Character Generation

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jemmus
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Character Generation

#1 Post by jemmus »

The campaign ID is 993

Please post your character generation rolls here. We'll use Method 2 (assign scores to attributes as you prefer). Or if you prefer to work with what the dice gods command, then use Method 1 (roll, assign to attributes in order with no re-arranging).

Rolling for Attributes - Roll 2d10 five times. Add the Player Character Attribute Modifiers found on p. 7 of the PDF.

Attributes
Strength
Coordination
Observation
Stature
Luck

Making a Player Character
Creating a Player Character is covered in the first chapter of the official Boot Hill 3e guide. The rules for making one varies, but the rules I like to use when instructing players to make their characters are as follows:
1. Roll for Attributes and pick Skills per the Rulebook's guide like normal.
2. They have $50 to start with to pick their starting equipment. Their character is already dressed in accordance with their background, and don't have to concern themselves with things like holsters for a gun or a sheath for a knife (it's assumed that these things come with the purchase of your weapon). They will need to buy ammunition. The only restriction for starting equipment is that they will not have immediate access to explosives.
3. Roll for the horse using the rules on page 56 (58 in the PDF). Players get saddlebags in Good condition for their steed.
Written By: Cameron Waggoner https://docs.google.com/document/d/1Ym8 ... pyu8/edit#


In addition to the above, you need to select your PC's Skills. You get up to 10. Please see the rules on p. 10. Please remember that at least half have to be work (non-combat) skills.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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jemmus
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Re: Character Generation

#2 Post by jemmus »

Rex's rolls, transferred from the game announcement thread.
Attributes [2d10]=12 [2d10]=12 [2d10]=11 [2d10]=8 [2d10]=15
14, 14, 13, 11, 16

Strength 14
Coordination 14
Observation 16
Stature 6 (11)
Luck 7 (13)

Total is 57
8 initial skills

IC [2d10]=6 O [2d10]=7 R [2d10]=12 Sc [2d10]=3 St [2d10]=5 Su [2d10]=11
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Rex
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Re: Character Generation

#3 Post by Rex »

I swapped my Riding and Scouting skill rolls to make him an OK Scout. Close to being done, just need to detail his clothing and find a picture. Let me know if I missed anything or you want me to change anything.

Enoch
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Re: Character Generation

#4 Post by Enoch »

Accidentally rolled too many times for skills (got 8 skills but spend 3 on weapons; rolled 8 times). Went back and re-rolled for 5 skills and came out much less lucky!
Shadrach, Demon-Hunter - Dust to Dust

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jemmus
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Re: Character Generation

#5 Post by jemmus »

:( Luckily the bonus add-on points for low rolls kind of even things out. I kind of like that feature.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

Enoch
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Re: Character Generation

#6 Post by Enoch »

OH! I didn't notice that they get modifiers too.
Shadrach, Demon-Hunter - Dust to Dust

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jemmus
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Re: Character Generation

#7 Post by jemmus »

We're coming along with character generation pretty good. Please check your character sheets and make sure you've followed these chargen methods.

Attributes
Roll 2d10 five times.
Add the modifiers to the dice rolls from the chart on page 7.
Halve the final result for Stature and Luck, rounding up.
Example: Rolled 11 for Stature. Apply +2 modifier from the table. Halve, round up = 7 final score.
(Note: Luck seems to be fairly important. If you PC takes a Mortal wound, he's automatically dead, unless he makes a Luck saving throw. A Luck ST can also negate the effects of a rolled 20 critical failure).

Skills
Add up your Attribute scores and consult the table on page 10 to see how many skills you get. (The average is 8).
Choose Work skills and Weapon skills. No more than half of the skills can be Weapon skills. So if you get 8 skills, at least 4 of them have to be Work skills.
Work skills - Determine the scores exactly as you do for Attributes. 2d10, add the modifier from the chart on page 7.
Weapon skills - They automatically start at 1. (What this means is the PC gets a +1 to chance of success when rolling a d20 for that skill. Generally, the chance of success is the PC's Coordination score. (There are modifiers to hit based on factors such as Hipshot, Range, Moving Target, Shooter is Moving, etc. Pluses and minuses to the chance to hit on a d20 roll (very intuitive stuff you'd expect from an OSR game). The player can double-up on a Weapon skill, by using one of the available skill slots.
Example: The PC has up to 4 Weapon skills available. The player chooses Pistol, Rifle, Knife, and Brawling. They're all at 1. But the player decides to drop Brawling and choose Rifle twice. It goes to 2.

If you use the US character sheet, please list your skills and the scores on the Spells tab. (You can also link to a PDF of a completed char sheet from the Boot Hills rulebook in you prefer).

Handedness
Don't forget to choose whether you PC is right handed or left handed and note it on you char sheet. It comes up if/when your PC gets wounded in his gun/knife/fist/broken whiskey bottle/stick of firewood/pot of hot coffee/dirt in the eyes arm). If you want, you can roll a d20 to see if your PC is ambidextrous. A roll of 20 means they're ambidextrous. (In BH a roll of 20 is very bad, but in this case it seems to be the opposite).

Please check your character sheet and make sure everything's good according to the above. If anyone spots something out of order on another player's sheet, please help the other player out and mention it here. If somebody's making a mistake, there's a chance we're all making the same mistake. Commenting and discussing will help us all out. And probably let us build better, more thought out, and fine tuned characters.

Everyone is free to tweak and revise their character sheets for now, of course. Until we're live and the first bullet is fired, the first slug is thrown, or the first green cow droppings cow patty is formed. Whichever comes first. :)
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Rex
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Re: Character Generation

#8 Post by Rex »

Handedness [1d20]=19

Close. Right handed.

Sheet updated. Just need to finish up my inventory.

