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? Some of the answers to these questions could help you choose what branch your character goes into and even what MOS he might end up doing.
All military personnel have a rank or rating. 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 cannot be higher than E–4.
The Army is usually the backbone of a nation’s military. GHOST Squad candidates are hand picked from the best soldiers in this man’s Army. All have completed Basic or One Station Unit Training (OSUT) that gives you one Edge for free. This edge should represent your Military Occupational Specialty (MOS). You also begin with the Hindrance: Obligations (Major: U.S. Army). This does NOT count towards your normal Hindrance total.
Military Occupational Specialty
This area defines your character’s specific job in the Army prior to joining the GHOST Squad. Choose one occupational specialty from the following list.
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. 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. All skills in the Savage Worlds core rulebook are available with some exceptions: New and Altered Skills
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
GHOSTS 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 Setting Rules for details on requisitioning gear.