TEXT:  
  1 
      
  SSSSpirits
  pirits
  pirits
  pirits    
  -
  -
  -
  -NNNN-
  -
  -
  -    
  Spurs
  Spurs
  Spurs
  Spurs    
   
      
  Optional Supernatural rules 
  Optional Supernatural rules 
  Optional Supernatural rules 
  Optional Supernatural rules 
  for 
  for 
  for 
  for Shotguns
  Shotguns
  Shotguns
  Shotguns-NNNN-Saddles
  Saddles
  Saddles
  Saddles        
   
  By David Bezio 
   
  © David Bezio 2013, Creative Commons  
  BY-NC-SA Some Rights Reserved 
      
   
   
      Introduction 
   
  Spirits -n- Spurs adds the supernatural to your S-n-S 
  game if you like a little weird with your west!  The 
  material presented here takes place in mythical 
  Davestown Texas (but feel free to use your own 
  town).   
   
  The characters take the role of members of a 
  secret society like group called The Shadow Posse.  
  The characters wield 5 mystical relics that help 
  them to fight the supernatural “creatures of the 
  shadows” that plague the town.  Thing is nobody 
  else 
  in 
  town 
  knows 
  anything 
  about 
  these 
  creatures and the Shadow Posse has to work in 
  secret, or everyone will think they are crazy!   
   
  Strangely enough, no matter how much bad stuff 
  happens to the townsfolk, they just seem to carry 
  on like nothing happened.  Maybe they choose to 
  forget, or maybe it’s something else? 
   
  The First Sheriff
  The First Sheriff
  The First Sheriff
  The First Sheriff    
   
  It wasn’t till some time later that I got the true story 
  from one of the womenfolk.  I went out to head 
  off the Rangers, but when I got there I was too 
  late… 
   
  The wagon train was nine strong, with almost fifty 
  folk.  Thirteen o them were full grown men, and a 
  few o the young’uns were almost there.  They had 
  had more when they started out, but the trail took 
  its toll.  There were accidents, and sickness, but 
  most of all it was the Indians. 
   
  When their forward man came back and told 
  them he saw six ancient Indians just a setting 
  around a big-ol rock in the middle of nowhere it 
  didn’t take them long to take up arms.  The 
  menfolk went off to get some revenge and have 
  some sport…only once they rode out they ain’t 
  never rode back.  
   
  Somehow them women and children made it the 
  rest a the way to Davestown Texas, and that’s 
  where I come in.  I’m Dan Oliver Silver formerly of 
  the Missouri territory, but now sheriff of Davestown. 
   
  Now, them womenfolk didn’t tell it like it was.  They 
  said their men were slaughtered by an Indian war 
  band in a raid not more-en one days ride from 
  where we sat.  Now, it jest so happened that the 
  Texas Rangers were in town, and they drew that 
  
   
  2 
  location on a map.  Before sunup the next day 30 
  men rode out of town. 
   
  Twern’t more-n a few hours before one of the 
  young women from the wagon train came into 
  my office crying, and telling me the truth o the 
  matter.  I didn’t know if I wanted to save those 
  Indians or warn the Rangers, but I got on my horse 
  and rode out as fast as I could.  Like I told ya, I was 
  too late! 
   
  The trail them Rangers left was mighty easy to 
  foller, and I made good time.  As I got close I 
  heard a terrible noise, like a dynamite blast, but 
  louder.  Then I saw it, or heard it, or mebe I just felt 
  it.  It was like a shrieking cold blast of darkness in 
  the air.  Made my horse rear up, and I’ll admit, it 
  put the fear in me too! 
   
  When I got over the ridge I didn’t like what I saw 
  one bit.  The ground was all red with blood, and 
  men lay all about, not just killed but ripped apart, 
  and burned, mebe even gnawed on a bit.  Some 
  was just bones with paper skin stretched over 
  them.  In the middle o it all was a big ol stone split 
  down the middle like it was hit by some gigantic 
  pick axe.  Laying about the stone were them six 
  old Indians.   
   
  Now, I don’t know how them Indians were still 
  alive, riddled with more bullet holes than I could 
  count, but they were.  They looked at me as I got 
  off my horse and then they spoke to me all at 
  once in one voice.  They didn’t speak with words, 
  but right into my head. 
   
  All around us, the spirit world, but 
  sometimes the tormented souls are 
  lost and have nightmares, and they 
  linger in the shadows in-between.  
  When our people were young we 
  were victims to the shadows, but we 
  fought.  First we fought with weapons 
  until we learned to become the 
  weapons ourselves.  Then we shut the 
  portal, and have been the wardens of 
  their 
  prison 
  since 
  before 
  time 
  mattered.  But we are the last, and 
  now we lay dying, and the shadows 
  roam again.  Now your people must 
  become weapons yourself, but first 
  you must learn just to fight.  You are 
  the first. 
   
  Then they touched me one at a time.  Well, they 
  didn’t really touch me, but rather they touched 
  my gear.  They touched my hat and I heard 
  “Pathfinder”.  After that one touched my old Colt, 
  “Executioner”, said the wind.  Then I felt a hand on 
  my riding gloves “Peacekeeper”, then a firm grip 
  on the barrel of my shotgun, “Vengeance”, and 
  finally a gentle hand covered my heart and my tin 
  badge…”Protector”!  
   
  And then they up and died, and there bodies just 
  sort of turned to dust and faded into the sand, as 
  if they was never there at all. 
   
  Well, I don’t right remember doin it, but I guess I 
  rode right back into town.  Weren’t long after that 
  things started getting a might queer, and I begun 
  to know what them Indians were a talkin about.  
   
