The Patriots

First formed in the Second World War to protect America from supercrime and other threats, the Homeland Guard has changed form and even name several times over the years. During the War it operated much like a typical superteam: responding to crime and disaster, consisting only of a handful of superhumans. During the Cold War, they were renamed the Patriots, and, at one time or another, used as an anti-Soviet propaganda team at home and abroad, a paramilitary strike-force against foreign targets deemed a threat, or disbanded amidst political squabbles. Once the Soviet Union imploded, their role as national guardians was renewed, despite calls by certain hawkish politicians for them to be sent into Gulf War One and the Balkans. Following the 9/11 attacks, the team was reorganised and given a broader focus, including the ability to independently collate intelligence in order to respond to terrorist threats. There has even been talk of changing the group's name back to the Homeland Guard, in order to better fit with the 'Homeland Security' agency. Most people still refer to them informally as the Patriots, however.

The Patriots answer only to the President and a council made up of the Chairman of the Joint Chiefs, a representative of the Intelligence Community, and the Director of Homeland Security. The Patriots tend to get on well with the global first line of defence, the Primacy. Disputes only tend to crop up over matters of jurisdiction: the Patriots, zealous and proud, are sometimes reluctant to step back when an Extinction-level threat appears.

Threat Ratings

GTR: Severe to Critical; Life/Limb & Property: Negligible. The Patriots are the archetypical national-defender superteam.

Group Membership

Currently six superhumans. Aided by various task forces and intelligence-gathering units modelled on the Primacy. Also includes an armed body of former Secret Service and military veterans called the President's Men, numbering a little over 100. These military and paramilitary personnel are trained to provide security, advanced reconnaissance for the Patriots and help coordinate disaster relief operations.

Bases/Centres of Operation

The Bunker, a high-security compound under the Pentagon (sometimes humorously referred to as The Undisclosed Location). They have the ability to requisition the use of any US military or government facilities in the world if need be, however. It is believed that the Patriots also have a training, R&D, containment facility and fall-back position hidden somewhere in the Midwest.

Leaders/Notable Members


The first Bannerman was a lieutenant of George Washington, given possession of a magical flagstaff bearing the Star Spangled Banner by Doctor Nephandious, an enemy of the British paranormal research group the Special Association of the Royal Society. The eldritch scientist-sorcerer sought to sew trouble between the rebellious colonies and the Crown, and prolong the uprising as long as possible. He never imagined that the Americans would succeed in seceding, or that the empowered wielder of the Flagstaff would become such a symbol of the new country.

Over the years, whenever great danger threatened America, the flagstaff, lying in a vault in the White House would send a mental call to a patriotic warrior, calling him (there have been no Bannerwomen, as yet) to come before it. The candidate's mind is scanned by the Flagstaff, ensuring he really is a brave and forthright upholder of American values. Those found worthy are allowed to wield the enchanted standard and rally the country's defenders to preserve her liberty. Bannermen have championed every war that took place on American soil or near her shores (and one fought on each side in the Civil War after the Flagstaff split in twain!), though the most famous was Norman Delainey, the Bannerman of WWII, and the first to fight overseas with real effect.

The current Bannerman is Dwayne Hardy, the first African-American called by the Flagstaff. An ex-marine decorated war hero, he distinguished himself with valour and cunning in battle, showing a willingness to put his life on the line to protect his men and civilians, long before he was called to superheroism. Hardy is a remarkable leader, capable of handling the minutiae of administration and delivering rousing speeches with equal skill. He possesses the characteristic powers of all Bannermen: his already superb physique has been tuned to slightly beyond human perfection, and he can wield the Flagstaff with a skill rivalling any veteran of the Tellran's combat camp. Legends say that the Bannerman's resolve is unshakeable and his endurance boundless, as long as he truly has faith in his country. By meditating on the Flagstaff, he can access the collective memories of the previous Bannermen.


Ricardo Tenabra was a Cuban inventor and daredevil of some renown, until he made the mistake of crossing Castro, and was forced to flee his homeland. He re-founded his business in America, becoming very prosperous. He married an American woman, the daughter of one of his rivals, and managed to father two sons before his mysterious disappearance. Of the boys, Miguel inherited his fathers looks, charisma and business acumen, while Jorge had his technical skills and desire to help others; and, unlike his father, autism.

