TEXT: We’re Archæologists,
  Not Grave Robbers!
  A Terra Incognita Adventure, Egypt, 1908
  Copyright ©2001 Grey Ghost Press, Inc.
  About Terra Incognita:
  Terra Incognita is the new Victorian/Pulp roleplaying game
  from Grey Ghost Press, Inc. It follows the exploits of the
  National Archæological, Geographic, and Submarine Society, an
  organization of explorers and adventurers. The NAGS society’s
  public face is that of a stodgy society of would-be and have-been
  adventurers based in London, England. Behind the scenes,
  NAGS operatives from nearly every continent and culture travel
  to the four corners of the world, uncovering ancient mysteries
  and secrets. The Society studies and examines the ancient arti-
  facts and knowledge so uncovered. If they deem the world is not
  yet ready for the secrets that had so long lain hidden, they cover
  them back up again.
  For more information about Terra Incognita, including pre-
  generated player characters that may be used with this adven-
  ture, please visit http://www.nagssociety.com.
  What’s Fudge?
  Fudge is a role-playing game for any genre, setting, or cam-
  paign. It’s designed to be modified for each Game Master’s
  needs and preferences. Terra Incognita uses a customized version
  of Fudge. You can get the full Fudge rules free on-line, at
  http://www.fudgerpg.com. Or buy the Fudge Expanded Edition
  from your Favorite Local Game Store!
  Backstory for “We’re Archaeologists!”
  Twenty years ago, in 1888, a group of Nags discovered, exca-
  vated, and explored an ancient Egyptian tomb in the Western
  branch of the Valley of the Kings. What they found within the
  tomb was astonishing – a hitherto-unknown papyrus the deci-
  pherers nicknamed “The Book of Life.” Similar to the Egyptian
  Book of the Dead (or, more properly, “The Chapters of Coming
  Forth Into the Day”), this papyrus detailed spells and rituals
  involving the Egyptian gods and death. But rather than being a
  guidebook with which the spirit could enter the afterlife, the
  “Book of Life” presented secret rituals and incantations appar-
  ently designed to bring the magician everlasting life in this
  world.
  Cartouches on the sarcophagus identified its occupant as
  Setna, scribe and son of Rameses the Great. According to
  ancient Egyptian tales, Setna was a renowned magician who dis-
  covered the Book of Thoth, a source of great magical power.
  Upon opening the sarcophagus, the archæologists found it
  empty, except for the papyrus. Partial decipherment of the
  Book of Life revealed that it was penned by Setna himself, and
  it appeared that the only copy was buried in the sarcophagus,
  although what became of its author remained unclear.
  Deeming the world unready for the secret to immortality, the
  Nags team created a catalog of the contents of Setna’s tomb,
  surveyed the corridors and chambers to create an accurate floor-
  plan, then set about re-burying the secrets within. They covered
  the entrance again, and did the same for the ancient grave rob-
  bers’ tunnel they’d found, leaving the area looking as much like
  a natural and unexplored part of the Valley of the Kings as it had
  before their excavation.
  The Cairo campus of the NAGS Society has been keeping a
  careful eye on the excavations in the Valley of the Kings, thanks
  in part to a Nag who is also a member of the Antiquities Service,
  a government council that oversees archæology along the Nile.
  Recently, they were quite alarmed to learn that some European
  archaeologists had discovered Setna’s tomb and were in the
  process of excavating its entrance. Even more alarming, this
  excavation was being done in as much secrecy as possible, and in
  the heat of the off-season (most excavations being done in the
  Winter season, October – March). Could it be that the Nags are
  not the only ones to know of the existence of the Book of Life?
  The NAGS Society has quickly assembled a team for an
  “extraction” mission. Their instructions are to enter the tomb –
  before the rival archaeologists break through the entrance, if at
  all possible – and retrieve the Book of Life from the sarcopha-
  gus within. Failing that, they are to destroy the Book of Life
  rather than allow it to fall into the wrong hands.
  Setting the Era:
  At the turn of the century, Egypt is occupied by the British
  (and has been since 1882). Recent wars include the Spanish-
  American War (1898), The Boer War in Africa (1899-1902), and
  the Russo-Japanese War over Manchuria and Korea (1904-5).
