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Special Rules In Play

Special Campaign Information

  • Who Are We In The Setting?
  • Free Everyman Skills List
  • Special Physics Notes
  • Team Specialist Packages
  • Special Notes From The GM
  • Humans, Hybrids & Other Alien Race Packages
  • World of Quartermain
  • Special Character Growth Rules:

    Character points earned as experience can be applied to a character’s existing skills (no limits), attributes (within starting limits), and powers (within starting limits). Increasing above starting limits of attributes and powers requires a ‘plot event excuse’ in most cases. New skills can be also bought in game with no problems (presuming you are someplace where you can access classes physically or virtually).

    Adding new powers, except those being added via equipment or inventor/gadgeteer design (an inventor/gadgeteer can always design new equipment with access to tools, workspace, etc.) requires a plot event excuse. Technomages count as gadeteers in the setting. The exception is powers that are refinements, or variations on existing powers for a character with an EC or other unified concept.

    Personal Logs

    One way to improve the gaming experience is for one or more players to keep a Personal Log that chronicles their experiences and thoughts during the campaign in a chronological order. These also help the GM to know if what they are doing is interesting to the player from their character's viewpoint, and if shared with the other players can improve group cohesion and understanding of each other's characters.

    Obviously not everyone is inclined to do this, and for some characters this would make no in-character sense, but for those that it does it can be a rewarding experience for everyone. (It also is very much in-genre for science fiction, as many TV shows like the various Star Trek series, Babylon Five, etc feature log entries as part of the narrative).

    Plot Event Excuse:

    In comics, and even more so in SF novels, character’s rarely gain totally new abilities without there being a Plot Event excuse. This could be (but is not exclusive to) a laboratory accident, a near-death experience, major surgery (transplanting biotech, donated parts etc) or being directly experimented on by someone (sometimes for nefarious reasons). Powers do not generally spontaneously manifest, and thus I want to limit character development to keep more with this trope.

    This should also help reduce some of the “Arms Race” mentality that often appears in Hero/Champions games.

    If you fee that a specific new ability (or disadvantage!) is appropriate due to a plot event or that you have an idea of an expansion on your character that you feel you would like the GM to lay the groundwork to add within the storyline, then speak with the GM privately about this and the GM will see what she/he can do to make it work if it fits character concept and setting genre as well as the events involved. The GM is your friend, not your enemy, and wants to make the game interesting and pleasurable for everyone.

    Redesigning You Character:
    This also doesn’t happen in Comics, Novels or most serial media and shouldn’t happen in the game. Once you’ve gotten your character into a playable form I am not going to let folks redesign their character’s basic structure multiple times for better point jockeying or efficiency of number crunching. If you feel you’ve made a serious mistake I will consider allowing a single re-write (with my assistance or that of a player who believes they are more competent with the mechanics of construction) after the first story is played out. So don’t sit and try to make me suffer thru you building first with no structure, then an EC then a multipower, then with a combination of several, then finally with a VPP, as it isn’t going to be allowed. Been there, done that, hated it. Had it damage the game considerably.
    Free Contacts
    It's important to remember the Free Contacts rule in a Guardians Campaign. Characters can have free Normal NPC Contacts (50 pt Base & upto 50 pts Disadvanages) that the players construct and hand over to the GM to play and add to the setting background. Thus for a little work on expanding the "cast" of the setting and giving the GM control over these contacts, you get a valuable resource as a player that may provide information or some small assistance without paying any character points for it. Everyone benefits when you take advantage of this, and it should be normal for most PCs to know at least a few people in the world they live in, giving your character a more realistic life in the game.



    Legal Notice:

    Guardians of Quartermain is an outline of an unofficial science fiction setting for DOJ, Inc.’s Hero System™ 5th Edition (ISBN 1-58366-000-3). It requires the use of the Hero System™ 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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