TEXT:  
  
   
  2 
   
  Welcome to Gloombane Manor 
  Welcome to the Gloombane Manor 
  adventure, a standalone quest for any fan-
  tasy based campaign or single play through. 
  This module has been written for the 
  FUDGE system, but can be easily adapted to 
  any other game system if the GM wishes. If 
  you have not played FUDGE before, it is 
  recommended that you familiarize yourself 
  with the Fudge 1995 Edition released for 
  free at www.fudgerpg.com.  
  The adventure is broken into parts 
  making it easy to run in one sitting and pre-
  generated characters are presented in the 
  back in case of new players or if the GM 
  wishes to run one quickly.  
  Throughout the book, you may find 
  reference numbers in the form of a number 
  surrounded by parenthesis and italicized. 
  This refers to the section where you can find 
  more information in the Fudge rulebook. 
   
  Character Creation  
  Character builds presented in the 
  back of this adventure are built with the Ob-
  jective Character Creation Method (1.6) 
  with three free attribute levels and thirty free 
  skill levels. For those familiar with the char-
  acter creation methods, GMs are free to 
  change these to suit their playstyle.  
   
  Attributes & Skills 
   All skills are considered Most diffi-
  culty except for Armor Proficiency, Histori-
  cal Knowledge, Local Knowledge, and Me-
  lee Proficiency (1.62). These four skills are 
  considered Hard. This build also takes into 
  consideration that the player cannot have 
  more than one Superb Attribute or two Su-
  perb Skills for balance.  
  The skills description are pretty ex-
  planatory on their own, but the goal of the 
  Historical knowledge and local knowledge 
  is to allow the characters to be able to under-
  stand any history or local information that 
  could be discovered while playing the ad-
  venture.  
   
  Armor & Melee Proficiency 
   
  A character receives +1 DDF for 
  every level above Fair in Armor proficiency. 
  It works the same way with Melee which 
  raises their ODF instead. (4.6) 
   
   
   
   
  
   
  3 
   
  Gifts & Faults 
   
  To make it easier on the GM when 
  implementing the characters included, we 
  have added the gift and fault descriptions for 
  easy reference. The gifts and faults are from 
  the Fudge 10th Anniversary Edition and the 
  italicized numbers represent the pages in 
  only that book.  
  Blind Fighting  
  The ability to fight while blinded or 
  in darkness with a reduce penalty, through 
  the use of other senses such as sound, smell, 
  and touch. The Gm may simply allow the re-
  duced penalty automatically, or may require 
  a Fair roll to determine the character's con-
  centration. The GM may determine modifi-
  ers based on conditions other than the dark-
  ness itself; such as whether the characters 
  other sense are affected - due to noise, for 
  example. (86) 
  Distractable 
  The character suffers a penalty when 
  engaged in a long-term task, such as 
  performing researcher or keeping watch. 
  The GM should use their discretion for this 
  effect. (110) 
  Greedy 
  The character loves money, and will always 
  attempt to obtain more. This may include 
  dishonest methods, such as theft, and it may 
  be necessary for the character to roll to 
  avoid stealing something of value if the 
  opportunity arises. (111) 
  Mountaineering 
  The ability to climb natural surfaces, 
  traverse dangerous areas, and safely guide 
  and transport others through mountainous 
  terrain and up rock faces. It may encompass 
  climbing.  
  Roll once per difficult task attempt (such as 
  climbing a rock face, or traversing a 
  glacier). 
  The difficulty level will depend on the 
  terrain. A sheer rock face might be of Good 
  or Great difficulty, whereas glacier travel 
  might be Mediocre or Fair. The GM may 
  assign bonuses to other character’s default 
  (i.e. Poor) rolls by virtue of being led by an 
  experienced mountaineer (e.g. +1 level for 
  each level of relative degree). (97) 
  Overconfidence 
  The character has an overabundance 
  of faith in himself, to the point of 
  foolhardiness. The character always believes 
  he is always up to to a task, regardless of his 
  actual capabilities and will forego any 
  assistance. (113) 
   
   
   
   
   
   
   
  
   
