Player Guide

Know the loop. Then overcommit to it.

Muscle Wizard runs on action first and dice second. The table loop is straightforward: state what you want, hear the risk, pick the words that genuinely assist, roll, then live with what the scene becomes.

Core loop

Declare the move in plain language.

Let the GM name the obstacle and target.

Choose the words that assist the action, including knowledge from either side if it matters.

Roll. Explosion threshold is max die minus word value. Fumble on 1s.

Resolve the success or fallout in the fiction.

Resolution spine

Explosion threshold

Max die - word value

Subtract total assisting word value from the current die's maximum result.

Word value

1 per word

Count each word that actually assists the action or helps establish usable knowledge at the table.

Perfect fit

Counts as 2

A perfect fit adds double because it should push the roll closer to exploding.

Cross-track knowledge

Still counts

Words from either MUSCLE or WIZARD can assist if they provide relevant knowledge or setup, even in an opposing-style action.

Fumbles

1 on first roll

Triggers a spectacular failure, injury, curse, or escalation.

Resolution Demo

See where the roll starts exploding

Dice
Support Words
Perfect Matches replace support word
19
Explosion threshold
1
Word value
d20
Current die
Threshold
D20 max - 1 word value = 19+

Any roll at 19 or higher explodes and grants an additional roll on the current die.

Explosion threshold = max of current die - word value. Here, a d20 roll with word value 1 explodes on 19+.

Word value is the sum of the words that actually assist the action, and each perfect fit counts as 2 instead of 1. Knowledge words can come from either MUSCLE or WIZARD, so a word on the opposite side can still help if it informs the action or setup.

Player principles

Say the stunt first

Describe what your wizard is trying to do in the fiction before anyone reaches for dice.

Use letters that actually fit

MUSCLE handles absurdly physical action and WIZARD handles supernatural force, but either side can still contribute knowledge or setup. Pick the words doing real work, even when they assist across the divide.

Explode with intent

Explosion threshold is max die minus word value. Big rolls should reward the words actually helping, with perfect fits counting double.

Treat fumbles as fallout

A 1 is not dead air. It is a curse, injury, broken tool, bad witness, or a fresh mess on the floor.

Progression

XP comes from explosions, not quiet competence

The game ties XP to the highest die size you explode on. You grow by making the table erupt, not by farming harmless checks. Spend XP to upgrade letters, force near misses into wins, or push toward prestige options such as stronger explosion setups and new words.

Injury and death

Injuries reduce relevant letters. If a letter drops below d4, it is gone until healed or repaired with XP. If a broken ability is injured again, death is on the table unless your GM is using the softer incapacitation option.