The gifts that a paladin has been bestowed with are what elevate them above any of the other faithful. They and they alone are the bulwark against the gathering anathema. These powers are the shield and the sword of each and every paladin and aid them immeasurably in the never-ending conflict to push back the tide of evil.
Every paladin and paladin-to-be is gifted in a unique manner. The manifestation of such gifts can emerge in countless forms. It is only through strict training and discipline does one make full use of such a blessing. Because of the volatile nature of these gifts, learning paladins are guided away from advancing their powers to dangerous levels or discovering hazardous applications of their talent. Learning such power is a simple matter of meditation by prayer and consulting the light within, though only Paladins who place their Faith in a Higher Power ever learn additional gifts. It is a natural process much like a baby bird learning to fly or a newborn horse learning to walk. However, many younger paladins in training are molded rather than allowed to conduct such self discovery until they are deemed fit to understand the discretion involved in training themselves.
The church has categorized applications of a paladin's gift into four basic concepts : Divinity, Vision, Mercy and Reckoning. Paladins are thoroughly encouraged to explore such powers as documented to their fullest extent as they have been time tested and approved for regular use. Every Power has within it the seed of its own undoing, and that of the Paladin who wields it. The purity of soul of the Paladin is paramount to her duties, and the discipline required to maintain that purity is immense. Using these abilities in anger or without a clear heart can result in drastic perversions of the holy gifts. Powers that are associated with this family of disciplines are absolutely prohibited from use and it is considered heretical to develop such abilities in secret. Such powers are not safe to engage in regularly and have been found to cause catastrophic results when attempted.
Although they are normally the purview of heretics and Anathema, under certain, desperate conditions, the church may allow a Paladin to drink deeply of such forbidden knowledge in an attempt to stop a greater evil. Such cases are not documented to protect the identity of the Paladin unfortunate enough to have been chosen for such a task. It is rumored that Paladins entrusted to such tasks do not return.
THE POWER OF HATE
Each of the Seven Sins has a varying degree of actions as to what constitutes it and with what magnitude. Premeditated murder is a greater sin than striking a man in anger, but both are sins of Wrath. A character has a Morality threshold based on their Faith Attribute , and from there, builds up Depravity by committing sins against their morality. As a character becomes more and more Depraved, they gain Insanities, both as their views on what is acceptable and unacceptable begin to shift, and society labels them as insane because of their differences.
For Paladins, the stakes are higher. Their power is drawn from their virtue and emotional discipline, and as their morality warps, so does the nature of their powers. Every sin a Paladin or Heaven Touched character commits corrupts some of the Paladin's Empyria. Paladins have 5 Empyria to use on powers. Affirmed have 6, Faithful Paladins have 7, and Zealous Paladins have 8. Heartless Paladins only have 3. As the Paladin gains Depravity from committing evil acts, their Empyria changes with them. A Paladin with four Depravity has four of their Empyria corrupted, and cannot spend them as normal Empyria to activate their powers in the normal way. Empyria refreshes every morning at the light of dawn.
These Corrupted Empyria, however, can be spent in a variety of ways, always generating amazing power for the character, though at a deadly price. For example, a Paladin spending a Corrupted Empyria alongside a melee attack can initiate a Nemesis Blow for largely magnified damage, and many powers and gifts from dark deities like the Triumvirate of Thorns require these as a power source for their activation.
A Paladin can draw on this reserve of power at any time, but if they drink too deeply or too often, the well will not run dry, but grow ever deeper as the Paladin descends into apostasy. As they begin to lose themselves, Paladins begin to lose control over their powers as well. While in most cases a Paladin will choose to spend or not spend their Corrupted Empyria to activate their abilities, accidents do happen. For example, in an intense moment of psychological anguish or deep emotion, a marshal may spend Corrupted Empyria to increase a Paladin's strength or use or activate a power that the Paladin was unaware that they could perform. This is especially likely if they are using Empyria in extremely stressful or emotionally wrenching situations, once the gate is opened, the anguish in the Paladin's heart can flow right through.
If the Paladin ever attempts to draw on Corrupted Empyria when they only have normal Empyria remaining, they are still able to, but their new they gain additional Depravity to make up the difference and create more Corrupted Empyria . Before a Paladin is completely fallen, any scene in which he expends Corrupted Empyria to activate an ability, regardless of how many, results in the gain of 1 Depravity at the conclusion of the scene in a random unfilled Depravity slot as his moral compass begins to falter and loosen.
