Police in Urban
Police Recruit
Human Wizard, age 20
ST 10, DX 11, IQ 10, MA 10
Talents: Dancer
Spells include: Blur, Confusion, Darkness, Image, Magic Fist, Reveal Magic, Staff to Snake, Stalwart, Trip
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Police Recruit
Human Wizard, age 20
ST 8, DX 10, IQ 10, MA 10
Talents: Gardener
Spells: Clumsiness, Detect Life, Drop Weapon, Fire, Magic Fist, Shadow, Shock Shield, Staff, Stalwart, Turn Missiles
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Police Recruit
Human Wizard, age 20
ST 8, DX 11, IQ 11, MA 10
Talents: Carpenter
Spells: Create Wall, Dark Vision, Delete Writing, Detect Enemies, Magic Fist, Minor Medicament, Sleep, Slow Movement, Staff, Trip, Turn Missiles
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Police Recruit
Human Wizard, age 20
ST 8, DX 11, IQ 10, MA 10
Talents: Butcher
Spells: Avert, Blur, Clumsiness, Confusion, Darkness, Detect Enemies, Dispel Missiles, Staff, Stalwart, Trip
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Police Recruit
Human Wizard, age 20
ST 8, DX 10, IQ 11, MA 10
Talents: Beekeeper
Spells include: Control Animal, Detect Enemies, Detect Life, Drop Weapon, Fire, Magic Fist, Rope, Slow Movement, Staff to Snake, Summon Bear
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Police Recruit
Human Wizard, age 20
ST 9, DX 10 (9), IQ 12, MA 10
Talents: Carpenter, Swimming
Spells include: 3-Hex Shadow, Break Weapon, Detect Enemies, Drop Weapon, Far Vision, Illusion, Image, Reverse Missiles, Staff, Stalwart
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Armor: Cloth Armor (1)
Police Recruit
Human Wizard, age 20
ST 8, DX 10, IQ 11, MA 10
Talents: Handyman
Spells: Confusion, Control Animal, Destroy Creation, Detect Enemies, Magic Fist, Meal, Reveal Magic, Shock Shield, Sleep, Staff, Turn Missiles
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Police Recruit
Human Wizard, age 20
ST 9, DX 11, IQ 11, MA 10
Talents: Dancer
Spells: Blur, Confusion, Dark Vision, Destroy Creation, Dispel Missiles, Drop Weapon, Far Vision, Reveal Magic, Reveal/Conceal, Shadow, Staff
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Police Recruit
Human Wizard, age 20
ST 10, DX 10 (9), IQ 11, MA 10, Mana 5
Talents: Carpenter
Spells include: Avert, Control Animal, Drop Weapon, Image, Look Your Best, Staff II, Summon Myrmidon, Ward
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Armor: Cloth Armor (1)
Police Recruit
Human Wizard, age 20
ST 8, DX 11 (10), IQ 10, MA 10
Talents: Gardener
Spells: Blur, Clumsiness, Confusion, Reveal Magic, Shock Shield, Slow Movement, Speed Movement, Staff, Summon Myrmidon, Turn Missiles
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Armor: Cloth Armor (1)
Police Recruit
Human Wizard, age 20
ST 8, DX 11, IQ 10, MA 10
Talents: Tailor
Spells: Dazzle, Detect Life, Drop Weapon, Fire, Image, Reveal Magic, Shadow, Slow Movement, Staff, Trip
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Police Recruit
Human Wizard, age 20
ST 10, DX 11 (10), IQ 11, MA 10
Talents include: Fisherman
Spells include: Acid Touch, Dispel Missiles, Drop Weapon, Magic Fist, Reveal Magic, Staff to Snake, Stalwart
Languages: Common, Sea Elvish
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Armor: Water Armor (3)
Police Recruit
Human Wizard, age 20
ST 8, DX 11, IQ 12, MA 10, Mana 5
Talents: Beekeeper
Spells include: Avert, Breathe Fire, Darkness, Meal, Sleep, Speed Movement, Staff II, Summon Myrmidon, Summon Wolf
