Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage  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 Pressure/Vacuum) 4 Reach: Stretching 1", Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) Skills 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 Impairing) 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).
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