Character ID
Portrait, character name, player name, Gains, gold, and whether this legend is still standing.
Build the official Muscle Wizard player character sheet, choose how much help you want, then print it or save it as a PDF. Export the JSON whenever you want a downloadable backup or VTT-ready file.
Portrait, character name, player name, Gains, gold, and whether this legend is still standing.
Fill MUSCLE and WIZARD with the abilities that define your exact flavor of swolecery.
Track backpack loot, rumors, grudges, and whatever other arcane gym debris matters.

Read these first. They explain what your build choices actually do before anything hits the sheet, so by the time you start typing your character is flexing on purpose.
Your first class choice is mechanical, not cosmetic. A balanced Muscle Wizard begins with both sides available, while the specialist paths start with a harder training split and lock the other side out during character creation.
Muscle Wizard begins with both columns available. True Muscle begins with MUSCLE only. True Wizard begins with WIZARD only.
Each letter should define a repeatable lane of action, not a one-scene gimmick. You can use a Word of Power whenever you can honestly justify it to the Gains Master, and extra relevant words lower the calculated Explosion threshold before the bonus-die chain starts. Think less one-liner, more reliable spotter.
MUSCLE meanings are non-magical. WIZARD meanings are magical. Keep each one distinct, playable, and broad enough to come up more than once.
The die beside each letter measures that ability's current strength. Start with the highest applicable ability die, then subtract 1 for each additional imperfect match and 2 for each additional perfect match to calculate its Explosion threshold. With no contributing matches, the threshold is the die's maximum. Damage comes off abilities directly: if a Word of Power drops below d4 it becomes Injured and goes offline, and if that same Injured word takes damage again, your swolecery goes lights-out.
Muscle Wizard starts both sides at d4. True Muscle and True Wizard start their active side at d6. Bigger dice lower fumble risk, and Injured Words stay unusable until they are healed.
Items are rules-facing tools found in play or created with GM approval. They usually give either an extra die on relevant rolls or a flat bonus, and what turns up can be mundane gear, magical gear, or occasionally cursed gym junk if the roll goes sideways.
Use the backpack for approved starting gear and later finds. Gear can be chosen directly or generated from the item rules, then recorded with its die or flat bonus, gold value, and a short effect.
Choose Your Training Split