What you need in the gym bag
- A rules reference, booklet, or site access
- A full polyhedral set, including percentile dice
- A character sheet plus pencil or access to the VTT
- 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. The GM may veto an ability only when its connection to the described action is logically flawed or simply unrelated.
Spend Gains before the roll if you want to raise one chosen ability die.
Use the highest die size among the accepted abilities as the roll's starting die.
Calculate one Explosion threshold before rolling. Subtract 1 for each additional imperfect fit and 2 for each additional perfect fit from the die's maximum.
Apply Spotting to that threshold, then roll. Item dice and flat bonuses are added only after the Ability roll resolves.
If the first die is 1, Fumble immediately. Otherwise, resolve the result and any Explosion chain before adding items.
Worked example
Brontessa shoulder-charges an enchanted gate against DC 8. Might (M) supplies the d8 starting die, and Leverage (L) is an additional perfect fit worth 2. The Explosion threshold is 6: the d8 maximum of 8 minus 2. A first-die result of 6 or more Explodes and adds a d10. A first-die 1 Fumbles before any item modifier can be added.
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). During character creation, every unlocked ability starts at the chosen archetype's base die: d4 for a Muscle Wizard, or d6 on the active side for a True Muscle or True Wizard. The GM may veto a Word only when the player's logic is flawed or the Word is unrelated to the action. Once a Word is accepted, its effect on the Explosion threshold follows the same fixed calculation as every other ability.
Muscle
Wizard
Judgment rule
How silly can you go? How far can you stretch logic? Establish the scope of your game with the GM ahead of time. There is nothing less fun than undermining your fellow players.
PC growth
Gains are the points that make your Words of Power stronger. Bigger dice mean a higher floor, better rolls, and a lower risk of fumbling.
Every Word of Power starts at d4 for a MUSCLE WIZARD or at d6 for a true MUSCLE or true WIZARD.
Spend Gains to raise your chosen abilities 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 earn additional Gains from EXPLODING!.
Choosing which abilities deserve long-term growth is part of building your character.
1 Gain
2 Gains
3 Gains
Gains are points earned through play. Bank them for long-term growth or spend them before a crucial roll.
How you earn Gains
Mechanical
At GM Discretion
Spotting allies
Gains earned from EXPLODING!
| Die Size | Gains Earned |
|---|---|
| d4, d6, d8 | 1 Gain |
| d10, d12 | 2 Gains |
| d20 | 3 Gains |
| d100 | 10 Gains |
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 the first die of a roll lands on 1, you Fumble. You cannot add more dice or item bonuses, and other players cannot assist you.
Fumbles always result in a spectacular failure. Depending on the action and the table's playstyle, the GM may apply ability damage or choose another negative consequence.
Only the first roll can Fumble. Extra rolls from Exploding do not, even if they roll the lowest number.
An item cannot cancel a Fumble because its modifier is added only after the Ability roll resolves.
Use the threshold walkthrough to calculate one fixed target from your die, imperfect fits, and perfect fits. Item modifiers are added later and never enter this calculation.
Step 1
Use the highest die among the abilities that apply to the described action. That ability supplies the starting die; the accepted additional abilities determine how far its threshold comes down.
Current Die
Step 2
Each additional applicable ability that is an imperfect fit contributes 1 to the calculation. The GM may veto an ability only when its proposed connection is logically flawed or unrelated to the action; difficulty and dramatic circumstances do not adjust this value.
Imperfect Fits
Step 3
Each additional ability that perfectly matches its part in the described action contributes 2. Add those contributions to the imperfect fits before doing the subtraction.
Perfect Fits
Step 4
Spotting is separate from your own fits. Every two supporting teammate abilities lower the Explosion threshold by 1, provided the help was declared before the roll.
Helping Abilities
Current Die
d20
Fit Contribution
0
Spotting Reduction
0
Explosion Threshold
20+
Formula
D20 max - 0 fit contribution - 0 Spotting = 20+
Items are added after the Ability roll. They never change this threshold and add nothing to a Fumble.