  The NAGS society has been especially interested in the follow-
  ing recent events: 
  1902: Aswan Dam in Egypt finished. Ancient monuments
  and temples now flooded at least some of each year include Abu
  Simbel and Philae. Dam heightened in construction beginning
  in 1907.
  1905: Albert Einstein proposes special theory of relativity;
  Ernest Rutherford theorizes radioactive dating.
  1906: Finland first European country to institute women’s
  suffrage.
  In 1908, Theodore Roosevelt is in the final year of his first full
  We±’re Archæologists, Not Grave Robbers!
  1
  
  term as President. The first Model T rolls off Ford’s production
  line. The US Army purchases its first warplane, a Wright
  Brothers’ biplane. The University of Cairo opens its doors. 
  And in Thebes, at Wadi Biban el-Moluk (the “Valley of the
  Kings”), archæology reaches a fevered pitch, with the following
  discoveries within the past decade:
  February 1898: Tomb of Thutmosis III (KV34) discovered
  by Victor Loret (the first royal tomb to be positively identified).
  March 1898: Tomb of Amenhotep II (KV35) discovered by
  Victor Loret.
  March 1899: Tombs of Maiherperi (KV36) and Thutmosis I
  (KV38) discovered by Victor Loret.
  1900 (date and discoverer unknown): locals receive permis-
  sion from Howard Carter, then Inspector General of the
  Monuments for Upper Egypt, to excavate the Tomb of
  Thutmosis II (KV42).
  January 1902: Tomb of Thutmosis IV (KV43) discovered by
  Howard Carter (funded by Theodore Davis).
  1903/1904: Howard Carter examines the tomb of Thutmosis
  I and Hatshepsut (KV20), originally discovered more than a
  century previously.
  February 1905: Tomb of Yuya and Tjuya (KV 46) discovered
  by James Quibell, funded by Theodore Davis.
  December 1905: Tomb of Siptah (KV47) discovered by
  Edward R. Ayrton.
  In the 1907 season Edward Ayton discovered KV. 55, a small
  single-chamber tomb, with goods related to Akhenaten and his
  family. All names and titles had been erased from canopic jars,
  cartouches on the coffin had been hacked out, the gilded face
  ripped off the mummy. Davis believed he had found the tomb
  of Queen Tiye (the body in the coffin was actually that of a
  young man) and published as such.
  January 1908: tomb rich in jewelry (occupant unknown;
  KV56) discovered by Edward R. Ayrton (funded by Theodore
  Davis). Excavators abandoned work in this area within little
  more than a meter of the entrance to Tutankhamun’s tomb.
  (Howard Carter will find this most famous tomb in 1922.)
  February 1908: Tomb of Horemheb (KV57) discovered by
  Edward R. Ayrton.
  August 1908: Nags enter Tomb of Setna (no official designa-
  tion) to retrieve the Book of Life.
  Setting: NAGS world, Valley of the Kings,
  Egypt, 1908
  The Tomb
  Plot: The PCs are sent to retrieve the Book of Life from an
  ancient Egyptian tomb. This tomb had first been discovered
  and explored by NAGS ops in 1888, and had been re-covered
  by them at the time. (It had been an exceptional tomb for the
  Valley of the KingsLike that of Tutankhamun, it escaped the
  grave robbers due to being hidden — but unlike
  Tutankhamun’s tomb, it had been deliberately hidden.)
  While notes had been taken on its contents, the tomb had
  been mostly undisturbed by the NAGS ops. Only later, did a
  Bookworm going through the notes make the connection
  between the hieroglyphs copied in drawings in the notebook and
  the legend of the “Book of Life.” At that time, it was decided
  that it was best to let it remain where it was, safely hidden under
  desert sand.
  Recently, however, some archæologists (not NAGS members)
  have rediscovered the tomb and begun excavating it. They’ve
  been keeping their excavation quiet, as they wish to keep the
  riches within the tomb for themselves, and are planning on
  smuggling the contents out of Egypt without the authorities dis-
  covering this most recent theft. The NAGS operators are sent in
  to recover the Book of Life before the rival archæologists discov-
  er it, and then prevent the archæologists from looting the tomb
  (either by persuading them not to or by revealing their activities
  to the authorities).
