Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts

08 February 2017

Send in the Troupes

Inside the back cover of the 2e Boot Hill rule book, underneath an advertisement for Grenadier Models "Western Gunfighter" miniatures, is a list of credits which includes the playtesters - "The Players" - and the characters they ran: Jim "Gatling Gun" Ward and Julio Diego Garcia, Rob "Shoot 'Em Up" Kuntz and The Moonwaltz Kid, Tim "Elect Me!" Kask and Tim McCall, &c. The most intriguing to me is Mike "Hellfire & Brimstone" Carr's characters, Dwayne De Truthe and the Douglas Gang.

All of the playtesters' characters are included in the Promise City campaign description in the rule book, with their stats and nominal occupations ("Fictional Non-Player Characters Chart, pp 27-8) - and how cool is it that the playtesters' characters are non-player characters? Pretty damn cool, particularly since the playtesters are among the biggest names from the early history of roleplaying games. "Silver Dollar" Tim McCall is a saloon keeper and gambler in Promise City, and if "Elect Me!" is meant to be taken at face-value, then it would appear McCall was interested in holding public office. Julio Diego Garcia is a horse rancher; Montgomery Pickens, "The Moonwaltz Kid," is a gambler and gunfighter, ambidextrous and with a wicked good Gambler Rating.

In a campaign in which tongues were pressed firmly in cheeks - Dave Arneson's character is Ben Cartwheel of the Ponderous Ranch - Mike Carr's Douglas Gang stands out. I love whimsical names, silly names less so, and Mr Carr managed to hit my personal sweet spot like a motherlovin' gong with the Douglas brothers, their nicknames inspired by their Gun and Throwing Accuracy scores: "Deadeye" Douglas, "Bullseye Douglas, "Eagle Eye" Douglas - a 'half-breed' with maximum Throwing Accuracy - and "Pig's Eye" Douglas - the worst shot of the bunch, but also the fastest and steadiest of the siblings. Carr's boys were an inspiration to us in setting up our present campaign.

The rules for 2e Boot Hill are a snapshot in time of the ways roleplaying games were played in the earliest days among the hobbyists of Lake Geneva. The rules talk about campaigns involving twenty or more players, campaign turns of weeks or months, and the domain game of player characters in positions of power - in many ways BH is a mirror image of OD&D and its assumptions and presentation.

Boot Hill also opens the door to players running multiple characters, right in the opening crawl, though not as presented in the example of the playtest characters: ". . . [I]n a large game, a player could conceivably take on the role of two different characters if carefully arranged and monitored by the referee. In such an instance, the two roles would have to be completely independent and not subject to conflict or possible cooperation. For instaance, a player could have one role as a major rancher who is seeking to expand his holdings and another character who is an outlaw specializing in stagecoach robberies" ("HOW THE GAME IS PLAYED," p. 3).

This conception of multiple characters is very different from what is implied by the existence of the Douglas gang among the playtest characters. so when we sat down to plan our campaign, we discussed how to handle this. Since we were opening with BH1 Mad Mesa, and the town would be set outside our campaign sandbox of El Dorado County, it felt awkward to create multiple characters for each player at that point in the game as neither Mad Mesa nor BH2 Lost Conquistador Mine lend themselves to the kind of campaign which would feature distinct characters in the way the rules suggested right out of the gate - Mad Mesa is a Choose Your Own Adventure-style solo adventure which can adapted to a more traditional 'party' approach, and Los Conquistador Mine is an excellent tournament adventure which, again, presumes a cohesive 'party of adventurers.' BH4 Ballots & Bullets, on the other hand, is perfect for "completely independent" multiple characters, in line with the approach offered in the rule book, but playing truly "independent" characters would likely mean either playing characters on different sides of the political conflict in Promise City - not a deal-breaker by any means - or playing one character as disinterested in the political conflict - again, not a deal-breaker, but not ideal, either.

