Game Mechanics for "Justice 1881" Old West characters
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 Four different game systems were used along with added material from articles and modules to create characters and run our old west games....
  1. GURPS ® from Steve Jackson Games
  2. Boot Hill ® from TSR - 2nd Edition with our added Stats
  3. Boot Hill ® 3rd Edition
Hmmmm that only lists 3.....

GURPS

With the current usage of the GURPS ® system for most of the game worlds, here are some guidelines in that system:

Points to build with:

  1. 175 base for our heroic/cinematic types
  2. max 150pts of Disadvantages (but remember, "It is Not a disadvantage if it doesn't haunt you horribly at some time in the campaign.") [Sub Note: 90 pts of an enemy is a very bad thing and hanging around with someone who has one is very Un Healthy though it makes for exciting movies.]
  3. 5 points of quirks (but why worry with 150 pts of disadvantages?)
  4. Whatever bonus points you can weasel out for having props, special background material, cool backgound story Written out etc.

Player Characters can Die! [Those 90 pt enemies are really nasty]
Please make a copy of your character for the ref to chuckle over and have some knowledge of your skills and disadvantages for (evil) plotting.

Stat Limits and Forbidden Skills:

Max 16's (unless something else low - usually self regulating due to cost)
Skills? Talents? Advantages? Odd DisAdvantages? If it is not in of the few books I possess [Psionics/ Fantasy/ Basic/ Old West/ Japan/ China/ Martial Arts/ Rome/ Celtic Myth/ Voodoo/ Compendium I] make a copy of the material for my records. If a Skill/ability is very odd/rare it may cost you more in unusual background costs. If you dream it, Can You RolePlay it?

Available Technology:

Tech Level 5 in most areas, some beginnings of Tech 6 in Medicine, though most is not available off the shelf. This is the Victorian era, an era of Exploration in the arts and the sciences, when mankind seeks to throw off the shackles of the past.

Obscure High Energy Physics:

Normal Mana level, though Magic is not well known; those who believe it can't do it, those who can Don't talk about it... (Dangers of Paradox or fear of Powers That Be? )

Only a good level of Esoteric History will say...

  • Reality is like an Onion... Once you remove one layer, there is another, and the tears mayhaps will stop all but the wisest or most foolhardy from seeking to pierce all the veils of secrecy to any core of Truth that some believe exists
  • Ludwig von Draconis, Moskow 1634

GURPS system House Rules

Combat is done using modified Chambara rules... The number of attacks one has with a melee attack form is based on the normal skill level possessed (not affected by situational or Hit Location modifiers but increases or decreases in Dexterity through magic/Potion or Poison do have an effect).

Fighting Attack/defense chart

The Skill Cost chart has been modified for a more Cinematic Physical Chart; although the Mental Skills chart is Unaltered.

Skill Costs:

Orig. Physical Skills Modified Physical Skills Mental Skills
Level Easy Avg Hard Level Easy Avg Hard Level Easy Avg Hard Very Hard
Dx-3 - - 1/2 Dx-3 - - 1/2 IQ-4 - - - 1/2
Dx-2 - 1/2 1 Dx-2 - 1/2 1 IQ-3 - - 1/2 1
Dx-1 1/2 1 2 Dx-1 1/2 1 2 IQ-2 - 1/2 1 2
Dx 1 2 4 Dx 1 2 4 IQ-1 1/2 1 2 4
Dx+1 2 4 8 Dx+1 2 4 8 IQ 1 2 4 8
Dx+2 4 8 16 Dx+2 4 8 12 IQ+1 2 4 6 12
Dx+3 8 12 24 Dx+3 8 12 16 IQ+2 4 6 8 16
Dx+4 16 24 32 Dx+4 12 16 20 IQ+3 6 8 10 20
Dx+5 24 32 40 Dx+5 16 20 24 IQ+4 8 10 12 24
Dx+6 32 40 48 Dx+6 20 24 32 IQ+5 10 12 14 28
Dx+7 40 48 56 Dx+7 24 32 40 IQ+6 12 14 16 32
@+1= +8 +8 +8 @+1= +8 +8 +8 @+1= +2 +2 +2 +4

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Boot Hill

When we started playing our western campaign, the game was Boot Hill. For which we used the 2nd edition boxed set rules from TSR (one of our players used to game with Brian Blume, so we had to *g*).


  Boot Hill  2nd ed ® from 1975/1979 by TSR Games. Also known then as Tactical Studies Rules.... Yes, a game from a time Corporate Anagrams meant something! *g* Boot Hill used percentile dice for: Character Generation, ranged combat, tracking, hit location and even brawling (2 die 10 rolled and added together for 2-20 range).

  But of course gamers could never leave anything alone. They found that some aspects of a character were not being covered with just the Boot Hill Stats alone. Characters seemed to appear out of nowhere, with no past or skills. So magazine articles and modules tidbits from "The Dragon" magazine (the Official source!) began to appear and were incorporated into their sessions. When I inherited the Boot Hill box and began to run my campaign, I added a few missing Stats from another Tactical Studies Rules product: AD&D (still in 1st edition then).

