Raellus:
Great, a hot Pole. How is this not to be a sexspionage game, again?
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I'm kind of struggling to come up with a realistic sciency-combat character setup. I'm also don't have the strongest foundation in the hard sciences (although I did score a 6 on the Anticipated IB bio test in high school) and I'm not sure how helpful a soft science will be in this game.
To be clear, every PC does not need to be sciency (and as a semi-reformed English major, I won't be throwing an overdose of hard science into the narration). With the task force's intelligence mission and the need to operate covertly, soft skills and stealth/B&E capability are going to be critical too.
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1. A guy who studied physics/astrophysics at the Naval Academy (is that even a major there?) and then went on to qualify for the SEALs.
Completely valid, and physics is a major at USNA (
http://www.usna.edu/Academics/Majors-and-Courses/). Note that, although astro is not a major, they probably have a few astro courses - the Navy has been in the astronomy business a lot longer than the Air Force (or even the Army Air Corps) because it's fundamental to navigation at sea.
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3. A guy who worked forensics for the FBI, applied for the HRT on a dare, and got in.
4. Same as #3 but a behavioral/forensic psychologist instead of forensics.
These would certainly cover some of the investigative/soft skills.
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5. A combat controller who dug aircraft so much he went back and got his pilot certs then got recruited by the CIA to run black ops aviation.
If the team has a PC pilot, those points won't be wasted. If no PC is an aviator, that won't be an impediment. This is one place where the narrative will adapt quite readily to the team's capabilities.
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6. Same as #5 but starting as pararescue.
Medical skills are never wasted in a game like this.