  It’s real, it’s all real!  Every ghost, goblin, werewolf, 
  witch, and monster you ever hear tell about in a 
  tall tale.  Hell, there’s even things I ain’t never 
  heard tell of.  I learned how to fight em mighty fast 
  when they cross my path…and they do seem to 
  cross my path more’n I’d like.  I try to tell folks, but 
  they just think I’m loco or on a bender.  Funny 
  thing is ,when they do see something, even up 
  close and personal like, they turn around and 
  ferget all about it the very next day.  I guess it’s 
  just me alone agin em. 
   
  Every night I put up my gear on a wooden rack I 
  built special fer em.  I call em “relics”, because 
  they feel older than time itself now.  I know some 
  day one of them creatures of the shadows is 
  gonna git me.  I ‘m jest a hoping that someone 
  else will find the relics and take up the good fight.  
  Somehow I know they will. 
   
  The Shadow Posse
  The Shadow Posse
  The Shadow Posse
  The Shadow Posse    
   
  My name is Dutch Tallman, and I saw the sheriff 
  die.  I’m an educated man from the east, and 
  even though I’ve been in Davestown for two 
  years, folks around here still call me a tender-foot.  
  I’m also the last surviving member of the original 
  Shadow Posse, and this is the Executioner you see 
  strapped to my side.  I didn’t ask for the job and I 
  still don’t know if it is dumb luck, destiny, or a 
  curse…but it’s my job as long as I live, and I aim to 
  do it. 
   
  I suppose I could blame the walking dead.  They 
  ate a good many townsfolk, and turned a few 
  more into zombies like them.  All was chaos that 
  day, yet nobody seems to remember it except 
  those who hold the relics.   
   
  
   
  3 
  In any case, the only reason I ended up in the 
  sheriff’s office that day was because the door was 
  unlocked and it was a place to hide.  There where 
  4 others hunkered down there too.  I knew Ms. 
  Nancy Anne from the general store, Merle was a 
  young cowhand, and Otis was little more than the 
  town drunk sleeping it off in one of the cells.  The 
  other man turned out to be Slick Roy Tagart, the 
  famous gunslinger. 
   
  Well, the town was overrun with walking corpses 
  looking to chew on those that weren’t dead yet.  
  From where we hid, we could see the sheriff 
  fighting right in the middle of the main street.  He 
  was a sight, his badge just glowing while he shot 
  between the eyes with the Executioner here and 
  blew off a head with Vengeance there.  
   
   
   
  But there were just too many and they just kept 
  coming and coming.  Now as we saw him die, 
  torn to bloody pieces if you want to know, we 
  noticed something odd.  Those weapons, his hat, 
  even his gloves just sort of disappeared right 
  before our eyes.  Stranger still, we all turned 
  around and watched those same items all 
  reappear on a rickety old wooden rack right next 
  to us. 
   
  Now, I don’t know if it was the slobbering horde of 
  undead rushing straight toward us, or some higher 
  calling, but the relics spoke out to us all, and we 
  each grabbed the one that whispered our name, 
  and we knew theirs. 
   
  We killed those zombies that night and saved the 
  town.  The five of us working together were 
  stronger than just one man by himself.   The 
  Shadow Posse was born. 
   
  I’m the last one of that original group still fighting 
  the good fight.  I don’t know how long until I draw 
  the short end of some stick, but it doesn’t matter.  I 
  know Executioner will call another.  Sometimes 
  there are only two of us, sometimes all five.  When 
  one dies another is eventually called to the 
  sheriff’s office and sent right into our mix, just like 
  we were that first night. 
    
  I’d like to think we win all our battles in the end, 
  but sometimes I get the feeling of dread.  I feel as 
  if there is a greater war that must be won, and we 
  have only begun the fight. 
   
  The Calling
  The Calling
  The Calling
  The Calling    
   
  Whomever is wearing the badge is the sheriff of 
  Davestown.  The townsfolk never seem to question 
  when a new sheriff arrives and never ask what 
  happened to the old one. 
   
  The instant a member of the Shadow Posse dies 
  another is “called” to the sheriffs office.  There, 
  they see the relic of the dead posse member 
  appear and whisper their name.  When they take 
  the relic, they are instantly “transported” to the 
  location of the dead posse member, to begin 
  fighting the good fight. 
   
  New Character’s Level 
   
  The new posse member is always a brand 
  spanking new zero level character.  This might 
  mean they have to be careful for a while…but 
  don’t worry, soon all the other members of the 
  Shadow Posse will die as well, and then they will 
  be the toughest. 
   
  Characters Without Relics 
   
  There are only 5 relics.  If you have more players in 
  your gaming group there may be characters who 
  do not possess a relic.  Tough, life isn’t fair! 
  However, these characters will get the relic of any 
  fallen members of the posse before any new 
  characters do.  In this case, the referee will have 
  to introduce the new character in a different way. 
   
  Alternately, the referee may choose to create a 
  few more of his own relics, such as a duster, a pair 
  of spurs, or a second pistol.  
   
  Less Than 5 Posse Members 
   
  Of course, you may have less than 5 players in 
  your gaming group.  In this case, you may choose 
  to give more than one relic to each player, or 
  simply give them only one each and have the rest 
  of the (non-player character) posse members off 
  on other business most of the time. 
   
  
   
  4 
  The Relics
  The Relics
  The Relics
  The Relics    
   
  The relics are all imbued with magical powers.  
  These powers only work when the relic is in the 
  possession of the one whom it called. 
   
  Note that these relics are able to affect, injure, kill, 
  or banish creatures of the shadows, even if they 
  can’t be hurt with anything else. 
   
