The Land of Al-Madinah
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
Especially useful character types:
Thief / rogue
Bandit / mercenary
Especially appropriate professions:
Especially inappropriate professions:
PC races allowed:
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
- Cinematic skills: With discussion
- Are PC mages allowed? Yes, see Magic in Al-Madinah and Clerical Magic
- Are PC psis allowed? No
- Are PC gadgeteers allowed? No
Magic in the campaign
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.
Downloadable data and name generator.
Suggested or required reading for players:
Arabian Nights, the books of Genesis and Exodus, the Epic of Gilgamesh.