Jab's Rifts Builds (Rifts- A Final Summation!)

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Davies
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by Davies »

Jabroniville wrote: Sat Jan 23, 2021 3:06 am
Davies wrote: Sat Jan 23, 2021 2:35 am ... I suspect this one is loosely based on a critter from Robert E. Howard's "Queen of the Black Coast", the winged ape creature who kills Belit and her crew.
But that would mean that Palladium ripped something off, and we all know that Kevin "our IPs are too be protected at all costs because copywrite is SERIOUS BUSINESS" Siembieda would never stoop to such a thing.
... I used the magic word "loosely", so everything is wonderful again.
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Dragon-Cat

Post by Jabroniville »

Image

DRAGON-CAT
Role:
Wise Predator, Heroic Mount
PL 12 (135 + Magic & Psionics)
STRENGTH
8 STAMINA 8 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 3 (+6)
Athletics 6 (+12)
Expertise (Survival) 9 (+10)
Intimidation 12 (+10)
Perception 8 (+9)
Stealth 8 (+9 Size)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Hold, Improved Initiative, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 3 (16 mph) [3]
"Six Limbs" Extra Limbs 2 [2]
"Natural Weapons- Claws & Teeth" Strength-Damage +4 [4]
"Cat Agility" Leaping 1 (15 feet) [1]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) [3]
Protection 2 [2]
Regeneration 2 [2]

"Telepathic Bond"
Senses 1 (Communication Link) [1]
Enhanced Fighting 3 (Flaws: Affects Others Only +0, Source- Riding Dragon-Cat) [3]

"Magic" (Blinding Flash, Breathe Without Air, Climb, Cloud of Smoke, Repel Animals, Shadow Meld, Turn Dead, Manipulate Objects, Sustain)
"Psionics" (Impervious to Cold, Mind Block, Presence Sense, Resist Fatigue & Hunger, Resist Hunger & Thirst, See Aura, Telepathy, Telekinetic Push, +1 Physical & Sensitive, +2 Healing powers)

Offense:
Unarmed +11 (+8 Damage, DC 23)
Claws & Teeth +11 (+12 Damage, DC 24)
Initiative +7

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +10, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Dragon-Cats cannot use their paws to easily manipulate objects.

Total: Abilities: 58 / Skills: 46--23 / Advantages: 10 / Powers: 31 + Magic & Psionics / Defenses: 15 (135 + Magic & Psionics)

-Dragon-Cats are pretty cool-looking, hunched-over, six-limbed cats that come off like Ramon Perez's version of a Displacer Beast. Pretty cool, and they're given a bit of focus as "Good Mounts"- they aren't that bright, but are innately good and will allow heroic individuals to ride them- especially Cyber-Knights, Psi-Warriors, Stereotypical Indians and other "Good" classes. They gain bonuses from this, but are also somewhat solitary, living in the wilds of North America (only about 1,000 are thought to exist on Rifts Earth).

-Dragon-Cats are actually EXTREMELY powerful and versatile, sporting five attacks, good bonuses to hit, good damage (5D6 bite!), solid M.D.C. and more. Plus scads of Magic AND Psionics, six limbs, and bonuses to their special riders.
MacynSnow
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by MacynSnow »

You ever thought of running an M&M game in this setting jab? Seem's to me you've handled the "Kevin Sembiae Power Creep" issue(Amazing how a completely different system not put together while drunk helps :lol: )...
Jabroniville
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Land Ray

Post by Jabroniville »

Image

LAND RAY
Role:
Psionic Flying Predator
PL 10 (69 + Psionics)
STRENGTH
5 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 5 (+5)
Intimidation 6 (+3)
Perception 5 (+5)
Stealth 4 (+6)

Advantages:
Close Attack 1

Powers:
"Animal Senses" Senses 6 (Extended 2 & Acute Scent, Tracking-Scent, Low-Light & Extended Vision) [6]
"Lateral Lines" Senses 1 (Ranged Touch) [1]
Immunity 1 (Drowning) [1]

"Telekinetic Flight" Flight 4 (30 mph) (Flaws: Winged) (8) -- [9]
  • AE: Swimming 2 (4 mph) (2)
"Psi-Sword" Strength-Damage +8 [8]
"Psychic Body Field" Force Field 4 (Flaws: Unreliable- 5/day) [2]

