Character Generation.   Posted by The Judge.Group: 0
The Judge
 GM, 13 posts
Fri 23 Oct 2020
at 04:27
Character Generation
OK I have added character sheets to everyone's profile.

Here is how we are going to do this, 3rd edition rules with some tweaking.

First up, roll your age, 12 + 3d10, good chance this will have a bearing on how you write up your background.  No secret rolls for character generation folks, everyone gets to see everyone's rolls.

Then roll your ability score in the order they are on your sheet, I have put the dice rolls on your sheet as per 3rd edition rules.

Sorry folks, I missed the modifiers to your rolls...

Dice RollModifier
2-5+5
6-10+3
11-14+2
15-17+1
18-20+0



For those of you who have a copy of 3rd edition, you can work out how many skills you get from there.  If you don't have 3rd edition, not to worry we can figure it out as we go.  PM me about your skills if you you are unsure about anything.

Everyone will start with the same gear, no exceptions.  1 set of clothes, as written on your character sheet.  $5 starting money, everyone is dirt poor.  1 knife and 1 cap and ball revolver with holster and 24 bullets each.

The year is 1869 and weapons available will be as per the 2nd edition rules, so new weapons available next year (1870).

You will all be starting the game on the train heading 'West'.

As I explained earlier, this is a fictitious setting so there will be no reference to real life people or places.  Nobody will have any advantages by trying to say they knew such and such from somewhere else.  You are all effectively nobodies until you earn your 'reputations' in the Wild West.

You are heading 'West' from either 'Back East', or somewhere not quite as far 'West' as you are now.

If you agree to these guidelines then make a post in this thread showing you agree and list your character skills here so the rest of the team knows what skills we have as a group.

When you have written your back ground and a description, please add both to the 'description' page of your character and please add an avatar.

I will award Experience to players who have all three of these things done before we start playing.

Initial Skills
Total Attribute ScoresNumber of Initial Skills
27-4010
41-628
63-806

This message was last edited by the GM at 14:11, Fri 23 Oct 2020.

Marc Fallon
 player, 9 posts
Fri 23 Oct 2020
at 04:37
Character Generation
I agree will edit this post once I have my skills etc. Ok we make So we make character stat wise as per 3rd ed and in order of stat listing on sheet.

This message was last edited by the player at 04:42, Fri 23 Oct 2020.

Charles Anderlin
 player, 7 posts
Fri 23 Oct 2020
at 05:03
Character Generation
I think the roller hates me.

Weapon Skills:
Pistol 4
Rifle


Work Skills:
Explosives 9
Fast draw 10
Law 14
Riding 9
Stealth 11

This message was last edited by the player at 19:25, Fri 23 Oct 2020.

Lucky Gus Elliot
 player, 3 posts
Fri 23 Oct 2020
at 11:26
Character Generation
Rolling the characteristics straight/in order or  roll 5 times and put them where you want?

And if you do not have 3rd edition just look it up at the Trove

This message was last edited by the player at 13:09, Fri 23 Oct 2020.

The Judge
 GM, 17 posts
Fri 23 Oct 2020
at 11:42
Re: Character Generation
Lucky Gus Elliot:
Rolling the characteristics straight/in order or  roll 5 times and put them where you want?

And if you do not have 3rd edition just look it up at the Trove


Method 1, roll them in order.  Start with Age first

This message was last edited by the GM at 14:08, Fri 23 Oct 2020.

Artemis
 player, 5 posts
Fri 23 Oct 2020
at 13:05
Character Generation
In reply to Lucky Gus Elliot (msg # 4):

I think posting to a site like that may violate the forum rules.
Lucky Gus Elliot
 player, 5 posts
Fri 23 Oct 2020
at 13:17
Character Generation
Artemis:
In reply to Lucky Gus Elliot (msg # 4):

I think posting to a site like that may violate the forum rules.


The Trove pulls anything the copyright holders want pulled.  Old and out of print games make up the vast majority of the site.  But I removed the link.
Diligence Harper
 player, 2 posts
 Call me Dil
Fri 23 Oct 2020
at 13:26
Re: Character Generation
Not quite sure how the skill works of you take it a second time -- see Pistol for me
Strength:       12 + 2 = 14
Co-ordination:  10 + 3 = 13
Observation:    11 + 3 = 14
Stature:        11 + 3 = 14/2 = 7
Luck:            7 + 3 = 10/2 = 5

Skill Points:    8

Weapon Skills:

Pistol           3 + 5 = 8
Pistol           7 + 3 = 10
Knife           11 + 2 = 13

Work Skills:

Indian Contact 14 + 2 = 16
Medicine       13 + 2 = 15
Roping         12 + 2 = 14
Scouting       17 + 1 = 18
Tracking       11 + 2 = 13

This message was last edited by the player at 13:28, Fri 23 Oct 2020.

