What you need in the gym bag
- A rules reference or booklet
- A full polyhedral set plus a d100
- A character sheet and pencil
- Two or more people and a few hours to play
Rules, reps, and righteous explosions.
What you need in the gym bag
Describe the action in the fiction before anyone reaches for dice.
Choose every ability that honestly helps the attempt.
Spend XP before the roll if you want to raise one chosen ability die.
Roll one die using the highest die size among the abilities you picked.
Resolve the result as a success, failure, explosion, or fumble.
Your sheet is built from named abilities under MUSCLE and WIZARD. You can use ANY word as long as you can justify it to the Gains Master (GM). Every ability starts at d4, and your GM decides whether it really applies to the action you are trying to perform. In other words: your whole build runs on believable nonsense.
Muscle
Wizard
Judgment rule
How silly can you go? How far can you stretch logic? Establish with your GM ahead of time the scope of your games. There is nothing less fun than undermining your neighboring players.
PC growth
XP is the engine that makes your Words of Power stronger. Bigger dice mean taller floor, better rolls, and most importantly a lower risk to fumble your way out of the set.
Every Word of Power starts at d4 as a MUSCLE WIZARD or a d6 as true MUSCLE or true WIZARD.
Spending your XP, you can select which important abilities can rise to larger die sizes.
Larger ability dice improve the likelihood of better rolls and reduce the chance to fumble, but they also lower the chance to gain additional XP from EXPLODING!.
Choosing which abilities deserve long-term growth is part of building your character.
1 XP
2 XP
3 XP
XP is also a live resource at the table. You earn it through play, then decide whether to bank it for long-term growth or spend it right before a crucial roll that needs a little extra arcane protein.
How you gain XP
Mechanical
At GM Discretion
Spotting allies
Gaining XP on Explosion
| Die Size | XP Gained |
|---|---|
| d4, d6, d8 | 1 XP |
| d10, d12 | 2 XP |
| d20 | 3 XP |
| d100 | 10 XP |
Players take damage when the fiction says they get hurt. In Muscle Wizard, that damage comes off your abilities, not a separate health bar, because even your suffering is build-specific.
Table shorthand
Injured means the ability is offline until it is healed again. If that same injured ability takes any more damage, the Muscle Wizard is wizard toast.
When damage happens
Damage happens when:
Then resolve it like this:
Choose an ability used, or a relevant ability that would've been damaged by the effect.
Decrease its ability die size by one.
If an ability's die size ever goes below d4, it is Injured and cannot be used until it is healed again.
If an ability that is Injured takes any more damage, you die.
Healing
You can get healed by:
Items
Curses
What matters most
A Fumble always starts on the very first roll, and once it happens the roll turns into a spectacular fail.
When a roll collapses
Whenever you roll a 1 on the first roll of any dice roll, you Fumble. You can add no additional dice or bonuses from items, other players cannot assist you.
Fumbles always result in a spectacular fail, and the GM gives the player the effect.
Only the first roll can Fumble. Extra rolls from Exploding do not, even if they roll the lowest number.
If you would ever Explode on a 1 from a specific item or condition, you instead cancel out the Fumble and do not Explode.
Use the threshold walkthrough to see how your die, extra words, and perfect fits widen the Explosion range until the whole roll starts doing backflips.
Step 1
Start with the highest die size among the words actually pulling weight in the action. With no extra words added, you only Explode on the highest face of that die.
Current Die
Step 2
Every applicable word lowers the threshold by 1, which means you Explode on more numbers instead of only the top result. If you have to justify the use of your Word of Power, it usually counts as relevant but imperfect.
Extra Words
Step 3
Perfect fits count for 2 word value. Each one lowers the threshold by 2, so they widen the Explosion range faster than a normal extra word. A perfectly matched word is doing the heavy lifting, not just showing up in a cape.
Perfect Fits
Current Die
d20
Word Value
0
Explosion Threshold
20+
Formula
D20 max - 0 word value = 20+
The threshold never drops below 1+, even if the word value gets comically jacked.