    From the base book came
  • Speed (from Slow to Greased Lightning)
  • Gun Accuracy (all firearms)
  • Throwing Accuracy (includes Knives, spears and Bows)
  • Strength (which is also your "hitpoints"),
  • Bravery (from Coward to Foolhardy)
  • Experience (your previous number of gunfights) which affected your accuracy.

  But being Player characters came with the benefit of boosting your percentages a tad, if they were a bit low [NPCs got what was rolled]. And experience (surviving Gunfights, even if lost) helped boost   Experience,  Speed and  Bravery   ability scores.


On another page we have a sample character creation in progress using both the standard Boot Hill rules and some of the special tables they found & created and Ability Stats I added using AD&D ® (1st Ed.). The paragraphs following, illustrate the "official" campaign method for characters used

   Boot Hill Character Generation

  1. Roll up Boot Hill statistics [using PC modifications if needed for PCs] in order, according to book.
  2. for some background: father's occupation - percent roll on Chart; if merchant related roll on business chart.
  3. Roll on Birth Order table
  4. Roll on skill table for Father's skill. The child [PC being created] may take that one as one of their two 2 skills or may roll randomly for both.
  5. Roll for initial Cash purse to outfit characters [if father was Homesteader or Rancher roll for size of spread also] if an orphan, the character starts with $0 in their pocket.
  6. Roll 1 d6. 1-4 means a PC gets a roll on the Special Abilities Table. [PCs and a few NPCs have a 2/3 chance of starting with a special beyound that granted by the number of Gunfights experienced.] For every 5 gunfights, up to 55, a character reaches they get one more roll on the Special Abilities Table. After 55, the jumps are on 8's instead of 5.
  7. Roll AD&D game statistics using 4d6 [best 3d6] for each statistic: Intelligence. Charisma, Wisdom, Constitution, and Comeliness. Strength and Dexterity are derived from the Boot Hill statistics Strength and Speed at creation.
    • BH STR Point equal Strength score in AD&D
    • BH 19 STR = 18/50
    • BH 20 STR = 18/75
    • Ad&D Dexterity = 6 base + [1 per 10% of BH Speed rating with normal maximum of 16]

    Hit dice are calculated as Fighters based on Experience level in Boot Hill
    • Fighter 2 at O Accuracy Modifier
    • Fighter 3 at +2% Acc Mod (gunfights 5 & 6)
    • Fighter 4 at +6% Acc Mod (gunfights 7 & 8)
    • Fighter 5 at +8% ACC Mod (gunfights 9 & 10)
    • Fighter 6 at +10% Acc Mod (11+ Gunfights: 100% on Experience Roll at Creation)
    • +1 level of Fighter for every 10 gunfights past 10.

    Some characters might be based on thieves, bandits etc (even Rangers) based on alignment and campaign history.
  8. Personal Appearence & more background information including Height, weight, hair & eyes... can be generated randomly using chart "Boot Hill Identity Crisis Chart" from Dragon® or any other suitable human based chart handy.
  9. Buy Equipment from the various lists (magazine, 2nd ed BH book, 3rd ed book, Sears Catalog).
    1 Note: the various guns available in the Dragon magazine list are presumed to NOT be the top of the line in condition or quality as compared to the higher priced models (generic in nature) given in the 2nd Ed Boot Hill ® rules (page 6). So there is a higher chance for failure of that equipment under dusty or uncleaned conditions.... including such travails as recent bad rains, swimming rivers and dropping things from horseback.


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Boot Hill® 3rd Edition

While the play and the rules are different (I even had to alter the Special Abilities Table for it); the method is similar... create a Boot Hill Character and roll for AD&D stats not covered.  Here the new Boot Hill®stats are:

Strength
CoOrdination [Dexterity]
Observation {Did you see that?!}
Stature ["The stuff of Legends - right Boo?" - Minse]
Luck

Since these are generated on a 2-20 scale, only minor editing is needed for Strength & Dexterity [Coordination]. Depending on your viewpoint - Observation could be used for determining Intelligence. The other AD&D stats are rolled normally.

One thing to note is that with the introduction of Skills (each new character gets 10 choices) the "father's skill & you getting that as one choice of your 2" is now gone. Backgrounds and Homestead sizes are still usable. Currently, for 3rd Ed., your AD&D level is still based on the number of gunfights you have survived, according to the previous version's Experience chart.

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Innocentia Splendia
- Reporter, Ford County Gazettte 1881 [2634 A.U.C.]
Ford County Gazette Take the 8:10 out of Dodge City Cinematic Heroes and Characters Villains to Hiss at Salt of the Earth and Others Check out the Justice net Archives The Latest Changes to the website. Character Archive & GCA data files page And the World of Darkness
The Games used Boot Hill Character Guideline Justice 1989 World Guidelines Places of Wonder Real Time and Game Time Sample Characters Links to other websites. Main Deadlands page Gurps Immortals main page

This particular page (not saying anything about the others on this site) was only last updated March 16/ November 14 2000 [2753 AUC] / May 10, 2001 [2754 AC]/ Feb 17, 2002 [2755 AUC].
Footnote 1: Justice is Sam Slade's horse... people in Washington liked Sam so much, they named an entire law enforcement division of the Government after his horse.
[Boothill Campaign http://members.fortunecity.com/azurian/wwest/bh_game_rules.html]
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