  Traps and Obstacles:
  Falling-block trap at end of main corridor has already been
  triggered, killing one of the archæologists and trapping the oth-
  ers in the tomb beyond (this happened less than an hour before;
  they’ve not yet found a way out). (Alternatively, especially if
  trying to run a short adventure, have the rival archæologists trig-
  ger this trap just as the Nags  get to the hidden opening between
  the ancient grave robbers’ tunnel and the main tomb corridor.)
  Secret door in side of main corridor, behind painting of Anubis
  (eyes are hollow, go through to other side; trigger for secret door
  mechanism is Anubis’s belt buckle in the shape of a scarab bee-
  tle.
  Main corridors: beyond falling block trap is ritual pit/shaft.
  Beyond that is false tomb, with stairs hidden beneath sarcopha-
  gus. Sloping corridor leads from stairs into Six-Pillared Hall,
  with annexes and stairs down to true burial chamber.
  Secret corridor has pit trap in floor — covered with papyrus
  painted to look like stone. Chamber beyond secret corridor leads
  We±’re Archæologists, Not Grave Robbers!
  2
  2
  
  to sloping corridor that’s also trapped, with the old “rolling
  stone” cliche. Pillared room at bottom of corridor can stop the
  rolling stone; side arch leads to stairs down to “scarab room,”
  with secret door into Six Pillared Room.
  The Book of Life is within the sarcophagus in the true burial
  chamber.
  Rival Archæologists
  Jasper Watelford, leader of the expedition
  Age: 32
  Perception: Good
  Reasoning: Fair
  Resolve: Fair
  Strength: Good
  Dexterity: Fair
  Vigor: Good
  Gifts: Attractive
  Faults: Greed, Temper
  Skills:
  Archaeology Good
  Egyptian History Good
  Egyptian Heiroglyphs Fair
  Cartography Fair
  Area Knowledge: Egypt Fair
  Research Fair
  Firearm (Pistol) Great
  Unarmed Combat Good
  Dodge Fair
  Diplomacy Fair
  Lie Fair
  Impress Fair
  Bargain Mediocre
  Qaseem al’ Tarif
  Age: 24
  Perception: Fair
  Reasoning: Good
  Resolve: Fair
  Strength: Fair
  Dexterity: Good
  Vigor: Fair
  Gifts: Acute Memory, Contacts
  Faults: Deprived Upbringing, Addiction (opium)
  Skills:
  (okay, so obviously this is unfinished! Sorry! I’m
  sure you can come up with rival archaeologists as
  necessary.)
  Miscellaneous Notes
  From http://www.polarissite.net/page29.html
  Technically speaking, the descriptive phrase “Opener of the
  Ways” originally belonged to a different deity named Upuat,
  whose name literally means “Opener of the Ways”. Upuat was
  very similar to Anubis, except that Anubis was depicted as black
  or dark-skinned, and Upuat was portrayed as grey or light-
  skinned. Some scholars speculate that Upuat’s tutelary animal
  was related to the Wolf (as opposed to the Jackal), since the
  Greeks called his cult center “Lycopolis”. There is not much
  mythology concerning Upuat, though it is known that the
  Egyptians placed him at the helm of the sun-god Re’s boat of
  Millions of Years, serving as the guide or lookout. Hence his title
  “Opener of the Ways.”. In time, however, the “Opener” desig-
  nation was transferred to Anubis in his function as guide of the
  Dead as the two gods became more closely associated in the
  popular mind. There are even several Middle Kingdom-period
  Egyptian hymns extant that address Anubis as the “Opener of
  the Ways”. 
  Anubis: INPW Anubis, Yinepu, Anpu
  From http://osiris.colorado.edu/LAB/GODS/anubis.html:
  Egyptian god of the dead, represented as a black jackal or
  dog, or as a man with the head of a dog or jackal. His parents
  were usually given as Re in combination with either Nephthys
  or Isis. After the early period of the Old Kingdom, he was super-
  seded by Osiris as god of the dead, being relegated to a support-
  ing role as a god of the funeral cult and of the care of the dead.
  The black colour represented the colour of human corpses after
  they had undergone the embalming process. In the Book of the
  Dead, he was depicted as presiding over the weighing of the
  heart of the deceased in the Hall of the Two Truths. In his role
  as psychopomp he was referred to as the “conductor of souls”.
  The Greeks later identified him with their god Hermes, result-
  ing in the composite deity Hermanubis. His principal sanctuary
  was at the necropolis in Memphis and in other cities. Anubis was
  3
  We±’re Archæologists, Not Grave Robbers!
