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

4 Responses

  1. […] He joined a superhero group – or, more accurately, funded one (The Heroic Extra-Terrestrial Law Protectors) that was willing to accept almost anyone – simply to have help in dealing with his powers. […]

  2. […] psychic potentials will return to latency.    Dreamwalker usually hung around with the Heroic Extra-Terrestrial Law Protectors. He wasn’t much odder than most of them […]

  3. […] the “honorable medieval warrior” but for all it was worth.  He and Shaman usually worked with H.E.L.P. – a group that was, in general, even stranger than they were and saw nothing wrong in being […]

  4. Wow, I haven’t seen any of this in about twenty years. It brings back memories, although I remember more from the Paranoia game along with the best advice ever:

    Never tell the GM your mutation is boring.

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

%d bloggers like this: