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badger3k

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Everything posted by badger3k

  1. Re: Lightsabre Combat! I know this is old, but I've been bored and looking at some Star Wars book, so I decided to prepare. I've converted these to a prefab. I didn't include anything else - I left that up to others. I put some of the maneuvers as hand and not weapon because that way HD will figure the total STR, rather than just a mark of +10 or whatever.
  2. Re: First few 4e Fighter conversions Ok, this is pretty much it. I may add to it, just to get a bit of the odd ones, but when going over the powers for fighters, there are a lot that are just the same as earlier ones, just with one more 1x to damage (from 2xWeapon to 3xWeapon). Others use mechanics that are not easily reproducible in Hero (or are just slight variations of ones I have here). So, with this, I give you what I have: Armor Piercing Thrust: Armor Piercing (+1/2) for up to 60 Active Points of HTH weapon attacks (30 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2) Real Cost: 9 This attack lets the fighter strike through armor with a strong blow. ____________________________________________________________ Brute Strike: Aid HKA 10d6 (standard effect: 30 points) (100 Active Points); 1 Charge (-2), Limited Power Power loses almost all of its effectiveness (One Phase for One Strike only; -2), OIF (Weapon of Opportunity; -1/2), Self Only (-1/2), Requires A Fighting Tricks Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 16 This is a strong attack that breaks the limit on my campaign, but I didn't like it any less. I used standard effects for uniformity of result. I kept this as a half-phase action since it is a focused all out attack that can involve movement. It's a bit different then a haymaker, and I would not let these be done together. ______________________________________________________________ Cleave: +4 with DCV (20 Active Points); Only with Sweep Attacks (-1), Only to original value (-1/2), Requires A Fighting Tricks Roll (-1/2), Instant (-1/2) Real Cost: 6 This is a standard attack option, and helps the fighter defend himself during a sweep attack. _______________________________________________________________ Come and Get It: (Total: 74 Active Cost, 22 Real Cost) Teleportation 2", Usable As Attack (+1), Area Of Effect (2" Radius; +1 1/4), Selective (+1/4) (14 Active Points); 1 Recoverable Charge (-1 1/4), Only to move target towards self (-1/2), Requires A Fighting Tricks Roll (-1/2) (Real Cost: 4) plus Area Of Effect (up to 6" Radius; +1) for up to 60 Active Points of HTH Weapon Attack (60 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2) (Real Cost: 18) This one basically has the character call out and get others to come towards him, where he smites them. The radius of the Hth attack is obviously limited by the reach of the character and weapon. _______________________________________________________________ Comeback Strike: (Total: 70 Active Cost, 12 Real Cost) Aid HKA 5d6 (standard effect: 15 points) (50 Active Points); 1 Charge (-2), Limited Power Power loses almost all of its effectiveness (One Phase for One Strike; -2), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Self Only (-1/2) (Real Cost: 8) plus Healing STUN 2d6 (20 Active Points); 1 Charge (-2), Self Only (-1/2), Requires A Fighting Tricks Roll (-1/2), Linked (CB Strength; -1/2) (Real Cost: 4) This strike lets you do damage and gain a bit of second wind. I kept this as Stun since that fits better, but there is no harm in switching it with Body of that works better. _______________________________________________________________ Covering Attack: (Total: 58 Active Cost, 11 Real Cost) Aid HKA 5d6 (standard effect: 15 points) (50 Active Points); Limited Power Power loses almost all of its effectiveness (One Phase for One Strike; -2), 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Self Only (-1/2) (Real Cost: 9) plus Teleportation 2", Usable As Attack (+1) (8 Active Points); 1 Recoverable Charge (-1 1/4), Only for willing target (-1), Requires A Fighting Tricks Roll (-1/2), Linked (Covering Strike; -1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 2) This attack lets you strike and give the ability to move a short distance to an ally. It generally is used to get an adjacent ally out of harms way. _______________________________________________________________ Dance of Steel: Suppress Running 4d6 (20 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), No Range (-1/2), Requires A Fighting Tricks Roll (-1/2) Real Cost: 5 This lets the fighter weave their weapon into a steel web that prevents a target from moving (or slows them if they try to). I did not link this specifically with an attack, since it can be used with a regular attack as part of a multiple-power attack or be used on it's own. _______________________________________________________________ Dizzying Blow: (Total: 80 Active Cost, 14 Real Cost) Aid HKA 5d6 (standard effect: 15 points) (50 Active Points); 1 Charge (-2), Limited Power Power loses