Val	CHA	Cost	Roll	Notes
30	STR	20	15-	Lift 1600 kg; 6d6 HTH Damage [3]
12	DEX	6	11-	OCV:  4/DCV:  4
30	CON	40	15-
20	BODY	20	13-
3	INT	-7	10-	PER Roll 10-
5	EGO	-10	10-	ECV:  2
30	PRE	20	15-	PRE Attack:  6d6
8	COM	-1	11-

10	PD	4		Total:  10 PD (10 rPD)
10	ED	4		Total:  10 ED (10 rED)
3	SPD	8		Phases:  4, 8, 12
12	REC	0
60	END	0
50	STUN	0		Total Characteristics Cost:  104

Movement:	Running:	6"/12"
		Leaping:	0"/0"
		Swimming:	2"/4"

Cost	Powers & Skills
35	Breathe Fire:  RKA 2d6+1, END 3
180	Supernatural Resistance To All Harm:  Physical Damage Reduction, Resistant, 75% plus 
	Energy Damage Reduction, Resistant, 75% plus Mental Damage Reduction, Resistant, 75%
15	Supernatural Resistance To All Harm:  Damage Resistance (10 PD/10 ED/10 Mental Defense)
4	Heavy:  Knockback Resistance -2"
9	Mind Of A Child:  Mental Defense (10 points total)
20	Truly Inevitable Comeback:  Healing 2 BODY, Can Heal Limbs, Resurrection, Reduced Endurance 
	(0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Hour (Character May Take No Other 
	Actions; -2 1/2), Self Only (-1/2), Resurrection Only (-1/2)
34	Immortal Being:  LS  (Immunity All terrestrial poisons and chemical warfare agents; 
	Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High 
	Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low 
4	Reach:  Stretching 1", Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat 
	Stretching (-1/4), No Velocity Damage (-1/4)

8	+4 OCV with Breathe Fire

Total Powers & Skill Cost:  309
Total Cost:  413

75+	Disadvantages
5	Physical Limitation:   Large (9-10 feet long, -2 DCV, +2 to PER Rolls) (Infrequently, Slightly 
5	Physical Limitation:  Reduced Leaping, cannot leap (Infrequently, Slightly Impairing)
328	Experience Points

Total Disadvantage Points:  413

Ecology: The Big Babies are immense human infants found in the depths of the Netherworld. No one knows their exact origins, but the most common rumor states the babies are the Nine Kings—former 60 foot-tall giants who rules the Netherworld with an iron fist until they were tricked into drinking water from the fountain of youth. As the Nine Kings were nigh-on unkillable, all this did was regress them into infancy.

These days, the Netherworld does its best to deal with nine immense infants who can breathe fire at will. The Big Babies are impossible to control, and easily break free of most bonds. In addition, the Babies are as immortal as ever, and even if killed, return to full health in about 24 hours.

Personality/Motivation: Normal sentient (for an infant) motivations. The Babies desire little more than the most basic of needs—food, drink, and sleep.

Powers/Tactics: The Babies tend to react only if provoked, but if attacked, their first reaction is to breathe a gout of flame. If this doesn’t work, they will probably breathe fire again and again (the Babies aren’t the most brilliant of tacticians... they are just infants after all). However, if a foes wanders into hand-to-hand range, a Baby will swat at it with it’s hand, battering its foe into the ground. If sufficiently harmed, a Baby will try and retreat and as noted, if a Baby is ever killed, it will regenerate to full health in about 24 hours.

Appearance: A Big Baby appears as a normal human infant. If one stands erect, its about 9-10 feet tall, but the babies tend to crawl about the Netherworld on their hands and knees. The Babies wear no clothing of any kind, and appear to be long to various human ethnicities.

Designer's Notes: The Big Babies can be found in the Feng Shui supplement Elevator To The Netherworld. Their backstory seems to be as said under Ecology—the babies are what’s left of 9 giants who were tricked into drinking water from a fountain of youth. Game Masters could use them in campaigns with a strong does of fantasy and/or weird elements. I could see them being used as godlings in a Fantasy Hero game, regressed giants in a Ninja Hero game (set in ancient China), or as really strange mutants in a Post-Apocalyptic Hero game. Game Masters should up the Baby’s defenses to whatever level makes them effectively invulnerable for whatever game they are to be used in. Also, you might want to give them HTH CSLs as well as additional powers (if needed).

Big Babies Hero Designer File

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