If a Paladin's depravity ever crosses the threshold noted in their Faith score and begins to gain Insanity, the Paladin enters a fugue state at the end of the scene. The Paladin is subject to an internal scene where their faith is tested. If she fails, she rejects the validity of her morality system and is considered "Fallen."
In this state, she can no longer atone for sins and cannot reduce her Depravity score through positive actions. She can, however, continue to generate Depravity by committing sins as normal, immediately gaining Corrupted Empyria for each sin committed based on the grade of severity of that sin, 1 for 1, 2 for 2 and so on, however they cannot regain Empyria normally through rest as normal Paladins do. A Fallen Paladin who commits these sins does not believe that the acts are acceptable. On the contrary, it is the very emotional stress of behaving in a way that you know is wicked that generates the Corrupted Empyria. An Antipaladin is a troubled soul who commits true evil for its own sake, because that is all they have left. This process makes an Antipaladin a dangerous opponent of Paladins, because they seek to commit all the acts that Paladins fight against for the sake of their own selves and because of their marriage to Depravity, are in many ways more powerful than Paladins.
A basic ability shared by all Paladins, characters blessed with Charismata are natural leaders of men, and others cannot help but perceive the grace within them in moments of great import and meaning. When they need to, Paladins may become truly wonderful and truly terrible, awesome with presence. They may add their dots in the Faith Attribute as Power to a single social skill use.
Charismata also allows the purchase of Paladin Powers for those with Faith in Higher Power.
Primary Call: "Power <x>"
Paladins have 5 Empyria to use on powers. Affirmed have 6, Faithful Paladins have 7, and Zealous Paladins have 8. All Paladin powers use at least one Empyria to activate unless they are always working as a passive ability, and some require additional Empyria to activate. Paladins recover 1 Empyria naturally at the end of any scene in which they perform a good deed, and recover all lost Empyria at the first light of Dawn.
Paladin powers cost 5 times the Tier of the Power in experience to gain. A Paladin must have at least one power from a given Tier in a tree to gain a power from a higher Tier. Tier 4 and 5 Paladin powers are not paid for with experience points. Instead, they are bestowed directly by God at times of great need, and the Paladin then keeps that blessing forever after.
Paladin powers cannot benefit from Instruction or Pedagogue. Paladin powers cannot be taught, only earned.
Inspiration - The Paladin may spend Empyria to allow another person who wishes to to have his Devotion as well as their own for the remainder of the day.
Corruption: Desolation - The Paladin may inflict his Devotion on another, willing or not, in addition to their normal Devotion. If the two Devotions conflict, the target is still considered to be violating one, even if the other suggests another action.
Lion Heart - Passive. The Paladin ignores his fears and doubts and focuses only on the will of God. Fear can no longer affect him and he becomes immune to Phobias and Intimidation.
Corruption - Heart of Stone: The Paladin rids herself of all weaknesses of the heart. You may disregard Insanities, Intimidation, Honor Code and Devotion for one minute.
Salubrious Gift - Passive. The Paladin's holy body is not affected in any way by poisons, drugs, diseases or infection.
Corruption - Slithering Veins - The Paladin's divine being takes on a subtle taint, transforming her blood into a virulent toxin that may turn another grievously ill or even slay. The Paladin's blood can carry a single trait of Potent poison (Attribute down) of her choosing that must be administered intravenously or ingested. That limb suffers from Pain for the next five minutes.
Immaculate Appearance - Passive. Your divinity shows on the surface of your skin as well as on a emotional level. When people see you, they cannot help but perceive the divine grace within you. Everyone you encounter will react to you as generally credible and right, wanting to find reasons to like you and agree with you. The Paladin is always considered Honed in Persuade, Intimidate, Sincerity, and Seduce.
Corruption - Transfiguration - The door to your soul swings wide open and the majesty of your spirit is obvious to any who gaze upon you. Anyone who wants to attack, defame, or otherwise act with hostility to you in any way whatsoever must spend a Discipline for 15 seconds of ordinary action, and no one may cancel the Paladin's Seduce, Intimidate, or Persuade during that scene.
Divine Steed - When the Paladin rides upon a horse, he may spend Empyria to enter a state of grace, and ride for any length of time with no rest, no food, no water and no shelter. His horse never throws a shoe, steps on loose stones, or suffers any other misfortunes that might slow his journey. He may travel hundreds or thousands of miles in a matter of days or weeks, and can reach and return to anywhere in the Western Throne with no Downtime spent, or reach anywhere in the known world with time to return by spending his Downtime action.