  4 
   
  The Little town below Gloombane 
  The manor of Gloombane looms 
  over the small village of Breezewood. Pri-
  marily a self-sufficient town, they some-
  times get traders passing through on their 
  way towards the Forlorn Mountains. Lately, 
  though, the city has faced an unprecedented 
  challenge.  
  Women ranging from the ages of 16 
  to 25 have gone missing in the night with no 
  signs of a break-in. The mayor has put out a 
  request for help to find out what has hap-
  pened to the mothers and daughters of the 
  town. 
  The Player Characters (PCs from this 
  point on) can get involved with by respond-
  ing to the call for assistance that has been 
  circulated through the county or stumbled 
  upon the adventure while passing through 
  Breezewood.  
  Mayor Ada Ibeth can be found in 
  the center of town at the Council Chambers 
  handling day to day business. If the players 
  choose not to go immediately to her they can 
  hear rumors of the case being discussed all 
  around them.  
  The mayor will be very helpful and 
  excited that adventurers have come. She is a 
  fussy and overprotective woman who takes 
  each and every citizen seriously. She will re-
  peat multiple times that the town is so re-
  mote that any help is seen as sacred.  
  If the PCs accept the mission, the 
  Mayor will take them to the local clinic as 
  they just recently had a break in the case. At 
  the clinic is a young girl Beth Afela who is 
  still wearing a dirty nightshirt, her hair filled 
  with bracken and dirt. She has haunted look 
  in her pale blue eyes.  
  BETH AFELA STORY 
  Beth Afela is the daughter of the local cobbler 
  and had gone missing three nights earlier. All she 
  remembers is that waking up walking through the 
  fields being led by strange, pale forms.  
  She could not pull herself away or change her 
  course from the Gloombane Manor. The next 
  memory she had was being in a large room with 
  geometric tiles on the floor and the feeling of en-
  ergy and cold all around her. There are bodies of 
  others and the sound of chanting. A strange rush 
  of energy seems to be hissing in the room and 
  stealing her strength.  
  She remembers that something happened that 
  weakened whatever was holding her and Betha 
  rushed out blindly. The girl escaped into the 
  fields and were found by a shepherd before what-
  ever had taken her could find her again.  
   
  Name: Betha Afela 
  Strength: Poor 
  Charisma: Mediocre 
  After each question that is asked, The GM should 
  check her mental state. If the player rolls higher 
  than her, then she becomes stressed. If too much 
  stress is applied, she’ll refuse to talk. If she has 
  already told them everything she knows, she’ll re-
  fuse to talk.  
  
   
  5 
   
  Another is taken 
  As soon as the GM decides that the 
  PCs have had enough time to question the 
  young woman, a village constable bursts in 
  to inform the Mayor that another girl has 
  been taken. The Mayor asks the PCs to 
  come investigate.  
  If the players agree, they will be 
  taken to the house of a blacksmith on the 
  edge of town and both the mother and father 
  are there. It is not any use to question them 
  as they have no clue of what happened. 
  Their daughter has always been a quiet, stu-
  dious girl with hopes to going to the royal 
  college.  
  Her room is a small place up in the 
  attic and there the heroes can investigate. 
  The room is a bit chilly as the window is not 
  shuttered and a faint trace of cinnamon and 
  another strange odor float in the room. Any-
  one who is learned can do a knowledge 
  check on the smell. With a Good roll, the 
  character will know that the smell is of cin-
  namon and death, a roll of Great or more 
  will recognize the combination as a sub-
  stance used in burials all over the land. 
  Magical players, with a roll of 
  Great, can sense the aura of magic that has 
  long left the room. If the roll is Superb or 
  higher, they can recognize the aura as some-
  thing undead.  
  There are also physical signs of dis-
  turbance and the appropriate checks at the 
  GM's discretion show that something came 
  through the window and carried the young 
  girl off. From the looks of it, in the direction 
  of Gloombane Manor.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Approaching Gloombane 
  For the adventurers, everything 
  seems to be pointing to Gloombane. Though 
  they can question the mayor, the garrison, 
  and the town, the information is about the 
  same. The place is abandoned and there was 
  nothing worse up there than a few annoying 
  creatures and pets.  
  The path up to the manor is in disre-
  pair and the players could slip on the loose 
  dirt and mud from the rains. It would take a 
  Fair agility to keep from falling and hurting 
  them.  
  Upon arrival, they will come up to a 
  large two story house that is barely standing. 
  Cobwebs and shattered glass are all that 
  greets them plus the moaning of the wind 
  blowing through dead trees in the courtyard. 
  The courtyard itself is surrounded by a black 
  iron fence. 
  Courtyard (1) 
   
  The courtyard was once a wonderful 
  place but it has since been overrun by under-
  brush and unkempt trees. The wind here is 
  Gloombane Manor  
   
  Gloombane Manor sits on the top of a 
  tall hill and overshadows the rest of the town. 
  It has been abandoned for quite a number of 
  years and has become infested with all manner 
  of creatures. As the majority of the creatures 
  remain within the manor’s property lines.  
   
