The Heroic Extra-Terrestrial Law Protectors

   The Heroic Extra-Terrestrial Law Protectors were one of those semi-accidental superhero groups: most of the members simply fell in together because they didn’t belong on Earth at all – and they stuck together simply because they were all outsiders together. While minor members came and went, the real core members were:

  • Amorph (Richard Lum) was a blind, deaf, unable to speak, and uncontrollably-hungry-at-random blob with vast superhuman strength, durability, and corrosive abilities. It was the youthful spawn of a continent-sized ameboid creature and had run off looking for excitement in one of the few vehicles that could contain “Daddy” – a TARDIS. Unfortunately, he had no idea of how to steer the thing.
  • Temporis (Fred Adams), “Master of the Seven Planes!”, was a powerful elven time-mage – notable for his incredibly reckless use of time-travel and time manipulation, immunity to paradox (he also protected everyone within a modest area), and the fact that – just like the people he “ruled” on the Seven Planes – the rest of the characters soon learned to not let him try to do ANYTHING himself if it could possibly be avoided; it was invariably a disaster.
  • Electranoid was an atmospheric energy-being – essentially sentient ball lightning. “His” race normally inhabited the churning atmospheres of gas giants, feeding on the electrical energy that was so abundant there. Oddly enough, Electranoid had chosen to see the galaxy as a mercenary, but had been forced to eject and make an emergency landing on earth when the transport on which he was traveling was damaged in a skirmish.
  • Shaman (Jan) was a powerful extradimensional mage who was burdened with a selection of nigh-indestructible evil magical artifacts that would, if captured, give the forces of darkness on his home world an near-unstoppable advantage. Practically enough, he’d chosen to simply carry them into a less magical dimension and guard them there. Most of his powers were loosely based on the high-level AD&D spells which the player had always wanted to try, but had never gotten a wizard to a high enough level to use.
  • Nimrod the Hunter was one of Shaman’s “adventuring companions”; his magical tattoos provided him with a wide variety of minor enhancements, his wilderness skills were quite formidable, and his enchanted sword and bow provided a selection of offensive options.
  • Blake” wasn’t extra-dimensional or extra-terrestrial; he was simply a minor mystic who managed to get himself partially possessed by a quartet of extra-dimensional elemental powers who were apparently trying to settle some sort of bet. Blake had a sort of ongoing feud with his own powers, wherein he tried to prove that simply being very very rich was more generally useful than any form of elemental power.
  • The Dimensional Cowboy (also known as Coyote) was a horse-riding, trick-shooting, bare-knuckles-brawling sort of fellow with a tendency to wander in and out of dimensions in search of lost cattle, rustlers, outlaws, and various other western-style perils. No one was ever quite sure whether he was or was not a minor trickster-deity, but the fact that he was pursued by a selection of magicians who wanted to seal him away may have been a good indication.
  • Omega (Jack Catalano) wasn’t an extraterrestrial being; he was a slightly-augmented agent of the Alpha Society who’d been equipped with an immensely-powerful suit of powered armor mounting a wide variety of weapons. He believed that he was one of the top-level operatives of the society for quite some time – until he discovered that it had been infiltrated by the Kragga and that he was being used as a pawn in their schemes of world conquest.
  • Maelstorm was about the only normal “superhero” the group boasted; he’d acquired the power to absorb and discharge vast amounts of energy in the traditional laboratory accident, and joined the nearest superhero group to put his new powers to good use. Unfortunately, while HELP did do a fair amount of good, he found the amount of sheer chaos they caused along the way difficult to tolerate.

   HELP, in fact caused much of their own trouble. They built a base and a computer system with the ability to “detect relevant incidents” and then ignored many of the items it reported because they seemed unimportant. They split off alternate timelines by sending people into the past. They occasionally caused the incidents they were investigating by traveling into the past to find out what had caused them. There were times when Amorph accidently consumed the evidence, Temporis got them all entangled in battles with temporal monsters that normally couldn’t even reach their reality, they jumped into the future and got into trouble there due to being wildly out of place, and so on…

   Of course, they did deal with the genetically engineered norse deities from the alternate future Nazi refugees, made friends with the Na’Cair surveyors, succeeded in getting rid of the the Quilipothic Scrolls, and – eventually – uncovered the Kraggan subversion-takeover which had been running in the background of the entire campaign (and hence the flagging of the “unimportant” incidents) and dealt with it.

