Marine

From Ghosts of Saltmarsh, page 31.

## Overview

You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.

* **Skills:** Athletics, Survival
* **Tool Proficiencies:** Vehicles (water, land)
* **Equipment:** A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp

### Hardship Endured

Hardship in your past 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. You can roll on the following table to determine this hardship or choose one that best fits your character.

 2
 3
 4
 5
 6

### Feature: Steady

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 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 other soldiers and respected by 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. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.

### Personality Traits

* I speak rarely but mean every word I say.
* I laugh loudly and see the humor in stressful situations.
* I prefer to solve problems without violence, but I finish fights decisively.
* I enjoy being out in nature; poor weather never sours my mood.
* I am dependable.
* I am always working on some project or other.
* I become cantankerous and quiet in the rain.
* When the sea is within my sight, my mood is jovial and optimistic.

### Ideals

* Teamwork: Success depends on cooperation and communication. (Good)
* Code: The marines' code provides a solution for every problem, and following it is imperative. (Lawful)
* Embracing: Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
* Might: The strong train so that they might rule those who are weak. (Evil)
* Bravery: To act when others quake in fear — this is the essence of the warrior. (Any)
* Perseverance: No injury or obstacle can turn me from my goal. (Any)

### Bonds

* I face danger and evil to offset an unredeemable act in my past.
* I. Will. Finish. The. Job.
* I must set an example of hope for those who have given up.
* I'm searching for a fellow marine captured by an elusive enemy.
* Fear leads to tyranny, and both must be eradicated.
* My commander betrayed my unit, and I will have revenge.

### Flaws

* I grow combative and unpredictable when I drink.
* I find civilian life difficult and struggle to say the right thing in social situations.
* My intensity can drive others away.
* I hold grudges and have difficulty forgiving others.
* I become irrational when innocent people are hurt.
* I sometimes stay up all night listening to the ghosts of my fallen enemies.