  
  also known as Khenty- Imentiu - “chief of the westerners” - a
  reference to the Egyptian belief that the realm of the dead lay to
  the west in association with the setting sun, and to their custom
  of building cemeteries on the west bank of the Nile. 
  (Anubis is a god who is older than Osiris, although Egyptian
  myth sometimes pegged him as a *son* of Osiris.)
  From: http://anubis.science.unitn.it/author/anubis.html
  The Speech of Anpu: 
  (From the Papyrus of Nu and the Papyrus of Nebseni) 
  Anubis the dweller in the mummy chamber, Governor of the
  Divine House, layeth his hands upon the lord of life, the scribe,
  the draughtsman of Ptah, Nebseni, the lord of fealty, begotten
  of the scribe and mason Thena, born of the lady of the house
  Mut-rest, whose word is truth, and devoting himself to him as
  his guardian, saith:- 
  Homage to thee, thou happy one, lord! Thou seest the
  Utchat. Ptah-Seker hath bound thee up. Anpu hath exalted
  thee. Shu hath raised thee up, O Beautiful Face, thou governor
  of eternity. Thou hast thine eye, O scribe Nebseni, lord of fealty,
  and it is beautiful. Thy right eye is like the Sektet Boat, thy left
  eye is like the Atet Boat. Thine eyebrows are fair to see in the
  presence of the Company of the Gods. Thy brow is under the
  protection of Anpu, and thy head and face, O beautiful one, are
  before the holy Hawk. Thy fingers have been stablished by thy
  scribe’s craft in the presence of the Lord of Khemenu, Thoth,
  who hath bestowed upon thee the knowledge of the speech of
  the holy books. Thy beard is beautiful in the sight of Ptah-
  Seker, and thou, O scribe Nebseni, thou lord of fealty, art beau-
  tiful before the Great Company of the Gods. The Great God
  looketh upon thee, and he leadeth thee along the path of happi-
  ness. Sepulchral meals are bestowed upon thee, and he over-
  throweth for thee thine enemies, setting them under thy feet in
  the presence of the Great Company of the Gods who dwell in
  the House of the Great Aged One which is in Anu.
  for a long game make up lots of quotes for hiero-
  glyphic writings on the walls -- from the Book of
  the Dead in the “public” tomb areas (main corri-
  dors, false tomb) and from the Book of Life in the
  “secret” tomb areas (secret corridor and rooms,
  true tomb). Lots of Ancient Languages rolls that
  way!
  For a short game, have the secret areas bare of any
  inscriptions.
  We±’re Archæologists, Not Grave Robbers!
  4
  
  (Down)
  (Down)
  (Down)
  E
  W
  S
  Unfinished
  Shaft Tomb
  Unfinished
  Chamber Tomb
  The Tomb of
  Amenhetep III
  The Tomb
  of Ay
  The Tomb
  of Setna
  Wadi el-Gurud
  (Western Valley of the Kings)
  0m
  200m
  100m
  Main entrance was
  blocked and hidden;
  now excavated, rival
  archæologists camped
  nearby
  Stairs
  Sloping Corridor
  ( Down)
  Stairs
  Level
  Corridor
  Nasty
  Falling Block
  Trap
  pit
  False
  Tomb
  False
  Sarcophagus
  Anubis
  Mural &
  Secret Door
  Hidden
  Stairs
  Down
  Sloping
  Corridor
  Ancient
  Tomb
  Robbers’
  Tunnel
  (entrance
  hidden; must
  be dug out)
  Slight ridge offers some cover
  between main entrance and
  tomb robbers’ entrance –
  but not much!
  a
  b
  c
  d
  e
  f
  g
  Six
  Pillar
  Room
  True Tomb
  Scrolls of the Book of Life
  are in the (otherwise empty)
  sarcophagus in the True Tomb
  a) Sloping corridor
  b) Pit trap covered by papyrus
      painted to look like stone floor
  c) Level room
  d) Steeply sloping corridor; chamber
      above archway between (c) & (d)
      holds large boulder; restraints will
      let go when trap triggered by pressure
      plate in sloping corridor (d)
  e) Pillared room; if boulder trap triggered,
       boulder will lodge between pillars
  f) Steep stairs down (6 steps)
  g) room may be empty, or contain
      mysterious (possibly dangerous)
      beetles, or oil/fire trap, or whatever
  h) steep stairs up to secret door to
      Six Pillar Room
  h
  Stairs
  Game Master’s Map
  
  Players’ Map
  
  Copyright ©2000 by Grey Ghost Press, Inc. All Rights Reserved. May be copied for personal use.