   Among the immortal lines…

   After spending five hours covering all possible bases, numbers, sets of personal records, and even memories, in setting up some false ID’s, one player abruptly announced “We have no parents!” – pointing out that their new identities had extraordinarily complete records, but that they still had no connection to any other set of records.

   “You’ve been setting us up for an entire YEAR!” – around weekly session 54, when the players finally cracked the records on themselves of the secret group they’d recently discovered and found that their very first “official” mission after meeting had been involved with the Kraggan subversion.

   “Well, outside of destroying Chicago, that went well”.

   “So, you were in the Ancient Egypt exhibit, so you went with the “obvious course” and shipped our resident super-genius-electrical-engineer-architect-inventor back to ancient Egypt when he stunned the wrong group, thus changing the course of the last 5000 years of history and leaving us all stranded in this alternate history?”

   “Yes! Thus am I Lord of the Seven Planes!”


   “Lost them, didn’t you?”

   Thanks to a nostalgic request from one of the old players, I shall be posting some of the old HELP characters as I run across them in the old files – now from just about twenty years ago. they have been tweaked a bit, since they were originally written up for second edition rules.



Value Characteristic Points
28 STR 18
12/29 DEX 6
24/48 CON 28
14 BODY 8
13 INT 3
11 EGO 2
12 PRE 2
11 COM 0
10 PD 4
10 ED 0
6 SPD 21
16 REC 0
24 END -36
52 STUN 0
  Total 56


Points Powers END
35 Weapons Systems Suit Multipower (105-pt reserve); OIF (Power Suit, -.5), all powers must be 0 END cost or Charges (-.25), Full Power Only (-.25), Weapons Systems Only (-1).  
u-3 10d6 Surface Electrification Energy Blast; Range: 500; Versus: ED; Damage Shield: +½; Armor Piercing: 1, +½; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-3 14d6 Plasma Bolt Energy Blast; Range: 525; Versus: ED; Armor Piercing: 1, +½; Charges: 8, +0; Clips: 3 0
u-2 14d6 Concussion Grenade Energy Blast; Range: 525; Versus: PD; Explosion (Extended Area +0″/DC): +½; Charges: +4, -1 0
u-2 10d6 Net Gun Entangle (DEF 10); Range: 500; Charges: +4, -1 0
u-3 7d6 Plasma Bolt Killing Attack (RKA); Range: 525; Charges: +8, +0; Clips: 3 0
15 Suit Helmet Multipower (30-pt reserve); OIF, Helmet (-.5), Sensor Systems Only (-.5).  
u-1 Telescopic Sense (Sight, +10 to PER)  
u-1 Telescopic Sense (Hearing, +10 to PER)  
u-1 Find Weakness/RKA; Attack Type: One, +0 12-
u-1 Find Weakness/AP Energy Blast; Attack Type: One, +0 12-
15 Life Support (total); Generic Limitation (Subject to upper limits: Fire yes, blast furnace; no.): -½; OIF (Power Suit): -½  
16 Power Suit Elemental Control (24-pt reserve); All – of course – OIF (Power Suit, -.5).  
a-24 Armor (16 PD/16 ED); Hardened: ×1, ¼  
b-26 Force Field (14 PD/14 ED); Reduced END: Zero & Persistent, +1; Hardened: ×1, ¼ 0
c-18 +17 DEX  
d-16 +24 CON  
e-39 20″ Flight (NC: 320″); Non-Combat Multiplier: ×16, +15; Non-Combat (MPH): 714; Reduced END: Zero, +½ 0
f-16 Mental Defense (50 pts); Add to Total  
80 Suit Computer (Total 63 Points); Int 13, Dex 0, Spd 2 (Base  -17 points).  
(5) Mind (Satellite) Link; Minds: Related Group, +10; Champions Limitation (Only works with radio-equipped communications satellites.): -1; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0  
(3) Cryptography 12-
(10) Eidetic Memory  
(5) Programs; System Check, Database Search, Identity Scan, Background Trace, Locate Uplink.  
57 Minor Suit Computer Functions; All usable by others (the wearer, +.25), OIF (Helmet and it’s Sensor/Display systems, -.5).  
(40) +8 level w/Ranged Combat Targeting Computer  
(9) Enhanced Perception (all) (+3 to PER)  
(5) Infrared Vision  
(10) High Range Radio Hearing  
(5) Ultraviolet Vision  
237 Total Powers  