Corruption: Dissolution- The Paladin's body dissolves into black mist, or turns into bats, or some other form of disintegration, calling "Power Escape." He can reform in any place within a quarter mile where there are no significant living creatures within 50 feet.
Beacon of Hope: Passive. You are a walking boon and all who bask in your presence reap the gifts of the Lord. When you are present, everything seems to be right, and all seems to work as it should. Broken clocks will start working again, people with chronic pain will feel a little better, and disaster is impeccably averted. Any time you spend Empyria for any reason (including just to activate this power), you and your closest friends that are present gain Hope. This is cumulative.
Corruption: Invoke Catastrophe - Every time you spend Corrupted Empyria, all that are present besides the Paladin gain Despair. This effect occurs whenever you spend Corrupted Empyria once you have this power.
Defy Sorcery - The Paladin's body and soul may resist any attempt to change or blemish it with Arcane power. The Paladin gains 1 appropriate Defense against Arcane magic per dot of Faith he has, such as Dodge, Steady, or Discipline. These last until Rest. Multiple Empyria may be spent to add additional defense, and he may use this reactively when affected by magic.
Corruption: Witchbane - For the duration of the scene, the Paladin may use the effect of Defy Sorcery and any hostile magical effects that you fully resist are reflected back at their originator, regardless of the sorcerer's location.
Quick Mending - Passive. The Paladin naturally recovers at an incredible rate. She leave no scars and Maims automatically heal. Within one hour of incurring a wound, the wounds are fully healed. Maims recover over the course of a Downtime.
Corruption: Wretched Knitting - Immediately recover from all of your wounds, but keeps hideous scars. You must costume the scars from then outward.
Tireless Devotion - Passive. The Paladin is so invested with spiritual power that he no longer has any real need for food, air, or sleep, though can still enjoy these experiences if he chooses to. The Paladin's body also no longer suffers from real tiredness, always at his most ready and effective. The Paladin is completely immune to Fatigue.
Corruption: No Rest for the Wicked - The Paladin may drain energy from everyone around him, giving each living creature of at least man size a point of Fatigue. For each Fatigue this way, the Paladin gains one Empyria.
Endless Champion - Passive. Any Empyria he spends in a scene is automatically recovered upon rest. His Empyria limit is no longer per day, but until next opportunity to rest, allowing him to expend massive amounts of holy force at a moment's notice.
Corruption: Slip from Grace - The Paladin may spend Corrupted Empyria (including activating this Power) and for the duration of the scene, may use Corrupted powers without gaining an additional Depravity at the end of the scene. If a fully fallen Paladin uses this ability, he may instead use it to activate any one Power he has as its uncorrupted variant until the end of the scene.
Heavenly Form - Variable Empyria . The Paladin transcends her mortal form. She gains shining white-feathered wings and may fly at incredible speeds, giving her the Escape ability. All of her successful attacks gain the Power equal to her Faith, and she gains an extra use of Parry or Dodge that refreshes every 10 seconds. Additionally, the Paladin in this form goes up one step in every Attribute. This transformation lasts only 30 seconds for every Empyria spent. She may continue to spend Empyria to keep this power activated, but once it ends, she is Winded and gains Fatigue. This power cannot be used while Fatigued. The additional Faith also grants additional Empyria for the duration of the effect.
Corruption: Perverted Light - 3 Corrupted Empyria . Drinking greedily from the wellspring of holy energies, the effects of this transformation are the same as Heavenly Form, except that the transformation lasts the entire scene, with no Fatigue afterward. Additionally, the transformation can be entered while Fatigued, and this power may be used to press on when Heavenly Form is about to fail for only 1 Corrupted Empyria . In this transformation, the Paladin's wings are black and inky, and habitual users of this power sometimes have wings that are more leathery and bat-like, even in Heavenly Form.
Purity of Heart - Passive. All of the impurities in a Paladin's heart have burned away. The Paladin has achieved a measure of divinity that separates her from the mundane world. The other creatures and people of the world exist in a way that is fundamentally shallower than she does, and she can step aside from their ability to render harm to her. From henceforth, she cannot be wounded by mundane forces like simple steel and stone. Swords will slide off of her skin unopened; a clay jar from above will shatter harmlessly against her. Magic, miracles, malefic creatures and other forces at least in part supernatural can still harm her.