  Pathfinder (Hat) 
   
  Pathfinder allows its 
  wearer 
  to 
  communicate 
  telepathically 
  with 
  anyone 
  who 
  wields 
  one of the relics.  The 
  relic must be on their 
  person for this to work. 
   
  Pathfinder allows it’s wearer to mentally push 
  opponents as a combat attack action.  The 
  opponent is pushed back 1D6 inches, takes 1D8+1 
  points of damage, and is knocked prone.  To do 
  this, the wearer must make a presence test TN12 
  for man size or smaller creatures and a TN16 for 
  larger creatures. 
   
   
   
  Executioner (Colt Pistol) 
   
  Executioner is a long barreled pistol that grants a 
  +1 damage bonus.  It never runs out of ammo and 
  doesn’t jam. 
   
  Executioner does not need line of sight to target a 
  creature of the shadow and simply goes around 
  intervening objects (this includes things that would 
  otherwise grant cover and other characters in 
  melee combat with the target). 
   
   
  Peacekeeper (Riding Gloves) 
   
  Peacekeeper allows the wearer to make 1D4 
  hand to hand attacks per round (roll to determine 
  the number of punches after the attack is 
  declared, roll to hit for each attack separately).  
   
  Peacekeeper allows it’s wearer to lay his hands on 
  a wounded person 
  (including himself) and 
  instantly heal 1D6 points of damage.  This can be 
  done once per person once per day. 
   
   
   
  Vengeance (Shotgun) 
   
  Vengeance is a shotgun that grants a +1 bonus to 
  damage.  It never runs out of ammo and doesn’t 
  jam. 
   
   
  Vengeance can (optionally) shoot out a ball of 
  energy that explodes when it hits its target, doing 
  equal damage to anyone within a 2 inch radius of 
  the target.  This is not exclusive and can hurt friend 
  as well as foe.   
   
   
  Protector (Badge) 
   
  Protector grants it’s 
  wearer a +2 to his 
  defense score each 
  round 
  of 
  combat.  
  Alternately, 
  the 
  wearer can choose 
  to grant a +1 to all of 
  the relic bearers. 
   
  Protector 
  allows 
  its 
  wearer (and all his 
  equipment) 
  to 
  go 
  incorporeal for 1D6 minutes once per day.  While 
  incorporeal the wearer cannot be touched or 
  harmed, and cannot physically move anything or 
  attack anyone.  The wearer can choose to be 
  visible or invisible.  While incorporeal, the wearer 
  can harm creatures of the shadows with his fists or 
  any incorporeal weapons he may be carrying.  
   
  
   
  5 
  Creatures of the 
  Creatures of the 
  Creatures of the 
  Creatures of the 
  Shadow
  Shadow
  Shadow
  Shadow    
   
  What follows are just some sample creatures of 
  the shadow, each one worthy of an adventure.  
  Some of these are original, some are inspired from 
  mythology, and some are from horror films.   
   
  Most of these creatures cannot simply be killed, 
  and require the player characters to investigate 
  and or use cunning and strategy to defeat these 
  powerful creatures. 
   
  Blood Sucker 
   
  Level:  2/4/6 
  Hit Dice: 3D6/5D8/7D10 
  Move: 4” 
  Defense: 13/15/17 
  Fighting:  +0/+1/+2   
  Quickness:  +1 
  Special Abilities: The blood sucker has super 
  human strength (+4, also added to the claw 
  attacks below).  The blood sucker attacks with 2 
  claws and a bite.  If he hits with the bite he has 
  sunk his fangs into a victim and continues to drain 
  blood at a rate of 1D8 automatic HP of damage 
  per round until either he or the victim is killed. 
  Attack Damage:  claw 1D4/claw 1D4/ bite 1D8 
   
  If people, cattle, and pets start disappearing in a 
  town, there is a good chance a dirty rotten blood 
  sucker is around! 
   
  Bloodsuckers where once men (or women) who 
  have been turned into creatures of the shadow 
  by a chupacabra.  They still look and act like a 
  man for the most part.  However, they become 
  nocturnal 
  and 
  find 
  the 
  day 
  and 
  sunlight 
  uncomfortable (-2 to any die rolls while in the sun). 
   
  The worst part of being a blood sucker is an 
  insatiable hunger for fresh blood and flesh.  To 
  accommodate 
  this, 
  the 
  blood 
  sucker 
  has 
  retractable claws and fangs in can use when 
  hunting.  The longer a bloodsucker feeds, the 
  stronger it becomes (the stats above reflect 3 
  power levels of a blood sucker).  Once a blood 
  sucker starts feeding, it must make a kill each night 
  or become more and more savage.  A blood 
  sucker becomes a feral inhuman beast if it goes 4 
  days without feeding, heading out to the desert to 
  become a chupacabra. 
   
  Burrowers 
   
  Level:  3 
  Hit Dice: 4D10 
  Move: 6” (3” burrow) 
  Defense: 17 
  Fighting:  +1   
  Quickness:  +1 
  Special Abilities: Anyone who takes damage from 
  a burrower’s claw attack must make a grit check 
  TN12 or become completely paralyzed in 1D6 
  rounds.  The paralysis lasts for 3 weeks (although 
  some 
  Indian 
  medicine 
  men 
  know 
  of 
  an 
  immediate cure). 
  Attack Damage:  claw 1D8/claw 1D8/ bite 1D6 
   
  The burrowers are about the size and shape of a 
  man.  They have coarse think ruddy brown skin 
  and their flat facial features and large digging 
  claws resemble that of an armadillo.  They move 
  around on all fours and their knees and elbows 
  bend backwards.   
   