"Psionics" (See the Invisible, Sixth Sense, Presence Sense, Bio-Manipulation, Levitation, Telekinetic Force Field, Telekinetic Lift, Telekinetic Punch, Telekinesis- Super)

Offense:
Unarmed +7 (+5 Damage, DC 20)
Psi-Sword +7 (+13 Damage, DC 28)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +4 (+8 Body Field), Fortitude +6, Will +3

Complications:
Disabled (Animal)- Rays cannot speak to humans, nor use their fins to easily manipulate objects.
Vulnerable (Heat)- Land Rays do not live in dry areas or ones of extreme heat.
Power Loss (Flight)- Land Ray flight is psionic in nature, though it costs no I.S.P. It can theoretically be de-powered, leaving them helpless on land.

Total: Abilities: 20 / Skills: 20--10 / Advantages: 1 / Powers: 27 + Psionics / Defenses: 11 (69 + Psionics)

-This is a funny one for many reasons. First: Ramon Perez drew a flying ray with four tentacles, which are not mentioned in the "fluff" or stats. It's said to have a prehensile tail with a Psi-Sword, but that sword isn't listed with their other Psionics so I guess you just accept they have it. It flies, but only via psionics. It's actually one of the VERY few S.D.C. creatures in books post-1994, but has a Force Field. They're standard "human-hunting predators", oddly living about mostly in swamps and small lakes instead of the oceans, and are meant to be a nuisance to pirates and lakeside communities. "50%" will fight to the death, and they fight in groups.

-Land Rays are this weird combination of limited brawlers who are only PL 8 defensively (their TK Force Field is LIGHT, and will last only a couple of rounds with anyone with any manner of weaponry), but have this IMMENSELY powerful Psi-Sword that does 6D6 Mega-Damage (+13!), making them PL 10 melee fighters.
Jabroniville
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by Jabroniville »

MacynSnow wrote: Sun Jan 24, 2021 7:05 am You ever thought of running an M&M game in this setting jab? Seem's to me you've handled the "Kevin Sembiae Power Creep" issue(Amazing how a completely different system not put together while drunk helps :lol: )...
Nah, I won't be GMing ever again, most likely.
Curbludgeon
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by Curbludgeon »

A fun way to take advantage of how the Land Ray is S.D.C. is for one of the tattoo characters to have one as an Animal tattoo, getting access to all the ray's abilities for fairly cheap. I'm thinking there have to be other examples of animals with powers, particularly if one digs into the Fantasy line for creatures described as puny enough that they wouldn't convert to M.D.C., but the only ones that come to mind are the Whisker Coyote in New West and arguably dolphins/whales.

Concerning number of attacks: I might have talked about this earlier in the thread, but due to how Rifts didn't make clear it was basing number of attacks off of the Heroes Unlimited rules, instead of Palladium Fantasy or Ninjas & Superspies, it was left implicit that most everyone is starting off with entirely too many actions per round. Seven attacks per round isn't so much elder dragon territory as it is a 1st level Juicer with boxing, or a low level dude in power armor. I know there are plenty of games with slower combat round resolution than Rifts, but unless the whole game is about going into some Matrix-style bullet time goofiness then it just seems masochistic.
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by Jabroniville »

That's interesting- how many attacks was normal in those games? I took it to mean that Rifts had everyone with a baseline of two, but since everyone who wasn't a complete buffoon was also taking "Boxing", it meant they added one more. Juicers add two- where are the other two coming from?
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by MacynSnow »

Jabroniville wrote: Mon Jan 25, 2021 4:50 pm That's interesting- how many attacks was normal in those games? I took it to mean that Rifts had everyone with a baseline of two, but since everyone who wasn't a complete buffoon was also taking "Boxing", it meant they added one more. Juicers add two- where are the other two coming from?
In a "Normal" game of Heroes Unlimited, you had anywhere from 3(even taking Boxing as a Secondary Skill gave you 1 more Attack per round, it was THAT broken) to 9 attacks per round(depending on O.C.C./Archtype and Power selections) PER player. If it was team-vs.-team battles, it could take HOURS to get through one combat round. Take it from somebody who's ran/played this "Universal" system forSeveral years, there's a REASON it's got the reputation it does...
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by Curbludgeon »

The phrasing a lot of people use who care about this sort of thing is "two attacks for living." As I understand it, in the revised 1st edition Heroes Unlimited onward hero characters received 2 attacks, plus whatever is granted by HtH, Boxing, etc., with the implication that non heroes wouldn't get this bump. While the original RIfts Main Book didn't include this heroic bonus, a section from the Psionics section of HU1r that mentioned it was pasted in. While the first book or two didn't include this bonus for NPCs and such, by Atlantis it was commonly done, and the original error was codified by the Rifts Game Masters Guide.