Miguel Tenabra, taking the name Michael Dark, proved to be an expert in public relations, and before his 30th birthday owned one of the largest marketing, advertising, PR and multimedia agencies in the US. Michael was more than wealthy enough to purchase a private lab for his brother, leaving him alone to the tinkering he preferred in place of human contact. The young billionaire probably would have been happy to continue in his line of business, until the day that Miami was attacked by a Fury called Tecton. The damage to the city was extensive, both in flattened buildings and flooded streets, and the heart-broken Michael thought there was nothing he could do beyond donate money to the relief and repair effort. That is, until Jorge, in an unprecedented act of communication, called his brother, asking him to come and see his newest invention.

Jorge Tenabra had built an advanced suit of powered armour, designed to protect and defend. He called it Aegis, after the shield of Zeus. Jorge knew that he lacked the physical coordination and people skills to use the suit properly, and wanted his brother to be the pilot. Michael agreed, and, after retro-fitting an acronym to the name, the AEGIS (Active Encounter Guardian Interference Suit) made its d├ębut in the clean-up of Miami. Soon, however, Michael learned that Tecton was planning another attack, his time on Havana. Teaming up with the Cuban hero la Zephyr, he was able to defeat the earth-shaking Fury, and was hailed as an honorary 'Hero of the People' by Castro himself, the very man that had exiled his father. Michael enjoyed connecting with is Cuban roots for a time before returning to America. He maintained his secret identity as a media tycoon, using the AEGIS to protect people form crime and disaster, with Jorge providing repairs and upgrades as needed.

Michael Dark is a useful member of the Patriots, for the abilities of his powered armour, his colossal charm and public relations contacts, allowing him to keep public favour on their side. Rumours link him romantically with the associate Prime known as the Fourth. The AEGIS is a mostly defensive suit (though it can still muster a fair right hook), equipped with 'shield drones': remote armoured panels that can scout out an area and interpose themselves between danger and the other Patriots. They also act as remote lifting thrusters, allowing the AEGIS to manipulate large and unwieldy objects. He is an ally and patron to the Harriers, the anti-[[[the-ariadne-compact |Ariadne insurgent group in the Nexus Islands.

Laughing Bear

Lucas Moore was a delinquent youth, always looking for the trouble that his quiet suburban life denied him. Vandalism and drinking turned to breaking and entering and drugs, and while on the run from the police and his parents he hooked up with a biker gang, impressing them with his tenacity in a brawl. Things went from bad to worse in the crime stakes, and might have continued that way until Lucas crashed his motorcycle, and his 'friends' left him behind, tangled in the wreckage of the stolen Harley.

Lying off the side of the road, delirious with pain, he began slipping in and out of a trace state. In his visions, he saw a huge grizzly bear standing over him, snout wrinkled, tongue lolling in an ursine chuckle. Overcome with irrational rage, he pulled himself free and chased after the animal. His wanderings in the forest lead him to the cabin of a hermit named Frank Walker, who took the injured, hallucinating young man in and treated him. As Lucas recovered, he told Frank about the vision he'd had. The old man recognised it as a spirit guide, and offered to share his knowledge with Lucas. Though initially reluctant, Lucas accepted Frank Walker's shamanic tutelage, taking the name Laughing Bear as he progressed along the spiritual road. Once he had imparted all he could, Frank sent Laughing Bear out to find his own path to spiritual enlightenment, recognising the great potential within him.

Laughing Bear wandered America for a time, learning about his own gift for magic and beginning to understand where his own life had gone wrong, and how he could make amends. He became a wandering hero of sorts, drawn to troubled places and protecting the innocent from evil both mundane and supernatural. His adventures over nearly three decades are too numerous to go into here. Eventually, he was asked to join the Patriots by a retiring member who had heard his reputation.

Laughing Bear is the oldest and in some ways the most experienced Patriot. In addition to providing a level-headed voice of wisdom, he is a powerful shaman. His magic is focused on summoning and communicating with spirits, especially his spirit guide, which has proved itself to be a powerful combatant in the past.


Born to a surgeon and a biologist with Japanese dual-citizenship, Izura Matihashi's disposition pulled her towards cutting-edge hard sciences instead. Lacking the connections to intelligence agencies or power brokers usually necessary to advance in such high-security fields, she made her name in experimental science through hard work and talent. Her speciality was in retro-engineering alien technology and integrating it with human-built systems, and in this capability she worked on her thesis with the Ministry of Extraplanetary Technology, and later with the Japanese Self-Defence Forces' special projects division. Eventually, her career gathered enough attention for her to be invited back to the US as a researcher for the xenotech wing of Project Flotsam. While investigating an iridionian device, she accidentally triggered some kind of mechanism in it, causing it to malfunction. The device, an armband, attached itself to her in the resulting confusion.