  Burrowers live and hunt in packs of 4-16 (4d4).  
  They are only found above ground at night and 
  when hunting.  They live underground in warrens, 
  and can move underground by burrowing 
  through the solid earth at a rate of 3”  
   
  Long before man, even the Indians, roamed the 
  west, the burrowers fed on the buffalo.  They 
  would use their paralyzing claws to immobilize 
  buffalo and then burry them alive, barely allowing 
  the face above the ground to breathe.  After a 
  few weeks, giving the body ample time to 
  become soft and squishy, they would return to 
  feast.  Now that the buffalo herds have been 
  thinned so much, the burrowers have been forced 
  to hunt …new prey! 
   
   
  
   
  6 
  Chupacabra 
   
  Level:  5 
  Hit Dice: 6D10 
  Move: 7” 
  Defense: 18 
  Fighting:  +3   
  Quickness:  +3 
  Special Abilities:  The Chupacabra attacks with 2 
  claws and a bite.  If it hits with the bite he has sunk 
  his fangs into a victim and continues to drain 
  blood at a rate of 2D6 automatic HP of damage 
  per round until either it or the victim is killed.  If a 
  victim is looses 12 HP or more to the blood sucking 
  bite of a Chupacabra and survives the encounter, 
  they must make a grit check TN12, or turn into a 
  blood sucker in 1D4 days.  There are some Indian 
  shamans who know the cure to the curse of the 
  Chupacabra. 
  Attack Damage:  claw 1D10/claw 1D10/ bite 2D6 
   
  The Chupacabra is the creature of the shadows 
  most likely to appear in a bedtime story meant to 
  frighten children.  Unfortunately, this bloodsucking 
  savage is much more real than these parents 
  might believe. 
   
  The Chupacabra appears as a large rabid looking 
  coyote with oozing sores and seeping wounds.  Its 
  large yellow eyes glow in the dark and show an 
  unusual intelligence.  It sometimes rises up on its 
  hind legs and almost appears manlike in form. 
   
  The Chupacabra hunts at night and savagely 
  attacks anything that crosses its path.  It rends 
  open their necks and suck the blood dry. 
   
  Dark Shaman 
   
  Level:  5 
  Hit Dice: 6D6 
  Move: 4” 
  Defense: 17 
  Fighting:  spells (see below)   
  Quickness:  +2 
  Special Abilities: Black magic (see below) 
  Attack Damage:  spells (see below) or knife (1D4) 
   
  The Dark Shaman is an Indian medicine man who 
  has turned his back on the spirit magic of his 
  people and has begun to dabble in the black 
  magic of the shadows. 
   
  The dark shaman can do any magic the referee 
  desires 
  when 
  behind 
  the 
  scenes. 
   
  When 
  confronted in combat, he can choose to cast any 
  of the spells below once per round. 
   
  To cast the spell, the shaman must roll the difficulty 
  number or better on 1D6.  If the number is lower 
  than the difficulty number the spell fizzles, the 
  shaman is unable to tap into the energies of the 
  shadow to do his bidding.  If the roll is a 1 the 
  shaman is unable to control the energies of the 
  shadow and is briefly enveloped in crackling dark 
  energy which causes him 2D6 points of damage!  
   
  ►Befriend (Difficulty 3+) 
  The shaman chooses one of his enemies who 
  immediately 
  becomes 
  his 
  slave 
  doing 
  anything he is asked to do (except kill himself).  
  The victim may make a presence check TN16 
  at the beginning of each of his combat turns 
  to try and break the spell. 
   
  ►Dark Energy (Difficulty 3+) 
  A blast of blue energy bursts from the shamans 
  hand and automatically hits 1D4 targets for 
  1D8 points of damage each (roll damage 
  separately for every target). 
   
  ►Summon Wolves (Difficulty 4+) 
  The shaman immediately summons 1D4 wolves 
  (see section 14.13 of the Shotguns –n- Saddles 
  core rulebook) who appear anywhere within 
  4” of him.  They attack to the death.  This spell 
  can not be used again until all of the wolves 
  are dead. 
   
  ►Tribe (Difficulty 4+) 
  The shaman creates 1D6 images that look 
  exactly as he does.  Any attacks made 
  against the shaman hit one of these fake 
  
   
  7 
  images first.  Successful hits dispel the image 
  regardless of damage. 
   
  ►Dark Energy Explosion (Difficulty 5+) 
  The shaman creates a gigantic explosion of 
  crackling blue dark energy with a 4” radius.  
  Anyone in the burst takes 4D6 points of 
  damage.  A successful quickness check TN16 
  will reduce the damage to 2D6. 
   
  ►Shadow Gate (Difficulty 5+) 
  The shaman decides it is a better idea to be 
  somewhere else and opens up a gate to the 
  shadow world.  Once he enters this gate, he 
  must cast the spell again to exit somewhere 
  else within a mile.  If he fails these subsequent 
  casting he takes 1D6 points of damage for 
  every round he remains in the shadow world.  
  If he makes a casting roll of 1 while in the 
  shadow world, he is immediately devoured by 
  dark energy and killed. 
   
  Cursed Huckster 
   
  Level:  4 
  Hit Dice: 5D4 
  Move: 4” 
  Defense: 14 
  Fighting:  +1   
  Quickness:  0 
  Special Abilities: The cursed huckster fights and 
  takes damage as normal, but once he has been 
  “killed” he returns to full strength and rejuvenated 
  in 1D4 rounds, no matter how he was killed. The 
  cursed huckster keeps his black heart in a mason 
  jar hidden somewhere in his wagon.  He cannot 
  be permanently killed unless this heart is stabbed, 
  burned, or otherwise destroyed.   
  Attack Damage:  Pocket Pistol (1D8) 
   
  The cursed huckster is a man who has sold his soul 
  to a demon of the shadow world for some reward.  
  Now he travels from one secluded western town 
  to another peddling his miraculous potions and 
  medicines. 
   
