You’re human. You begin play with one free Edge.
Background and Origin
Come up with a history for your character. Why did he join the Army? Where is he from? What did he do before the military? What about his family? What kind of personality does he have?
GHOST Squad candidates are hand picked from the best soldiers in this man’s Army. All characters will start as Seasoned (25xp’s) and have completed Basic or One Station Unit Training (OSUT), Airborne Training, the Special Forces Qualification Course, and Language Training. This intensive training requires the following skills at d4: Athletics, Fighting, Shooting, and Survival.
You also begin with the Hindrance: Obligations (Major: U.S. Army). This does NOT count towards your normal Hindrance total.
Operator Training Course
The unit’s Operator Training Course is approximately six months long. While the OTC course is constantly changing, the skills taught broadly are Marksmanship, Demolitions and entry, Tradecraft, and Executive Protection. While Demolitions and Tradecract are handled with common knowledge, characters in GHOST Squad must start with Driving, Notice, Lockpicking and Stealth at d4.
All applicants for GHOST Squad must be at least 22 years old, and be in the ranks of E-5 through E-8, with at least four years in service, and 2 years remaining on their contract. Unless your Game Master says otherwise or if you have not bought the Rank: NCO, Warrant Officer, or Rank: Officer Edge, your character’s starting rank is E–5.
Military Occupational Specialty
This area defines your character’s specific job within GHOST Squad. Choose one occupational specialty from the following list. Your MOS gives you one Edge for free. This edge should represent your Military Occupational Specialty (MOS).
Traits are broken down into two categories: Attributes, which define who you are (how strong, agile, smart, and so on), and Skills, which define what you know and how well you do things (Driving, Streetwise, and so on). Carefully select those that fit your overall character concept.
Your Operator begins with a d4 in each of the five basic attributes: Agility, Smarts, Spirit, Strength, and Vigor. Distribute 5 points among them in any way you wish. Raising an attribute one die type costs 1 point, and you may not raise any attribute above d12.
Next, distribute 15 points among your Operator’s skills. The first point buys the skill at d4 and raising a skill by a die type costs 1 point as long as it is no higher than the linked attribute. Raising a skill above its linked attribute costs 2 points per die type. No skill may rise above d12 during character creation. All skills in the Savage Worlds core rulebook are available with some exceptions: New and Altered Skills.
Language training gives the operator a number of skill points equal their Smarts die to spend on languages; after character creation, languages count as skills, and must be trained as such.
Pace is 6”.
Parry is equal to 2 plus half your Fighting.
Charisma is a combination of your soldier’s appearance, manner, and general like-ability. It is added to Persuasion and Streetwise rolls. The GM also uses it to see how NPCs react to you. Your Charisma modifier is +0 unless modified by Edges or Hindrances.
Toughness is equal to 2 plus half your Vigor.
Edges and Hindrances
G.H.O.S.T.s can take Edges and additional attribute increases by balancing them out with Hindrances. You can take one Major and two Minor Hindrances, or two Major Hindrances. Check out the New Edges section to see what is and isn’t allowed from the core book.
The United States Army will issue all mission essential gear in this campaign, therefore wealth will not be used. See the Resource Management section in Setting Rules for details on requisitioning gear.
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