Points Skills, Talents, Perks Roll
3 Acrobatics 15-
3 Scientist  
2 Computer Science 12-
2 Mathematics 12-
2 Electrical Engineer 12-
2 Physics 12-
13 Follower: Suit Computer (1, 63 pts, 0 Disad.); Number: 1, +0  
27 Total Skills, Talents, Perks  


100+ Disadvantages
15 Enraged when Ego Attacked (14-, 11-); Circumstances: Very Common, +15
20 Hunted: Plasmoid (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Hunted: Kraggan Secret Agents (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: CIA (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Secret Identity
20 Overconfidence (Very Common, Strong)
20 No Code vrs Killing (Very Common, Strong)
10 Thrillseeker (Common, Moderate)
10 Dependence on Suit (2d6/1 Hour); Substance: Uncommon, +15
10 Vulnerability: Ego Attacks (1½× STUN); Attack: Common, +10
20 Vulnerability: Electrical Attacks (2× STUN); Attack: Common, +10
15 Reputation: Master of Overkill (11-, Extreme)
5 Rivalry: Other Power-Armor Heroes; Situation: Professional, 5;Position: Equal, +0; Rival: NPC, +0
10 Watched: Alpha Society (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
200 Total Disadvantages


COSTS: Char.   Powers   Total Total   Disadv.   Base   Exp.
  56 + 264 = 320 320 = 200 + 100 + 20


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
10 10 4 50 43/33 44/34 2, 4, 6, 8, 10, 12



Value Characteristic Points
0 STR -10
17 DEX 21
38 CON 56
11 BODY 2
23 INT 13
35 EGO 50
10 PRE 0
0 COM -5
30 PD 30
30 ED 22
5 SPD 23
8 REC 0
20 END -28
30 STUN 0
  Total 174


Points Powers END
40 Electrokinetic Multipower (60-pt reserve); All powers 0 Endurance Cost (+.5), Electrokinetic Powers Only (-.5), All powers must be purchased at 0 End cost, cannot buy persistent or defensive abilities, (-.5), all powers (including the ego-based ones) are spectacularly obvious, involving crackling lightning bolts going everywhere (-.25).  
u-4 Telekinesis (STR 33); Range: 440; Manipulation: Fine, +10 0
u-4 12d6 Mind Control (Neural Override); Communication: Verbal, +0 0
u-4 7d6 Energy Blast (Neural Disruption); Range: 435; Versus: ED; Based on EGO Combat Value: vs. ECV, +1 0
u-3 3d6 Entangle (Neural Disruption) (DEF 3); Range: 375; Based on EGO Combat Value: vs. ECV, +1 0
u-3 2d6 Flash (Neural Disruption) (Normal Sight); Range: 350; Area Effect (Radius): 5″ radius, +1; No Normal Defense (Hardened Mental Defense): +1 0
u-4 20″ Teleportation (Long Range 320″); Increased Range: ×16, +20; Long Range: 320″; Long Range (miles): 0.40; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Cannot carry passangers unless they too are electrical entities. 0
u-4 4d6 Killing Attack (RKA) (Lightning Bolt); Range: 450 0
7 Elemental Control: Electrical Form (15-pt reserve); This is always on (-.5) and is quite dramatic; the user is a glowing ball of entangled electrical arcs and glowing plasma, causes radio static, accidently ignites small fires in the vicinity, cannot be treated by any form of conventional medicine, etc, etc, etc… (-.5).  
a-7 Damage Reduction (Physical, 50% Resistant)  
b-7 Damage Reduction (Energy, 50% Resistant)  
c-7 Damage Resistance (30 PD/30 ED)  
d-11 15″ Flight (NC: 30″); Non-Combat Multiplier: ×2, +0; Non Combat (MPH): 56; Reduced END: Half, +¼ 1
15 Electrical Perception  
(16) Detect Electromagnetic Forces (+3 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(5) Discriminatory Sense (Normal Sight)  
(10) 360-Degree Sensing (Unusual Senses)  
f-7 Life Support (total)  
g-5 Regeneration (3 BODY/Turn); Regenerate: Standard, +0; Activation: 14-, -½; Champions Limitation (Only when able to draw on a source of electrical energy): -½  
132 Total Powers  


