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WiZARD COPS

MAGIC COPS ON THE EDGE


WITH NOTHING TO LOSE
You are a cop that polices wizards. You might also be a wizard.

You have 10 Gold, 3 Reputation and 1 Life.

Reputation is worth more than any Gold, Life is worth more than any Reputation.

When a conflict happens, wager an amount of something and add a d4 to the value.

Highest wins and the story goes their way, and the loser loses everything they wagered.

If you lost, you can raise your bet higher than the other person and roll another d4.

If you run out of anything, you die.

Maxwell Traver (order #7441804)


Advanced�
WiZARD COPS
YOU HAVE THE RIGHT
TO REMAIN SILENCED
RECOVERY

When you win a conflict, you can offer to compromise.

If they accept, you add half of the Reputation or Gold they lost to your own.

(Rounding Up)

The loser gets to make one stipulation about what happens afterward

They must format this after you finish as a “Yes, but...” statement.

SKILLS
Write down three Skills you Cop has.

No excessively generic skills.

If the Conflict involves one of these, double the value of your wagers.

You can only involve one Skill at a time.

ITEMS

You can spend 3 of your Gold to get an Item related to Wizard Policing.

Like a Wand-Gun or a Pointy Police Hat.

You can use your Item once to roll 2d4 instead of a d4.

Maxwell Traver (order #7441804)

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