
Corporeal: D:2d12+4, N:3d10, Q:4d12+6, S:3d8, V:4d8.
Climbing 3d10, Dodge 5d10, Fighting: Brawling, Lariat 6d10, Horse Riding 6d10, Quick Draw: Pistol 6d12+6, Shooting: Pistol, Rifle 8d12+4, Sneak 3d10, Speed Load: Pistol 5d12+4, Swimming 3d10, Teamster 3d10.
Mental: C:3d10, K:3d8, M:3d12, Sm:3d10, Sp:2d10.
Animal Wrangling 4d12, Area Knowledge: Weird West 5d8, Bluff 4d10, Disguise 5d8, Faith (Christianity) 4d10, Guts 6d10, Languages: Spanish, Indian Sign 3d8, Leadership 4d12, Medicine: General, Veterinary 3d8, Overawe 4d12, Persuasion 5d12, Ridicule 3d10, Scrounging 3d10, Scrutinize 4d10, Search 5d10, Streetwise 4d10, Survival: Desert, Plains 4d10, Tracking 3d10, Trade: Mining 3d8.
Edges: Belongings 3 (low production silver mine), Brave, Dinero 1, Kemosabe 4 (Coyote Confederation and Chinese), Level-Headed, Nerves of Steel, Renown 5, Two-Fisted, Two Gun Kid, The Voice (soothing).
Hindrances: Degeneration 4, Enemy 4 (there are plenty of outlaws who would like to take down the masked rider of the plains), Heroic, Law of the West, Oath 5, Pacifist 3, Rage 2.
Grit: 4
Pace: 10
Size: 6
Wind: 18
Special Abilities: Harrowed.
Dominion: Harrowed 8, Manitou 2.
Powers: Relic 4, Supernatural Deftness 2, Supernatural Quickness 3, Unholy Reflexes 3.

The Lone Ranger's Sixguns
Power: These guns do 5d6 damage and can be magically reloaded by holstering them for one action. Against living human targets, they will do Wind damage on shots to the guts and head. Limbs take normal damage up to Heavy, after which they also take Wind damage.
Taint: Only a person who is able to live reasonably close to the standards of the Lone Ranger can use them without ill effect. This translates into having either the Heroic or Law of the West Hindrances and not having the following Hindrances which are not conductive to clean living: Bloodthirsty, Greedy, Hankering, High-Faluting, Miser, Outlaw, Randy, Vengeful, and Yeller. Persons not fitting this must perform a good deed (Marshall's call, though it should be something significant) within twenty-four hours of using them or lose their highest Fate Chip. Those with the Faith (Black Magic) aptitude cannot use them at all. Even if loaded with regular ammunition, such persons may as well be holding toy pistols.
The Lone Ranger's Lariat
Power: When used against someone with the Outlaw Hindrance or the Faith (Black Magic) aptitude, the user gets a bonus equal to the target's hindrance or aptitude (if the target possesses both, use the higher of the two). Such targets cannot disentangle.
Taint: Same as Sixguns. Persons with Faith (Black Magic) who attempt to use it are treated as having gone bust on the roll.
The Lone Ranger's Silver Bullets
Power: When the Lone Ranger gives one of his silver bullets to someone, he'll know when that person is in trouble and where he is.
Taint: None.
Lord Jobe over at the Deadlands mailing list was the one who came up with the idea about the silver bullets.
