girl, according to the rules, is way too squishy to survive even 1 hit, which is bond to happen eventually.[/homebrew] When a character loses less than 1/3 his/her HP, he/she is lightly wounded. Bandages usually take care of the sewounds. Between 1/3 and 2/3, the wound is severe, and a -2 penalty is applied to all rolls. These wounds need medical treatment. Beyond that, the wound is critical, and a Fit test is required to avoid passing out. A critical wound requires some time spend in the hospital. If passing out if avoided, all actions will suffer from a -4 penalty. 0 HP means coma without check, and negative HP mean death. [Homebrew] Magical Girls heal faster than normal humans.[/homebrew]
Initiative: Roll 1D10 + Dex, highest roll goes first. If two opponents roll the same, highest Dex goes first, or higher Fit if they have equal Dex. If they have equal Fit, they reroll until one of them comes on top.
A single character can usually launch a single attack each round (roughly 6 seconds), though exceptions do exist.
An attack is simply a roll under the relevant skill. The success margin is noted. If the roll fails, the attack is simply too slow or predictable to connect.
The defender can try to dodge or parry. Highest success margin wins. Equal margins are a near miss. But each subsequent attack against him/her gives him a -2 penalty to his/her defense (exceptions do exist).
A character hit by an attack, whether it deals damage or not, must make an emotion check to not suffer from mental effects, going from crying, shock at being hurt, blind rage, or anything related to panic or rage, depending on a character's personality. Reminder: Emotion checks are 1D10, and must score higher than emotion, and not lower, to succeed in keeping them in check. More emotional characters break down more easily if hit, while colder ones will take more to affect. Character with brawling and/or Martial arts training gain a bonus to their emotion checks equal to +1 if they master one of those skills, and +2 if they master the two, being more confident and more used to being hit.
The most damaging unarmed attacks are kicks, but weapons are more damaging than simple unarmed attacks. An experienced brawler can add +1 damage to a close combat hit with intent to injure. A martial artist using a weapon adds +2 damage, and doubles his her unarmed damage. [Homebrew] Someone with 9 in brawl, 6 in Martial arts, or 4 in Combat Prowess (a passive physical enhancement, see magic later) can make sure that his/her melee attacks do not kill the opponents (in game terms, that his/her attacks can not bring his/her opponent to less than 0 HP). This ability is mostly useful against mind controlled humans trying to kill you. A member of a warrior clan with 7 in combat prowess can do the same with ranged attacks. [/Homebrew]
A character with at least 7 in Martial arts can make an additional attack per round, and takes only a -1 penalty per cumulative defense in a round.
Magic relies on Emotions. A character has Emo*4 Magic Energy Points (MEP). A character starts the gae with Emo/2 powers. A character can choose them from spheres. A power starts with a value equal to the associated attribute (depends on power) The spheres are: Earth, Water, Air, Fire, Blessings, Curses, Magic Defense, Animals, Appearence (for disguise, invisibility, that sort of tings), Light, Mind, and Physical Enhancements. More powers can be learned during the game by practicing them like a skill.
Magic can be used in 4 way in combat: To enhance physical attacks, to do single target attacks, to do area attacks, and to do combination attacks.
Examples: A sword made of ice or fire, a stream of high pressure water (enough to cut through things), a fireball.
Weapons made of magic are more powerful, depending on the power value, and last 5 minutes per MEP spend in them.
Attacks: Damage with a single target attack depends on the value of the associated power. It is possible to "overcharge" an attack to deal more damage and at greater range (1 point: 15 meters without penalty, 30 meters with -1 penalty, 2 points: 30-60, 3 points: 60-120) by spending up to 3 points in it.
Area attacks: They require a level up to 5 to use correctly, and cost 8, 10 or 12 (if you overcharge them) to use. Some deal damage i a cone starting from you, some in an area you target.
Combination attacks: A combination attack is when several Magical Girls use a single target power at the same enemy to launch a powerful and accurate single blow to it. The character with the least in the power value determinate the maximum number of participants: It is equal to her value in the power.
A combination attack costs the normal cost of an attack, +1 for each character joining the attack, for everyone joining it. The attack value is equal to the average of th power values of every participant, +1 one for every participant. The target gets a penalty to it's dodge roll depending on how many magical girls joined in the attack: 1-2: -1, 3_4! -2, 5+: -3.
If the attack is successful, every character rolls her damage, then the sum is made, and doubled. The character who spend the most point in the attack rolls the dice. In case several spend the same amount, the one with the highest power value rolls. The attacks used don't need to be the same power.
A word on physical enhancements: Physical enhancements are powers like: Combat Prowess (extra physical attacks and extra defenses each round), Armored body (a damage reduction), that were originally traits, but that I converted into powers to fit the kind of character that you sometime see in magical girls anime who will melee the enemy with superior physical abilities rather than using rays and things like that...
So Jefepato, if you plan on doing the tomboy athlete, I recommend getting as much as you can from the enhancements :).
PS: Wow, that was a big wall of text!