And there was the Douglas gang, staring out of the back cover of the book, suggesting a third way.

We decided we would each run three characters, with the second and third characters introduced after our characters left Dead Mule following Lost Conquistador Mine and moved on to Promise City, as we ramped up to Ballots & Bullets. How to treat these characters was discussed at some length - would they be independent from one another? would they be 'henchmen?' could they be close allies? - and in the end, as with pretty much everything else with the campaign, we left it to one another's good judgement.

So we set about making our troupes. My first character - and the only one of the three original characters still in the game - Eladio Rogelio Luna de la Cruz was joined by his brother and a family friend in the spring of 1874, to join Eladio's cattle drive. Francisco Teodosio Luna de la Cruz - Pancho - is five years older than his brother Eladio, and straight from the git-go the brothers couldn't be more different.

Pancho Luna
AttributeMod'd RollDescriptionAbility Score
Speed70Fast+9
Gun Accuracy99Deadeye+20
Throwing Accuracy00Deadeye+20
Strength99Mighty20
Bravery68Brave+2/+6
Experience511-5

So, Fate dealt Pancho a full house: three rolls of 99 or better. He's a bull of a man, with a sharp eye and a steady hand. This immediately suggested the boys' nicknames for one another: El Gordo y El Flaco. Pancho's not slow, but he's nothing like Eladio - which also suggests another set of nicknames for the boys, El Búfalo y El Lobo - even before Eladio participated in a score of gunfights since leaving home last spring. Pancho's no coward, but he lacks Eladio's hard-won steely cool - if Pancho is spared long enough to top out his Bravery and Experience scores, he's going to be even more formidable.

Pancho's phenomenal Accuracy scores offer a real advantage in the game: sharpshooting. The Sharpshooting rules (2e BH, "SHARPSHOOTING," p. 13) allow a character with an Accuracy rating of "Crack Shot" and above to either take a bonus to their wound severity rolls, reflecting their ability to hit the target cleanly, or to choose the location they want to hit - a head shot, or a gun hand, frex. One of the more interesting options for Pancho, given his Deadeye Throwing Accuracy, is to target a limb with a lariat, giving him the option of a sort of ranged grapple attack.

Growing up in the same bunkhouse as Eladio, Pancho learned to play cards, so he gets a Gambler Rating, a pretty anemic 44. His age is 26, making him a shade too young for Civil War service, but his stats suggest something else entirely to me anyway. Both Eladio and Pancho are the sons of a ranch foreman, a vaquero tejano who helped bring a herd north for a Nebraska rancher and stayed on with his family; both boys grew up in the saddle alongside their father and the rancher's three sons - more on them in a moment - tending cattle. The Greene's ranch is located not far from Fort Kearney, which suggests that Pancho, with his sharp eye and steady hand, found additional work as a buffalo hunter bringing in meat for the fort. With that in mind, now it's time to kit him out, and of course that means a buffalo rifle.

The buffalo rifle in Boot Hill is a dangerous weapon. It's one of the slowest weapons in the game and fires only a single shot before needing to be reloaded, but it has the longest range, and with the optional stunning rule ("STUNNING," pp. 13-4), the buffalo rifle's stopping power gives it a 25% chance of incapacitating its target when it hits, rendering them unable to function the following turn and at half-ability the turn after that. It's the perfect weapon to take advantage of Pancho's greatest strength as a combatant, his sharpshooting skill, so Pancho's primary weapon is a Remington No. 1 'rolling block' rifle, for which he wears a pair of bandoleers packing .45-77 cartridges. He carries a big-ass hunting knife, of course, as well as something more exotic: a tomahawk.

Recall that in our campaign each player can choose a couple of personal items for their characters: trophies, keepsakes whatever - Eladio's, frex, are a rosary made from blue glass trade beads and a buffalo robe. For Pancho, his first item is a Pawnee tomahawk-pipe that he took off a dead Sioux in his only gunfight prior to the start of the campaign. Like the buffalo gun, the tomahawk also has a chance to stun when it strikes its target, so a pattern emerges: Pancho gives himself a chance to disable his opponents with every attack.

