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MARINE (or Ex-MARINE)

Skill Proficiencies Athletics, Survival

Tool Proficiencies Cartographer's Tools, Vehicles (land)

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 100,000B

FEATURE: MARCHING ORDERS

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. HARDSHIP ENDURED

Your past as a MARINE has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. It might also be the reason you potentially left the marines. You can roll on the following table to determine this hardship or choose one that best fits your character.

HARDSHIP ENDURED TABLE

d6 Hardship

1 Mutiny. Your crew overthrew you and left you stranded on an island in the middle of nowhere.

Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.

Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.

4 Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single- handedly and led your comrades to victory.

Tyranny. After exposing a corrupt high-ranking marine, you were silenced, beaten, and imprisoned for years.

6 Leave None Behind. You carried an injured marine for miles to avoid capture and death.

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 like- minded individuals.

MARINE PERSONALITY TRAITS

d6 Personality Trait

  1. speak rarely but mean every word | say.

  2. laugh loudly and see the humor in stressful situations.

  3. prefer to solve problems without violence, but | finish fights decisively.

  4. am dependable.

  5. am often considered a lone wolf, and | must enforce my own form of law.

6 When the sea is within my sight, my mood is jovial and optimistic.

MARINE IDEALS

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

dé Bond

  1. face danger and evil to offset an unredeemable act in my past.

2.. Will. Finish. The. Job.

  1. must set an example of hope for those who have given up.

4 An honorable pirate once saved me from an evil marine, and | now respect that pirate greatly.

5 Fear leads to tyranny, and both must be eradicated.

6 My commander betrayed my unit, and | will have revenge.

MARINE FLAWS

  1. 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. hold grudges and have difficulty forgiving others. 5. become irrational when innocent people are hurt.

  1. sometimes stay up all night listening to the ghosts of my fallen enemies.