TEXT: September, 1978
  Birth Tables — Boot Hill
  by Stephen Blair
  I Social Class
  IA. Professions of Fathers
  Law Related Professions
  1 — Lawyer
  2 — Judge
  3 — Cavalry Trooper*
  4 — Town Marshall
  5 — Deputy Sheriff
  6 — Sheriff
  7 — Stage Coach
  8 — Deputy US Marshall
  01-10 — Law Related
  11-55 — Ranch Related
  56-85 — Merchant Related
  86-99 — Drifter
  00 — Historical Character
  Ranch Related Professions
  01-50 Cowboy
  51-00 Homesteader
  *Roll for Rank
  Merchant Related — Roll for Craft
  01-65 EM
  1 — Blacksmith
  66-85 N C 0
  2 — Physician
  86-95 Lieutenant
  3 — Dentist
  96-97 Captain
  4 — Leatherworker
  98-99 Colonel
  5 — Gunsmith
  00
  General
  6 — Tailor
  7 — Preacher
  8 — Buffalo Hunter
  9 — Telegrapher
  10 — Storekeep
  All fathers
  III Skills
  have one
  II Birth Order
  Drifter Types
  1 — Gunfighter
  2 — Detective
  3 — Vagabond
  4 — Vagabond
  5 — Gambler
  6 — Gambler
  7 — Indian
  8 — Bounty Hunter
  1 — Reading/Writing
  2 — Horsemanship
  3 — Crafts*
  4 — Swimming
  5 — Tracking
  6 — Marksmanship — Gun
  7 — Marksmanship — Thrown
  8 — Gambling
  9 — 2nd Language
  10 —Facility with numbers
  11 — Bank Teller
  12 — Assayer
  13 — Government
  14 —Miner
  15 — Bartender
  16 — Undertaker
  17 — Clerk
  18 — Railroad
  19 — Stage Line
  20 — Muleskinner
  1 — 1st Born
  5 — 3rd Born
  2 — 1st Born
  6 — 4th Born
  3 — 2nd Born
  7 — Bastard
  4 — 2nd Born
  8 — Bastard
  Roll six-sided die to determine orphan status. A die roll of six indi-
  cates orphan.
  random skill. All Players have two
  IV Initial Purse*
  01-20 — $ 25
  21-40 — 75
  41-50 — 100
  51-70 — 125
  71-80 — 150
  81-90 — 200
  91-99 — 250
  00 — 500
  If Player is orphan — $0
  random skills.
  *Indicated amount for 2nd born on down
  Doubled for 1st Born plus 1/2 of any land that father
  V Size of Spread
  1 — 640 Acres 6 — 3840
  Each 640 acres will contain 30-80% usable grazeland
  2 — 1280
  7 — 4480
  Each acre supports 1/2 Horse, 1/2 Longhorn, 1/4 Hereford,
  3 — 1920
  8 — 5120
  or 5 sheep. There is a 0-70% chance of potable surface
  4 — 2560
  9 — 5760
  water per 10 acres. Land value $0.50 — $2.50
  5 — 3200
  10 —  6400
  How to Use the Birth Tables:         
  roll the
  sided
  Simply
  table:
  appropriate
  dice for a result on the
  I. Roll percentile dice for father’s area of endeavor, then roll
  proper die on the indicated sub-table (IA). If 00 was rolled,
  player has choice of becoming one of the characters listed on p.
  25 or 28 of the Boot Hill Rules or on p. 6 of vI#7 of the Strategic
  Review. Player may if he wishes, however, continue to use the
  birth tables in lieu of this option.
  II. Roll eight-sided die to determine sibling rank on table II, then
  roll six-sided die to determine orphan status.
  III. Now roll for father’s skill. Players may choose this as one of
  their two skills and take one random skill or they may roll for
  two random skills.
  IV. Now roll for initial purse.
  V. If father is a homesteader, then roll to determine size of spread.
  Referee will determine types of animals on homestead and the
  amount of grazeland available, and the availability of water.