A first level Juicer gets a base two attacks, plus two for any HtH besides Assassin, plus two with the power of drugs, and plus one from boxing. A max number of attacks involves dumb multi-setting stuff like multiple haste-type spells, a specific magic sword from the Federation of Magic Book, and goofy species like a six armed elf from Fantasy or a sentient Nautilus fighter pilot from Phase World being copied by an even more goofy doppleganger variant who previously learned ancient Chinese secrets. Needing 1 minute of real time to resolve one second of game time for one character would have been pretty doable.
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Necrophim

Post by Jabroniville »

Image

NECROPHIM
Role:
Super-Psionic Monsters
PL 13 (152 + Skills, Magic & Psionics)
STRENGTH
12 STAMINA 14 AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 1 PRESENCE -2

Skills:
Deception 8 (+6)
Intimidation 8 (+10)
Persuasion 8 (+6)
Other Skills as in Life

Advantages:
Close Attack 2, Improved Initiative, Ranged Attack 10, Startle

Powers:
Senses 5 (Low-Light Vision, Extended Hearing, Extended Scent- Ranged 2) [5]
Leaping 1 (15 feet) [1]
"Head Tentacles" Extra Limbs 2 [2]

"Metamorphosis" Morph 1 (Original Form) (Feats: Metamorph- PRE +2) (Flaws: Lowers FIGHTING to 5) (5) -- [6]
  • AE: Morph 1 (Beautiful Female Form) (Feats: Metamorph- Attractive 2 & PRE +4) (Flaws: Lowers FIGHTING to 5) (5)
"Magic" (Tongues, Repel Animals, Blind, Mute, Agony, Life Drain, Compulsion, Calling, Domiantion, Sickness, Spoil, Control/Enslave Entity, Create Zombie, Turn Dead, Close Rift, Dimensional Portal, Disrupt Energy, Electric Arc, Power Bolt, Armor Bizarre, Aura of Death, Death Curse, Deathword, Curse of the World Bizarre, Dessicate the Supernatural)
"Psionics" (All Sensitive, Mind-Bleeder & Super-Psionic Powers)

Offense:
Unarmed +14 (+12 Damage, DC 27)
Initiative +7

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +14, Fortitude +14, Will +8

Complications:
Power Loss (Powers)- Psychics require their inner psychic potential to utilize their powers- this will eventually run out, even for the best Psychics.
Motivation (EEEEEEEEEEEEEEVIL!)- Necrophim exist just to cause death and destruction.

Total: Abilities: 98 / Skills: 24--12 + xx / Advantages: 13 / Powers: 14 + Magic & Psionics / Defenses: 15 (152 + Skills, Magic & Psionics)

---

SOUL SNAKE
Role:
Tempter
PL 11 (147 + Magical Powers)
STRENGTH
2 STAMINA 12 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 5 PRESENCE 1

Skills:
Athletics 6 (+4)
Expertise (Magic) 7 (+12)
Intimidation 13 (+10 Size)
Perception 5 (+10)
Stealth 3 (+11 Size)

Advantages:
Close Attack 2, Fast Grab, Grab Finesse, Improved Hold, Improved Initiative 2, Startle

Powers:
Movement 1 (Slithering) [2]
Senses 4 (Accurate Infravision, Scent) [4]
Flight 4 (30 mph) [8]
Regeneration 5 [5]
Immunity 4 (Disease, Poison, Possession) [4]
"Turn Invisible" Concealment 2 (Vision) [4]
Movement 2 (Dimensional Travel 2) [4]
"Bite" Strength-Damage +3 [3]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

"Magic" (Tongues, Repel Animals, Blind, Mute, Agony, Life Drain, Compulsion, Calling, Domiantion, Sickness, Spoil, Control/Enslave Entity, Create Zombie, Turn Dead, Close Rift, Dimensional Portal, Disrupt Energy, Electric Arc, Power Bolt, Armor Bizarre, Aura of Death, Death Curse, Deathword, Curse of the World Bizarre, Dessicate the Supernatural)
"Psionics" (All Sensitive, Mind-Bleeder & Super-Psionic Powers)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Bite +9 (+5 Damage, DC 20)
Initiative +12

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +12, Fortitude +12, Will +8

Complications:
Power Loss (Powers)- Psychics require their inner psychic potential to utilize their powers- this will eventually run out, even for the best Psychics.
Motivation (EEEEEEEEEEEEEEVIL!)- Necrophim exist just to cause death and destruction.