Artemis
 player, 6 posts
Fri 23 Oct 2020
at 13:58
Re: Character Generation
Weapon skills don't get a 2d10 score.  Take the weapon skill once and it is level 1, gives a +1 to using the weapon.  Take it again and it is level 2, +2 to using the weapon.  The skill rolls are modified (in RAW) just like the ability score rolls as well (not weapon skills).
The Judge
 GM, 18 posts
Fri 23 Oct 2020
at 14:07
Re: Character Generation
Diligence Harper:
Not quite sure how the skill works of you take it a second time -- see Pistol for me
Strength:       12 + 2 = 14
Co-ordination:  10 + 3 = 13
Observation:    11 + 3 = 14
Stature:        11 + 3 = 14/2 = 7
Luck:            7 + 3 = 10/2 = 5

Skill Points:    8

Weapon Skills:

Pistol           3 + 5 = 8
Pistol           7 + 3 = 10
Knife           11 + 2 = 13

Work Skills:

Indian Contact 14 + 2 = 16
Medicine       13 + 2 = 15
Roping         12 + 2 = 14
Scouting       17 + 1 = 18
Tracking       11 + 2 = 13

I am still reading through all the rules myself but from what I see, you only have to roll 2d10 to determine your Work Skill scores.  Your Weapon Skill scores are the same as your Weapon Skill level, so if you choose Pistol, your score is 1, if you choose Pistol 2 (which is two skill slots) then your Pistol score is 2.  I am sure those more familiar with 3rd edition rules can clarify?
Marc Fallon
 player, 10 posts
Fri 23 Oct 2020
at 14:11
Re: Character Generation
Yes you only roll for skills weapons all start at 0 if you buy a weapon skill it then becomes a 1. Modifers are used with skills like with stats on your rolls.

You also get 1 free skill from the list your background would give you  and its score is a 15 without rolling for it.
The Judge
 GM, 20 posts
Fri 23 Oct 2020
at 14:13
Re: Character Generation
Marc Fallon:
Yes you only roll for skills weapons all start at 0 if you buy a weapon skill it then becomes a 1. Modifers are used with skills like with stats on your rolls.

You also get 1 free skill from the list your background would give you  and its score is a 15 without rolling for it.


I have not seen anything about an automatic skill of level 15, where is that in the rules?
The Judge
 GM, 21 posts
Fri 23 Oct 2020
at 14:15
Re: Character Generation
Lucky Gus Elliot:
Artemis:
In reply to Lucky Gus Elliot (msg # 4):

I think posting to a site like that may violate the forum rules.


The Trove pulls anything the copyright holders want pulled.  Old and out of print games make up the vast majority of the site.  But I removed the link.


To avoid any of these sorts of issues, if anyone has questions I will post relevant information here.  I have added a list of Work Skills in a separate thread.
Marc Fallon
 player, 11 posts
Fri 23 Oct 2020
at 14:20
Re: Character Generation
It is at the background area,  when you choose your background you get a bonus skill of  the ones listed for that background and it is at a 15 to represent you hacing a career or a skill at a professional level to earn income.

To reflect the expertise gained from the selected background the player can
select one free bonus skill for his character.
Next to each background is a list of working skills and/or weapon skills.

Working skills are all gained at a score of 15 which reflects the expertise
gained is at a fairly good level.
Weapon skills are all gained at a score of 1 reflecting the character has
become proficient with the particular type of weapon.

After having decided which background to assign to his character, the player
can pick one of the listed skills and add this to his skills on the character
sheet. This bonus skill does not count towards how many skills the player
can select as standard looking at the sum of his attribute scores or to rule
that at least half of the standard points must be used on working skills.

I have the 3rd edition rules with all of the supplements etc which are free to anyone.

https://orkerhulen.dk/onewebme...0Rulebook%20v4.0.pdf
Charles Anderlin
 player, 9 posts
 Former Lawman
 Average and built to stay
Fri 23 Oct 2020
at 14:24
Re: Character Generation
Must be in some supplement, as it isn't in the version 3 handbook.
The Judge
 GM, 22 posts
Fri 23 Oct 2020
at 14:35
Re: Character Generation
That link is to a document that says 4th edition.  We are working strictly with 3rd edition, there is no mention of extra or bonus skills so I am ruling against any extra skills.  As I have stated previously, I am most familiar with 2nd edition however I am prepared to run with 3rd edition but just the standard version, no supplements, no 4th edition etc

We have a large group of players for a Boot Hill game, I'd prefer not to make it more complicated than it needs to be.