  The town’s garrison will have an an-
  nual hunt to help clean out the infestation and 
  the hunt happened three months earlier. There 
  was nothing of note except some giant rats 
  and a ghoul or two.  
  
   
  6 
   
  still but rustling can be heard at times, faint 
  in the poplar trees high up. 
   
  A Good scouting roll will show that 
  there was human activity in the courtyard in-
  cluding the body of a giant rat long eaten by 
  insects and mold. Searching the rat’s body 
  will allow them to find a few scattering of 
  gold coins dropped from someone’s pocket. 
  The windows are too stained and 
  dirty to be able to peer in so the only way to 
  see what is going on is to enter the house it-
  self.  
   
  The door itself is locked but the old 
  rusty lock does not look that strong. The 
  players can either try to unlock the door or 
  knock it down. If you have a player with the 
  ability to teleport, that player will be unable 
  to as there is a very strong energy barrier 
  keeping him out. The only way to detect it is 
  to try to teleport. 
   
  The PCs will need a Great with dis-
  able device to unlock the door or a Strength 
  roll of Good to knock the door down. If the 
  players choose to knock down the door, it 
  will alert all creatures inside the house on 
  the ground floor. It will be Impossible to 
  sneak or ambush.  
  Entryway (2) 
   
  The entryway is in much worse 
  shape than the outside of the building. The 
  owners had left it in a hurry leaving their 
  jackets, canes, and hats on their racks. They 
  have since been consumed by moths and ro-
  dents. 
   
  Anyone with a Good perception will 
  be able to spot the strange symbol glinting 
  on the wall below ankle height. A magic 
  user with a Fair knowledge check will rec-
  ognize it as a warning sigil. It would take a 
  Disable Device of Superb from a magic 
  user and Impossible for a non-magic user to 
  disable. It can be avoided with a minimum 
  Agility of Good.  
   
  If the warning sigil is tripped, it is 
  like a loud bell in the spirit world. All crea-
  tures in adjacent rooms will know they are 
  there and come looking for them. The PCs 
  will be unable to hide as it acts as a homing 
  beacon. The Sigil’s effect lasts 1d4 hours. 
  Foyer (3) 
  The foyer was once grand but it the 
  giant crystal chandelier has since fallen from 
  the ceiling and shattered on the floor. To the 
  north there are two staircases joined heading 
  up to the second floor but any attempts to do 
  so will be futile. There is a spell of eternity 
  applied to it and so anyone climbing the 
  stairs will feel like they are climbing but get 
  no closer. It is Impossible to break.  
  There are four Pitiful Souls in the 
  room and dependent on their status will set 
  the options available.  
  Smoking Room (4) 
  The old smoking room has a burnt 
  red appearance and old relics of their by-
  gone owners. The key pieces of furniture are 
  two sofa chairs and a foot stool set up by the 
  fireplace. The fireplace itself burns bright 
  blue with mage fire. 
    
  Upon entering the room, a magical 
  shield goes up keeping the PCs from leaving 
  and the two chairs and footstool come alive.  
     
   
   
   
  
   
  7 
   
   
   
   
   
   
   
  The chairs are blind so they will hunt 
  based on the sound that the players make 
  in the room. The primary goal of the fur-
  niture is to keep the PCs from entering 
  the Dining Room.  
  Dining Room (4) 
  The dining room is fancy with a long oak 
  table that was set with dishes at one time. 
  Whoever was occupying the room now 
  had pushed all the tableware to the side 
  and set up a lab of some type. Ingredients 
  and chemicals are scattered around in 
  bowls, vials, and bags.   
   
  A Fair roll will tell magic users that 
  the setup is that of a necromancer. An al-
  chemist with the same roll will recognize 
  the tools of an alchemist. A Good 
  perception will allow players to discover 
  2 complete potions of Ethereal Light on 
  the table. 
   
  If the GM chooses, Alchemists or 
  magic users can take the time to create 
  any spells or potions that they might 
  know.  
   
