Sunday, June 5, 2016

Savage Rifts: Casketeer for the Rhinelands and Savage Rifts



By Andreas Adamek


The small port town of Aurora, Southwest of Covingtown, has been brewing whiskey for centuries and has been a haven for poisoners and necromancers since the coming of the Rifts.  Thirty years ago, Aurora was besieged by a pride of Rahu-Men and the only way to they drove the invading D-Bees out was by raising an army of the dead through the prowess of a loose coalition of death mages, known as the Rising Sons. Since that time the Rising Sons has grown in membership and prominence within Aurora and the many farms that surround it. While they like having a say in the direction of the town, none of it's nearly twenty members have any real interest in running the town and are keen to allow the Mayor, Olivia Dunsany-Pike, take care of most matters.
   The Risings Sons' most prominent contribution was the creation of the Casketeers, a militia and labor force, maintained and commanded through necromancy. Several hundred Casketeers are always active, doing physical labor and patrolling the area. However, when a threat arises, thousands of Casketeers are kept in underground tombs and can be activated by any of the Rising Sons.

CASKETEER

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d12

Skills: Fighting d10, Shooting d6,


Pace: 5 (Running d4); Parry: 7; Toughness: 12 (2)

Equipment:
Starmetal Brand Str+d8 Mega Damage

Special Abilities:
• Undead
• Armor 2 M.D.C.

Post a Comment

D&D 5th Edition: Training

I was reading a thread on RPG.Net about DnD 5th Edition House Rules and I noticed that one I've been using for awhile wasn't listed....