Affiliations: Solo D10 Buddy D8 Team D6
Distinctions: D4 (+1PP) or D8
Nerves of Steel
Hard To Kill
Big Game Hunter
SFX: Shoot to Kill – Add a d6 to your dice pool for an attack action and step back highest die in pool by -1. Step up physical stress inflicted by +1.
Acrobatic Expert D8 or 2D6
Combat Master D10 or 2D8 or 3D6
Mystic Expert D8 or 2D6
Man for Hire
1XP when you are hired to lead someone into Africa.
3XP when you delve into an area that’s forbidden or considered cursed by the locals.
10XP when you discover some previously unexplored area.
1XP when explaining why the peoples of Africa are superior to civilized folk.
3XP when expressing disdain for European customs.
10XP when risking your life to save that of someone you’ve previously had conflict with.
The character Quatermain is an English-born professional big game hunter and occasional trader in southern Africa, who supports colonial efforts to spread civilization in the Dark Continent, though he also favours native Africans having a say in their affairs. An outdoorsman who finds English cities and climate unbearable, he prefers to spend most of his life in Africa, where he grew up under the care of his widowed father, a Christian missionary. In the earliest-written novels, native Africans refer to Quatermain as Macumazahn, meaning “Watcher-by-Night,” a reference to his nocturnal habits and keen instincts. In later-written novels, Macumazahn is said to be a short form of Macumazana, meaning “One who stands out.” Quatermain is frequently accompanied by his native servant, the Hottentot Hans, a wise and caring family retainer from his youth. His sarcastic comments offer a sharp critique of European conventions. In his final adventures, Quatermain is joined by two British companions, Sir Henry Curtis and Captain John Good of the Royal Navy, and by his African friend Umslopogaas.