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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
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.

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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Return to the Sample Creation page | back to the Games rulepage

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 17/ Nov 14, 2000 [2753 AUC] / May 10, 2001 [2754 AUC].
Innocentia Splendia - Azurian Scribe and Scholar of the Arcane.
[Boothill campaign - http://members.fortunecity.com/azurian/wwest/bh_rules01.html]
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