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Special Abilities Table 2nd ed Boothill
01 - 07 1/2 Penalty when shooting from Horseback
08 Never Suprised
09 - 14 Double the length of medium range when shooting
15 - 16 Shotguns are considered Fast
17 - 18 Rifles are considered Fast
19 - 26 May Hipshoot with no penalty
27 - 37 No Penalty for Giving Opponent First Move
38 Treat Wounds as one type lower
39 - 45 1/2 Penalty when shooting at a Moving Target
46 - 51 No Penalty for Wrong Hand Shooting
52 No Penalty for Sharpshooting
53 Gets TWO shots when Sharpshooting
54 - 64 1/2 Penalty for Movement
65 - 66 No Penalty for using Two Guns
67 - 77 -5 on Gambler Rating
78 - 85 +5 on Brawling Charts
86 - 90 Specialize with Weapon +3/+5%
91 - 92 Strength Ability Score +2
93 1/2 Penalty for Fanning
94 - 98 1/2 Penalty for Intoxication
99 - 100 Lady Killer Charisma vs Opposite gender is +50%
Personal History Charts **
01 - 70 Ranch Related
71 - 85 Law Related
86 - 95 Merchant Related
96 - 100 Drifter
Ranch Related
01 - 50 Cowboy
51 - 100 Homesteader
Law Related
01 - 03 Lawyer (Women: 01 - 99)
04 - 35 Cavalry Trooper *
36 - 40 Cavalry Scout
41 - 60 Town Marshal
61 - 85 Deputy Sheriff
86 - 94 Sheriff
95 - 96 Railroad Detective
97 Deputy US Marshal
98 US Marshal
99 Texas Ranger
100 Govt. Agent (Secret Service) (Women: 100)
Merchant Related Craft Skills
01 - 25 Blacksmith 1 Blacksmith 11 Bank Teller
26 - 30 Physician 2 Physician 12 Assayer
31 - 40 Dentist 3 Dentist 13 Government
41 - 55 Leatherworker 4 Leather worker 14 Miner
56 - 75 Gunsmith 5 Gunsmith 15 Bartender
76 - 80 Buffalo Hunter 6 Tailor 16 Undertaker
81 - 96 Store Keeper 7 Preacher 17 Clerk
97 Council Member 8 Buffalo Hunter 18 Railroad
98 Mayor 9 Telegrapher 19 Stage Line
99 Bar Owner 10 Storekeep 20 Muleskinner
100 Banker
Drifter
01 - 20 Gunfighter Back to the Top
21 - 25 Detective Back to the Vortex/Main page
26 - 46 Vagabond
47 - 87 Gambler
88 - 95 Bounty Hunter
96 - 100 Mountain Man
* Roll for Rank:
01 - 65 Enlisted Man
66 - 85 NCO
86 - 95 Lieutenant
96 - 97 Captain
98 - 99 Colonel
100 General
** Roughly based on Stephen Blair's 1978
"Birth Tables - Boot Hill" from The Dragon Sept 1978
Birth Order
1 1st Born 5 3rd Born
2 1st Born 6 4th Born
3 2nd Born 7 5th born (or illegitimate)
4 2nd Born 8 Illegitimate
(a die 6 roll dtermines Orphan status: 6 - Orphan)
Random Skills (fathers have one, Initial Purse **
children get two) 01 - 20 $ 25
1 Reading/writing 21 - 40 75
2 Horsemanship 41 - 50 100
3 Crafts 51 - 70 125
4 Swimming 71 - 80 150
5 Tracking 81 - 90 200
6 Marksmanship - gun 91 - 99 250
7 Marksmanship - thrown 100 500
8 Gambling
9 2nd Language If player is Orphan $ 0
10 Facility with numbers ** Indicated amount for 2nd born.
on down. Doubled for 1st born
plus 1/2 of any land the father
owns.
Size of Spread (for Homesteaders)
1 640 Acres 6 3,840 Each 640 acres will contain
2 1,280 Acres 7 4,480 30% - 80% usable arable
3 1,920 8 5,120 grazeland. Each acre supports
4 2,560 9 5,760 1/2 horse, 1/2 longhorn, 1/4
5 3,200 10 6,400 hereford, or 5 sheep. There is
a 0 - 70% chance of potable
surface water per 10 acres.
Land value $0.50 - $2.50
Back to the Top / Back to the Vortex / Main page
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Explanation of Skills
- Reading/writing - player characters may acquire this skill by finding
an instructor and spending 6 months to 2 years learning.
- Horsemanship - allows player character to improve the quality of their
horse by one step for six weeks spent in training (maximum 2 step increase).
- Crafts - roll on merchant related crafts table
- Swimming - Only player characters with this skill may safely swim. This
skill may be learned in two weeks if an instructor is available.
- Tracking - Subtract 5 from all tracking die rolls (5% bonus).
- Marksmanship - Add 10 to the original accuracy percentage score. Player characters
may add 1 to their original accuracy scores for each week and a minimum of
250 rounds of ammunition used in practice. A maximum increase of 5 is allowed.
If an instructor, who must have an accuracy score of 85% or greater, is
available then these rates are doubled (2 per week, maximum of 10%) Highest
percentage value reached is 96% (Crackshot). Player rolls under 1/2 current
GAC to see if training helped that week.
- Gambling - Adjust all gambling rolls 10% in player's favor. 15% chance
of being accused of cheating.
- 2nd Language - Player character may speak (and read/write if literate)
1 additional appropriate language.
- Facility with Numbers - Can add & subtract well, can detect fraud
in bills and books.
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When creating Player characters, you rolled a d6 to determine if your
character possessed one of the special abilities from the top table at
character start. 1 - 4 meant one ability, 5 - 6 meant No special ability.
As one progressed in survival of gunfights a character could also gain another roll on
the Special Abilities tables for every five gunfights at first
until 55 gunfights when it became every one roll every 8 (not that anyone was supposed
to live that long, Hi Sam! at 76+).
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.
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