  Fudge Character Sheet
  Character Name   Yamini Morrison _____________ Player Name
  _____________________________
  Character Description and Notes
  Yamini is the daughter of an Egyptian seamstress and a British military physician. She grew up listening to her grandmother’s
  stories of ancient times, and accompanied her father on various archaeological expeditions. She loves the desert. She was recently
  recruited by the Cairo campus of the National Archaeological Geographic and Submarine Society.
  Age: 25
  Equipment
  Survival kit
  Telescope
  Axe
  Climbing Equipment
  Lamp
  Dagger
  Doctor’s bag
  Notebook from previous NAGS 
  expedition into tomb
  Wounds
  1-2
  3-4
  5-6
  7-8
  9+
  Scratch
  Hurt (–1)
  Very Hurt(–2)
  Incapacitated
  Near Death
  Note: The GM may add or subtract wound boxes as desired.
  Fudge Trait Values
  EP
  Superb  . . . . . . .+3  . . . . . . . . . . . . . . .8
  Great  . . . . . . . .+2  . . . . . . . . . . . . . . .4
  Good . . . . . . . . . +1  . . . . . . . . . . . . . . .2
  Fair . . . . . . . . . . .0  . . . . . . . . . . . . . . . 1
  Mediocre  . . . . .–1  . . . . . . . . . . . . . . .1
  Poor . . . . . . . . . .–2  . . . . . . . . . . . . . . 1
  Terrible  . . . . . .–3  . . . . . . . . . . . . . . 1
  EP = Raising skills with EPs. 
  Most skills begin at Poor. 
  Attributes default to Fair.
  Fudge Points:
  EPs:
  Gifts/Supernormal Powers
  Absolute Direction
  Animal Empathy
  Attributes
  Strength
  Mediocre
  Dexterity
  Fair
  Vigor
  Good
  Resolve
  Fair
  Reasoning
  Good
  Perception
  Good
  Faults
  Idealist
  Combat Paralysis (Note: Yamini has not
  yet been in a combat situation, so is not
  aware of this fault.)
  Skills
  Survival (desert)
  Good
  Climbing
  Mediocre
  Traps
  Fair
  Animal Handling
  Good
  Stealth
  Fair
  Animal Training
  Mediocre
  Area Knowledge
  Fair
  (Cairo)
  Ancient Egyptian
  Fair
  Religions & Myth
  Fair
  First Aid
  Fair
  Tracking
  Mediocre
  Surveillance
  Mediocre
  
  Copyright ©2000 by Grey Ghost Press, Inc. All Rights Reserved. May be copied for personal use.
  Fudge Character Sheet
  Character Name   Calvin Fremont Ferguson ________ Player Name
  _____________________________
  Character Description and Notes
  Calvin Ferguson comes from a long-lived family. He’s cheated death before, usually by luck. In one NagOp early in his career,
  Calvin encountered Amazons in a situation that did not resolve to his favor, and he now believes the Amazons are conspiring to
  rule the world -- starting with female suffrage.  Out of courtesy to his fellow NAGS, he tries to keep his opinions on the matter to
  himself.
  Age: 49
  Equipment
  Adventurous attire
  Portable Accomodations (Spartan)
  Survival Kit
  Blowgun
  Binoculars
  Tool Kit
  Handgun (large, +5)
  Lantern
  Gas mask
  Kentucky Bourbon
  Hardwood walking Stick (+1)
  Wounds
  1-2
  3-4
  5-6
  7-8
  9+
  Scratch
  Hurt (–1)
  Very Hurt(–2)
  Incapacitated
  Near Death
  Note: The GM may add or subtract wound boxes as desired.