   
   
   
   
   
   
   
  PITIFUL SOUL    ODF: 0 
    ~Attributes~                             DDF: 0 
                                                        Scale: 0   
  Strength: Fair 
  Stamina: Fair 
  Agility: Good 
  Charisma: Poor 
  Intelligence: Poor 
  Perception: Good 
   
  ~Skills~ 
  Melee Proficiency: Good 
  Sneak: Good 
   
  ~Gift~ 
  Pitiful Cry (Player must roll Great or higher to 
  not be stunned for two rounds).  
   
  ~Fault~ 
  Mindless  
   
  ~About~ 
  Pitiful souls are creatures that can naturally be 
  created when humans die from unnatural causes 
  or by necromancers ripping the life force out of 
  mortal beings.  
   
  Pitiful souls are stuck in the shadow realm with 
  no memory of who they were and wish to feed 
  on other life forces. They can be commanded by 
  the necromancer that made them. 
   
  Red Sofa Chair    ODF: 0 
  Strength: Good     DDF: +1 
  ~Skills~ 
  Armor Proficiency: Good 
  ~Gift~ 
  Thundering Kick (Player may get kicked and stunned for a 
  round).  
  Wooden Foot Stool  ODF: +1 
  Agility: Good     DDF: 0 
  ~Skills~ 
  Melee Proficiency: Good 
  ~Gift~ 
  Snarling Bite (Stool will latch on player extremity and 
  hold on.) 
   
  
   
  8 
   
  The Study (6) 
  The study is a two part room where 
  they see an ethereal mist. A Great 
  knowledge check will tell the character that 
  the mist is not really there but it does mean 
  that the mortal plane has intersected with the 
  Shadow plane. Anyone who has been 
  trained to see through planes or to ignore il-
  lusions or has drunk the potion of ethereal 
  light will see the room as empty except for a 
  large hulking spirit, the Bereft Shade 
  watching and waiting.  
  It knows they are present and will 
  speak to them. It will tell them that he has 
  been bound by Dia Kelera who is trying to 
  summon The Sapphire Enchantress. He 
  will give them a choice. He will allow them 
  to use the Shadow plane to bypass the spell 
  of eternity on the stairwell in trade for one 
  of the women so he can use her life force 
  and return to his world. If the players refuse, 
  the Bereft Shade will be resigned to it and 
  try to kill the players as he feels other ad-
  venturers will be open to the deal later. 
  Ballroom (7) 
   
  Past the steps with a spell of Eter-
  nity, the PCs will find the ballroom. Upon 
  entering, it is easy to see that it has been 
  converted into a work chamber with tables 
  strewn everywhere with different items on 
  them. 
   
  In the center of the room is a glow-
  ing blue sphere and in a circle around it are 
  women of different ages sprawled out on the 
  ground. Energy tendrils are connected to 
  their bodies from the sphere in the center. 
  Dia Kelera stands there with his back to the 
  PCs while holding an amulet up to the 
  sphere. He is saying, “Return, My lady! Re-
  turn to  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Shadow Plane 
  The Shadow Plane is a pale, dead copy version of 
  the mortal plane where the unnatural spirits re-
  side. This world can be accessed by powerful 
  mages or through natural occurrence. 
  To those who are untrained, the intersection looks 
  as if filled with mist which causes a -2 on all per-
  ception based skills and attributes. 
  Potion of Ethereal Light 
  This potion allows the consumer to temporarily 
  fade into the Shadow plane. This allows them to 
  interact with whatever in the plane including in-
  flicting damage of creatures that are fully en-
  shrouded. The ability lasts for 10 combat rounds. 
  
   
  9 
   
  the living world and take back the life 
  force stolen from you.” 
  Players Wait until Spell is complete. 
   
  If the players wait until the spell is 
  complete to see what happens, The 7 
  women in the room will turn into pitiful 
  souls and a beautiful woman will appear. 
  Dia Kalera will fall to his knees in respect 
  but she will look directly at the PCs.  
   
  “You shouldn’t have hesitated dear 
  ones.” She says. 
   
  With a flick of her wrist, the tendril f 
  blue energy will grip Dia Kalera and he 
  will be drained and turned into a Bereft 
  Shade sent on the players. 
  Players do not wait for spell comple-
  tion. 
  As soon as the players enter the 
  room, an angry, silky female voice booms 
  out of the sphere. “Unwanted guests, my 
  dear Dia, kill them before they can stop 
  you.” 
   
