OOC: CHARACTER CREATION.   Posted by The Hangin' Judge.Group: 0
The Hangin' Judge
 GM, 2 posts
 The dice don't lie
 Roll well or die
Fri 24 Mar 2017
at 00:08
Here is everything you need to know about character creation. If you have questions, feel free to ask them in this thread.

Feel free to pick any name you like for your character as long as it's more-or-less in fitting with a Western campaign. Doesn't have to be a common name, but I'd rather avoid D'zzzrllt'klimzzz'tktl von Smlittenheim or other such otherworldly stuff.

BACK STORY: How did your character come to decide on a life of crime? In making up your back story, keep in mind that the Civil War just ended a couple years earlier. Did your character fight? Which side? Feel free to get as elaborate or as sketchy as you like with the background. I love detailed backgrounds, but I won't fault you if you don't write a novel.

You have 5 abilities in Boot Hill:
*Strength (how strong and how much damage you can take)
*Coordination (how quick, agile and accurate you are)
*Observation (Your alertness, vigilence, eyesight, etc.)
*Stature (How widely known and respected/feared the character is)
*Luck (self-explanatory)

To determine your abilities, roll 2d10 five times and modify using the chart below to get a result from 7-20:

Result        Modifier
2-5           +5
6-10          +3
11-14         +2
15-17         +1
18-20         +0

Assign the scores however you like. Now, divide your stature and luck scores by 2. Round up or down, as you prefer.... you will want to round up for LUCK unless you have a role playing reason to want to be unlucky.... STATURE can be a double-edged Bowie knife -- gets you respect, but also can get you hunted -- so that one's your call. Any rate, you'll end up with a score between 3 and 10 for Stature and Luck.

Next, choose skills (there are no 'classes,' per se.). Total your attirbute scores. If the total is <41, you get 10 skills. If it is >62, you get 6 skills (this is a balancing mechanism, nothing more nor less). Otherwise, you get 8 skills.

Skills are divided into work skills and weapon skills. You must use at least half of your skills for "work" skills (so, if you have 8, as most will, you can use up to 4 for weapon skills; you may use as many as you like for work skills). Roll 2d10 and modify just as above to get your skill score for each of your work skills (you may switch the scores in any order you like).

Weapon scores work a bit differently. You can choose a given weapon skill multiple times. Each time you choose it adds one skill point. So, your work skills scores will range from 7-20, while your beginning weapon skill scores will range from 1-4. Note that there are some work skills that deal with weapons without being considered a weapon skill, per se, and one weapon skill that doesn't involve weapons, per se (don't blame me, that;s how TSR wrote it up)

Weapon Skills include:
Rifle (this includes shotguns)
Knife/Sword (includes any kind of pointy or slashy weapon, including improvised)
Archery (not a great choice unless you absolutely must have it for flavor)

For work skills, there are a couple to be aware of:
Literacy -- if you don't have it, you can't read, not even a little
Swimming -- if you don't have it, you have a very poor chance of swimming
Riding -- everyone can ride a horse, but take this if you want to be able to do it better than average folk
Fast Draw -- without this, you cannot attempt a fast draw (only a much slower, though more sure-thing "normal draw"... assuming the guy you cheesed off doesn't succeed on his fast draw and fill your belly full of lead before you can clear leather)

Other Work Skills include [ (L)=Literacy is a prerequisit]:
Accounting; Artillerist; Artist; Assaying; Bartending; Bureaucracy(L); Carpentry; Chemistry (L); Civil Engineering (L); Cooking; Cow Handling; Dentistry (L); Entertainer; Explosives; Farming; Fast Draw; Gambling; Gunsmithing; Indian Contact; Law (L); Leadership; Linguistics (L); Literacy; Locksmithing (this includes lock picking); Medicine (L); Orienteering; Photography; Pocket Picking; Preaching/Theology (L recommended, but not required); Printing/Journalism (L); Prospecting/Mining; Public Speaking; Railroad Engineering; Riding; Roping; Saddlemaking; Scouting; Sheepherding; Silversmithing; Smithing; Stealth; Surveying/Mapmaking (L); Survival; Swimming; Tactics; Tailor/Seamstress; Teamster; Telegraph; Thespian; Throwing (inc. thrown weapons); Tracking; Trading; Trapping; Veterinarian (L); Wainwright; Whip; Wrangling

Most of these are self-explanatory. If you don't know the word, use an online dictionary. I'm happy to answer any questions about what the ability will do for you.

Roll a d20. If you get a 20, congratulations, you're ambidextrous. If you do not roll a 20, choose left handed or right handed (there's no real advantage to either, but it does matter if you get wounded in the arm or get one of your arms pinned in a fistfight).

See? Simple. Character creation takes 5-10 minutes if you have an idea of what you want your character to be.

NEXT, equip your character. I will post the "normal" equipment costs in another thread, as I figure you will want to refer to them more often. These are not always the costs you will actually be able to buy things for, but they are 'typical.' You can use these costs for your initial equipment. You can assume your character starts the game with anything that is not on the equipment price list but which your character would need to perform routine duties for any of his/her work skills (i.e., if you choose medicine, you can assume a medical bag with bandages and whatnot). You may also feel free to request anything you don't see on the list that you think of, within reason.

Most characters will start with $100 unless your character back story or the skills you pick merit more (I'm negotiable, but if I grant more money, expect it to have its share of negative consequences). Any rate, $100 is plenty for a long gun, a short gun and a few extras and equates to a little over 3 months' pay for a cow puncher at that time.