Points Skills, Talents, Perks Roll
20 +4 level w/Multipower  
  Electranoid also possess a selection of alien skills – his native “language” and knowledge of his homeworld – but none of those skills are relevant, and therefor do not cost points.  
20 Total Skills, Talents, Perks  


100+ Disadvantages
20 Berserk when seriously outnumbered (8-, 8-, Berserk); Circumstances: Common, +10
20 Distinctive Features: Glowing ball of electrified plasma; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5
25 No Hands
20 Unable to Walk
5 No other physical features (Infrequently, Slightly)
20 Loves danger, excitement, and war (Very Common, Strong)
20 Overconfidence (Very Common, Strong)
10 Code of Chivalry (Common, Moderate)
20 Vulnerability: Cold (1½× STUN and BODY); Attack: Common, +10
20 Susceptibility: Being Grounded (2d6 STUN/Turn); Condition: Common, +10
20 Hunted: Viper (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: The Coursairs (8-); Capabilities: More Powerful, 15; Non combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
215 Total Disadvantages


COSTS: Char.   Powers   Total Total   Disadv.   Base   Exp.
  174 + 152 = 326 326 = 215 + 100 + 11


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 12 0 30/30 30/30 3, 5, 8, 10, 12

Godfire: Choir


   Riordan Kearney was fourteen, had a touch of stage fright, and earnestly wanted to impress the audience and the judges in the finals of the music competition. He struck the opening chord and opened his mouth to sing – and faltered under the weight of all those expectant gazes. He paused a moment to work up his nerve and tried again, pushing past the his nervousness and focusing only on the music – and the sound that emerged transcended anything that the audience had ever heard.

   Polished. Resonant. Harmonic. Feeding on it’s own echoes, and in counterpoint with itself.


   It was swiftly recognized that Talent, not practice and mortal skill underlay that performance – and some further testing soon revealed some of the effects that young Riordan could produce with his music. Far more importantly, it soon revealed that recordings of him had similar effects.

   That was invaluable. Riordan’s recordings were soon being played in factories, in hospitals, and in offices, throughout Britain. Soon enough, it was being broadcast to the troops on the lines, into other countries, and exported to the other allied powers. A library was rapidly built up – music for English Factory Workers, for Recovery Wards, for Schools, for Training Camps, and for a hundred other purposes.

   Back in Ireland, Riordan was swiftly assigned a squad of Talent bodyguards, as well as a conventional security detail; his talents were detectably augmenting the production capacity and efficiency of the Allied Nations as a whole. While taking him out wouldn’t necessarily stop that – although no one could be sure – it would at least prevent him from making any more contributions. That made him a major target – whether for death or kidnaping – and protecting him a major responsibility.

  • Attributes: Body 1, Coordination 2, Sense 2 (3), Brains 2, Command 3 (5), Cool 2 (3).
  • Skills (20):
    • Body: Athletics 1, Health 2, Run 1, Swim 1.
    • Coordination: Dodge 2.
    • Sense: Hearing 2, Sight 1.
    • Brains: Musical Composition 1, Education 1.
    • Command: Inspire 1, Leadership 1, Perform (Music) 3, Perform (Ventriloquism) 2.
    • Cool: Mental Stability 2.

