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Re: [DL] The Lone Ranger



----- Original Message -----
From: "Sitting Duck" <sittingduck_1313@yahoo.com>
To: <deadlands@gamerz.net>
Sent: Tuesday, March 19, 2002 9:09 AM
Subject: [DL] The Lone Ranger


> As some of you may know, I have an OTR site where I'm
> placing Deadlands stats for the protagonists of
> various radio Westerns. I was planning to have the
> Lone Ranger be Harrowed (that's right, he didn't live
> through the Cavendish gang ambush). However, since
> animals are skittish around Harrowed, he might have
> trouble riding his great horse Silver. Do you think I
> should give him Varmint Control or just make Silver
> Harrowed as well?

I'm getting to the same opinion about famous folks being Harrowed in Deadlands like I am of famous folks
being anything other than an exceptional (though still technically normal) human in White Wolf.

Not everyone that's famous has to be harrowed to be a badass. Giving them an Arcane Background is acceptable
since it will allow them to perform those nearly impossible feats they usually do while keepin' air passin
over their gums.

Here are my renditions of a non-Harrowed Lone Ranger & Tonto (and Silver & Scout), but with heavy influence
from the Topps Comics Lone Ranger 4 issue comic (a fine example of a Deadlands adventure):

The Lone Ranger

Corporeal
 Deftness: 5d12 [Shootin' (Pistol, Rifle): 12, Speed Load (Pistol): 8]
 Nimbleness: 3d10 [Climbin': 4, Dodge: 6, Fightin' (Brawlin', Knife, Lariat, Wrasslin'): 5, Horse Ridin': 8,
Sneak: 3, Swimmin': 3, Teamster: 3]
 Strength: 4d8
 Quickness: 5d12 [Quick Draw (Pistol): 10]
 Vigor: 4d10
Mental
 Cognition: 3d10 [Scrutinize: 4, Search: 5, Trackin': 3]
 Knowledge: 3d10 [Area Knowledge (Wierd West): 5, Disguise: 4, Medicine (General, Veterinary): 3, Language
(Spanish, Indian Sign, and several Indian languages): 3, Smoke Signaling: 3, Trade (Mining): 3, Tribal
Customs (Various Tirbes): 3]
 Mein: 4d12 [Animal Wranglin' (Bronco Bustin'): 6, Leadership: 4, Overawe: 4, Persuasion: 5]
 Smarts: 3d10 [Bluff: 4, Ridicule: 3, Scroungin': 3, Streetwise: 3, Survival (Desert, Mountain): 3]
 Spirit: 4d10 [Guts: 6]

Edges: Arcan Background: Hexslinger (3), Belongin's: Slightly Productive Silver Mine (3), Brave (2),
Kemosabe: Coyote Confederation & Chinese (4), Level-Headed (5), Luck o' the Irish (5), Nerves o' Steel (1),
Reknown: The Wierd West (3), Two-Fisted (3), "The Voice": Soothing (1), Two-Gun Kid (5)

Hindrances: Heroic (-3), Law 'O the West (-3), Oath (Bring in 100 criminals for every Ranger lost in the
ambush; -5)

Size: 6
Pace: 10
Wind: 20

Special Abilities
 Grit: 5
 Hexslingin': 6
 Hexes: Achilles' Heel, Ammo Whammy(1), Argent Agony(1), Bullseye(1), Corporeal Tweak, Corporeal Twist,
Double Trouble(3), Draw!, Fannin' The Flames(3), Ghost Trail, Hale 'n' Hearty(1), Helpin' Hand, Hunch, Iron
Shirt(3), Kentucky Windage, Knife Through Butter(1), Loaded for Bear(1), Load 'Em Up(1), Longbarrel
Special(1), Magazine(2), Magic Bullet(2), Missed Me!, New Slugs for Old(1), Old-Timer, Penny Ante, Raisin'
the Pot!, Rapid Fire, Reflect(2), Skinnin'(1), Sleve Card(2), Vittles, You're Out! (3)
 Tricks: Bandage, Divinin' Rod, False Face, Forecast, Groom, Guesstimate, Hesitate, Preserve, Reload

Notes
1 - Law Dogs
2 - Hexarcana
3 - Hexes from the Accumulated Rulings List at http://www.sonic.net/~dkjedi/deadlands/

Important Gear: The Lone Ranger's Guns, Silver Bullets, Black Leather Mask, Disguise Kit



New Major Relic

The Lone Ranger's Guns: These paired silver double-action Colt Peacemakers grant the wielder a +2 on all
Shootin' rolls. Any bullets they fire will damage any critters that are normally immune to damage. Whenever
the guns are used against a human, they negate the penalty to shoot a target's arm or leg when aimed. If a
bullet strikes a (non-Harrowed) human in the head or guts, no wounds are dealt, only wind. Shots to the arm
or leg cause wounds as normal.
Taint: If any one other than The Lone Ranger possesses these guns, they will