WeaponSpeed modifierBravery modifierWeapon Speed modifier= Base Speed
BR+9+2-10+1
TM+9+2+5+16

WeaponAccuracy modifierBravery modifierExperience modifier+ 50 = Base Accuracy
BR+20+6-571%
TM+20+6-571%


Pancho's other personal item is his clothing, a traditional Mexican charro outfit. The suit is his father's - Pancho is Dionisio Luna's spitting image, but the father has gotten too heavy to wear the clothing anymore and Pancho took it for himself. Eladio was an infant when his family moved to Nebraska and other than his long hair, he dresses in the style of the white families among whom he grew up. Pancho, however, is old enough to remember life in Gudalupe County, and he carries the image of the vaqueros alongside whom his father worked when Pancho was a boy. Pancho shares Dionisio's shaggy hair and bushy mustache as well as his charro dress. As far as personality, what's emerged so far is a character who is methodical, moral, and steadfast; Pancho is a simple man, without Eladio's penchant for excess or overweening ambition - the older brother is content with his place in the world and views his little brother as immature and avaricious. So far this has manifested itself as Pancho being both protective and judgmental of Eladio since the brothers were reunited.

Lincoln Greene, on the other hand, is right at home in Eladio's world. The Lunas grew up on the Greene's ranch; descended from English Catholics, the Greenes share a co-religionist bond with the Lunas which transcends the usual employer-employee relationship - all three Luna siblings were taught to read and write and figure by Mrs Greene alongside her own children, and the kids grew up like an extended family. Lincoln is the youngest of the five Greene children; he has two brothers, Hunter - who died during the Civil War - and Forrest, and two sisters, Myrtle and Olive. In terms of abilities, Lincoln Greene is very different from the Luna brothers.

Lincoln Greene
AttributeMod'd RollDescriptionAbility Score
Speed79Fast+9
Gun Accuracy64Fair+5
Throwing Accuracy81Very Good+10
Strength46Above Average14
Bravery65Above Average+1/+3
Experience320-10

While Eladio was gifted with exceptional Speed and Pancho with extraordinary Accuracy and Strength, Lincoln's attributes are fairly ordinary for a 2e Boot Hill character: he's fast but not blazing, accurate but not a sharpshooter, fit but not powerful, brave but not iron-willed. There's really nothing about him that stands out, until I roll his Gambler Rating . . . 03, in a game in which 01 is the best you can achieve. And the picture of Lincoln Greene emerged: he grew up on a ranch but herding cows for the rest of his life doesn't appeal, and working for his older brother, Forrest, appeals even less. Because he was born later than the other boys, at a time when the Greenes were established and successful in their ranching business, Lincoln's parents could afford to send him to secondary school and college; Saint Louis Academy and Saint Louis University, Jesuit schools in their namesake city, were selected for the ranchers' son. Life in the Gateway City appealed to Lincoln, particularly its many temptations - gambling, horse racing, whiskey and women - and he was expelled from the university after his first year by the Jesuit fathers for 'dissolute living.' Chastened, Lincoln returned home, resigned to life on the family ranch, but stories of gold in the West encouraged him to return to college, this time the Missouri School of Mines and Metallurgy, where he obtained his degree in 1873. Lincoln returned home to Nebraska, preparing to head west to Colorado or California, but thousands of dollars sent by Eladio to his parents convinced Lincoln to follow Pancho to the territory. Lincoln joined the cattle drive as wrangler of the remuda, normally a job for a younger, inexperienced cowhand, but while Lincoln's not over-fond of cows, he's passionate about horses and the job suited his temperament. Like Eladio, Lincoln immediately fell in with the gamblers of Promise City - embarrassingly, he lost his poke the first time he sat down at the tables in the Palace and had to be staked by Eladio.