almost all of its effectiveness (One Phase for One Strike; -2), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Self Only (-1/2) (Real Cost: 8) plus Entangle 2d6, 2 DEF, Works against EGO, not STR (+1/4), Takes No Damage From Attacks Limited Group (physical attacks; +1/4) (30 Active Points); 1 Charge (-2), No Range (-1/2), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Linked (Dizzy Strength; -1/2), Cannot Form Barriers (-1/4) (Real Cost: 6) This lets the fighter strike and hit hard enough that the target is temporarily frozen in their tracks. The Entangle uses the weapon CV to hit, but takes damage from the targets EGO as opposed to STR. I believe this is a proper construction if I read the rules for mental paralysis correctly. _______________________________________________________________ Get Over Here: Teleportation 2", Usable As Attack (+1) (8 Active Points); 1 Recoverable Charge (-1 1/4), Only for willing target (-1), Only to move towards character (-1/2), Requires A Fighting Tricks Roll (-1/2), Must Pass Through Intervening Space (-1/4) Real Cost: 2 This ability allows the fighter to distract an opponent enough to let a character get close. This one is a bit wonky, as it does not really fit well with some other concepts. I'm especially not sure of whether this would need a Tricks roll or not. If it reflects a distracting flourish or something, it does. _______________________________________________________________ Griffon's Wrath: (Total: 60 Active Cost, 12 Real Cost) Aid HKA 5d6 (standard effect: 15 points) (50 Active Points); Limited Power Power loses almost all of its effectiveness (One Phase for One Strike; -2), 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Self Only (-1/2) (Real Cost: 9) plus Negative Combat Skill Levels (-2 to opponent's DCV) (10 Active Points); 1 Recoverable Charge (-1 1/4), Requires A Fighting Tricks Roll (-1/2), Only until the end of your next phase (-1/2) (Real Cost: 3) This is a strong blow that batters through the opponent's defenses, opening them up for your (or another's) next attack. _______________________________________________________________ Passing Attack: (Total: 18 Active Cost, 5 Real Cost) Autofire (2 shots; +1/4) for up to 60 Active Points of hth attack (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (weapon of opportunity; -1/2), Second attack must be on a different target (-1/2), Requires A Fighting Tricks Roll (-1/2) (Real Cost: 4) plus Teleportation 1", Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; if first attack of autofife hits; +3/4) (3 Active Points); 1 Recoverable Charge (-1 1/4), Requires A Fighting Tricks Roll (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 1) This attack allows the fighter to hit one target, and if successful, to move 1" and strike again at a different target. As mentioned, it is not a move by and can be performed without moving. ______________________________________________________________ Rain of Blows: Autofire (2 shots; +1/4) for up to 60 Active Points of HTH weapon attacks (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2). Real Cost: 5 This is your basic two-strike attack with any hth weapon. ______________________________________________________________ Rain of Steel: Area Of Effect (up to 6" Radius; +1), Selective (+1/4) for up to 60 Active Points of HTH Weapon Attacks (75 Active Points); 1 Charge (-2), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2). Real Cost: 19 This is the "get it" part of "Come & Get It". This is a burst attack where the fighter strikes at everyone within the reach of his weapon. _______________________________________________________________ Steel Serpent Strike: (Total: 70 Active Cost, 14 Real Cost) Aid HKA 5d6 (standard effect: 15 points) (50 Active Points); Limited Power Power loses almost all of its effectiveness (One Phase for One Strike; -2), 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2) (Real Cost: 9) plus Suppress Running 4d6 (20 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), No Range (-1/2), Linked (Serpent Strength; -1/2) (Real Cost: 5) This is a precise strike that temporarily paralyzes the nerves of the target. _______________________________________________________________ Iron Bulwark: (Total: 60 Active Cost, 11 Real Cost) Aid HKA 5d6 (standard effect: 15 points) (50 Active Points); Limited Power Power loses almost all of its effectiveness (One Phase for One Strike; -2), 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2) (Real Cost: 9) plus +2 with DCV (10 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Linked (Iron; -1/2), Instant (-1/2), Requires A Fighting Tricks Roll (-1/2) (Real Cost: 2) This is a strike followed by a defensive twirl of weaponry that gives the fighter some extra defenses. I kept the DCV as instant since it will only last the same phase as this strike. _______________________________________________________________ Shift the Battlefield: (Total: 54 Active Cost, 9 Real Cost) Aid HKA 5d6 (standard effect: 15 points) (50 Active Points); 1 Charge (-2), Limited Power Power loses almost all of its