  Fudge Trait Values
  EP
  Superb  . . . . . . .+3  . . . . . . . . . . . . . . .8
  Great  . . . . . . . .+2  . . . . . . . . . . . . . . .4
  Good . . . . . . . . . +1  . . . . . . . . . . . . . . .2
  Fair . . . . . . . . . . .0  . . . . . . . . . . . . . . . 1
  Mediocre  . . . . .–1  . . . . . . . . . . . . . . .1
  Poor . . . . . . . . . .–2  . . . . . . . . . . . . . . 1
  Terrible  . . . . . .–3  . . . . . . . . . . . . . . 1
  EP = Raising skills with EPs. 
  Most skills begin at Poor. 
  Attributes default to Fair.
  Fudge Points:
  EPs:
  Gifts/Supernormal Powers
  Alertness
  Combat Reflexes
  Attributes
  Strength
  Good
  Dexterity
  Good
  Vigor
  Fair
  Resolve
  Good
  Reasoning
  Mediocre
  Perception
  Fair
  Faults
  Enemy (Amazons)
  Temper
  Skills
  Blowgun
  Good
  Pistol
  Good
  Quick Draw
  Good
  Dodge
  Fair
  Unarmed Combat
  Fair
  Camouflage
  Good
  Stealth
  Good
  Forgery
  Fair
  Escape Art
  Good
  Lockpick
  Good
  Ventriloquism
  Good
  Surveillance
  Fair
  Acrobatics
  Fair
  Survival (desert)
  Fair
  Tracking
  Fair
  Animal Handling
  Mediocre
  (horse)
  
  Copyright ©2000 by Grey Ghost Press, Inc. All Rights Reserved. May be copied for personal use.
  Fudge Character Sheet
  Character Name   Emily Worthington ____________ Player Name
  _____________________________
  Character Description and Notes
  Emily was orphaned at the age of six, when he parents were killed at while on expedition in Africa. She went to live with her
  uncle, the Earl of Hartwell. She has since accompanied her uncle on his yearly visits to Egypt. From childhood, she has developed
  a rivalry with her cousin, Richard (the worm!). She developed a phobia of snakes upon discovering a cobra Richard had placed in
  her personal trunk as a “joke.” Emily has become an accomplished Egyptologist in her own right. Recognizing this (and also the
  failings of his son and primary heir), the Earl left his personal wealth to Emily upon his death, while the title and ancestral lands
  went to Richard. Emily’s cousin failed in his attempt to contest the will, and has vowed to recapture “his” wealth.
  Age: 26
  Equipment
  Money
  Camping kit
  pistol, ammo, knife, cleaning kit
  Maps, research books, notebooks, pens,
  pencils, ink
  Clothing (range from working outfits to
  social attire)
  Survival kit
  Utility belt (matchs, candles, canteen)
  Camera, developing kit
  tea blend & tea set
  Wounds
  1-2
  3-4
  5-6
  7-8
  9+
  Scratch
  Hurt (–1)
  Very Hurt(–2)
  Incapacitated
  Near Death
  Note: The GM may add or subtract wound boxes as desired.
  Fudge Trait Values
  EP
  Superb  . . . . . . .+3  . . . . . . . . . . . . . . .8
  Great  . . . . . . . .+2  . . . . . . . . . . . . . . .4
  Good . . . . . . . . . +1  . . . . . . . . . . . . . . .2
  Fair . . . . . . . . . . .0  . . . . . . . . . . . . . . . 1
  Mediocre  . . . . .–1  . . . . . . . . . . . . . . .1
  Poor . . . . . . . . . .–2  . . . . . . . . . . . . . . 1
  Terrible  . . . . . .–3  . . . . . . . . . . . . . . 1
  EP = Raising skills with EPs. 
  Most skills begin at Poor. 
  Attributes default to Fair.
  Fudge Points:
  EPs:
  Gifts/Supernormal Powers
  Privileged Upbringing
  Attractive
  Absolute Direction
  Attributes
  Strength
  Fair
  Dexterity
  Fair
  Vigor
  Fair
  Resolve
  Fair
  Reasoning
  Good
  Perception
  Good
  Faults
  Curious
  Enemy (cousin Richard)
  Phobia (snakes, especially cobras)
  Skills
  Archæology
  Great
  History/Religion/Myth
  Good
  Ancient Egyptian
  Good
  Area Knowledge
  Good
  (Egypt and its neighbors)
  Cartography
  Fair
  Familiarity
  Fair
  (Arabic culture)
  Arabic
  Fair
  Research
  Fair
  Survival (desert)
  Fair
  Riding
  Fair
  Climbing
  Fair
  Acrobatics
  Mediocre
  Cryptography
  Fair
  Photography
  Fair
  Stealth
  Mediocre
  Demolitions
  Fair
  
  Copyright ©2000 by Grey Ghost Press, Inc. All Rights Reserved. May be copied for personal use.