  The cursed huckster looks for desperate people 
  and then sells them a potion, promising it will fix 
  their problem.  The potions are all curse, however, 
  and they twist the desires of the customer.  For 
  example, someone might want a medicine that 
  will stop their mothers suffering.  When she drinks 
  the medicine she dies…suffering ended!  Or a 
  customer might desire to be rich, and then 
  discovers gold on his property which causes all 
  sorts of claim jumpers to come, torturing and 
  murdering his family to get at the gold. 
  Once the cursed huckster has caused enough 
  damage and turmoil to a community, he loads up 
  his wagon and travels to the next town.   
   
  Dry Gulch Zombie 
   
  Level:  0 
  Hit Dice: 1D6 
  Move: 2” 
  Defense: 8 
  Fighting:  +2   
  Quickness:  -2 
  Special Abilities: Dry gulch zombies can only take 
  damage from shots to the brain.  This is a called 
  shot (-4 to hit, +1D6 damage).  In addition to the 
  damage listed below, the dry gulch zombie’s bite 
  carries its disease.  Anyone killed by a dry gulch 
  zombie comes back as one himself in 1D6 rounds. 
  Attack Damage:  claw 1D6/claw 1D6/ bite 1D8 
   
  Dry gulch zombies are the restless dead of 
  someone who was killed in an ambush or shot in 
  the back.  They are slow and shambling and have 
  a relentless taste for human flesh.  They are often 
  searching 
  for 
  the 
  person 
  who 
  murdered 
  them…unfortunately their brains have gone rotten 
  and they pretty much think everyone is the person 
  who murdered them.  In a nutshell, they shamble, 
  rend, and then eat flesh.  
   
  Gold Miner’s Ghost 
   
  Level:  1 
  Hit Dice: 2D6 
  Move: 4” 
  Defense: 10 
  Fighting:  0   
  Quickness:  -1 
  Special Abilities: Even though the gold miner’s 
  ghost is a solid manifestation, weapons and bullets 
  pass right though him.  He can only be hurt with 
  weapons blessed by a Christian priest, or the relics.  
  “Killing” the gold miner’s ghost only banishes his 
  spirit for a day before he reappears as before but, 
  anyone under his enchantment is released. 
  Attack Damage:  Shotgun 
   
  The gold miner’s ghost is a prospector who died 
  on his claim (gold or silver…despite the name) but 
  refuses to give up his hold on the real world until 
  he has struck it rich! 
   
  The gold miner’s ghost appears and acts in every 
  way as he did in life.  In fact, he doesn’t even 
  realize he is dead.  So much so that he is able to 
  take solid form. 
  
   
  8 
  The Gold miner’s ghost is usually encountered 
  during the night.  People will see his camp and 
  firelight and be invited to join him for coffee and 
  vittles.  Once there, he will go on and on about 
  finding gold or silver on his claim, all the while 
  enchanting his visitors to help him mine or pan for 
  the precious metal.  Visitors either agree to help of 
  their own free will (or greed) or must make a 
  presence check TN 12 to resist helping. 
   
  Anyone who agrees or is forced to help can make 
  a presence check TN12 each day to break the 
  spell.  Unfortunately, the mining takes place in an 
  alternate reality where time passes at a different 
  speed (unknown to the victims).  Each day spent 
  mining is actually a year in the real world.  Some 
  victims are 30 years old when they start helping 
  and find themselves 60 years old a month later 
  when they break the spell! 
   
  The gold miner’s ghost can be banished by 
  sprinkling a little gold dust on his remains.    
   
  Hanged Spirit 
   
  Level:  4 
  Hit Dice: 5D6 
  Move: 4” 
  Defense: 13 
  Fighting:  n/a   
  Quickness:  -1 
  Special Abilities: The hanged spirit can only be 
  hurt by magical weapons (including the relics).  If 
  it takes its full HP in damage, it is 
  banished from the real world until 
  the 
  following 
  nightfall 
  when 
  it 
  reappears at full strength again.  The 
  hanged spirit is incorporeal and can 
  pass through anything. 
  Attack Damage:  The hanged spirit 
  attacks through fear, draining away 
  its victim’s life.  The spirit simply 
  touches its victim (must be adjacent, 
  but no to hit roll needed).  The victim 
  must make a grit check at TN16.  If 
  the victim fails, they immediately 
  loose 1 level and 1D6 hit points 
  permanently!  If either HP or level is 
  reduced to zero, the life force of the 
  victim has been drained and they 
  die, a dried husk with a look of terror 
  on their face. 
   
  The hanged spirit is the vengeful 
  ghost of someone who was hanged 
  unjustly and without a trial.  They 
  have come back to kill those 
  responsible for their hanging and any who stood 
  by and let them be hanged.  It considers anyone 
  who stands in its way an enemy as well. 
   
  The hanged spirit comes only at night and 
  appears just as it did in life, except white, 
  shimmering, and semi-transparent with empty 
  black eyes.  The hanged spirit may appear with a 
  frayed noose hanging around its broken neck. 
   
  The hanged spirit can be stopped by identifying 
  the hanged person, finding his remains, and 
  burning them.  Alternately, if the men responsible 
  for his hanging are themselves hanged, he will be 
  pacified.  Finally, once all the men responsible for 
  his hanging are dead, the hanged spirit will rest in 
  peace and dissipate. 
   