effectiveness (One Phase for One Strike; -2), OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2) (Real Cost: 8) plus Teleportation 1", Usable As Attack (+1) (4 Active Points); 1 Charge (-2), Linked (Shfting Strike; -1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 1) This is a strike that forces the target in 1" in a direction the fighter wants. This could be a precision strike that gets them moving, to a blunt smash that forces them back. ________________________________________________________________ Sure Strike: +2 with HTH Combat (10 Active Points); OCV only (-1/2), Requires A Fighting Tricks Roll (-1/2), STR cannot add to damage (-1/2), Instant (-1/2). Real Cost 3. This blow trades power for precision. ______________________________________________________________ Unbreakable: FF (5 PD/5 ED), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When a character is hit but before damage is rolled; +1/4) (12 Active Points); 1 Recoverable Charge (-1 1/4). Real Cost: 5 This is a fighters ability to shrug off a blow, represented by providing a bit of armor. Yeah, I know there are various talents and powers that reflect this, I just didn't want to look them up and came up with this instead. _______________________________________________________________ Unstoppable: (Total: 30 Active Cost, 10 Real Cost) Aid STUN 2d6 (20 Active Points); 1 Charge (-2) (Real Cost: 7) plus Aid BODY 1d6 (10 Active Points); 1 Charge (-2) (Real Cost: 3) This represents a fighters toughness, and the ability to shake off damage. I gave both Stun and Body since they went together. I could have used 20 pts each, but I don't want this to be any kind of major healing. It could easily go higher if you want. Ok, that's it. I will upload the hdp file and let this one sit.
  3. Re: First few 4e Fighter conversions
  4. Re: First few 4e Fighter conversions Well, I've been playing around with this, while watching the opening ceremonies and dealing with a psycho-puppy, and have a bit more. I've narrowed it down to using the Fighting Tricks skill, and have gone with the recoverable charge method to get a skill that takes a 5 minute rest to recover it (this is more of meditation or preparation than anything mystical, but hey, whatever works). Obviously all this can be bought off or changed as needed or desired. About the only thing I am not comfortable with is the +HKA bonus. I've decided not to go with the standard "buy 1d6 HKA" method, and have tossed into the ring both +STR and AID to HKA. Despite the cost, I am more inclined to go with the AID, even if I had to limit it to one phase (since there is currently no way to speed up the fade rate). I want to highlight this in one case that I used before: Brute Strike This basically doubles the damage the weapon does, for one strike. The current v1 uses a bonus to STR. It is: Brute Strike: Brute Strike: +30 STR (30 Active Points); 1 Charge (-2), Only for one combat strike (-1/2), Requires A Fighting Tricks Roll (-1/2), Nonpersistent (-1/4). Real Cost 7. This is one option. Given that the charge is not continuing, it doesn't make sense to make this an instant power. Brute Strike v2: Aid HKA 5d6 (standard effect: 15 points) (50 Active Points); 1 Charge (-2), Limited Power Power loses almost all of its effectiveness (One Phase for One Strike only; -2), Requires A Fighting Tricks Roll (-1/2), OIF (Weapon of Opportunity; -1/2). Real Cost: 8 points. I went with a -2 for the duration limit because it given even a SPD 2 fighter it could give 6 attacks worth of bonuses, and reducing that to on is a more than 2/3 it's effectiveness, so I went with that. If it is a 4 SPD fighter, it could be 1/12 his attacks without even a 5pt bonus. Despite the cost, it still fits within the AP limits of power for the campaign, and it seems more mechanically sound. Posted for comments, naturally. When I get done with some more, I'll post them and give the hdp file.
  5. Re: First few 4e Fighter conversions I've made some more, but I'll add them later. Here's one attempt at an ability that makes an attack a two-target autofire attack. I've built it three ways: 1. Rain of Blows: Autofire (2 shots; +1/4) for up to 60 Active Points of HTH weapon attacks, Encounter Power: 1 use, recovers after 5 minutes (+0) (15 Active Points); OIF (Weapon of Opportunity; -1/2) Real:10, END: 1 2. Rain of Blows v2: Autofire (2 shots; +1/4) for up to 60 Active Points of HTH weapon attacks (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2) Real Cost: 5, 0 END 3. Rain of Blows v3: Autofire (2 shots; +1/4) for up to 60 Active Points of HTH weapon attacks (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Costs Endurance (-1/2). Real Cost: 5, END: 1 I'm leaning towards the third, but I don't know. It used to be that you could do make charges recover faster, but I can't see that any more (and HD lacks it). Going by the 1/2 per time increment, I get the +0 in version 1. Version 2 lacks and END cost, while #3 has it, but luckily it gets no points for it, since I think costs END in this case is not a limitation (it's what it should be). Any thoughts on this?