  Fudge Character Sheet
  Character Name   Aldous Armstrong ____________ Player Name
  _____________________________
  Character Description and Notes
  Aldous is a typical well-rounded but not-necessarily-”stable” NAGS gadgeteer.
  Age: 43
  Equipment
  1-handed crossbow (+3, medium range)
  Lockpicking set
  Miner’s lamp/helmet
  NAGTech items:
  BaT
  Gadgeteer’s toolkit
  Traveling Tea Tray
  X-Ray Camera Obscura
  Wounds
  1-2
  3-4
  5-6
  7-8
  9+
  Scratch
  Hurt (–1)
  Very Hurt(–2)
  Incapacitated
  Near Death
  Note: The GM may add or subtract wound boxes as desired.
  Fudge Trait Values
  EP
  Superb  . . . . . . .+3  . . . . . . . . . . . . . . .8
  Great  . . . . . . . .+2  . . . . . . . . . . . . . . .4
  Good . . . . . . . . . +1  . . . . . . . . . . . . . . .2
  Fair . . . . . . . . . . .0  . . . . . . . . . . . . . . . 1
  Mediocre  . . . . .–1  . . . . . . . . . . . . . . .1
  Poor . . . . . . . . . .–2  . . . . . . . . . . . . . . 1
  Terrible  . . . . . .–3  . . . . . . . . . . . . . . 1
  EP = Raising skills with EPs. 
  Most skills begin at Poor. 
  Attributes default to Fair.
  Fudge Points:
  EPs:
  Gifts/Supernormal Powers
  Ambidexterity
  Pain tolerance
  Attributes
  Strength
  Fair
  Dexterity
  Good
  Vigor
  Fair
  Resolve
  Fair
  Reasoning
  Good
  Perception
  Fair
  Faults
  Absent-minded
  Blunt and thoughtless
  Skills
  Gadgeteer
  Great
  Mechanic
  Good
  Lab
  Fair
  Stealth
  Good
  Lockpicking
  Good
  Disguise
  Fair
  Demolitions
  Fair
  Traps
  Fair
  Camouflage
  Fair
  Archery
  Fair
  Dodge
  Fair
  Thrown Weapon
  Fair
  
  Copyright ©2000 by Grey Ghost Press, Inc. All Rights Reserved. May be copied for personal use.
  Fudge Character Sheet
  Character Name   Nathaniel Patterson Harbringer ____ Player Name
  _____________________________
  Character Description and Notes
  Nathaniel was born to a rather well off family. When man working for his father returned from Egypt under a terrible curse,
  Nathaniel knew then what he wanted to do: discover the secrets of Egyptian tombs and ancient curses. He prepared himself for
  years by spelunking, studying, and chasing local ghosts, but this is his first experience in a real Egyptian tomb.
  Age: 20
  Equipment
  Pencils, paper, compass, lantern, rope,
  shovel, telescope, candles, pocket watch,
  backpack, throwing knives, spelunking
  gear
  Wounds
  1-2
  3-4
  5-6
  7-8
  9+
  Scratch
  Hurt (–1)
  Very Hurt(–2)
  Incapacitated
  Near Death
  Note: The GM may add or subtract wound boxes as desired.
  Fudge Trait Values
  EP
  Superb  . . . . . . .+3  . . . . . . . . . . . . . . .8
  Great  . . . . . . . .+2  . . . . . . . . . . . . . . .4
  Good . . . . . . . . . +1  . . . . . . . . . . . . . . .2
  Fair . . . . . . . . . . .0  . . . . . . . . . . . . . . . 1
  Mediocre  . . . . .–1  . . . . . . . . . . . . . . .1
  Poor . . . . . . . . . .–2  . . . . . . . . . . . . . . 1
  Terrible  . . . . . .–3  . . . . . . . . . . . . . . 1
  EP = Raising skills with EPs. 
  Most skills begin at Poor. 
  Attributes default to Fair.