  The necromancer will attack the 
  player with all his might. If he is very 
  wounded and not incapacitated, he will 
  turn on one of the prostrate women and 
  drain them of their life force erasing his 
  very hurt. He will do this until defeated or 
  does not have any more prisoners.  
   
  Upon his defeat, the sphere will van-
  ish and a beautiful woman will be re-
  placed. She seems out of breath but stares 
  at the players with a hint of amusement.  
   
  “You may have saved them, dear 
  ones, but I’m still free.” 
   
  She will then vanish before the play-
  ers can attack her. 
  BEREFT SHADE  ODF: +1 
    ~Attributes~                             DDF: +1 
                                                        Scale: 0   
  Strength: Fair 
  Stamina: Good 
  Agility: Good 
  Charisma: Fair 
  Intelligence: Fair 
  Perception: Good 
   
  ~Skills~ 
  Melee Proficiency: Good 
  Armor Proficiency: Good 
  Sneak: Fair 
  Survival: Great 
   
  ~Gift~ 
  Enshrouded. (No mortal weapon can harm it but 
  it is still susceptible to magic and ghost steel). 
   
  ~Fault~ 
  Relentless (Will not stop fighting unless killed) 
   
  ~About~ 
  One of the more powerful unnatural spirits that 
  can be created, the bereft shade is nothing to tri-
  fle with. Enshrouded in the shadow plane, the 
  bereft shade can siphon off the life force of oth-
  ers and turn them in to pitiful souls.  
   
  Like many unnatural spirits, it is still vulnerable 
  to magic attacks and weapons constructed of 
  ghost metal.  
   
  ~Spells~ 
  Siphon 
   
  
   
  10 
   
  If a Deal with struck with the Bereft Shade 
  If the players had agreed to the deal 
  proposed by the bereft shade, it will appear 
  at this time demanding its payment. Even if 
  all the women are drained in combat against 
  Dia Kalera, It will select a young 20-year-
  old girl named Lysa that he claims is sick 
  with a terminal disease and had survived. If 
  the players agree to continue with the deal, it 
  will drain her life turning her into a pitiful 
  shade and then vanish. 
  If the players refuse the deal, the Be-
  reft Shade will attack them.  
  Ending 
  With the Sapphire Enchantress loose, the 
  PCs have no choice but to return with the 
  survivors back to the town.  
  If All the Women & Lysa survive 
  The players are welcomed as con-
  quering heroes and are given double their re-
  ward. Their reputation with the town of 
  Breezewood will become Heroes.  
  If half the women survive & Lysa 
  The mayor will thank them for risk-
  ing everything to save what they could. The 
  survivors will return to their homes and the 
  PCs will be rewarded their pay. Their repu-
  tation with the city will become friendly.  
  If only Lysa survives. 
  The Mayor will be sad that only one, 
  young girl survived. The mayor will pay 
  them but their reputation does not change.  
  If Lysa dies in any scenario.  
  The town will know what happened, 
  either by the PCs telling or an NPC followed 
  them and saw the deal. The PCs will be ac-
  cused of being murderers even though they 
  may have saved some. They will be run out 
  DIA KOLERA      ODF: +1 
    ~Attributes~                             DDF: +2 
                                                        Scale: 0   
  Strength: Mediocre 
  Stamina: Good 
  Agility: Good 
  Charisma: Good 
  Intelligence: Superb 
  Perception: Good 
   
  ~Skills~ 
  Melee Proficiency: Good 
  Armor Proficiency: Great 
  Sneak: Fair 
  Survival: Great 
   
  ~Gift~ 
  Magical 
   
  ~Fault~ 
  Insane (will not negotiate or see reason) 
   
  ~About~ 
  Dia Kolera is a necromancer who has been ob-
  sessed with bringing back the Sapphire Enchant-
  ress. Though not much is known about his past, 
  he will stop at nothing to bring her back.  
   
