Marine
Package Type: Basic
Package Source: WHFRPG2e
Marines are ship borne soldiers who can be found in the Imperial fleet and onboard larger private vessels. They protect ships from pirates, Norse maruaders, and other similar raiders. Unlike seamen, whose primary duty is sailing the ship, Marines are onboard only to fight. When in port, Marines often form press gangs to fill out the ships crew. More than one unsuspecting citizen has awoken at sea after taken a belaying pin to the head from a press ganger. Due to these activities and their own drunken brawling, Marines are resented in many seaside communities. When raiders strike however, these same citizens are quick to accept the aid of the battle-hardened Marines.
NOTE: If you take Common Knowledge (Wasteland) during character creation, your character can be from the great port of Marienburg at your option.
NOTE: Marine Weapon Group is Bow, Crossbow, Dagger, Blades, Gaffs, and Belyaing Pins
Cost Ability
Select One
3 Common Knowledge (the Wasteland): AK: the Wasteland
Gamble: Gambling
3 Consume Alcohol: +5 CON, Only to Resist Effects Of Alcohol, No Figured Characteristics
5 Dodge Blow: Either (+1 DCV) or (Martial Dodge and Reputation ("Hard to Hit", Small Group 11-))
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3 Gossip: Conversation
Secret Language (Battle Tongue): Language Battle Tongue
3 Intimidate: +3 PRE
3 Row: TF: Rafts, Small Rowed Boats, Large Rowed Boats
3 Swim: +3" Swimming
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6 Disarm: Either (+3 with Disarm) or (Martial Disarm and +1 with Martial Disarm)
Quick Draw: Fast Draw +1 and Reputation ("Quick on the Draw", Small Group 11-)
6 Strike Mighty Blow: Either (+15 STR, Only For Damage (-1 1/2), No Figured Characteristics (-1/2)) or (Offensive Strike and 1 Weapon Element of Choice)
6 Strike to Stun: Either (+3 Penalty Skill Levels to Offset Striking with Side of Blade Penalties and +1 OCV when Striking with Side of Blade) or (Martial Strike and +1 OCV with Martial Strike)
6 Specialist Weapon Group (Marine): WF Marine Weapons and +1 OCV with Marine Weapons and Reputation ("Master of Marine Weapons", Small Group 11-)
47
Total Cost Of Abilities
Value Disadvantage
0 None
47
Total Cost of Package
Cost Options and Miscellaneous Information
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? Trapping: Bow with 10 Arrows
Trapping: Crossbow with 10 Bolts
var Trapping: Light Armour
var Trapping: Shield
var Trapping: Sword
var Trapping: Dagger
var Trapping: 10 Yards of Rope
var Trapping: Grappling Hook
var Trapping: 2 days of Hardtack
var Career Entry: Boatman
var Career Entry: Fisherman
var Career Entry: Seaman
var Career Exit: Mate
var Career Exit: Outlaw
var Career Exit: Sergeant
var Career Exit: Smuggler
var Career Exit: Thug