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Special Campaign Information

  • Who Are We In The Setting?
  • Additional Skills In Quartermain
  • Free Everyman Skills List
  • Special Physics Notes
  • Team Specialist Packages
  • Special Notes From The GM
  • Humans, Deltas & Alien Packages
  • Template For Alien Cultures
  • World of Quartermain
  • Alternative Campaigns
  • Laws, Rules & Regulations
  • Q-Corps of Importance
  • Unusual Flora & Fauna
  • Alternative Campaigns

    Although the Initial campaign setup here is for playing Guardian teams, there is nothing preventing the use of the setting for a variety of other possible starting points by a creative GM. Some basic thoughts on this subject are presented here for your consideration (these could also be used as cross-over events where Guardians get involved somehow in dealing with people involved in one of these alternative groupings, either as problems or allies).

    Embassy Team

    The characters in this campaign would be members of a new (or replacements for an existing) embassy of a small culture or world. Most members would be of the same species, unless it was a world that was trying to be fairly cosmopolitan or actually had several sentient species living together in a goverment/cultural entity.

    The team could include An Ambassador, Body Guard(s) or Security Personnel, Attache/Aid-de-camp, Spies, advisors, courier, family members of the Ambassador, etc. They would represent their homeworld in negotiations, deal with information gathering, and of course intrigue situations.

    Merchant Adventurers
    The characters could be a group of Merchant Adventurers, Q-Corp wanna-be's who've pooled their resources and come to Quartermain to speculate and try to make their fortunes and rise their little company up to the exaulted status of a multi-World Q-Corp. They could be characters from a variety of backgrounds with a common alliance, and may not stay just within the environs of the city but travel to nearby worlds (if one of them purchases a tradeship) or they may do contract work for existing Q-Corps or get involved in less than legal activities to earn their way to success. Being a merchant of any kind in this Universe requires intelligence, guile, careful use of resources, luck, risk taking and something unusual in the way of abilities.

    In running a Merchant Adventurers group its highly recommended that players be required to build characters that fit the Setting Normal Limits to start (Characters with 50 Base points and upto 50 points from Disadvantages) or Setting Competant Normal Limits (characters with 100 Base points and upto 100 points from Disadvantages).

    Refugee Deltas
    The characters in this concept would all be Deltas (Esper, Kent, Manticore or Chimera) who have fled to Quartermain seeking Sanctuary from the laws, attitudes etc of Earth. They arrive friendless and facing a life of uncertainty and may get approached by those who think they might be useful for their own interests, causes and needs. This may turn into a conspiracy game, or one of criminal activity to survive, or a "war against the Earthers" resistance movement or any number of other ideas the players and GM develop as events occur to and around the characters. Point range used should be the same as for a Guardian's game, since characters will have their hands full of involvement in the long term with some pretty nasty threats and no real assistance from others for a while. The Free Contacts rule should not be used with this campaign idea.

    Legal Notice:

    Guardians of Quartermain is an outline of an unofficial science fiction setting for DOJ, Inc.ís Hero Systemô 5th Edition (ISBN 1-58366-000-3). It requires the use of the Hero Systemô 5th Edition rule book. It is not in any way authorized by DOJ, Inc. nor is it intended to in any way infringe on their copyrights or trademarks. Contents are Copyright 2002 by Joseph Teller & Kiralee McCauley. Permission is granted for all non-commercial usage and duplication, in part or in full. All other usage requires written permission by the authors.

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