Total: Abilities: 74 / Skills: 34--17 / Advantages: 9 / Powers: 41 / Defenses: 6 (147 + Magic & Psionics)

-Necrophim are bizarre creatures given form, probably just Kevin S making up stuff from this wild, full-page Dubisch illustration of a skeletal-faced, desiccated woman with tentacle-arms and a snake wrapped around her head. The story is that Necrophim are what happens when sentient Soul Snakes (flying serpents with vast Psychic & Magical powers) seduce and/or convince people (usually women) to let them attach on as symbiotic creatures. This multiples their power a hundredfold, turning the now-permanently conjoined being into a powerhouse that combines their skillsets and attacks. Unfortunately, after all the description of their powers, origins, and more... it turns out they just sow mayhem on whatever plane they're on, and that's it. They ally with demons, sorcerers, etc., but that's it. Just Generically-Evil "Out there for the EVULZ" monsters. 1-100 are found in each of various regions on Rifts Earth.

-A Necrophim is one of the most elite threats found as of 1997 in Rifts, as it sports a combined TEN ATTACKS, plus a staggering number of Psychic Powers and Magic. A Soul Snake on its own is a PL 11 creature, but doesn't do much damage- Necrophim combined those powers into a powerhouse frame, doing +12 damage. Overall, they're PL 13 and have all kinds of powers.
Jabroniville
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Re: Jab's Rifts Builds (Zapper! Dark Behemoth! Dragon-Ape!)

Post by Jabroniville »

Davies wrote: Sat Jan 23, 2021 3:12 am
Jabroniville wrote: Sat Jan 23, 2021 3:06 am
Davies wrote: Sat Jan 23, 2021 2:35 am ... I suspect this one is loosely based on a critter from Robert E. Howard's "Queen of the Black Coast", the winged ape creature who kills Belit and her crew.
But that would mean that Palladium ripped something off, and we all know that Kevin "our IPs are too be protected at all costs because copywrite is SERIOUS BUSINESS" Siembieda would never stoop to such a thing.
... I used the magic word "loosely", so everything is wonderful again.
Well that's good because Kevin's famous adherence to copywrite law means he would NEVER, EVER just copy someone else's idea, lol.
Jabroniville
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Psymbiote

Post by Jabroniville »

Image

PSYMBIOTE
Role:
Resisting Slave Race, Psionic Bugs
PL 7 (126 + Psionics)
STRENGTH
-5 STAMINA 4 AGILITY -2
FIGHTING -2 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 10 (+5)
Close Combat (Unarmed) 2 (+4)
Perception 4 (+5)

Advantages:
Close Attack 5

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
Immunity 3 (Drowning, Pressure, Cold) [3]
Immunity 5 (Cold Damage) (Flaws: Limited to Half-Effect) [3]
Extra Limbs 4 [4]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 4 [4]

Communication (Mental) 3 (Extras: Area, Selective) [18]
"Imperceptible Aura" Concealment 1 (Psychic Senses) [2]

"Fun Size" Shrinking 12 (Feats: Innate) (Extras: Permanent +0) -- (6 inches) [25]
(-3 Strength, +6 Defenses, +12 Stealth, -6 Intimidation, -1 Speed)

"Merge With Host"
Movement 1 (Permeate) (Flaws: Limited to One Being) [1]
Senses 1 (Communication Link- Host) [1]
"Control Host" Mind Control 10 (Extras: Sustained +2) (Flaws: Touch Range -2, Limited to Merged Hosts) [30]

"Host Powers" (All Powers are Affects Others Only +0, Limited to Host)
Protection 1 (Extras: Impervious) [1]
Enhanced Skills 3: Ranged Combat 3 (Pionics) [1]