  The Skills
  Reading/Writing self-explanatory player may acquire this skill
  by finding an instructor and spending 6 months to 2 years learning.
  owns.
  appropriate
  21
  Horsemanship
  allows player to improve quality of horse by one
  step for each six weeks spent in training (Maximum 2 step increase)
  Crafts
  Roll on proper table in section IA.
  Swimming
  Only players who know how to swim may swim. This
  skill may be learned in 2 weeks if an instructor is available.
  Tracking
  Subtract 5 from all tracking die rolls.
  Marksmanship
  Add 10 to the original accuracy score. Players may
  add 1 to their original accuracy scores for each week and minimum of
  250 rounds of ammunition used in practice. A maximum increase of 5
  is allowed. If an instructor who must have an accuracy of 85 or greater
  is available, then these rates are doubled (2 per week Maximum of 10)
  Gambling Adjust all Gambling die rolls 10% in player’s favor.
  15% chance of being accused of cheating.
  2nd Language May speak (and read/write if player can read/
  write) 1 additional appropriate language.
  Facility with numbers can add and subtract, can detect fraud in
  bills and books.
  An Example:
  John W. Bitterrott’s Father was (I-51) a Homesteader (IA-58). He
  owned 1280 acres of land (V-2) in Gamer’s Territory. John was his
  second child (II-3) but not an orphan (II-5). Although John’s father
  was a noted horseman (III-2), John was a gambler (III-8) and had
  learned Arapaho (III-9) from some of his Indian Scout friends. When
  John reached the age of 21, his father gave him $125 (IV-61) and kicked
  him out.
  New Scrolls fr pg 13
  LEVEL 7
  SUMMON: Speaking this spell summons a demon or other being
  which will perform one task for the summoner, much like an invisible
  stalker. The DM should prepare an individual list of creatures, such as
  Quaolnargn of the Elric of Melnibone series, in addition to the stand-
  ard demons, which may be summoned. Their powers should vary: pre-
  cognition, level-draining, etc., but they should be no more powerful
  than common sense dictates (this is not a Gate spell!). In some cases,
  other rituals, such as sacrifices, should be necessary to call forth certain
  beings.
  APPORTATION: This is a sort of “reverse teleport”: instead of
  bringing the caster to a prestated location, this spell allows the caster to
  teleport any given object to himself. Magical items get a saving throw
  vs. magic as a Magic-user of twice the items’ “level”. Thus a +1 sword
  saves as a second level Magic-user. Items on the Miscellaneous Magic
  tables take their “level” as the number of the table, and all other items
  have a saving throws of 12. Living targets get saving throws, but all
  those below fifth save at a -4, and those of sixth level or greater save at
  -3. Whether or not the spell works, the Magic-user must rest for 1-12
  hours before more spells may be cast. Use of a crystal ball when casting
  this spell adds 10% to the chance of success.
  MASS POLYMORPH: This spell allows the caster to enchant up
  to 25 roughly mansized creatures, as Polymorph Others. The potency
  of this spell causes all those affected by it to save at a -3. If it is cast at
  two or fewer creatures, they save at a -4. Monsters appreciably larger
  or smaller than man-size alter maximum number affected accordingly.
  Range: 120 feet.
  COMBINE III: As Combine II, but allows combinations of up to
  nine spell levels, or four spells, total.
  LEVEL 9
  CANCELLATION: Speaking this spell causes the caster’s touch to
  be treated as a Rod of Cancellation. Duration: 1 melee turn.
  As a final word, it should be noted that, although these spells have
  worked beautifully in my campaign, no two DMs run their worlds in
  exactly the same way. I therefore urge anyone who decides to use them
  to playtest them thoroughly before adding them to their spell lits. May
  your treasures be plentiful, and may you always make your saving
  throw.
  
SOURCE: textdata/thevault/Boot Hill/Magainzes (relocated to Games - Magazines)/Birth Tables - Dragon.pdf