You could use Event Data instead of a global variable. Use Set Event Data to set some parameters, then the character manager FSM could use Get Event Info to get the event data. Seems a little cleaner...
EDIT: Or depending on the number of character types you have, just make an event + state for each one. Then you can also do custom setup on each character type. E.g.. A MakeSoldier state that has a global transition with a MakeSoldier event. Now just send MakeSoldier to the character manager FSM. CharacterFactoryFSM might be a better name...