Character Creation Rules

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Black Wyvern
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Character Creation Rules

#1 Post by Black Wyvern »

We are using the 1979 Boot Hill 2nd Edition Rules. The 2nd edition rules basically just incorporated some Dragon Mag articles and cleaned up/clarified some of the 1st edition wording and tables. So either edition should work. I will provide everything you need to create a character. Rules beyond that I will share and help as we go so there is no reason to have to have a book.

The 1st and 2nd editions of Boot Hill deal almost entirely with tactical combat leaving the details of role-playing to the GM and players. Like other old TSR systems, including D&D, there is no skill system, other than gambling. In old school D&D statistics checks are often used to determine a character's chances of accomplishing a task. The Boot Hill statistics are all based around a characters combat capabilities rather than defining a broad range of mental and physical characteristics. So as we play and characters try to accomplish tasks we will work out a fair way of handling these tasks.

Character Creation

Time in the game is divided into turns. By default a turn is approximately 10 seconds. This is highly variable!
Distance is measured in inches on the table top or squares. An inch is approximately 6 feet.

Characteristics
Roll 1d100 for each:

Speed, Gun Accuracy, Throwing Accuracy, Strength, Bravery, Experience

Modify your Speed, Gun Accuracy, Throwing Accuracy, Strength, Bravery roll as follows:

Rolls between 01 to 25 add 25.
Rolls between 26 to 50 add 15.
Rolls between 51 to 70 add 10.
Rolls between 71 to 90 add 5.
Rolls between 91 to 00 add 0.

Write down the modified rolls for each characteristic in order.

Speed


Accuracy - Gun & Throwing


Strength


Bravery


Experience


Handedness:
Roll 1d10. A roll of 10 means the character is ambidextrous, for any other number the player picks left or right.

Gambler Rating:
If your character has a background as a gambler roll 1d100 if over 50 subtract 50.
Last edited by Black Wyvern on Fri May 25, 2018 9:08 pm, edited 17 times in total.

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Re: Character Creation Rules

#2 Post by Black Wyvern »

Equipment List

Weapons
Hunting/Bowie Knife KN: $1
Single Shot Derringer 1D: $5
Two-Shot Derringer 2D: $15
Cap & Ball Revolver (6 shot) CBR: $20
Single Action Revolver (6 shot) SAR6: $30
Single Action Revolver (5 shot) SAR5: $26
Double Action Revolver (6 shot)DAR6: $28
Double Action Revolver (5 shot) DAR5: $25
Fast Draw Revolver (6 shot) FDR6: $40
Fast Draw Revolver (5 shot) FDR5: $35
Long Barrel Revolver (6 shot) LBR: $35
Shotgun (single barrel) 1SG: $20
Shotgun (double barrel) 2SG: $30
Scatter Gun (double barrel) SCG: $40
Civil War Rifle (7 shot) CWR: $25
Civil War Carbine (7 shot) CWC: $20
Repeating Rifle (15 shot) 15R: $50
Repeating Rifle (9 shot) 9R: $40
Repeating Rifle (6 shot) 6R: $30
Repeating Carbine (12 shot) 12C: $48
Repeating Carbine (9 shot) 9C: $38
Repeating Carbine (6 shot) 6C: $28
Buffalo Rifle (1 shot) BR: $30
Army Rifle (1 shot) AR: $20

Weapon Accessories
Holster & Gun Belt: $5.00
Rifle Sheath: $4.00
Ammunition, Rifle/Pistol 100 rounds: $2.00
Shotgun loads, 25 shells: $2.00
Cartridge and Shot Belt: $1.40
Black Powder: $2.25 per 12½ lb. keg

Clothing
Vest: $1.00
Plow Shoes: $1.25/pair
Riding Boots: $5/pair
Western Boots: $3/pair
Chaps: $5.00
Spurs: $7.00 per pair
Coat, Duck: $1.25
Coat, Buffalo Hide: $10
Coat, Mackintosh: $5
Coat, Heavy Cloth: $1
Pants, Work: $1.00
Trousers: $2.00
Shirt, Flannel: $1.00
Shirt, White (Utility): 3/$1.00
Shirt, White (Dress): $1.50
Shirt, Work: 50¢
Suit (Utility): $5.00
Suit (Quality): $10.00
Socks, Silk: 35¢/pair
Socks, Wool: 18¢/pair
Tie, Broad: 50¢
Tie, String: 25¢
Underwear, Woolen: $1.10
High-Crowned: $5.25
Derby: $1.00
Sombrero: $3.00
Stetson: $3.90
Straw-Hat: 50¢
U.S. Cavalry Hat: $1.40
Vaquero Hat: $3.00
Bandanna: 5¢
Beard, False: $1.75
Mustache, False: 10¢
Cane, Metal-Tipped: 20¢
Razor, Straight: $1.75
Spectacles: 75¢
Watch, 14 Karat: $12
Watch, Utility: $1.75
Wallet: 25¢
Gloves, Buckskin $1.00
Mittens, Wool: 13¢

