You are one of the "proud" members of the World Governments Navy Force, serving honor, serving Justice, or perhaps you have seen to MUCH honor and justice and have decided to leave out to server your own brand of honor and justice.
- Skill Proficiencies: Athletics, Survival
- Tool Proficiencies: s Cartographer's Tools, Vehicles (land, water)
- Equipment: A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of the marines, a set of traveler's clothes, and a wallet containing 100,000฿
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the D&D Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
Suggested Characteristics
Marines are looked up to by many civilians and must always obey their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers or pirates. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of likeminded individuals.
-Marine Personality Traits-
d6 Personality Trait
1 - I speak rarely but mean every word I say.
2 - I laugh loudly and see the humor in stressful situations.
3 - I prefer to solve problems without violence, but I finish fights decisively.
4 - I am dependable.
5 - I am often considered a lone wolf, and I must enforce my own form of law.
6 - When the sea is within my sight, my mood is jovial and optimistic.
-Marine Ideals - D6
1 - Teamwork. Success depends on cooperation and communication. (Good)
2 - Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful)
3 - Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
4 - Might. The strong train so that they might rule those who are weak. (Evil)
5 - Bravery. To act when others quake in fear—this is the essence of the warrior. (Any)
6 - Perseverance. No injury or obstacle can turn me from my goal. (Any)
Marine Bonds d6
1 - I face danger and evil to offset an unredeemable act in my past.
2 - I. Will. Finish. The. Job.
3 - I must set an example of hope for those who have given up.
4 - An honorable pirate once saved me from an evil marine, and I now respect that pirate greatly.
5 - Fear leads to tyranny, and both must be eradicated.
6 - My commander betrayed my unit, and I will have revenge.
Marine Flaws d6
1 - I have an unconditional hatred for pirates and criminals.
2 - I find life outside the marines difficult and struggle to say the right thing in social situations.
3 - My intensity can drive others away.
4 - I hold grudges and have difficulty forgiving others.
5 - I become irrational when innocent people are hurt.
6 - I sometimes stay up all night listening to the ghosts of my fallen enemies.
| d6 | Personality Trait |
|---|---|
| 1 | I speak rarely but mean every word I say. |
| 2 | I laugh loudly and see the humor in stressful situations |
| 3 | I prefer to solve problems without violence, but I finish fights decisively |
| 4 | I am dependable |
| 5 | I am often considered a lone wolf, and I must enforce my own form of law. |
| 6 | When the sea is within my sight, my mood is jovial and optimistic. |
| d6 | Ideal |
|---|---|
| 1 | Teamwork. Success depends on cooperation and communication. (Good) |
| 2 | Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful) |
| 3 | Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic) |
| 4 | Might. The strong train so that they might rule those who are weak. (Evil) |
| 5 | Bravery. To act when others quake in fear—this is the essence of the warrior. (Any) |
| 6 | Perseverance. No injury or obstacle can turn me from my goal. (Any) |
| d6 | Bond |
|---|---|
| 1 | I face danger and evil to offset an unredeemable act in my past. |
| 2 | I. Will. Finish. The. Job. |
| 3 | I must set an example of hope for those who have given up. |
| 4 | An honorable pirate once saved me from an evil marine, and I now respect that pirate greatly. |
| 5 | Fear leads to tyranny, and both must be eradicated. |
| 6 | My commander betrayed my unit, and I will have revenge. |
| d6 | Flaw |
|---|---|
| 1 | I have an unconditional hatred for pirates and criminals. |
| 2 | I find life outside the marines difficult and struggle to say the right thing in social situations. |
| 3 | My intensity can drive others away. |
| 4 | I hold grudges and have difficulty forgiving others. |
| 5 | I become irrational when innocent people are hurt. |
| 6 | I sometimes stay up all night listening to the ghosts of my fallen enemies. |
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