Once she recovered, Izura's research revealed the device to be a prestigious trophy, a power-augmenter belonging to an iridionian Valant or Radiant-Caste officer. After some work altering the genetic security mechanism and refitting the nerve impulse sensors, she gradually began to be able to control its effects. Somehow it allowed her to control radiation, despite having no natural superhuman abilities. Once they found the armband was permanently fused to her, the government trained and sponsored her to develop her abilities. Already possessing some military experience, she took well to the necessary combat training, and was soon ready to don a costume and codename to join the Patriots.

Infinity's control of the armbands let her fly and wield tremendous nuclear energies for attack and defence. No enemies can approach her without meeting a sizzling field of radiation, and her invisible blasts shear through all but the hardest targets. She is the most scientifically skilled of the team, and is the second best linguist (next to Michael Dark).

Liberator IV

The first Liberator was a symbol of American national strength and willingness to take the fight to totalitarianism's very door during WWII. Gareth Morley was a man with no superhuman abilities but a boundless tenacity and ambition, and a pocket full of jury-rigged tools and gizmos to compliment his pugilistic and acrobatic skills. He assisted Allied troops, partisans and the Resistance across Europe for years, until a fateful moment secured his destiny. Liberator managed to defeat the fierce Nazi ubermensch Schneeblind (Snow-Blind) in a wide-ranging duel across Berlin. As Schneeblind lay, hovering near unconsciousness, he spitefully struck out with a freezing eye-beam powerful enough to kill both Liberator and himself. This attack opened up some kind of channel between them, and as he died the ubermensch's powers passed on to Liberator. He barely had time to learn how to use them before the war ended.

In peace time, Morley settled down to raise a family, donning his costume only to fight the occasional old enemy come out of retirement or apprehend local criminals. When his son came of age, the Liberator's powers passed on to him. Tim Morley became Liberator II, and returned to public superhero life and military service, until his death in an ambush in Vietnam. The legacy powers shifted to his brother John, who had until them been bitter about the 'poor hand' fate had dealt him by being born second. John, as Liberator III, cleaned up his behaviour and took it upon himself to continue the good work using his newly acquired inheritance.

Tyler Morley, Liberator IV, is John's son, and the newest recipient of the legacy. Despite his relative youth, he possesses great powers, and the Liberator name is second only to Bannerman in terms of public respect and adoration. He is the recipient of four generations of expert training in combat and various investigative and other skills that have proved useful to the Liberators, from forensics to sociology, making him a very well-rounded hero.

As legacy heroes, Liberators II, III and IV inherited the powers of the Nazi superhuman Schneeblind, but have since made them their own. The current Liberator is immensely strong and inhumanly durable, and can fly or run at great speeds, and can tolerate a wide range of environmental conditions. He also possesses the characteristic talent from which the villain took his name: the ability to project beams from his eyes that suppress thermal energy. This 'chill-vision' can be used at its most mild to briefly stun a target, but at full power can freeze even some superhumans solid or snap-cool a locomotive enough to let Liberator shatter it with one punch.


When Cassidy Rourke was conceived during the Gateway Wars, a dimensional cline (a kind of one-dimensional rift, like a thread of super-string) passed through her mother's womb. As the embryo developed, it became tangled with the cline, her very being stretched across multiple realities. As a child, Cassidy had a sixth sense for dimensional instability, and urged her parents to move away from New York just before the building they lived in collapsed into a spontaneously rupturing portal. This worried the Rourkes, especially when they discovered she claimed to see and hear events invisible to them. A child-parapsychologist identified Cassidy as a metahuman with the ability to see into parallel dimensions, and even to shift herself momentarily into the non-space of the Limbic.

Cassidy's family tried to let their daughter grow up normally despite her gifts, but other factions had different ideas. Gateway-cultists tried to kidnap her, hoping to use her dimensional affinity to find their lost master. She escaped, pushing her abilities to the limit in order to teleport for several hundred meters, but the cultists captured her father instead. The Patriots were called in to attempt the rescue. Although her father was killed by the cultists, Cassidy was awed by the superheroes, and came to believe that she couldn't hide from her powers, and had to use them for the protection of everyone around her.

The youngest member of the Patriots, Cassidy, now known as Roam, operates much like a speedster in combat. Phasing into the hyperspace of the Limbic lets her cross space with great speed, although her reactions and reflexes aren't particularly enhanced. She can also push herself to teleport for longer distances, but this fatigues her. Her most unusual ability is to slide her perceptions sideways into parallel worlds, seeing and hearing what is going on in other dimensions. Sometimes, this reveals surprising secrets, or lets her see lateral solutions to problems.

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