Mounts, Tack & Livestock
Riding Bridle: 70¢
Saddle Blanket: 90¢
Stock Saddle: $12.00
Texas Saddle: $10.00
Western Saddle: $8.00
Lariat, 35 ft.: $1.50
Saddle Bags: $3.00/pair
Poor horse: $20.00
Fair horse: $50.00
Good horse: $100.00
Excellent horse: $150.00
Mule: $20.00
Oxen: $25.00
Cattle, Calf: $5.00
Cattle, Yearlings: $10.00
Cattle, Steer at Kansas railhead: $30.00
Buggy: $36.00
Surrey, 2-Seater: $45.00
Wagon, Freight: $40.00
Wagon, Buckboard: $34.00
Wagon, Covered: $25.00
Horse Harness: $10.00

Miscellaneous
Bath: 75¢, with fresh water $1.00
Bedroll: $1.00
Beer: 5¢ per mug or glass
Bible: 90¢
Cigars, Havana: 50 for 65¢
Cigars, Stogie: 100 for $1
Cigarettes: 10 for 4¢
Field Glasses: $5.00
Shave and haircut: 25¢
Spyglass, 15x Magnification: $3.00
Tobacco, Pipe: 25¢
Tobacco, Plug: 21¢/lb.
Whiskey: 10¢ per shot or $2.00 per bottle

Canned and Dried Groceries
Bacon: 7¢/lb.
Beans: 10¢/3 lb. can
Beef, corned: 12¢/lb.
Beef, dried : 15¢/lb.
Cheese: 11¢/Ib.
Chocolate: 50¢/Ib.
Coffee: 30¢/Ib.
Corn: 10¢/2lb. can
Ham, boneless: 10¢/lb.
Hominy:2¢/lb.
Lard: 7¢/lb.
Oatmeal: 3¢/lb.
Peas: 10¢/3 lb. can
Phosphate: 15¢/8 oz. btl.
Pumpkins: 10¢/3 lb. can
Rice: 5¢/lb.
Root beer: 10¢/8 oz. bottle
Salmon: 13¢/lb.
Sweet potatoes: 15¢/lb.
Tea (bargain): 35¢/lb.
Tea (quality): 60¢lb.
Tomatoes: 8¢/3 lb. can

Cooking and Home
Coffee pot: 80¢
Cup: 5¢
Frying pan: 15¢
Pan, covered: 60¢
Stove, potbellied: $10
Stove, wood/coal:$10
Water bucket, cedar: 20¢
Water bucket, metal: 80¢

Tools
Auger bit: 10¢
Axe, hunter’s: 40¢
Axe, woodchopper’s: 50¢
Axe handle: 25¢
Drill brace: $2.50
Hammer: 40¢
Lantern, railroad: 50¢
Monkey wrench: 25¢
Nails: $1.65/keg
Padlock: 40¢
Paint: 6¢/lb.
Saw, two handled: 45¢
Screws: 2¢/doz.
Shovel: 80¢
Tent, miner’s (7’ x 7’): $5

Knives
Butcher knife: 30¢
Camper’s two-bladed knife/fork: 35¢
Hunting knife: 70¢
Knife sheath: 15¢

Traps
Bear trap: $6
Fox trap: 45¢
Wolf trap:$2

Medicines and Toilet
Bath tub :$5
Castor oil: 25¢/half pt.
Cod liver oil: 50¢/pt.
Corn & bunion plaster: 6¢
Cough syrup: 30¢/4 oz.
“Microbe killer”: $1/½ gal.
Quinine: 12¢/25 pills
Rat poison: 12¢/lb.
Soap: 15¢/cake
Turkish towel: 5¢
Last edited by Black Wyvern on Thu Jul 19, 2018 5:45 am, edited 4 times in total.

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Re: Character Creation Rules

#3 Post by Black Wyvern »

Weapons Table

*2 if Double Barreled

Weapon Speed:
Very Slow -10
Slow -5
Below Average 0
Average +5
Fast +8
Very Fast +10
Last edited by Black Wyvern on Thu May 24, 2018 4:26 am, edited 1 time in total.

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Re: Character Creation Rules

#4 Post by Black Wyvern »

Calculating First Shot and To Hit

To determine the base number for a character's first shot score, add the character's Speed Modifier, Bravery Speed Modifier, and the Weapon's Speed Modifier.

To determine the character's base hit determination add their Thrown or Gun Accuracy Modifier, Bravery Accuracy Modifier, and Experience Accuracy Modifier to 50.

Both of these steps are done for each weapon the character possesses.

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Re: Character Creation Rules

#5 Post by Black Wyvern »

Situational Modifiers!

