Character generation

The following section is to help players put together suitable characters for exploring the lands of Al-Madinah.

All characters need to be supported with a back story to be agreed with the GM. The aim is to create believable characters that have an established role in the world. 100 points is representative of a person that has exceptional abilities but is not a hero… yet. Your characters will be more powerful at the 200 point range.

GURPS is a completely customisable system and will only be limited by player imagination, but they should make sense for the world. GURPS is not a class based system, but the use of templates will speed up character creation and will give some focus.

Information for PCs

Starting point value allowed for PCs: 200 points
Disadvantage limit: 50 points
Quirks
Especially useful character types:

Thieves and rogues
Thieves in the Land come in many guises:

  • Pickpockets on the city streets keeping one step ahead of the city guard
  • Cat burglars helping themselves to jewelery and gold from the noble quarters
  • Tomb raiders breaking into tombs of long forgotten kings
  • Assassins hired to murder a political enemy

Warriors
Warriors in the land include:

  • Soldiers keeping the rabble in line
  • Hired mercenaries defending a noble house
  • Caravan guards keeping the caravans safe from bandit attacks and worse
  • Bandits stalking the deserts taking their toll from the wealthy merchants

Artisan
There are many people keeping the cities ticking over using their skills and labour to create items of value

  • Smiths
  • Bakers
  • Glass blowers
  • Tanners
  • Builders

Sorceror
Sorcerors are those that are innately touched by magic. It courses through their veins. They are skilled in a few very powerful spells. However, they often wear the curse visibly as the spells change their bodies, leaving them scarred and burned.

Priests
Priests perform many functions:

  • Warrior priests and clerics that defend their faith
  • Scholars that learn more about theology and rituals
  • Bureaucrats that keep the churches functioning

Nomad
The nomads are as varied as the city dwellers often performing the very same roles. But there are also some that are distinct:

  • Hunters that track through the desert
  • Night stalkers that specialise in moving unseen through the desert
  • Shaman that perform rituals and magic for their tribes

List of advantages
List of disadvantages
List of skills

Especially appropriate professions:

List of jobs

Especially inappropriate professions:

Noble
Templar

PC races allowed:

Human:
City dweller
Nomad

Starting Wealth levels allowed: No formal restrictions
Starting Status levels allowed: No formal restrictions
Starting TLs allowed: TL 2. TL 1 disadvantage available for nomads.
Languages available: Common, trading Pidgen, Nomad
Cultural Familiarities available: Driven by city, nomad and race.

Special Abilities Allowed for PCs

Equipment
Weapons

Magic in the campaign

See Magic in Al-Madinah and Clerical Magic.

General mana level: Normal
Do areas of higher/lower mana exist? Yes.
Are any of the spells from Chapter 5 off limits? Yes.
Legal or social restrictions on these abilities: Yes.

Name Generator

Downloadable data and name generator.

Suggested or required reading for players:

Arabian Nights, the books of Genesis and Exodus, the Epic of Gilgamesh.
Wikipedia links:

Babylonia
Sumero=Akkadian
Mesopotamian religion
Bronze Age
Marduk
Ashur
Tiamat
Babylonian religion

Back to
Main Page

Character generation

The Land of Al-Madinah Metalhed