  Headless Confederate 
   
  Level:  5 
  Hit Dice: 6D8 
  Move: 5” 
  Defense: 17 
  Fighting:  +2   
  Quickness:  +2 
  Special Abilities: If the headless confederate is 
  reduced to zero HP he isn’t destroyed, but rather, 
  he is banished until the following nightfall.   
  Attack Damage:  2 attacks with saber (1d10 each) 
   
  The 
  headless 
  confederate 
  is 
  a 
  physical 
  manifestation of an evil confederate soldier who 
  still fights the War Between the 
  States even after his death. 
   
  The headless confederate lost 
  his head in battle (literally) and is 
  on the constant search to punish 
  the Yankee’s who did this to him.  
  If 
  he 
  can’t 
  take 
  out 
  his 
  murderous 
  blood 
  rage 
  on 
  Yankee 
  soldiers, 
  or 
  union 
  supporters, he is also hateful of 
  all minorities, blacks in particular. 
   
  There are two ways to stop the 
  headless 
  confederate’s 
  rampage of death.  The first is to 
  return its lost head to its body.  
  The second, and much easier 
  way, is to find his final resting 
  place (of his body) and burn the 
  remains to ash.  
   
  
   
  9 
  Indian Zombie 
   
  Level:  1 
  Hit Dice: 2D6 
  Move: 6” 
  Defense: 14 
  Fighting:  +2   
  Quickness:  +3 
  Special Abilities: Indian zombies can only take 
  damage from shots to the brain.  This is a called 
  shot (-4 to hit, +1D6 damage).  In addition to the 
  damage listed below, the Indian zombie’s bite 
  carries its disease.  Anyone killed by an Indian 
  zombie comes back as one himself in 1D6 rounds. 
  Attack Damage:  claw 1D6/claw 1D6/ bite 1D8 
   
  Indian zombies are the restless dead of battlefield 
  Indians killed by white men.  They seek revenge on 
  all white men and have an insatiable hunger for 
  white meat!  Unlike the dry gulch zombie, Indian 
  zombies are incredibly quick, fast, and deadly. 
   
  Prairie Siren 
   
  Level:  3 
  Hit Dice: 4D4 
  Move: 5” 
  Defense: 16 
  Fighting:  +3   
  Quickness:  +3 
  Special Abilities: Even in their true form, prairie 
  sirens have the ability to charm men (not women) 
  with the songs they sing (this is a free action).  
  Anyone desiring to attack a prairie siren must 
  make a presence check TN16 first.  Once they 
  succeed at the check once, the spell is broken for 
  that particular siren and they won’t have to make 
  any more checks. 
  Attack Damage:  claw 1D8/claw 1D8/ bite 1D8 
   
  Prairie sirens are creatures of the shadows that 
  prey on men and their sexual desires.  They 
  appear to men as three exceptionally beautiful 
  prostitutes.   
   
  The sirens usually set up a house of ill repute a few 
  miles outside of a town, often in the middle of 
  nowhere.  Most of the time the whore house runs 
  as any other, but, on the night of the full moon the 
  prairie sirens lock and bolt the doors.  When they 
  reach the heights of ecstasy, they turn into their 
  true forms (that of a haggard shriveled up ancient 
  woman with razor sharp teeth and claws) and 
  savagely kill all the men in the house, eating their 
  entrails and private parts!  All the while they do this 
  they are singing beautiful songs.      
  Salem Witch 
   
  Level:  6 
  Hit Dice: 7D6 
  Move: 4” (7” flying) 
  Defense: 18 
  Fighting:  +2   
  Quickness:  +2 
  Special Abilities: Spells and see below 
  Attack Damage:  By spell or claw 1D6/claw 1D6  
   
  The Salem witch trials of Massachusetts were a 
  farce, as most of the real witches escaped.  Many 
  of these headed out west long before most 
  settlers. 
   
  Now that more people have moved out west, 
  these ancient and evil crones are recruiting young 
  women and starting new covens. 
   
  The Salem witch appears as a well to do middle 
  aged woman with an arrogant attitude.  She 
  wears an excessive amount of lingering perfume 
  to hide the fact that she smells like a corpse. 
   
  The Salem witch can fly at a rate of 7” and up to 
  a height of 4” (20 feet).  The witch is often 
  surrounded by 2D6 young women (citizens as 
  stated in section 13.10 of the Shotguns –n- Saddles 
  rulebook) who she has brainwashed and will do 
  her bidding, including fighting and dying for her.  
   
  The Salem witch can do any magic the referee 
  desires 
  when 
  behind 
  the 
  scenes. 
   
  When 
  confronted in combat, she can choose to cast 
  any of the spells below once per round. 
   
  To cast the spell, the witch must roll the difficulty 
  number or better on 1D6.  If the number is lower 
  than the difficulty number the spell fails.  If the roll 
  is a 1, Satan is displeased with his servant and she 
  takes 1D8 points of damage.  Additionally, if the 
  witch has any young woman servants one of their 
  throats magically slices open, blood gushes all 
  over, and they die. 
   
  ►Blast (Difficulty 3+) 
  The witch blasts her enemy with the red flames 
  of Satan!  1D4 victims are hit for 2D4 points of 
  damage and are knocked back 1D4” and 
  knocked prone. 
   
  ►Sleep (Difficulty 3+) 
  Anyone within 4” must make a grit check TN12 
  or fall asleep for 2D4 minutes. 
   
  ►Summon Dead (Difficulty 4+) 
  
   
  10 
  If there are any dead bodies anywhere 
  around, 1D4 of them rise and come to the aid 
  of the witch (use the stats for dry gulch 
  zombies). 
   