Lincoln Greene dresses the part of a cowhand but with a little money in his pocket, he's likely to assume the garb of a young gentleman or a professional rather than a saddle tramp in the very near future. He's not a gunfighter, which is reflected in his choice of weapons, a .41 Colt 2nd Model "National Deringer" and a thin but sturdy boning knife.

WeaponSpeed modifierBravery modifierWeapon Speed modifier= Base Speed
D1+9+1+5+15
KN+9+1+5+15

WeaponAccuracy modifierBravery modifierExperience modifier+ 50 = Base Accuracy
D1+5+3-1048%
KN+10+3-1053%


So, that's my troupe: a cowhand, a buffalo hunter, and a miner. I haven't entirely figured out what makes Pancho tick yet - there's still a lot of character development to be discovered there. Lincoln Greene, on the other hand, has come to the fore as a strong character in his own right, and he opens up new vistas for me as a player: prospecting and mining, horse breeding and racing, operating an assay office. One funny thing that's come up is Eladio and Lincoln refusing to play cards against one another: each has a story about why, but the story changes every time it's told, so no one knows the real reason and neither seems inclined to tell the 'true' story anytime soon.

The other players' troupes consist of a pair of Pinkertons, 'Mad Murdo' Cunningham and 'Black Jack' O'Reilly, and Cunningham's valet, Abimael - both Pinkertons served in the Army of the Potomac, while Abimael was a slave in the Cunningham's Virginia household, active in the antebellum Underground Railroad and serving as a Union spy during the war - and a pair of Southern grifters, Lemuel Cash and his 'sister,' Carolina, and Carolina's Chinese servant (and possibly her actual brother?), Sing Lo. (As noted above, whimsical names have a long and distinguished history in Boot Hill, so while 'Cash and Carrie' is a terrible pun, it's fitting.) The Pinkertons and Abimael are hard at work for the stockmen's association ridding the range of rustlers - small ranchers, actually - while the grifters seem to be ping-ponging back and forth, in the manner of A Fistful of Dollars, between the two factions in Promise City in the run-up to the elections.

The other players have also done a great job making their characters distinct - Murdo, the Virginia gentleman who fought for the Union, and Black Jack, the Irishman from the docks of Boston, are good-cop-bad-cop partners with Abimael as their 'Huggy Bear,' whereas Lemuel, Carolina, and Sing Lo are comedy gold, intentionally and unintentionally, making promises to the Bible Circle and the Boosters I think will be impossible to keep once the city council race starts in earnest.

14 August 2016

Let Me Tell You About My Char . . . Seriously? This Again?

Yeah, this crap, again.

I won't try to deny the narcissist impulse that drives gamers to talk about their characters with strangers, but I do have at least two ulterior motives: first, to give an example of what a 2e Boot Hill character looks like for those unfamiliar with the system, and second, to mention something about the approach taken to the campaign in which I'm playing right now.

Characters in 2e Boot Hill (just BH from here on out) have six starting attributes: Speed, Gun and Throwing Accuracy, Strength, Bravery, and Experience, all of which may improve over the course of the game. Each attribute is generated by a d% roll referenced with a table which provides the actual attribute score. Rolls for BH player characters are weighted to give the adventurers higher scores, marking them as 'special' individuals - again, the number rolled is cross-referenced with another 'Initial Modifications' table, and the modifier added to the roll, so if you roll 27 for your character's Speed (Above Average), you get a +15 bonus making it 42 (Quick), but if you roll 83 (Very Fast), the bonus is +5 making it 88 (which is still Very Fast). Note that 'Average' as a rating isn't, really: the table values aren't a bell curve, so 'Average' is simply descriptive - where these descriptions come into play is creating non-player characters, which is the subject for another post.