  Fudge Points:
  EPs:
  Gifts/Supernormal Powers
  Absolute Direction
  Alertness
  Attributes
  Strength
  Fair
  Dexterity
  Fair
  Vigor
  Fair
  Resolve
  Fair
  Reasoning
  Good
  Perception
  Good
  Faults
  Curious
  Obsession (spirits are real and he’s going to
  prove it!)
  Skills
  Occult
  Good
  Thanatology
  Good
  Cryptography
  Fair
  Research
  Fair
  Toxicology
  Fair
  Cryptohistory
  Fair
  Egyptian Religion/Myth Fair
  Persuade
  Fair
  Survival (underground)
  Fair
  Architecture
  Fair
  Thrown Weapon
  Mediocre
  Dodge
  Fair
  Traps
  Fair
  Spelunking
  Fair
  
  Copyright ©2000 by Grey Ghost Press, Inc. All Rights Reserved. May be copied for personal use.
  Fudge Character Sheet
  Character Name   Harrison Kole ______________ Player Name
  _____________________________
  Character Description and Notes
  Age: 31
  Equipment
  Medium Revolver
  Cane Sword
  Portable Accomodations (spartan)
  Formal Attire
  Adventurous Attire
  Pocket Watch
  Wounds
  1-2
  3-4
  5-6
  7-8
  9+
  Scratch
  Hurt (–1)
  Very Hurt(–2)
  Incapacitated
  Near Death
  Note: The GM may add or subtract wound boxes as desired.
  Fudge Trait Values
  EP
  Superb  . . . . . . .+3  . . . . . . . . . . . . . . .8
  Great  . . . . . . . .+2  . . . . . . . . . . . . . . .4
  Good . . . . . . . . . +1  . . . . . . . . . . . . . . .2
  Fair . . . . . . . . . . .0  . . . . . . . . . . . . . . . 1
  Mediocre  . . . . .–1  . . . . . . . . . . . . . . .1
  Poor . . . . . . . . . .–2  . . . . . . . . . . . . . . 1
  Terrible  . . . . . .–3  . . . . . . . . . . . . . . 1
  EP = Raising skills with EPs. 
  Most skills begin at Poor. 
  Attributes default to Fair.
  Fudge Points:
  EPs:
  Gifts/Supernormal Powers
  Privileged Upbringing
  Charisma
  Attributes
  Strength
  Fair
  Dexterity
  Good
  Vigor
  Fair
  Resolve
  Fair
  Reasoning
  Good
  Perception
  Fair
  Faults
  Overconfidence
  Nobless Oblige
  Skills
  Dissemble
  Good
  Persuade
  Good
  Etiquette
  Good
  Interrogate
  Good
  Bargain
  Fair
  Discern
  Fair
  Diplomacy
  Fair
  Flirt
  Fair
  Revolver
  Great
  Cane Sword
  Good
  Quick Draw
  Fair
  
  Copyright ©2000 by Grey Ghost Press, Inc. All Rights Reserved. May be copied for personal use.
  Fudge Character Sheet
  Character Name
  ________________________ Player Name
  _____________________________
  Character Description and Notes
  Equipment
  Wounds
  1-2
  3-4
  5-6
  7-8
  9+
  Scratch
  Hurt (–1)
  Very Hurt(–2)
  Incapacitated
  Near Death
  Note: The GM may add or subtract wound boxes as desired.
  Fudge Trait Values
  EP
  Superb  . . . . . . .+3  . . . . . . . . . . . . . . .8
  Great  . . . . . . . .+2  . . . . . . . . . . . . . . .4
  Good . . . . . . . . . +1  . . . . . . . . . . . . . . .2
  Fair . . . . . . . . . . .0  . . . . . . . . . . . . . . . 1
  Mediocre  . . . . .–1  . . . . . . . . . . . . . . .1
  Poor . . . . . . . . . .–2  . . . . . . . . . . . . . . 1
  Terrible  . . . . . .–3  . . . . . . . . . . . . . . 1
  EP = Raising skills with EPs. 
  Most skills begin at Poor. 
  Attributes default to Fair.
  Fudge Points:
  EPs:
  Gifts/Supernormal Powers
  Attributes
  Strength
  Dexterity
  Vigor
  Resolve
  Reasoning
  Perception
  Faults
  Skills
  
SOURCE: textdata/thevault/Terra Incognita/Terra Incognita We're Archaeologists, Not Grave Robbers.pdf