New Minor Relic

The Lone Ranger's Silver Bullets: These are the bullets that The Lone Ranger hands out as his calling cards.
These bullets affect critters as any other silver bullet, but whenever the Lone Ranger gives such a bullet
to someone, he knows whenever that person needs help in a bad way, and he usually comes a runnin'.
Taint: None


Silver

Corporeal
 Deftness: 1d4
 Nimbleness: 2d12 [Fightin' (Brawlin'): 3, Swimmin': 4]
 Strength: 3d12
 Quickness: 3d8
 Vigor: 2d12
Mental
 Cognition: 2d6
 Knowledge: 1d6
 Mein: 2d8 [Overawe: 3]
 Smarts: 1d6
 Spirit: 2d8 [Guts: 5]

Edges: Brave (2), Nerves o' Steel (1)

Size: 10
Pace: 24
Wind: 20
Terror: 0 (5 when angered)

Special Abilities
 Grit: 5
 Damage: Kick (STR + 2d6)
 Smart: Add +2 to a rider's horse ridin' rolls


Tonto

Corporeal
 Deftness: 4d10 [Shootin' (Bow, Pistol, Rifle): 6, Throwin' (Balanced, Unbalanced): 4]
 Nimbleness: 5d12 [Climbin': 5, Dodge: 6, Fightin' (Brawlin', Knife, Lariat, Wrasslin'): 5, Horse Ridin': 8,
Sneak: 5, Swimmin': 3, Teamster: 3]
 Strength: 5d8
 Quickness: 4d10 [Quick Draw (Pistol): 6]
 Vigor: 4d10
Mental
 Cognition: 4d12 [Scrutinize: 4, Search: 5, Trackin': 6]
 Knowledge: 3d10 [Area Knowledge (Wierd West): 5, Disguise: 2, Medicine (General, Veterinary): 3, Language
(Spanish, Indian Sign, several Indian languages): 3, Smoke Signaling: 4, Tribal Customs (Various Tirbes): 5]
 Mein: 3d10 [Animal Wranglin' (Bronco Bustin'): 4, Overawe: 3]
 Smarts: 3d10 [Bluff: 4, Scroungin': 5, Survival (Desert, Mountain): 5]
 Spirit: 4d12 [Faith: 5, Guts: 6]

Edges: Arcane Background: Shaman (3), Brave (2), Favored by the Ancestors (Luck o' the Irish; 5), Guardian
Spirit: Bear (5), Kemosabe: Coyote Confederation & Chinese (4), Level-Headed (5), Nerves o' Steel (1),
Reknown: The Wierd West (3), Stone-Faced (3)

Hindrances: Heroic (-3)

Size: 6
Pace: 12
Wind: 22

Special Abilities
 Grit: 5
 Ritual (Dance, Fast, Music, Paint, Sand Painting, Spirit Song, Star Gazing, Sweat Lodge, War Cry): 5
 Favors
  (Blessing Medicine): Breath of the Spirits(1), Luck, Pact, The Spirits Flee, Turtle's Gift(1)
  (Earth Medicine*): Animal Possession, Back to Nature, Call Weather, Commune, Earth Speak, Healing, Heal
Madness, Lightning Strike, Nature's Wrath(1), Remedy(1), Secret Paths(1), Show the Path(1), Wilderness Walk
  (Ghost Medicine): Bind Ghost, Destroy Spirit
  (Trickster Medicine): Clumsiness, Confusion, Invisibility, Misdirect(1), Spirit Hands
  (Visionseeking Medicine): Ask the Spirits, Cleanse the Portal, Open Portal, Repel Spirit, Spirit Guide,
Spirit Weapon, State Your Business, Summon Spirit, Vision Quest
  (War Medicine): Courage(1), Hawk's Swiftness(1), Horned Owl's Fury, Spirit Warrior, Strength of the Bear,
Turtle's Shell

Notes
* - Favored Medicine
(1) - Hexarcana

Important Gear: Bow and Arrows, double-action Colt Peacemaker, 1873 Winchester rifle, Bowie knife


Scout

Corporeal
 Deftness: 1d4
 Nimbleness: 2d12 [Fightin' (Brawlin'): 3, Swimmin': 4]
 Strength: 3d12
 Quickness: 3d8
 Vigor: 2d12
Mental
 Cognition: 2d6
 Knowledge: 1d6
 Mein: 1d6 [Overawe: 1]
 Smarts: 1d6
 Spirit: 2d8 [Guts: 5]

Edges: Brave (2), Nerves o' Steel (1)

Size: 10
Pace: 24
Wind: 20
Terror: 0 (5 when angered)

Special Abilities
 Grit: 5
 Damage: Kick (STR + 2d6)
 Smart: Add +2 to a rider's horse ridin' rolls


If anyone wants, I can take you to school as far as info on the Lone Ranger and Tonto and their history.

---
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