Speed determines who shoots first, and how many shots you get off before the next guy fires. The two accuracy scores affect the character's chance to hit - 'throwing' accuracy covers knives, spears and bows. Bravery has two modifiers, one for Speed and one for Accuracy. Strength is 'hit points.' Experience represents the actual number of 'gunfights' the character survives, which in turn affects Accuracy.

Here are my rolls -

AttributeMod'd RollDescriptionAbility Score
Speed94Lightning+15
Gun Accuracy69Good+7
Throwing Accuracy93Excellent+15
Strength63Sturdy15
Bravery74Brave+2/+6
Experience310-10

Initial modifications pumped up the character's Gun Accuracy, Strength and Bravery, but Speed and Throwing Accuracy are as-rolled - a hot hand - as is Experience, which does not get an initial modification. So he's damn fast, accurate with 'thrown' weapons but less so with firearms, reasonably tough, passably brave, and never been in a gunfight. Characters with high throwing accuracy tend to get pigeon-holed a couple of ways, as knife-throwers in the mold of Britt from The Magnificent Seven or as Native Americans with a bow and a lance. Neither of those appeal to me, however: while knives are insanely deadly in hand-to-hand combat in BH, as thrown weapons they can be a dicey proposition in a fight, not something I'd build a character concept around, and while I've run Native American and mixed-blood - 'half-breed' - characters in the past, notably a cavalry scout, playing 'guy with a bow' isn't what I'm looking for out of Boot Hill or Wild West gaming in general.

So how about a lariat?

Lariats are one of the big omissions from the 2e core rules but they're trivially simple to houserule, and Throwing Accuracy is the obvious choice for resolving a lasso 'attack.' So right now I'm looking at a cowboy character, with the speed and skill to be a damn fine roper.

The next character 'atrribute' I need to roll is Age, which is 3d10+12 - a range of fifteen to forty-two - and I roll eight, so my character is twenty years old, which fits well with his lack of gunfighting Experience. For the next few years, until he reaches twenty-five years old, my character's Speed, Accuracy, and Strength rolls will increase slightly each year.

Everything else is whatever I choose it to be. This is an important point. Boot Hill doesn't deal in backgrounds or skills or Aspects or pretty much anything else - there is minimal 'system mastery' to exploit, few 'traps' to avoid. If I decide my character is a scout or a detective, he gets a small bonus to tracking rolls, if I decide he's a gambler, I can roll for a Gambler Rating and cheat, and if I decide he was an artillerist, he can fire a cannon or a Gatling gun without penalties. If I decide my character is a former Union Army artillerist turned Pinkerton who gambles, I get 'em all. There's no attempt to 'balance' these barebones benefits past the good judgement of the players and the referees - beyond the attribute rolls , the rules are largely silent.

When I played BH in the past, we'd usually cobble something together for players who wanted a particular ability for their character; a player who wants her character to be good with her fists might trade 20% off her Gun Accuracy in exchange for a +2 on Punching and Grappling roles. For the campaign I'm playing now, even small trade-offs like this aren't a consideration - make up whatever you like, because we're grown-ups who aren't trying to dick one another and no one feels the need to play nanny over who gets what.

I decide my character played cards in the bunkhouse with the other hands, and got to be pretty good at it, so he gets a Gambler Rating. Characters with a Gambler Rating get a bonus when gambling and they can cheat - the Gambler Rating determines if they pull it off without getting caught. A Gambler Rating ranges from one to fifty - roll d%, and if the rolls is between 1-50, that's the rating, and if it's 51 or higher, subtract 50 from the roll. I roll 68, which gives my character a Gambler Rating of 18 - in general terms, he has an 18% chance of getting caught if he tries to cheat, but the chance increases if other gamblers are at the table. My character can probably fleece a couple of greenhorns without getting caught, but cheating a table full of high rollers is a risky proposition.

