[X] You crawled your way up from the bottom. Your father died in an accident when you were too young to remember, and your mother worked in hydroponics your whole life. You studied and learned how to work the system, and you joined Central Command because you know just how important the Odyssey Project might be. Benefits: You have an easier time dealing with bureaucrats and civilians. You are more personable and less overbearing, which may help team dynamics. You are adept at working the system - you will gain more resources and have access to the black market and other unusual opportunities.
[X] You are a mutant. The radiation and heavy metals that Venjix unleashed on humanity have lead to a small percentage of humans being born aberrant. In your case, you regenerate from most harm rapidly. Benefits: You have superpowers, which may come up during special story events, and you may have access to special storylines. You have an additional Personal action per turn due to reduced need for sleep. On the downside, mutants face significant prejudice. This could be considered a "hard mode" for the quest, as it indicates Central Command does not have a high opinion of the Odyssey Project.
[X] You're the closest the current world has to a military brat. Your father worked with Dr. K and the original Ranger Operators to defend Corinth against Venjix, and you've worked your entire life to live up to that legacy. Benefits: Choosing this means Central Command is taking this project seriously, and you'll have to fight with them less. You have a natural command presence, meaning your orders will be more likely to be obeyed on missions. You are straightforward and efficient - you get a small static bonus to rolls to complete projects.