TEXT: Boot Hill Loot Tables
  These tables can be used to randomly determine the valuables carried by individuals ( a Boot Hill "Treasure
  Type" table, if you will).
  Table 1:
  Wealth
  Example
  Money
  $ Amount
  Jewelry
  Destitute
  Drifter
  25%
  1d10 x 10¢
  1%, 1 roll
  Poor
  Laborer
  35%
  1d10 x 25¢
  5%, 1 roll
  Struggling
  Farmer
  45%
  1d10 x 50¢
  7%, 1 roll
  Below Average
  Teamster
  55%
  1d10 x $1
  10%, 1 roll
  Average
  Shopkeeper
  65%
  2d10 x $1
  25%, 2 rolls
  Comfortable
  Doctor
  75%
  3d10 x $1
  50%, 2 rolls
  Well-to-do
  Merchant
  85%
  4d10 x $1
  65%, 3 rolls
  Wealthy
  Banker
  95%
  5d10 x $1
  70%, 4 rolls
  Wealth: An NPC's Wealth category is determined by the Judge based on how the NPC earns his or her living,
  using the "Example" column as a guide. Note that the "Average" category isn't entirely accurate -- in truth, the
  average westerner would fit into the "Struggling" category.
  Example: Use this column as a guide to determine which "Wealth" category an NPC belongs to.
  Money: This is the percentage chance that the NPC is carrying cash money. Roll d%, and if the result is equal
  to or less than the percentage given then the NPC is carrying money. Use the "$ Amount" column to determine
  how much.
  $ Amount: If the "Money" roll indicated that the NPC has cash, roll the number of d10's indicated, add them
  together, and multiply the result by the amount given.
  OPTIONAL RULE: For a more realistic result for money multiplied by $1, subtract $1 from the result and
  substitute a d% roll, multiplied by 1¢. This will result in an NPC carrying loose change in addition to paper
  money.
  Jewelry: This is the percentage chance that an NPC is carrying jewelry or other non-monetary valuables.
  Wealthier NPCs may be carrying multiple or more valuable items, which is noted as "# roll(s). Roll d% the
  number of times indicated, and make a note of the number of successful rolls (equal to or less than the
  percentage given). If any rolls were successful, proceed to either Table 2 or Table 3, depending upon the NPC's
  gender.
  NOTE: Even if a roll is not successful, continue rolling the number of times indicated. For example, if an NPC
  is entitled to two rolls and the first roll is unsuccessful, the Judge must still make the second roll.
  
  Table 2: Mens' Jewelry
  Value
  d%
  Item
  1st
  2nd
  3rd
  4th
  01 - 50
  Ring
  1d6 x $1
  2d6 x $1
  3d6 x $1
  4d6 x $1
  51 - 85
  Watch
  1d10 x $1
  2d10 x $1
  3d10 x $1
  4d10 x $1
  86 - 93
  Misc. Jewelry
  2d10 x $1
  3d10 x $1
  4d10 x $1
  5d10 x $1
  94 - 95
  Extraordinary Item
  96 - 00
  Extra Roll
  Table 3: Womens' Jewelry
  Value
  d%
  Item
  1st
  2nd
  3rd
  4th
  01 - 40
  Ring
  1d6 x $1
  2d6 x $1
  3d6 x $1
  4d6 x $1
  41 - 50
  Cameo
  1d10 x 10¢
  1d10 x 25¢
  1d10 x 50¢
  1d10 x $1
  51 - 60
  Bracelet
  1d6 x 50¢
  1d6 x $1
  1d10 x $1
  2d10 x $1
  61 - 75
  Necklace
  1d10 x $1
  2d10 x $1
  3d10 x $1
  4d10 x $1
  76 - 85
  Earrings
  1d6 x 10¢
  2d6 x 10¢
  1d6 x $1
  1d10 x $1
  86 - 95
  Extraordinary Item
  96 - 00
  Extra Roll
  d%: Use this column to determine the type of jewelry found. Roll d% and use the result indicated.
  Item: This is the type of jewelry found. An "Extraordinary Item" is something that is rare and/or extremely
  valuable, such as the deed to a farm, a gold letter opener, or a treasure map. The exact nature of the item is
  determined by the Judge. An "Extra Roll" result means that the Judge makes two more rolls on the "Jewelry"
  column from Table 1 for that NPC, adding the results to those already given. This is a double-edged sword --
  the NPC may be carrying more (or more valuable) jewelry than normal, or it may result in a
  previously-successful roll being lost (For example, a roll on Table 1 indicates jewelry, and when the Judge rolls
  for the jewelry type on Table 2 it yields an "Extra Roll" result. He then goes back to the "Jewelry" column on
  Table 1. Both rolls fail, so no jewelry is present).
  Value: Use these columns to determine the item's value. Item values are given in increments, depending on
  how many rolls indicated the same result. EXAMPLE: The Judge makes three successful Jewelry rolls on Table
  1. He then goes to Table 2, and his rolls result in "Ring", "Watch", "Ring". Rather than having two rings and a
  watch, the NPC would be carrying a watch of base value (rolled on the "1st" column) and a ring of higher value
  (rolled on the "2nd" column). Each duplicate result increases the value by one increment.
  Note that with "Extra Roll" results, it is possible to increase the increments beyond "4th". Each increment
  beyond this doubles the item's value -- therefore, a result that would be a "6th" increment would have a value
  rolled on the "4th" column, then doubled ("5th"), then doubled yet again ("6th") -- a rare and wonderful thing.
  Duplicate results of Extraordinary items may result in more than one item, or an item of higher value -- this is
  solely at the Judge's discretion.
  
  Optional Rule:
  At the Judge's discretion, these tables may not indicate what an NPC is currently carrying, but what he or she
  has immediate access to. Let's face it, a farmer out plowing his fields probably won't have any money on him,
  and he most definitely would not be carrying his heirloom gold pocket watch -- but the same farmer on his way
  to church on Sunday may well have it with him. Any other time, the money and watch would be at home,
  safely hidden away somewhere.
  ©1999 J.L. Hicks
  Please feel free to use this in your Boot Hill campaigns. You may post this to your website, distribute it among
  your friends, or whatever. In short, do with it what you will.
  If you are so unimaginative that you wish to claim it as your own and find a way to make money from it, then
  at least let me know how you did it so that I can cash in too =)
  
SOURCE: textdata/thevault/Boot Hill/Boot Hill Fan Material/Boot Hill Loot Tables.pdf