  ~Spells~ 
  Summon Creature (Pitiful Souls) 
  Firebolt 
  Siphon 
   
  
   
  11 
   
  of town with no pay and the reputation set to 
  enemy.  
  Notes for the GM 
  At the end of this adventure, your 
  PCs may have questions of who the Sap-
  phire Enchantress was and where she had 
  gone. The little town of Breezewood has 
  never heard of her and she will return again 
  in a future title A Fudge Tale: The Sap-
  phire Enchantress.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Firebolt (+2 ODF, -1 scratch for two turns): A 
  flaming ball of fire, when it hits a target, 
  taken a opposed action roll against a good 
  level, anything lower the target takes -1 
  scratch for two rounds. 
  Summon Creature: The ability to summon a 
  creature from alternate dimensions or through 
  re-animation. For ever two levels above Fair 
  (rounding up), one extra creature arrives. (E.g. 
  Sorcerer rolls a Superb, two skeletons appear 
  instead of one). 
  
   
  12 
   
  About This Fudge Roleplaying Game Document: 
  The text content of this document is released under the terms of the Open Game License, which 
  can be found at http://fudgerpg.com/about/legalities/ogl.html and is incorporated here by 
  reference. 
   
  About Fudge: 
  Fudge is a roleplaying game written by Steffan O’Sullivan, with extensive input from the Usenet 
  community of rec.games.design and other online forums. The core rules of Fudge are available 
  free on the Internet at http://www.fudgerpg.com and other sites. Fudge was designed to be 
  customized and may be used with any gaming genre. Fudge gamemasters and game designers 
  are encouraged to modify Fudge to suit their needs, and to share their modifications and 
  additions with the Fudge community. 
  The Fudge game system is copyrighted ©2000, 2005 by Grey Ghost Press, Inc., and is available 
  for use under the Open Game License. See the fudgerpg.com website for more information.” 
  The Fudge [or Fudge System] logo is a trademark of Grey Ghost Press, Inc., and is used under 
  license. Logo design by Daniel M. Davis, www.agyris.net. 
  Open Game License Compliance: 
  In accordance with the Open Game License Section 6 “Notice of License Copyright” the 
  following is the required and updated Section 15 “Copyright Notice.” 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
   
  Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan 
  O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re 
  Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed 
  Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, 
  Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William 
  Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin 
   
  Barazon-Wol: Secret of Lumber Hill released under (CC) Attribution-NonCommercial-
  ShareAlike 4.0 International license 2016 by Jonathan Snyder 
   
  Peasant Girl by Ivan Tvorozhnikov. Released into the Public Domain. 
   
  Spirit Costume Ghost Fantasy Dryad & Apparition ghost ghostly are released in the public 
  domain by OpenClipArt-Vectors. 
  
   
  13 
   
  Fantasy Woman Princess Female is released in the public domain by DeeDee51. 
   
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  Cover by Jessica Werner, Copyright 2016 by Jonathan Snyder. 
   
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  14 
   
   
  
   
  15 
   
  CHARACTER SHEET 
        
         -BASIC INFORMATION-                                                                        
  Name: Jessa Akava 
  Race: Human    
  Player: ______________________ 
  Fudge Points:  4 
   
  -ATTRIBUTES-    -LEVELS-             
  Strength 
  Mediocre 
  Stamina 
  Fair 
  Agility 
  Superb 
  Charisma 
  Fair 
  Intelligence 
  Fair 
  Perception 
  Good 
   
   -SKILLS-                       -LEVELS-                       
  Armor Proficiency 
  Fair 
  GIFTS 
  Bluff 
  Fair 
  Disable Device 
  Fair 
  Blind Fighting 
  Scouting 
  Fair 
   
  Sneak 
  Great 
   
  First Aid 
  Fair 
  FAULTS 
  Historical Knowledge 
  Mediocre 
  Local Knowledge 
  Mediocre 
  Overconfidence 
  Melee Proficiency 
  Superb 
   
  Sense Purpose 
  Fair 
   
  Survival 
  Good 
   
  Persuasion 
  Fair 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  Character Portrait 
   
  
   
  16 
   
  -WOUND TRACK- 
   
  - 
  O  O  O 
  OO 
  OO 
  O 
  O 
  Damage 
  0 
  1-2 
  3-4 
  5-6 
  7-8 
  9 
   
  None 
  Scratch 
  Hurt 
  Very Hurt 
  Incapacitated 
  Near Death 
   
  -CHARACTER HISTORY- 
   
  -NOTES- 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  
   
  17 
   
  CHARACTER SHEET 
        
         -BASIC INFORMATION-                                                                        
  Name: Ingor Okimar 
  Race: Human    
  Player: ______________________ 
  Fudge Points:  4 
   