   Riordan’s primary power is simply music, although his abilities in he field are far more than human. He can inspire an audience or make heavy tasks seem light, subtly shift attitudes, bring joy, plunge men into the depths of grief, and far more – all simply by incredible skill and an intuitive understanding of his intended audience. That is why his music can be recorded, and even broadcast – and, as long as the reproduction is of sufficiently high quality, his abilities will remain effective.

   Secondarily, he has some slight enhancements – perfect pitch and perception of sounds, the ability to compose himself for a performance, and the ability to somewhat project the sounds he makes – but they are all fundamentally related to his music and, in comparison with the things that other talents can do, they are of very little power.

   That does not mean that his powers are worthless. Indeed, they are invaluable: he can inspire and speed the workers in factories, soothe the pain of the injured, and focus the thoughts of commanders, without even being there.

  • Talent Basics:
    • Quirks: Naive (1), Obsessed with Music (1), Shy (1).
    • Will Base: 3 Command + 3 Cool + 7 (remainder of base 25) + 3 (quirks) = 16
  • Talent Powers (18 Will):
    • Hyper-Command (2HD, 4). Nervous habit: must be doing something musical to use this ability – humming, whistling, tapping out a beat, or some such (-1/2/4), Go Last (-2/4/8).
    • Hyper-Cool (1D, 2).
    • Hyper-Sense (1D, 2).
    • Hyperskill/Perform (Ventriloquism) (1D, 1): This ability allows the user to effectively “project” his voice and any other intentional sounds he or she creates for up (100 feet per die in the pool of this Hyperskill) without a roll or it being considered an action; making it seem like someone else is talking or doing it while drinking or gagged or some such requires a check.
    • HyperSkill/Perform (Music): All of the following variants of this HyperSkill have Selective Target (the user can decide what general group is to be affected, such as “all you young women” or some such, +2/4/8), Bypasses Language (+1/2/4), Remains effective if recorded, broadcast, etcetera – although poor-quality recordings and reproduction systems may have reduced effects (+2/4/8), and (+5/10/20) worth of other modifiers – along with the flaws of Go Last (-2/4/8), Loopy (-2/4/8), Loud (they’re all clearly audible for hundreds of yards, -1/2/4), Glow (there’s always a spotlight on him during any performance, -1/2/4), Attached to Hyper-Command (-1/2/4), Peace of Mind (user must be composed and ready to perform, -2/4/8), Required Focus (musical instrument, -2/4/8), and Nervous Habit (warming up, -1/2/4).
    • Since this is a skill, it may have power-like effects – but it’s functions are based on the effects of music and vibration on the environment and the human mind. The deaf are only affected insofar as they can feel the vibrations clearly. People in soundproof rooms are unaffected. Other loud noises diminish the user’s dice pool. People underwater will not hear it properly. It will not travel through a vacuum. On the other hand, of course, it cannot provoke a will battle. None of that is worth a modifier, since it’s inherent in the nature of a skill, rather than a power.
      • The Bardic Voice (1D, 1): Subliminal Command (the user may transmit his Hyper-Command abilities via his music, so subtly that no one will be aware of their use, +3/6/12), Lingering (the effect lasts for a several hours before it will begin to weaken normally, +1/2/4), and Echoes (targets will once again be exposed to the user’s influence at random times, when they recall or are reminded of bits of his music – essentially a form of post-hypnotic suggestion or of refreshing the command influence, +2/4/8).
      • The Heart’s Song (1D, 1): Emotional Content (the user can induce – or dampen – emotions; the strength is determined by the Width of the result, with a 6+ being outside the normal range of human experience. Targets may resist with their own Cool checks, subtracting the width of their results, +3/6/12), Lingering (the effect lasts for several hours before it will begin to weaken normally, +1/2/4),
      • The Song of Comfort (1D, 1): Removes pain and grief and soothes emotional problems, including combat fatigue (+2/4/8), once per day, those affected may regain up to two points of Shock damage to each location and one point of killing damage in any one location, however the total amount recovered may not exceed (Width) points (+2/4/8), provides +(Width/2) bonus dice on rolls to resist or recover from diseases (+1/2/4).
      • Paean of Glory (1D, 1): The Paean inspires those affected, providing them with +1D on all their actions (+2D for Width 6+, +3D at Width 10) (+4/8/16), Lingering (the effect lasts for several hours before it wears off, +1/2/4).
      • The Laborer’s Canto (1D, 1): This infectious rhythm helps people focus, work smoothly and quickly, and accomplish their tasks. When undertaking any task that requires time – whether that’s writing, fixing a car, or traveling – they may add one-half the width of the Laborer’s Canto they’re listening to to the width of their success when determining how long it takes (+3/6/12). Those affected also suffer little or no fatigue or boredom (+1/2/4). Lingering (the effect lasts for several hours before it wears off, +1/2/4).
      • The Discordant Riff (1D, 1): This chaotic performance makes it almost impossible for it’s victims to focus – generating (Width-2)/2 gobble dice to disrupt their skills and abilities. Of course, this is applied to each victim individually – an effect which can make it quite difficult for the victims to get anything done if the user is good enough (+5/20/20).
      • The Harmony of the World (1D, 1): This complex theme incorporates environmental noises into itself; the user may selectively block out some noises while emphasizing the clarity of others. Those attempting to make out blocked noises must exceed the users (Width/2) with a Hearing check to do so. Those listening for noises that the user chooses to emphasize gain a bonus of (Width/2) extra dice in their pool to do so.
      • The Immersive Theme (1D, 1): This theme can actually draw it’s audience into the performance, leaving them so fascinated and diverted that they will do nothing but listen – unaware of the passage of time – until diverted by undeniable physical needs (extreme hunger, thirst, calls of nature) or they are forcibly disturbed (+3/6/12). In addition, the user can convey the essence of some epic adventure or tale, inducing a form of lucid dreaming in which the listeners can actually experience the events firsthand – an effect which can bestow on them up to (Width/2) experience points per week – the same as any other form of intensive high-pressure training, such as the TOG commando school with it’s 60-EP, 12-Week course. +2/4/8).
      • The Lullaby of Serenity (1D, 1): This soothing, calming, theme is very simple – it induces calm, a tendency to listen to the voice of reason, and – if carried to an extreme (Width of 3+) a deep and restful slumber (targets may roll Command + Cool to reduce the user’s effective Width) (+3/6/12) and is so calm and gentle that it is almost impossible to trace back to it’s source (+2/4/8).