Pic added to sheet post.

Do we get a horse and tack free?

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Re: Character Generation

#9 Post by Bluetongue »

Do we all meet in a tavern, saloon, stagecoach across the prairie, Sheriff's jail cell?

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Re: Character Generation

#10 Post by jemmus »

Yes, a horse and tack are free. Good luck rolling up your horses (using the rules starting on p. 56). Feel free to name your horse and give it a gender (mare, stallion or gelding). It's pretty sure that you're going to spend a lot of time with your horse NPC.

I'm going to say that stallions get a +2 to Strength, but also a +2 on the Undesirable Traits table (p.58). That's a 1d6 roll, you get a bad Trait on a 6. Stallions are proud animals, and they know they're bigger, stronger, and faster than humans.

You'll start in a tavern hotel-saloon in San Marcos, TX, enjoying a nice meal.
Last edited by jemmus on Thu Jul 21, 2022 3:10 pm, edited 1 time in total.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

Enoch
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Re: Character Generation

#11 Post by Enoch »

Bluetongue wrote: Thu Jul 21, 2022 10:33 am Do we all meet in a tavern, saloon, stagecoach across the prairie, Sheriff's jail cell?
To follow on, does anyone have any preferences for what sort of campaign we play (or at least start with)? So far we have an Indian scout, a young gunslinger/cowpoke, a deputy US marshal, and an ex-army captain.
Shadrach, Demon-Hunter - Dust to Dust

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Rex
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Re: Character Generation

#12 Post by Rex »

I am pretty open on what we run as long as we can justify an Indian scout.

I will work on my horse when I get a few minutes.

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Re: Character Generation

#13 Post by Grognardsw »

Enoch wrote: Thu Jul 21, 2022 2:19 pm
So far we have an Indian scout, a young gunslinger/cowpoke, a deputy US marshal, and an ex-army captain.
I’m playing a younger Paladin, from the TV and radio show Have Gun Will Travel, a gentleman investigator/gunfighter who travels around the Old West working as a mercenary for people who hire him to solve their problems. Although Paladin charges steep fees to clients who can afford to hire him, he provides his services for free to poor people who need his help.

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Re: Character Generation

#14 Post by Rex »

Horse type [1d20]=14

Pinto mare

Horse traits [1d6]=4
No traits.

Horse Str [2d10]=12 Coor [2d10]=14 Int [2d10]=12 Luck [2d10]=10
Str 17
Coordination 16
Int 6
Luck 5 (normally halved)

Sheet updated.

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Re: Character Generation

#15 Post by Grognardsw »

My sheet is done, located at my placeholder in Character Sheets.

Giddy up.

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jemmus
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Re: Character Generation

#16 Post by jemmus »

Nice, we're getting there. cybersavant, just an FYI that the link to your US character sheet doesn't point correctly. Note to all: The fillable PDF from the Boot Hills rules may come in handy in the end. It gives you a place to record your Chance to Hit scores by weapon, by range (Careful Shot, Steady Shot, Hipshot, Fangun). It might be nice to have those already set up for your reference, so you don't have to go back to the PDF every time you want to shoot. You can see Grognardsw's posted sheet above for an example of the sheet's layout.

"If the bridge holds out and the creek don't rise," I'll review sheets and post again tomorrow. Anyone who spots anything out of order with another player's sheet, please help everyone out and say. Gunfire may burst out at any minute.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Character Generation

#17 Post by redwarrior »

William Moore

raw rolls
[2d10]=6[2d10]=11[2d10]=9[2d10]=6[2d10]=14[2d10]=16[2d10]=6
Opps.... I screwed that up, don't know why I decided 7 times...
raw rolls
[2d10]=17[2d10]=9[2d10]=16[2d10]=13[2d10]=11
I can go either way here, take 5 from the first set or take the second set.

Ambidextrous [1d20]=16
Left Handed.

Attributes
Strength 13
Coordination 18
Observation 15
Stature 17 - halved = 9
Luck 12 - halved =6
(if the other stat bloc, would be 12, 17, 13,16, 9)
Weapon Skills:
Pistol 1
Brawl 1

Professional Skills:
Literacy 17
Law 12
Linguistics 8
Fast Draw 11
Lit [2d10]=17 law [2d10]=12 ling [2d10]=8 FD [2d10]=11
Linguistics: Speaks Spanish, French, German, and Russian
correcting my ability scores opens 2 more skill slots
Public Speaking 9
Bureaucracy 17
PS [2d10]=9 B [2d10]=17

Horse Type [1d20]=1
Appaloosa

Horse attributes [2d10]=11[2d10]=4[2d10]=5[2d10]=11
STR 16
COORD 13
LUCK 5
INT 3
Horse skill check herd [1d20]=12 cut [1d20]=16 swim [1d20]=7 gun [1d20]=10 tricks [1d20]=18
No skills, he's just a ordinary horse!
Horse traits check [1d6]=2 but at least not a biter!


Gearing up
Standard western clothing
Saddle & Saddle bags, good quality
Mess Kit, canteen, 3 days jerky, gunbelt w/holster & sheath
Single Action Revolver - Colt 45, Bowie knife 100 pistol rounds
$9.50
Last edited by redwarrior on Mon Oct 31, 2022 1:06 am, edited 6 times in total.

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jemmus
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Re: Character Generation

#18 Post by jemmus »

Left handed, that's probably pretty rare in 1873 Texas, as in anywhere else in the world. Is there way to use that to an advantage...?
(Please see the latest GM post in the Game Setting forum).
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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redwarrior
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Re: Character Generation

#19 Post by redwarrior »

There is when he can afford a second gun. ;-)
For now, it's just flavor. (also, I'm left handed.)

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