Explosives Ordnance Disposal (EOD) experts are often embedded into Special Forces teams seeking to sabotage or strategically strike key enemy personnel and assets. Trainees must be highly numerate and literate to master the use, handling, and disposal of explosives.
- Begin with Repair d6 and Thievery d4.
- Begin with Survival d4 and the Conditioned Edge.
- Begin with Electronics d6, Science d6, and the Demolitionist, Expert Demolitionist, and Take ‘Em Down Edges.
- Spicy Home Cooking: Given time and common “household” ingredients, the EOD Specialist may roll Repair to manufacture improvised grenades, mines, and other explosive devices listed in Savage Worlds. Alternatively, the EOD Specialist can upgrade the damage of explosive devices with a Science check—a success adds an extra die of the explosive’s damage die type once detonated, and a raise allows a free reroll of the damage once detonated.
- Gain one less roll on the Hero's Journey tables.
- Cannot take the All Thumbs or Illiterate Hindrances.
- Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG Super Laser Pistol, plus a Tool Kit, Vibro-Knife, MD Plastique (2 lb.), and six grenades of choice.
About 70 years before the establishment of the Post-Apocalyptic Calendar, a village of mutant humans in the Magic Zone began breeding true, akin to the centuries-old Psi-Stalkers, handing down strong psychic powers and the ability to become an intangible specter. The villagers used their powers to spy on and steal from other settlements, eventually drawing the ire of other underworld factions who united to destroy the village. Scattered worldwide, the Psi-Ghosts now live as loose-knit clans, hiring themselves out as “acquisition specialists” and covert agents.
- Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas).
- Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.
- Presence Sensing Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers— chosen from the standard list—must be detect/conceal arcana, which has the Range (self) limitation. Detect arcana always activates with the Presense Sense Mega Power Modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana as above (even if not normally allowed by that Framework), and the Psi-Ghost gains two additional power to his starting total (e.g., a Psi-Ghost Burster starts with five powers).
- Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE.
- The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance.
- Wanted (Major): Psi-Ghosts are pursued by many powerful groups— including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
1. Select a MARS Package from the list below.
2. Roll on the MARS Fortune & Glory Table (page 45) two times possibly modified by package.
3. MARS heroes begin with three rolls on any Hero's Journey tables you like (though some make more sense than others).
4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.