As I am still familiarizing myself with 3rd edition, if there are questions about anything I will ask for a page reference in the 3rd edition rules to clarify things
Artemis
 player, 8 posts
Fri 23 Oct 2020
at 15:51
Re: Character Generation
Okay, I've updated the background in Description and chosen an avatar.  I'll get up a written physical description and hopefully another picture shortly.  Given the poor Coordination I decided to alter my background, taking advantage of her high Luck.

EDIT: Done.

This message was last edited by the player at 16:04, Fri 23 Oct 2020.

Nate Crawford
 player, 1 post
Fri 23 Oct 2020
at 18:08
Re: Character Generation
Howdy all, great to be part of the bunch.

Here is what I have for Nate.

Nate Crawford
Age 31
Strength 17 +1 =18
Coordination 9 +3 =12
Observation 13 +2 =15
Stature 9 +3 = 12
Luck 10 +3 = 13

Stat total 70 (6 Skills)

Brawling 1
Knife 1

Bartending 11 +2 =13
Cooking 11 +2 =13
Gambling 13 +2 =15
Smithing 15 +1 =16

Nate grew up in the mountains of eastern Kentucky near the Tennessee border trying to help his family survive working the small family farm. He never had much education, work on the farm usually came first. When he turned ten he went to work for the local smith to help earn money for the family. Life was good if hard at least up until the war. On his way home one night he was recruited by a group of Confederate soldiers and spent the next years just trying to stay alive. When he managed to get home he found that his parents had passed, his two brothers had died in the fighting and his sister had moved away. Not bothering to stick around his hometown he took his few belonging and headed west. Taking whatever jobs he could find along the way.

Had to edit, forgot to add the roll modifiers.

This message was last edited by the player at 18:48, Fri 23 Oct 2020.

Lucky Gus Elliot
 player, 7 posts
 Cowboy
Sat 24 Oct 2020
at 14:42
Re: Character Generation
Nate Crawford:
Howdy all, great to be part of the bunch.

Here is what I have for Nate.

Nate Crawford
Age 31
Strength 17 +1 =18
Coordination 9 +3 =12
Observation 13 +2 =15
Stature 9 +3 = 12
Luck 10 +3 = 13


Don't forget that the die for Luck and stature is modified then divided by 2
Nate Crawford
 player, 4 posts
Sat 24 Oct 2020
at 15:09
Re: Character Generation
Yeah, GM reminded me. I total missed that.
Arlo Simpson
 player, 1 post
Mon 2 Nov 2020
at 05:14
Re: Character Generation
I have updated the Character and here are stats and background!

Name: Arlo Simpson
Age: 29
Sex: Male
Handedness: Right
Home State/Birthplace: New York, New York

Strength: 15+1=16
Co-ordination: 12+2=14
Observation: 19+0=19
Stature: 4
Luck: 7

Weapon Skills: 0


Work Skills: 8

Riding 11+2=13
Literacy 4+5=9
Accounting 10+3=13
Bureaucracy 16+1=17
Printing/Journalism 17+1=18
Public Speaking 13+2=15
Thespian 11+2=13
Surveying/Mapmaking 12+2=14

Born and raised in the big city, Arlo was raised in a privileged household. His father was a precinct Captain for the Mayor "Big Ben" Carmichael, and growing up, Arlo was acquaintance with many politicians and the upper crust of the New York political scene. Growing up he was sometimes slow in typical "normal" schoolwork, but he did well in many categories, including writing, and proved himself to be an ace reporter at his first job. As he rose through the ranks at the "Bronx Democrat" newspaper, he was asked by his father to help certain campaigners for office with their speeches and he enjoyed that tremendously.

In the hot summer of 1868, his fathers political rival submitted evidence to the authorities of grievous mishandling of money and his Father was jailed. His Mother was so struck by losing her husband, she tried several times to kill herself and she was placed by the state into protective care in an asylum.

All proceeds from his Father's wealth were confiscated and Arlo wanted to find somewhere to start over. When the stagecoach finally stopped, he was in Mad Mesa.