Psionic Abilities - Impervious to Cold (6), Impervious To Fire (6), Impervious to Poison (8), Nightvision (4), See Aura (8), See The Invisible (17) - Cost 49
Running - +5 inches - Cost 10
Climbing - Cost 3
Combat Skill Levels - +2 OCV - Cost 16
Language: American (native) - Cost 0
Language: Gobblely - Cost 2
Navigation: Land - Cost 2
Stealth - Cost 3
Tracking - Cost 3
Weapon Familiarity - clubs and two of choice - Cost 3
Disadvantage
Distinctive Features - big savage brute, not concealable, noticed - Cost -15
Hunted - by anti-d-bee forces, as powerful, 8 or less - Cost -10
Psych Limitation - bad temper, common, strong - Cost -15
Psych Limitation - loves some animals and children, common, moderate - Cost -10
Reputation - powerful and angry giant, 11 or less - Cost -10
Conversion Notes: The Characteristics, Powers and Skills here represent the minimum found in a mountain giant from the Rifts role playing game. This write-up uses Champions 5th edition rules. The Characteristics cost for the SPD takes into account the bonus from the DEX.
The mountain giants are a race of large humanoids who stand at least 10 feet tall, often larger. Mountain giants can see in the infrared spectrum and are immune to all carcinogens. They are natural psychics with the ability to resist heat, cold, poisons, see in the dark, see auras and see the invisible.
Mountain giants associate with brodkil, simvan and dog boys. Although generally bad tempered, mountain giants seem to have a soft spot in their hearts for some animals and children of all races. They are particularly fond of dogs. It is rumored that these creatures are escaped genetic experiments from the Tex-Am complex.
Mountain giants usually do not learn magic. Their psionic abilities are usually limited to those above.
To learn more about the mountain giants, I suggest purchasing and reading Rifts World Book 14 - New West by Christopher R. Kornmann & Kevin Siembieda.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - December, 2003