   Being constantly in front of appreciative audiences, and hearing their applause, is enough to build up anyone’s confidence. Riordan can be expected to build up his Will fairly rapidly – and, due to his obsession, to also build up Hyper-Command Hard – and even Wiggle – dice fairly rapidly. It would not be at all out of line to assume that – within a few months – he will have 10HD in Hyper-Command (costing 32 Will). In three or four months, that will probably be 10WD – and he’ll have built up his Hyper-Sense and Hyper-Cool to some extent as well. After that? Build up a few normal attributes most likely, as well as start preparing for a normal life.

   Now, it could be argued that making recordings and broadcasts effective deserves a much bigger modifier. It might, although it doesn’t have much impact on actually playing the character. If you feel a need to add this feature, add something to that line like “but overcoming the limitations of recording and broadcasting equipment requires additional effort”, and throw in some combination of Expensive, Backfires, Mental Strain, Requires a Soundproof Studio to work in, some variant of Shy, or whatever else seems appropriate, that only applies when he’s trying to perform for a microphone. They’d only be worth about half their usual value due to that restriction – but to a large extent, it doesn’t matter. If he’s performing for a broadcast or recording, he’d almost certainly have plenty of time to recover and – if that involved taking any damage – a healer on tap anyway.

   Riordan might not be a very interesting character to play – after all, he’s virtually certain to be carefully protected and sheltered from any possible danger – but he’s certainly an excellent responsibility to saddle a group of characters with, and a fine center for a series of adventures.