  6. Re: First few 4e Fighter conversions
  7. Re: Shifting Sometimes it's fun to take interesting ideas and see how they can work in Hero. i try to get as close as I can, but I know that there will be differences due to the different bases. While there is a bunch of things I don't like about some systems, there are some crunchy bits that can make interesting tricks. I agree - after rereading it, I need to make it UAA. Thanks.
  8. Re: Shifting I'd forgotten about that, which would make one attack a little easier, I think. This was mainly a way to get allies to shift, not yourself (although there is one that does this). I'll need to review that follow-through attack. Thanks.
  9. Re: First few 4e Fighter conversions For Brute Strike, how about this build: Brute Strike: +30 STR (30 Active Points); Instant (-1/2), Only for one comabt strike (-1/2) Real Cost: 15, END: 3
  10. Since there are some that would make interesting tricks or powers in Hero, I decided to try my hand again. How do these sound so far: Cleave: the character is skilled with the Sweep maneuver and can attack multiple foes: Cleave: +4 with DCV (20 Active Points); Only with Sweep Attacks (-1), Only to original value (-1/2) Real Cost: 8 ------------------------------------------------------------ Sure Strike: The character trades power for precision: Sure Strike: +2 with HTH Combat (10 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Character cannot add any STR to the attack; -1), OCV only (-1/2) Real Cost: 4 [i wasn't sure if the strength limit would be a side effect or general limit. I gave it +1 since a fighter would normally add strength to all attacks (this is SOP in my games with my players, YMMV] ------------------------------------------------------------ Covering Attack: Your strike allows an ally next to you to move safely. Covering Attack: (Total: 25 Active Cost, 14 Real Cost) HKA 1d6 (1 1/2d6 w/STR) (15 Active Points); OIF (Weapon of Opportunity; -1/2) (Real Cost: 10) plus Teleportation 2", Reduced Endurance (0 END; +1/2), Usable As Attack (+1) (10 Active Points); Only for willing target (-1), Linked (Bonus Damage; -1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 4) END: 1 ------------------------------------------------------------ Passing Attack: You use the momentum of an attack to move and strike another foe. Passing Attack: (Total: 19 Active Cost, 10 Real Cost) Autofire (2 shots; +1/4) for up to 60 Active Points of hth attack (15 Active Points); OIF (weapon of opportunity; -1/2), Second attack must be on a different target (-1/2) (Real Cost: 7) plus Teleportation 1", Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; if first attack of autofife hits; +3/4) (4 Active Points); Must Pass Through Intervening Space (-1/4) (Real Cost: 3) END: 1 ---------------------------------------------------- Steel Serpent Strike: an accurate and damaging blow temporarily freezes the target in his tracks. Steel Serpent Strike: (Total: 35 Active Cost, 19 Real Cost) HKA 1d6 (1 1/2d6 w/STR) (15 Active Points); OIF (Weapon of Opportunity; -1/2) (Real Cost: 10) plus Drain Running 2d6 (20 Active Points); Target recovers all points on strikers next phase (-1), Linked (Serpent Strike bonus; -1/4) (Real Cost: 9) END: 3 ------------------------------------------------------------ Brute Strike: You wind up and release a fierce attack. Brute Strike: HKA 2d6 (2 1/2d6 w/STR) (30 Active Points); 1 Charge (-2), OIF (Weapon of Opportunity; -1/2), Costs Endurance (-1/2), Extra Time (Full Phase, -1/2) Real Cost: 7; END: 3 [This one was a daily attack, and I kept that with this construct. A regular attack that gets +2d6 to the strike is a bit too powerful to be used every attack] ---------------------------------------------------------------- Comeback Strike: Your strike gives you a brief surge of energy that heals you. Comeback Strike: (Total: 35 Active Cost, 9 Real Cost) HKA 1d6 (1 1/2d6 w/STR) (15 Active Points); 1 Charge (-2), OIF (weapon of opportunity; -1/2), Costs Endurance (-1/2) (Real Cost: 4) plus Healing STUN 2d6 (20 Active Points); 1 Charge (-2), Self Only (-1/2), Linked (CS damage; -1/4) (Real Cost: 5) END: 1 [This power was also a daily, but it is not as bad as others] Obviously, I'm going with the deadly blow variety of bonus to damage. If you don't use this, then this might not be the way to go. Other options include aid to STR perhaps. There were two other attack builds, but these fit into martial arts, so I am leaving them off (they are in the hdp file, if you want). I also included my two versions of shift in the hdp for ease of building other powers. Other options can be using a "Fighting Tricks" roll, which is what I may do, or follow the concept of daily/encounter powers - I use charges, costs END. My approximation is go with an average of 3-5 encounters per day, or get a recovery rate of 5 minutes rest (1/use with 5 min recovery is a +0 mod, going with a +/- 1/2 per time increment). Any comments?