  -ATTRIBUTES-    -LEVELS-             
  Strength 
  Great 
  Stamina 
  Good 
  Agility 
  Mediocre 
  Charisma 
  Fair 
  Intelligence 
  Fair 
  Perception 
  Good 
   
   -SKILLS-                       -LEVELS-                       
  Armor Proficiency 
  Great 
  GIFTS 
  Bluff 
  Fair 
  Disable Device 
  Fair 
  Mountaineering 
  Scouting 
  Fair 
   
  Sneak 
  Fair 
   
  First Aid 
  Fair 
  FAULTS 
  Historical Knowledge 
  Mediocre 
  Local Knowledge 
  Mediocre 
  Distractible 
  Melee Proficiency 
  Great 
   
  Sense Purpose 
  Fair 
   
  Survival 
  Fair 
   
  Persuasion 
  Fair 
   
  Character Portrait 
   
  
   
  18 
   
  -WOUND TRACK- 
   
  - 
  O  O  O 
  OO 
  OO 
  O 
  O 
  Damage 
  0 
  1-2 
  3-4 
  5-6 
  7-8 
  9 
   
  None 
  Scratch 
  Hurt 
  Very Hurt 
  Incapacitated 
  Near Death 
   
  -CHARACTER HISTORY- 
   
  -NOTES- 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  
   
  19 
   
  CHARACTER SHEET 
        
         -BASIC INFORMATION-                                                                        
  Name: Iris Idilik 
  Race: Human    
  Player: ______________________ 
  Fudge Points:  4 
   
  -ATTRIBUTES-    -LEVELS-             
  Strength 
  Fair 
  Stamina 
  Fair 
  Agility 
  Fair 
  Charisma 
  Fair 
  Intelligence 
  Good 
  Perception 
  Great 
   
   -SKILLS-                       -LEVELS-                       
  Armor Proficiency 
  Fair 
  GIFTS 
  Bluff 
  Fair 
  Disable Device 
  Good 
  Attractive (+2 social interactions) 
  Scouting 
  Good 
   
  Sneak 
  Fair 
   
  First Aid 
  Fair 
  FAULTS 
  Historical Knowledge 
  Fair 
  Local Knowledge 
  Fair 
  Greedy 
  Melee Proficiency 
  Fair 
   
  Sense Purpose 
  Fair 
   
  Survival 
  Fair 
   
  Persuasion 
  Fair 
   
  Character Portrait 
   
  
   
  20 
   
  -WOUND TRACK- 
   
  - 
  O  O  O 
  OO 
  OO 
  O 
  O 
  Damage 
  0 
  1-2 
  3-4 
  5-6 
  7-8 
  9 
   
  None 
  Scratch 
  Hurt 
  Very Hurt 
  Incapacitated 
  Near Death 
   
  -CHARACTER HISTORY- 
   
  -NOTES- 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  
   
  21 
   
  CHARACTER SHEET 
        
         -BASIC INFORMATION-                                                                        
  Name: ____________________ 
  Race: _____________ 
  Player: ______________________ 
  Fudge Points: ____ 
   
  -ATTRIBUTES-    -LEVELS-             
  Strength 
   
  Stamina 
   
  Agility 
   
  Charisma 
   
  Intelligence 
   
  Perception 
   
   
   -SKILLS-                       -LEVELS-                       
  Armor Proficiency 
   
  GIFTS 
  Bluff 
   
  Disable Device 
   
   
  Scouting 
   
   
  Sneak 
   
   
  First Aid 
   
  FAULTS 
  Historical Knowledge 
   
  Local Knowledge 
   
   
  Melee Proficiency 
   
   
  Sense Purpose 
   
   
  Survival 
   
   
  Persuasion 
   
   
  Character Portrait 
   
  
   
  22 
   
  -WOUND TRACK- 
   
  - 
  O  O  O 
  OO 
  OO 
  O 
  O 
  Damage 
  0 
  1-2 
  3-4 
  5-6 
  7-8 
  9 
   
  None 
  Scratch 
  Hurt 
  Very Hurt 
  Incapacitated 
  Near Death 
   
  -CHARACTER HISTORY- 
   
  -NOTES- 
   
  © 2016 by Jonathan Snyder – Some Rights Reserved 
  
SOURCE: textdata/thevault/FUDGE [multi]/Fudge Tale/A Fudge Tale Gloombane Manor.pdf