My mind wanders a bit, the character of Button from Open Range pops into my head and won't go away, and Eladio Rogelio Luna de la Cruz is born. Rather than the stereotypical 'Mexican' vaquero, Eladio Luna was born in Texas but raised in Nebraska Territory, when his father was hired to drive a herd north to a ranch near Fort Kearny and stayed on with his family as foreman. Eladio grew up on the ranch, educated by the rancher's wife with her own children - he's from two worlds, one tejano, one Anglo. He speaks Spanish, English and "some Pawnee," and he can read and write and figure. He has an older brother and a younger sister. He was a wrangler as a boy and a cowpuncher as a young man, and now he's gone in search of his own place in the world. It's probably the most extensive background I've written for a character in a decade or more, and none of it is 'paid for' mechanically - there are no rules for languages, nor for literacy, so I just take what fits the character.

Because the NPC reaction tables from BH1 Mad Mesa and BH2 Lost Conquistador Mine figure prominently in the campaign, the choice to play a character who's 'Mexican' means that just being who he is is more likely to create trouble; per BH2 Mexicans get a -2 and Indians and half-breeds get a -4 and per BH1 strangers get a -1 on a 2d6 reaction roll, so the social interaction hill starts off steeper than it does for Anglo characters, to be sure.

Next comes equipment, which basically means guns. As I've written elsewhere, BH doesn't attempt to stat the differences between a Colt Peacemaker and a Smith & Wesson Schofield - both are six-shot single-action revolvers, or SAR6 in BH. If you want to skin your SAR6 as an 1851 Colt Navy with the Richards-Mason conversion for centerfire cartridges, go nuts. Characters start with $150.00 - sidearms run in the $20.00 for an antiquated percussion-cap-and-ball revolver to $40.00 for a fast-draw revolver with its own gunbelt. Before you think of loading up on ironmongery, horses and saddles can swallow a big chunk of that starting cash. As much as I would like to start the game with a sweet ride, I settle for a poor quality horse - skinned as a dun mare named Conchita - and a saddle and tack, which eats up $60.00 right out of the gate. Since the campaign is starting with the adventure Mad Mesa, I want my character to start with stakes for gambling, and that means going cheap for now. An SAR6 - a Remington 1858 New Army converted to rimfire - a box of shells, and a knife round out his starting gear.

The characters in the campaign each add a couple of personal items to their kit - I created my character weeks before I stumbled across Chris' brilliant "Random Crap" table for Boot Hill, or I might've rolled on that instead. For Eladio, it's a buffalo robe and a rosary made from blue glass trade beads. Once again, there are no table rules for this beyond 'pick a couple of things your character starts with.' My favorite is the character who owns a photo of himself with Generals Sheridan and Custer in a small silver frame.

Once I know what weapons Eladio carries, I can figure out how fast and accurate he is with them. A character's Base Speed is calculated by adding together her Speed modifier, her Bravery modifier, and her weapon speed. Eladio's SAR6 is a Fast weapon, so the modifier is +8, while the knife (KN) is Average with a +5 modifier. A character's To Hit score is the sum of his Accuracy, Bravery, and Experience modifiers plus fifty, which gives the character's percent chance to hit. Foe Eladio, it looks like this.

WeaponSpeed modifierBravery modifierWeapon Speed modifier= Base Speed
SAR6+15+2+8+25
KN+15+2+5+22

WeaponAccuracy modifierBravery modifierExperience modifier+ 50 = Base Accuracy
SAR6+7+6-1053%
KN+15+6-1061%

One of my personal tests for a roleplaying game is, can I fit my character on an index card? Here's what Eladio Luna looks like if he's represented the same way as non-player characters in the BH adventures -

Eladio Luna
SAR6+25 BAC 53%
KN+22 BAC 61%
STR 15 GR 18 Age 20

That's the rules-skeleton of my character. If he tries to track someone or something, if he tries to blow something up with dynamite, if his presence affects non-player characters around him, if he gets into a fist fight, the core rules have him covered - everything else is left up to the best judgement of the players and the referee. I'll be talking much more about that in a later post.