  ►Web (Difficulty 4+) 
  The witch envelopes victims in a sticky web 
  that extends in a 1d4+2 inch radius from her 
  target point.  This immobilizes the victims.   
  Those entrapped in webbing must make a 
  strength check, TN 16 to break free before 
  they can do anything else. 
   
  ►Satanic Screech (Difficulty 5+) 
  The witch lets loose with a hideous unnatural 
  screech that causes the ears of anyone who 
  hears it to bleed!  This causes 3D6 points of 
  damage and makes the victims drop any 
  items they hold as they move their hands up to 
  cover their ears.  This does not affect any of 
  the witch’s servants. 
   
  ►Summon Demon* (Difficulty 5+) 
  The witch beseeches her dark master to send 
  forth one of his powerful servants to do her 
  bidding.  If successful a dark portal opens and 
  the demon below comes through to wreak 
  havoc on the world.  If the spell fails, Satan is 
  angry with the witch for bothering him and 
  sucks her into the portal for an eternity of 
  torture instead. 
   
  *Demon 
  Level:  10 
  Hit Dice: 11D10 
  Move: 7 (10” fly) 
  Defense: 20 
  Fighting:  +2   
  Quickness:  -2 
  Special 
  Abilities: 
  The 
  demon has large bat like 
  wings and can fly at a 
  rate of 10” and up to a 
  height of 5”.  The demon 
  can choose to breathe 
  fire as an attack. Fire 
  breath has a range of 12” and a 4” burst 
  radius.  Anyone in the path or burst takes 4D6 
  points of damage.  A successful quickness 
  check TN16 will reduce the damage to 2D6      
  Attack Damage:  Fire (see above) or claw 
  1D10/claw 1D10/bite 1D10/tail whip 1D10 
   
  The demon appears as a hideous fanged frog-
  like creature with bat wings and a long tail.  Its 
  skin is mottled and red and is covered with 
  warts.  If killed, it disappears and returns to the 
  hell it came from. 
   
  Sand Worm 
   
  Level:  8 
  Hit Dice: 9D10 
  Move: see below 
  Defense: 20 
  Fighting:  +2   
  Quickness:  +3 
  Special Abilities: Sand worms surface and lash out 
  with their tongues.  These tongues can be used to 
  smack or grab victims up to 3” away.  A grabbed 
  victim is then pulled to the maw in 1D4 rounds and 
  devoured (killed).  Tongues can be attacked in 
  melee or shot at as a called shot (-4 to hit).  If a 
  tongue takes 20 HP of damage it releases its 
  victim and is useless the rest of the battle.      
  Attack Damage:  3 x tongues 1D12 plus victim is 
  knocked back 1D4” and prone.  Alternately, the 
  tongue can grab its victim as described above. 
   
  Sandworms are gigantic 50 foot long sand brown 
  worms.  They have huge beak-like maws and 
  three long tongues they use to grasp prey with. 
   
  Sandworms burrow through the soft earth at a 
  speed of 15”, making the ground shake and 
  tremor as they move.  They are 
  blind and sense their prey by 
  sound. 
   
  When 
  they 
  hear 
  something, they break the surface 
  and attack by trying to grab prey 
  with 
  their 
  long 
  tongues 
  and 
  dragging them into their mouths to 
  be puréed.  
   
  Perhaps 
  the 
  most 
  disturbing 
  feature of the sandworm is their 
  unnatural intelligence.  They learn 
  very quickly and a trick never 
  works on them twice.  They use 
  cunning and trickery themselves to 
  separate prey and arrange or wait 
  for ideal times to attack. 
   
  Silver Spider 
   
  Level:  6 (mother)/0 (babies) 
  Hit Dice: 7d10/1d4 
  Move: 14”/7” 
  Defense: 20/13 
  Fighting:  +3/0   
  Quickness:  +4/+3 
  
   
  11 
  Special Abilities: The Silver Spider can simply 
  attack its prey by smacking it with its spindly legs, 
  or it can shoot a web.  With a successful hit, the 
  web envelopes one victim who is hopelessly 
  trapped until they make a strength check TN16 or 
  are cut free (this takes 2 rounds) by someone with 
  a knife.  The Silver Spider can use its attack to 
  inject a paralyzing venom into its webbed victims.  
  Paralyzed victims cannot move at all for 1d4 days.    
  Attack Damage:  claw 1d8/claw 1d8 or web or 
  paralyzing bite (grit check TN16) 
   
  The Silver Spider is a large bloated spider with a 
  body about 5-8 feet in length, and eight 10 ft. 
  appendages.  It is black in color with a bit of a 
  silver sheen.  It has a rudimentary intelligence, and 
  hateful toward humans. 
   
  The Silver Spider lives in silver mines, where it 
  spends the days wrapping up prey in its sticky silk 
  and then injecting it with its eggs.  The eggs hatch 
  into little baby spiders that eat the living meal from 
  the inside out, driving it quite mad in the process. 
   
  Sometimes the Silver Spider sends it’s newly 
  injected prey loose.  When it returns home 
  (preferably where other humans live), the babies 
  hatch, eat their way out, and then seek the spinal 
  columns of living prey.  They can attach to these 
  nerve endings and control the victim, usually 
  forcing it back to the mother’s lair where the 
  process starts all over again.  
   
  Skin Walker 
   
  Level:  1-4 
  Hit Dice: 2-5D8 
  Move: 7” 
  Defense: 15-18 
  Fighting:  +3   
  Quickness:  +4 
  Special Abilities: See Below 
  Attack Damage:  claw 1D8/claw 1D8/ bite 1D10 
   
  The skin-walker is a human (usually a Navajo 
  Indian) who is able to shape-shift into various 
  animal forms through witchcraft. Because of their 
  association with skin-walkers, wild animal hides are 
  taboo in Navajo culture.   
   