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Police Recruit
Human Wizard, age 20
ST 11, DX 11 (10), IQ 10, MA 10
Talents: Farmer
Spells: Avert, Blur, Clumsiness, Detect Enemies, Dispel Missiles, Fire, Magic Fist, Reveal Magic, Shadow, Summon Myrmidon
Languages: Common
Weapons: Club (1d+1)
Attacks and Damage: Punch (1d-2)
Armor: Cloth Armor (1)
Police Recruit
Human Wizard, age 20
ST 10, DX 11 (9), IQ 11, MA 8
Talents: Woodcarver
Spells: Acid Touch, Darkness, Dazzle, Destroy Creation, Detect Enemies, Far Vision, Fire, Image, Sleep, Staff, Summon Myrmidon
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Armor: Leather Armor (2)
Police Recruit
Human Wizard, age 20
ST 9, DX 12 (11), IQ 10, MA 10
Talents include: Scribe
Spells: Drop Weapon, Far Vision, Fire, Image, Minor Medicament, Staff, Summon Myrmidon, Summon Wolf, Trip
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Armor: Water Armor (3)
Police Recruit
Human Wizard, age 20
ST 8, DX 12 (9), IQ 11, MA 6
Talents: Tailor
Spells include: Adhesion, Clumsiness, Confusion, Detect Life, Shadow, Speed Movement, Staff II, Staff to Snake, Stalwart, Turn Missiles
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Armor: Chainmail (3)
Police Recruit
Human Wizard, age 20
ST 9, DX 11, IQ 10, MA 10
Talents include: Fisherman
Spells: Confusion, Reveal Magic, Shadow, Staff, Stalwart, Summon Myrmidon, Summon Wolf, Trip
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Police Recruit
Human Wizard, age 20
ST 8, DX 10, IQ 11, MA 10
Talents: Butcher
Spells: Clumsiness, Control Animal, Detect Life, Dispel Missiles, Magic Fist, Reveal Magic, Rope, Shock Shield, Staff, Summon Wolf, Ward
Languages: Common
Weapons: Staff (1d/1d)
Attacks and Damage: Punch (1d-4)
Police Recruit
Human Wizard, age 20
ST 9, DX 12, IQ 11, MA 10
Talents: Armourer, Farmer
Spells: Clumsiness, Dazzle, Dispel Missiles, Drop Weapon, Magic Fist, Reveal Magic, Reverse Missiles, Shock Shield, Summon Wolf
Languages: Common
Weapons: Club (1d)
Attacks and Damage: Punch (1d-3)
Police Recruit
Human Wizard, age 20
ST 9, DX 10, IQ 10, MA 10
Talents: Handyman
Spells: Avert, Confusion, Darkness, Image, Magic Fist, Slow Movement, Speed Movement, Staff, Summon Myrmidon, Summon Scout
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Police Recruit
Human Wizard, age 20
ST 8, DX 10, IQ 10, MA 10
Talents: Butcher
Spells: Blur, Clumsiness, Dazzle, Dispel Missiles, Fire, Slow Movement, Summon Scout, Trip, Turn Missiles, Ward
Languages: Common
Weapons: Club (1d-1)
Attacks and Damage: Punch (1d-4)
Police Recruit
Human Wizard, age 20
ST 9, DX 11, IQ 12, MA 10
Talents: Tailor
Spells include: 3-Hex Fire, Confusion, Darkness, Freeze, Illusion, Magic Fist, Pathfinder, Slow Movement, Speed Movement, Staff, Summon Wolf, Turn Missiles
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Police Recruit
Human Wizard, age 20
ST 9, DX 10, IQ 13, MA 10
Talents: Farmer
Spells: Break Weapon, Breathe Fire, Cleanse Poison, Dark Vision, Dazzle, Destroy Creation, Eyes-Behind, Fireball, Freeze, Pathfinder, Shadow, Staff, Stalwart
Languages: Common
Weapons: Staff (1d+1/1d)
Attacks and Damage: Punch (1d-3)
Sizes are Tiny(up to 5 lb), Compact(up to 30 lb), Small(up to 90 lb), Medium (150 lb), Large 1-hex, and various hex counts.
The Fantasy Trip(t.m.) is a trademark of Steve Jackson Games, and their rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games.
This game aid is the original creation of Henry J. Cobb and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.