First Shot Modifiers
Surprise
Giving opponent the first move - 1
Character is surprised - 5
Character is completely surprised (including returning fire on an unseen opponent) - 10

Movement
Character is running or running and dodging -20
Character is on horseback -10

Wounds
Character has wounds totalling less than 50% of STRENGTH -5
Character has wounds totalling 50% or more of STRENGTH -20

Miscellaneous
Character draws two guns -3
Character hipshoots +5
Character fires on same target for second or greater consecutive turn +10
Character aims at same target for second or greater consecutive turn +5

To Hit Modifiers
Range
Short +10
Medium +0
Long -15
Extreme -25

Movement of Shooter
Walking -5
Crawling -10
Running and dodging -30
Running -20
Trotting -15
Galloping -25

Movement of Target
Walking or crawling -5
Running or trotting -10
Galloping -15
Running and dodging -20

Wounds
Character has wounds totalling less than 50% of STRENGTH -5
Character has wounds totalling 50% or more of STRENGTH -20

Miscellaneous
Weapon at rest on solid object (not possible on the turn weapon is first aimed at target) +10
Second shot this turn -10
Third shot this turn -20
Firing a scatter gun +20
Firing a shotgun +10
Shooting with the wrong hand (with left hand if right-handed, etc.) -10
Light wound in gun arm -25
Serious wound in gun arm -50
Firing two pistols -30
Hipshooting -10
Target obscured (50% or less of target is visible) -10
Last edited by Black Wyvern on Sun May 27, 2018 2:02 am, edited 1 time in total.

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Re: Character Creation Rules

#6 Post by Black Wyvern »

Movement Rates
Each character moves at a certain maximum rate depending upon how he or she is traveling. The base movement rates for different types of travel are given below, and the numbers given correspond either to spaces on the town map provided with the game, or inches if miniature figures are being used on the tabletop.

Move Table
On Foot
Crawling - 2
Walking - 6
Running and Dodging - 12
Running - 24
Mounted
Walking - 8
Trotting - 16
Galloping - 32


Modifiers
Certain modifiers as described below will affect the base speeds:

Outdoor Terrain
Uphill movement or movement through rough or dense terrain should beat 1/2 normal speed, except for crawling and walking, which remain normal.

Doors & Windows & Stairs
Movement through a door means a subtraction of 1 from the movement rate (assuming it is unlocked, of course). Movement of any type through an open window means a subtraction of 3 from the movement rate and ends a character's move immediately. Movement on stairs (either up or down) means a subtraction of 6 from the movement rate for each flight traversed. Dropping a distance of 10 feet or more (from a roof, for instance) will end a character's move immediately.

Mounting & Dismounting
Mounting or dismounting a horse or vehicle means a subtraction of 2 from the movement rate and ends a character's move immediately.

Wounds
Wounds suffered by a character will reduce movement capabilities as follows:
Light wound in leg - Move at 1/2 speed
Serious wound in leg - Walk only, at 1/2 speed
Other serious wounds - Move at 1/2 speed, except walking

Light wounds other than in the leg do not generally affect movement (see WOUNDS for further details).

Movement Changes
Movement speed may be changed by a character as desired, except when a mounted figure moves from a stopped position. In such cases, the first move is walking or trotting, and galloping is possible thereafter. Horses at a gallop can change course in a curve up to 60 degrees, while horses that are trotting or walking can turn up to a full 90 degrees. Movement over other types of terrain or obstacles not listed above should be adjudged by the referee based on the guidelines presented above.

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Re: Character Creation Rules

#7 Post by Black Wyvern »

Wound Location and Severity


Light Wounds = -3 from Strength
Serious Wounds = -7 from Strength
Mortal Wound = Dead

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Re: Character Creation Rules

#8 Post by Black Wyvern »

Effects of Gunfights

Add one to your number of gunfights and apply the associated bonus/penalty.

In addition Speed and Bravery increase as follows:
Current Score / Points to Add
01-50 / 3
51-70 / 2
71-90 / 1
91-95 / 1/2
Last edited by Black Wyvern on Thu May 24, 2018 11:32 am, edited 1 time in total.

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Re: Character Creation Rules

#9 Post by Black Wyvern »

House Rules

Saving Vs. Mortal Wounds
Players need to add a spot on their character sheets for their PCs Luck Pool. The Luck Pool starts with one luck point. Characters earn a luck point every time they survive a gunfight without having to make a Luck Save.

If a PC or important NPC receives a mortal wound in combat they may attempt a Luck Save if they have at least one luck point in their Luck Pool. The target number for a Luck Save is 4 + (Luck Pool) to a maximum of 9. Players roll a d10 and must roll under the target number. Success indicates the character lives. The mortal wound becomes a light wound and the player deducts one from his character's luck pool. Failure means the character dies of the wound.

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