"Psionics" (Bio-Manipulation, Bio-Regeneration, Telekinesis- Super, Hydrokinesis, Hypnotic Suggestion, Deaden Pain, Death Trance, Mind Block, Group Mind Block, Group Trance, Healing Touch, Impervious to Fire, Levitation, Presence Sense, Psi-Sword, Psionic Invisibility, Psychic Armor, Psychic Diagnosis, Psychic Surgery, See Aura, See the Invosible, Sixth Sense, +2 from any of the 4 categories) (All Have Affects Others- Limited to Hosts)

Offense:
Unarmed +3 (-5 Damage, DC 10)
Mind Control +3 (+10 Affliction, DC 20)
Initiative -2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +7, Fortitude +4, Will +4

Complications:
Enemy (The Splugorth)- The Splugorth intend to lobotomize and enslave the entire Psymbiote population. They will do anything to fight this.

Total: Abilities: 12 / Skills: 20--10 / Advantages: 5 / Powers: 98 + Psionics / Defenses: 1 (126 + Psionics)

-Psymbiotes are another one of those "Sad Sack Slave Races" Kevin likes to use to illustrate the depths of the Splugorth's evil, but this one has a twist- the Psymbiotes have formed a resistance movement and arer using the Splugorth's own minions against them. When their world was reached and turned into a pleasure destination, it was discovered that the Psymbiotes could be used in Bio-Wizardry to give powers and M.D.C. to people via grafting. They captured a huge swath of the population of these tiny bug-creatures, but the remainder are fighting back. Some escaped to Earth while others formed a "Symbiote Liberation Front" (yes they spelled it differently for some reason). Though they are seen as good, the immediate destruction of their race has left them being strict defenders of their freedoms, and they will use any means necessary to win. They frequently take Kydians, High Lords and Minions as psionic hostages to use against Splugorth forces, and don't care much about other races.

-Psymbiotes are tiny beings whose main power is in attaching themselves to others (went with Permeate- it's just easier, since they can choose NOT to possess others and it's a physical process), allowing them to use three additional attacks- all Psionics. And also a HUGE assortment of powers, making their bonded agents very powerful. Ideally, they're used in a game to take possession of the players and send them against the Splugorth- a fight they're unlikely to win. They're obvious NPCs, but could give your players a fun boost in power temporarily. Brain-dead ones give characters Sixth Sense, Mind Block & Bio-Regeneration, plus 1 rank of Protection (2D6 M.D.C.).
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Re: Jab's Rifts Builds (Dragon-Ape! Dragon-Cat! Necrophim!)

Post by MacynSnow »

If i'm reading the Psymbiotes(it's cute of Kevin to misspell it & scream "it's an original idea!" when it's OBVIOUS that it's not) right Jab, then Kevin not only stole from Marvel(for the 1,652nd time this book), but also Stargate, as these guy's read like their the Guau'lds picked on Little brother/sister...
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Davies
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Re: Jab's Rifts Builds (Dragon-Ape! Dragon-Cat! Necrophim!)

Post by Davies »

Hmmm, maybe not. This book came out in 1997, the same year that SG-1 premiered. Of course, I'm not sure when in 1997 the book came out, but unless it was fairly late in the year (SG-1 first aired in July) there may be no connection -- the aliens weren't parasitic in the original movie, right? (Genuinely asking, here, I don't remember either series or movie all that well.)
"I'm sorry. I love you. I'm not sorry I love you."
MacynSnow
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Re: Jab's Rifts Builds (Dragon-Ape! Dragon-Cat! Necrophim!)

Post by MacynSnow »

Davies wrote: Wed Jan 27, 2021 9:51 am Hmmm, maybe not. This book came out in 1997, the same year that SG-1 premiered. Of course, I'm not sure when in 1997 the book came out, but unless it was fairly late in the year (SG-1 first aired in July) there may be no connection -- the aliens weren't parasitic in the original movie, right? (Genuinely asking, here, I don't remember either series or movie all that well.)
The Stargate movie hit theater's in 1994 and yes, they were parasitic(and Arrogant as Hell) and bent on Galactic Conquest.
The Movie itself is semi-famous not for the TV show(which ran for 10 seasons, a feat No other show has duplicated yet), but for being the ONLY movie Kurt Russell ever did that Bombed at the box office(this was before Sky High, which is partially responsible for the creation of Mutants and Masterminds).
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