The Marine


Marines like soldiers are professional fighters who are part of a ships fighting force. Being the instruments of war (defensive or offensive), the major­ity of their skills and training are directed toward developing weapon proficiencies, hand to hand combat, scaling walls, laying siege to ships, military procedure and operating as part of a combat group.

Hand to hand training focuses on inflicting lethal damage to one's opponent as quickly and accurately as possible. Attacks are frequently aimed at where they'll do the most harm in an attempt to quickly kill, cripple or incapacitate an opponent, so the marine can move forward and engage his next target -one does not have to kill every opponent to win a battle. Likewise, marines are taught to fight to­ward a specific objective.

Navy life can be restrictive, repetitive and petty. The marine is re­quired to account for his actions, obey orders, and show respect toward his superiors. Typically, the marine cannot pick or decline anassignment. Nor can he pick his commanding officer or fellow teammates. He is told what to do, how to do it. He must obey orders, his superiors and naval law or be punished. Punishment can include reduction in rank and responsibilities, assignment to the worst (or most dangerous) missions, imprisonment, execution, and/or dishonorable dischargefrom service.

The marine is expected to obey orders without question or hesitation and follow the chain of command. The marine is usually under the di­rect command of a deck officer, often a lieutenant or ship's mate. The deck officer (and those under his charge) answers to the ship's captain, and all other officers of superior rank. It is the king, kingdom or other power who has commissioned the Navy who is responsible for training the troops, keeping them supplied and well maintained.

The marine player character will serve a particular King, Kingdom, country, or organization, to whom he has pledged an oath of loyalty and allegiance. Most marines are patriots, loyal to king and country, andgladly serve to protect their homeland and defend the honor of their king. Under the best circumstances, the marine serves a king or captain who is just and noble; a supreme leader who cares about his men.

The Marine O.C.C.

Attribute Requirements: P.S. 10, P.E. 8 or higher,
Alignment: Any
Gender: Male or Female
Race: Any
O.C.C. Bonus: Bonuses: +1 to pull punch, and + 1 to save vs horror factor at levels 1,3,7, l0 and 13.
O.C.C. Skills:

    Seamanship (+20%)
    Sailing (+15%)
    Ropeworks (+10%)
    Swimming(+10%)
    Climb/Scale Walls (+5%)
    Castaway/Shipwreak Survival (+10%)
    Native Language (98%) plus 1 language of choic
    Military Etiquette (+20%)
    Heraldry
    Flag Signalling
    W.P. Shield
    W.P. Sword
    W.P. Two of choice
    Hand to Hand: Expert (Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts for the cost of one "other" skill, or to Assassin (if evil) for the cost of two "other" skills.)

O.C.C. Related Skills: Select three additional skills from the category of Naval, Military or Espionage, and seven other skills of choice at level one, plus 1 per level starting at level 2. All new skills start at Level. One proficiency

    Communications: Any (+5%).
    Domestic: Any
    Espionage: Any (+5%)
    Horsemanship: General only(+5%)
    Labour: Any
    Medical: First Aid only (+5%).
    Military: Any (+10%)
    Naval: Any
    Performing Arts: Any
    Physical: Any
    Rogue: Any
    Scholar/Noble/Technical: Any (+5%)
    Science: Any
    Weapon Proficiencies: Any
    Wilderness: Any

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Level. One proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: Uniform, set of civilian clothing, boots, a pair of gloves, belt, bedroll, backpack, two small sacks, a water skin, two weeks' worth of food rations, and a tinder box.

Armour: Starts with a suit of Studded Leather (A.R. 13,38 S.D.C.)

Weapons: Starts with a small shield, a dagger, and two weapons of choice; all are basic S.D.C. weapons of good quality. Special or magic weapons, superior annor, additional equipment, a horse, and other odds and ends may be assigned for special mis­sions. Officers will have one superior weapon (+2 to parry and +4 to damage, or a minor holy weapon), one additional weapon of choice, splint or plate annor and a horse with barding.

Marines and buying additional weapons & equipment: Most armies allow the marines the option of purchasing his own special or superior weapons and armour, provided he returns his Navy issue equipment to the supply officer and gets permission to make such purchases (usually granted). Almost all towns and cities (even bor­der towns) will have special shops, weapon smiths, and armourerswho are subcontracted to provide arms and armour to warriors.

Experiance Table:
LevelExperience
10-2,000
22,001-4,000
34,001-8,000
48,001-14,000
514,001-22,000
622,001-32,000
732,001-47,000
847,001-67,000
967,001-92,000
1092,001-120,000
11120,001-150,000
12150,001-200,000
13200,001-265,000
14265,001-320,000
15320,001-375,000

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