You’re usually trained for the upcoming battles on different forms of sandy beaches and rocky shores. Al though you have already been started the famous midnight rides from the swift ships whose names evoke terror in your adversaries hearts. Do you know what is your second home…the water yes the water is your second home and also the rain your shelter, and the crashing waves your battle cry.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (land & water)
Languages: None
Equipment: A dagger that belonged to a fallen comrade, a folded rag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a pouch containing 10gp
Features
Hardship Endured
In your past the hardship has forged you into an unstoppable living weapon. However this type of hardship is more essential to you and of course is at the heart of a personal philosophy or even the ethos that guides your actions more frequently. On the following table you can roll in order to determine this hardship or select one that best fits your character.
d6 | Hardship |
---|---|
1 | You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. |
2 | You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke |
3 | 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 | 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. |
5 | For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own. |
6 | You carried an injured marine for miles to avoid capture and death. |
Steady
You’re always capable of moving twice the normal amount of time (it’s almost up to 16 hours) each day before being the subject for the effect of a forced march ( you can see “Travel Pace” in chapter 8 of the Player’s Handbook). But in an addition to this you have a chance to automatically, find a safest route for landing a boat on shore, that is provided such a route exists.
Suggested Characteristics
In most cases the marines are looked up to by the other part of soldiers and also respected by their superiors. Of course they are veteran warriors those who never lose composure on the battlefield except in few cases. Of course the Marines those who leave the service which is tend to work as mercenaries, but also their combat experience shall make them excellent adventurers. Even though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.
Personality Trait
d8 | 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 enjoy being out in nature; poor weather never sours my mood. |
5 | I am dependable. |
6 | I am always working on some project or other. |
7 | I become cantankerous and quiet in the rain. |
8 | When the sea is within my sight, my mood is jovial and optimistic. |
Ideal
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) |
Bond
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 | I'm searching for a fellow marine captured by an elusive enemy. |
5 | Fear leads to tyranny, and both must be eradicated. |
6 | My commander betrayed my unit, and I will have revenge. |
Flaw
d6 | Flaw |
---|---|
1 | I grow combative and unpredictable when I drink. |
2 | I find civilian life 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. |