  11. badger3k

    Shifting

    I'm working up some of the 4e abilities in Hero, just to do so, and I have a question I'd like comments on. There are some abilities that move characters one or more squares/hexes when a different character attacks. There are various ways of doing this, but I figure 1 base ability that gets modified for each other power it is linked to. This example is an attack that, if successful, gives an ally adjacent to the striking character a free instant shift of 2 squares. Here is what I have so far (note - this is going to be the base, so it is set up lacking the adjacent limit): Shift: Teleportation 2", Usable By Other (+1/4), Reduced Endurance (0 END; +1/2) (7 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 6 I didn't want to use Usable as Attack, since it can only affect an ally, but since it occurs on the striking character's phase, should that be needed (along with an "only on willing target" (-1?) limitation? Rereading the descriptions, UAA seems better, since the striker cannot use the shift on himself, and it occurs in the same phase. The revised power is: Shift 2: Teleportation 2", Reduced Endurance (0 END; +1/2), Usable As Attack (+1) (10 Active Points); Only for willing target (-1), Must Pass Through Intervening Space (-1/4) Real Cost: 4 I am not sure if the Red End is really needed - 1 END is pretty negligible (but you never know). Obviously, for powers that can affect the enemy would lack the limitation - since this will be the base for all shifting abilities. I just realized that this could be a useful ability if triggered (maybe representing a characters ability to take advantage of an allies attack). Thoughts?
  12. Re: Brooklin Rage! (part 2) repped - I never thought of that, but I like it. Just have to make sure there are side effects and penalties for it...
  13. Re: Is it Flash or is it me? I'm confused. What does this have to do with "always on"? Always on has nothing to do with the time it takes to work. Unless you mean that if he did not have it active it would not have healed him, and then it wouldn't be a limitation...? Is this situation common? Actually, thinking about it, an always on regen would probably be more of an advantage. Maybe using a trigger: when Body is done, may be more appropriate? I'd also agree that distinctive features might not be a bad way to go. If people are freaked out by wounds closing in front of them, that can simulate that.
  14. Re: Brooklin Rage! (part 2) I thought the need for Combat Driving started the Rages? Enraged, while encountering idiots while driving, 14-, 8- ?
  15. Re: Is it Flash or is it me? If you're using activation role for the armor, that implies to me that hit locations are not being used. In that case, if the VIPER guy is unconscious, it's an easy matter to target an unarmored part of his body. That's how I read it. Side note - I read persistent as having to be turned on, while always on (or inherent as well) being something that cannot be turned off nor need to be turned on. Shouldn't regeneration need always on, or else it has to be turned on. I'm sure it's easy for the ruling to be made that the character turns on his regeneration when he wakes up, but... Or am I completely wrong here? It's been a while, and the migraine and trying to watch the finale for "So You think You Can Dance" isn't doing my brain any favors.
  16. Re: Adaptive Invisibility Since most senses are passive, taking information from the target, how would you detect this? If the person viewing the invisible character was using an active system (active sonar, or vision that projected some sort of light that needed to reflect off the target, as opposed to just picking up reflected light, etc). It could be a detect/analyze for what normally is around (wavelengths of light, wind for scent, magic?). Clairsentience might be the best way to go, looking into the future a few seconds, maybe with the detect senses?
  17. Re: Heroes from All Fifty States
  18. Re: New Mechanic: Meta Defense Why not just change Damage Reduction so that it does work on those other effects? I have no idea what the point cost for such a thing would be, but it would work out the same. Maybe +14 to +1/2 per extra, depending on how common they are? Add in a big STOP sign on it, of course.
  19. Re: Gorilla 'mother lode' found in Congo Yeah - this has Gorilla Army all over it. While there is no Grodd in the baseline Champions universe, surely there is another one (other than Silverback). Maybe Silverback discovers he's really the long lost prince of the Gorilla Kingdom, not an experiment (edit - I just saw that this was mentioned. Bugger me for not reading that closely). Maybe Silverback discovers that he is really the long lost Princess of the Gorilla Amazon Kingdom, and he's really, really, confused by the sex-change?) As long as no blond-haired kids whose name starts with K show up, it shouldn't be too great a disaster.
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