UEEF Genetically Engineered Children OCC
The Genetically Engineered Children Are the result of the UEEF's need for better weapons of war against the Invid and other threats. The man approached for this task was Dr. Gendo Ikari,
His innovating edge in bio genetic research and engineering was decades ahead of his closest peers. He has taken the research of the masters and their Zentraedi warriors and mixed it with his own. His work has led him and the elite members of his staff down some questionable if not downright dark path. But he believes his measures will be justifiable in the end. Taking samples of what he considers the best specimens of Humans, Tirolians and Zentraedi along with the sentinels, back to His research facility on the World of Eden. It is restricted to all but Nerv Personnel and the high command of the UEEF, and even they are kept in the dark on most the research. Most of the top brass is escorted while inside. Only those of Nerv know how large the Facility really is and how many personnel works for Nerv.
After the manipulation of the eggs a preselected woman is impregnated with the most advance medical technology and allowed to carry the child to term.
The Child is then taken to a prepped surgical room and the implants are inserted. This procedure continues until the child’s body reaches maturity. The Children from birth begin their life of rigid education and training. They are treated like soldiers from the moment they can walk. They live in coed dorms with everyone born in the same year.
About half of the test subjects committed suicide from the stress of their daily lives. They attend school and train relentlessly six days a week and can be called upon at any moment. They're training programs are decided for them by the directors of NERV. Despite some of these setbacks with the test subject, Dr. Ikari believes they are correctable with additional training programs. This program is classified and only a handful of senior officers even know it exist.
Each child has a rank and daily responsibilities. From the age of twelves onwards they are trained in live action missions.
Rank: The Kids are Cadets until the age of 17, otherwise their rank is
considered that of the MOS.
Age: 12 +1D4 years
Alignments: Any, though most are Selfish.
Attributes
IQ: 4D6 drop lowest dice
ME: 3D6 drop lowest dice +1 for every year of Age past 10
MA: 4D6 drop lowest dice
PS: 3D6 drop lowest dice +1 for every year of Age past 10
PP: 4D6 drop lowest dice +1 for every year of Age past 10
PE: 3D6 drop lowest dice +1 for every year of Age past 10
PB: 4D6 +3 drop lowest dice
Speed: 3D6 drop lowest dice +1 for every year of Age past 10
Note: As your character ages, some of their stats and other aspects of the character will improve with age till they achieve the age of seventeen when their body is fully developed.
RCC bonuses:
1. Heightened Reflexes and Agility: the combination of genetics and enhanced physical training provides the following bonuses: +2 to initiative, +1 extra attack per melee round, + 2 with roll with punch.
2. Enhanced Senses: they have gained a +3 to Perception Rolls even when they seem to be unfocused and bored.
Enhanced vision: 20/20 perfect vision and have night vision like that of a cat.
Enhanced hearing: and can hear a whisper or a twig snapping under a boot 300ft away.
3. Enhanced Healing: The characters heal at twice the normal rate and gain a 15% bonus to save vs coma and death.
4. Enhanced Mecha Connection: The Kids are given Implants at birth and throughout various location upon their bodies. But the most important one is in the base of the skull, which connects directly to their brain. When assigned to mecha with special receivers the Pilot and machine can link through a wireless system and allows the pilot to operate the mecha with thought. The controls are there for back up, in case something happens. this also grants a few extra bonuses for instant response time.
+1 Attack per melee round
+1 to Dodge and Parry
+1 to Strike with Range weapons
+1 to strike in hand to hand
5. Skills: The excessive training has given the Characters the following bonuses to their OCC skills.
Acrobatics or Gymnastics
Martial arts or Commando
W.P. Knife or Blunt
6. Hit Points and S.D.C. Points: Once hit points and SDC points are figure out divide them in half. The first half is used for the characters at the start of the game. Divide the second half by four. And add the remaining quarter for each year the character ages. new hit points are divided by the number of remaining quarters, with one quarter going to new hit point total and the remaining balance being added to the remaining quarters.
7. Insanity chart: Roll once on the insanity chart below. Their daily retinue is so intense and stressful the children have developed insanities.
01-20 Neurosis
21-25 Compulsive Liar
26-30 Kleptomaniac
31-40 Obsession
41-50 Phobia
51-60 Psychosis
61-70 Fear of Animals
71-80 Recluse
81-00 Affective Disorder
Character Class: The Character has been undergoing training as the Scientist, Doctors and Engineers, and the Military deemed fit.
01-45 Battliod Ace
01-65 Combat Specialist MOS
66-00 Sapper MOS
46-55 Military Specialist
01-15 EOD/Demolitions/SEAL MOS
16-30 Marine Commando MOS
31-65 Ranger/Reconnaissance MOS
66-00 Special Forces/Espionage MOS
56-00 Veritech Pilot
01-65 Alpha Pilot MOS
66-75 Beta Pilot MOS
76-90 Reconnaissance MOS
91-00 Fleet Electronic Warfare/SEAD MOS
Draw Backs to this O.C.C.:
When operating a Mecha, you are not linked with is less effective since your cerebral implants are synced to your particular mecha (3 maximum) and it removes your ability to have your mecha react to your thoughts as much as your physical movements. You suffer the following penalties:
- 25% to all piloting rolls
- 2 Attack per melee round
- 2 to Dodge and Parry
- 2 to Strike With Range weapons
- 2 to strike in hand to hand
The Synchronizing Process is both physically and mentally painful as your worst fears and painful memories are brought forth in a nonstop barrage of emotions and images in your brain for four straight hours, till your mind is set free to fight back. Each child is run through a monthly test to monitor their Synchro ratio. Anyone with a Synchro rating below seventy percent must retest the following day for a total of five days. If after five days, the character cannot be re-synced, they are considered a catastrophic failure and retired from duty. (they are removed from the game)
To determine roll synchro rating, roll a D100 and add your Mental Endurance to it.
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Last edited by Lt Gargoyle, July 13 2025 02:54:11. Open game article. You can edit it once you log in.