  The skin-walker is human at times, and at other 
  times taking on the aspect of an animal, usually at 
  night. In its animal form, a skin-walker may be 
  virtually anything, including a wolf, coyote, fox, 
  bear, owl, or crow. A skin walker is naked, except 
  for an animal skin, and appears as a fearsome 
  mutated version of that animal.   
   
  Skin walkers possess the ability to mimic any 
  human or animal noise they choose.  Both humans 
  and animals can easily tell a skin-walker from a 
  real animal, as the skin-walker is unable to move 
  completely naturally in animal form.  They also 
  leave human footprints when in animal form. 
    
  A skin-walker in animal form can only be 
  wounded by magical weapons (including the 
  relics).  All weapons hurt the skin walker in it’s 
  human form.  
   
  Trail Spirit 
   
  Level:  3 
  Hit Dice: 4D4 
  Move: 4” 
  Defense: 12 
  Fighting:  n/a   
  Quickness:  -1 
  Special Abilities: The trail spirit can only be hurt by 
  magical weapons (including the relics).  If it takes 
  its full HP in damage, it is banished from the real 
  world 
  until 
  the 
  following 
  nightfall 
  when 
  it 
  reappears at full strength again.  The trail spirit is 
  incorporeal and can pass through anything. 
  Attack Damage:  The trail spirit attacks through 
  fear.  The spirit simply touches its victim (must be 
  adjacent, but doesn’t need to roll to hit).  The 
  victim must make a grit check at TN16.  If the 
  victim fails, they immediately loose 2D4 HP.   Once 
  HP is reduced to zero, the life force of the victim 
  has been drained and they die.  If this body is not 
  discovered and properly buried in 1 month, the 
  victim becomes a trail spirit. 
   
  The trail spirit is the restless ghost of someone who 
  died on the trail (settlers heading west, or one of 
  the many Indian marches) under unjust, violent, or 
  simply sad circumstances.  Alternately, the victim 
  may be someone who died and their remains 
  were left to rot instead of being buried, burned, or 
  otherwise put to rest. 
   
  The trail spirit is not at first hostile, appearing near 
  the place of its death asking for release.  
  Unfortunately, the spirit appears as it did at the 
  time of its death and can’t communicate with 
  sound, which is very frightening. 
   
  If the remains of the spirit are found and properly 
  laid to rest the spirit happily passes into the 
  afterlife.  If not, the spirit gradually becomes more 
  and more hostile until it finally starts attacking 
  anyone who passes near its remains.    
   
  
   
  12 
  Relic Handout Cards 
   
   
   
   
   
   
  Cut these cards out and give them 
  to players who possess the relics. 
   
  Pathfinder 
  Pathfinder 
  Pathfinder 
  Pathfinder     
  (Hat) 
   
  Pathfinder allows its wearer to communicate 
  telepathically with anyone who wields one of the 
  relics.  The relic must be on their person for this to 
  work. 
   
  Pathfinder allows it’s wearer to mentally push 
  opponents as a combat attack action.  The 
  opponent is pushed back 1D6 inches, takes 1D8+1 
  points of damage, and is knocked prone.  To do 
  this, the wearer must make a presence test TN12 for 
  man size or smaller creatures and a TN16 for larger 
  creatures. 
   
   
  Executioner 
  Executioner 
  Executioner 
  Executioner     
  (Colt Pistol) 
   
  Executioner is a long barreled pistol that grants a +1 
  damage bonus.  It never runs out of ammo and 
  doesn’t jam. 
   
  Executioner does not need line of sight to target a 
  creature of the shadow and simply goes around 
  intervening objects (this includes things that would 
  otherwise grant cover and other characters in 
  melee combat with the target). 
   
   
  Peacekeeper 
  Peacekeeper 
  Peacekeeper 
  Peacekeeper     
  (Riding Gloves) 
   
  Peacekeeper allows the wearer to make 1D4 hand 
  to hand attacks per round (roll to determine the 
  number of punches after the attack is declared, roll 
  to hit for each attack separately).  
   
  Peacekeeper allows it’s wearer to lay his hands on 
  a wounded person (including himself) and instantly 
  heal 1D6 points of damage.  This can be done 
  once per person once per day. 
   
   
   
   
  Vengeance 
  Vengeance 
  Vengeance 
  Vengeance     
  (Shotgun) 
   
  Vengeance is a shotgun that grants a +1 bonus to 
  damage.  It never runs out of ammo and doesn’t 
  jam. 
   
  Vengeance can (optionally) shoot out a ball of 
  energy that explodes when it hits its target, doing 
  equal damage to anyone within a 2 inch radius of 
  the target.  This is not exclusive and can hurt friend 
  as well as foe.   
   
   
  Protector 
  Protector 
  Protector 
  Protector     
  (Badge) 
   
  Protector grants it’s wearer a +2 to his defense 
  score each round of combat or +1 to all of the relic 
  bearers. 
   
  Protector allows its wearer (and all his equipment) 
  to go incorporeal for 1D6 minutes once per day.  
  While incorporeal the wearer cannot be touched 
  or harmed, and cannot physically move anything 
  or attack anyone.  The wearer can choose to be 
  visible or invisible.  While incorporeal, the wearer 
  can harm creatures of the shadows with his fists or 
  any incorporeal weapons he may be carrying.  
   
   
  
SOURCE: textdata/thevault/Shotguns & Saddles/Shotguns & Saddles Spirits & Spurs.pdf