Corruption: Scornful Heart - The Paladin plunges deep within his own soul, finding all their hidden shame for their past misdeeds. Their guilt and self-denial bubble forward in a virulent explosion of pure and tangible spite, forgiving themselves and accepting all of their sins and instead judging all the world with the same caustic bitterness. When this occurs, the paladin is wreathed in hellfire, rendering him immune to fire and dealing one hit of fire damage per Sin he has at 3 to those within speaking range every 10 seconds. Treat this like War Magic of appropriate Power. She gains the Wicked Flaw for any current Depravity. This lasts for one minute.
Immortal - The Paladin cannot be destroyed. He ceases to age at the age that he is when he acquires this gift. If ever he should die, he rises from the dead in seven days unless slain and buried upon desecrated earth.
Corruption: Revenant - 3 Corrupted Empyria : Rises from the dead at full health 10 seconds after being slain. This ability is activated automatically if the Paladin has the resources available when killed. Every day the Paladin spends dead, he recovers his Empyria.
Transcendence - Passive. The Paladin has received the full grace of the divine and that which created the world and that within. The Paladin permanently gains the full effect of Heavenly Form, but as it is no longer a great effort of will, rather a new nature, she does not suffer Fatigue from using its power, nor is she unable to use the power while fatigued. Those with this power earn great respect within the Church and are revered by any God-fearing creature. Additionally, if the Paladin desires, she may affect a seeming of a normal human to become more discrete. Heavenly Form is required to receive this power.
Corruption: Damnation - Special. The Paladin's desperation or hubris causes her to violate the gift granted to her by the heavens. When activated, the Paladin's pool of Corrupted Empyria is inexhaustible; she may spend an unlimited amount for the scene. However, upon every use of this power, the Paladin gains one permanent Depravity that they may never atone for, and her pristine wings become increasingly stained, with the feathers turning grey, black, molting, or a combination of all. This disfigurement carries great shame among those who once praised the Paladin's divinity. After habitual use, the Paladin's wings are all but barren of feathers and appear as black and leathery bat wings, or are simply feathered in black. Because the Depravity gained from use of this power may never be atoned for, the Paladin may never ascend to Heaven, spending her eternity of afterlife in Hell.
Dreaming - You have become potent in the realm of dreams, able to not just influence your own dreams but the dreams of others you have met as well. During your rest you may travel to the sleeping minds of any person you know and send them a dream of your choosing. When talking to your target, she will remember all the details of the dream with perfect clarity upon waking and may even be forced to wakefulness by you. You may design and have sent by staff any dream you wish to another character you know, anywhere in the world between games, or simply to another player character to be delivered in the morning by staff. While the dream can include any features, you cannot communicate specific proper nouns such as names or exact places.
Corruption: Torment - You construct a terrible nightmare in a sleeping person that can cause insanity. The dream is realistic in every sense and completely under your control unless the target also has the Dreaming power (in which case the character with better Faith, or if equal, Intimidation controls). Upon waking, the target will gain a Mild Phobia of your choice, depending on the imagery used in the nightmare. Continual uses of this power can aggravate a phobia to the next grade of severity. Once the victim has a Crippling Phobia, additional aggravation from this power will cause physical stress on the victim, forcing them to suffer terrible shock in their sleep and awake with Fatigue. When under the effects of this power, natural recovery of health or Empyria is impossible that night.
Guidance - The Paladin may go into seclusion for several minutes and pray, begging for guidance from The Lord. She may pray for spiritual guidance, such as "How can I solve this problem without sinning?" or to get an idea of whether some course of action might be successful, asking a Staff member their opinion whether a specific course of action will be successful or not, and possibly a small suggestion of a better way. During this time in prayer, she counts as if Praying for the purposes of Prayer and Liturgy.
Corruption: Gaze into the Abyss - The Paladin may pray in secluded contemplation to one of the dark powers of the Triumverate. In so doing, she is given to understand the dark god's will in this place, what it desires to be accomplished to earn its favor. This draws the attention of the dark God as well.
Pathos - The Paladin is in tune with the emotions of others. If a Social skill can be augmented with knowledge of the target's emotions, the paladin may use the expend Empyria in substitute of any Social Skill. As well, by touching an object or concentrating in a place, the Paladin may feel a sense of the emotional impressions left in the place from the strongest events, allowing an understanding of the history of the object and who used it.
Corruption: Dramatic Effect - The paladin can manipulate the emotions of others. Any single emotion may be invoked in a character with the expenditure of a corrupted Empyria, which lasts in full effect for at least an hour, with the character tending toward that emotion for the rest of the day.
Dead Man's Eyes - The Paladin can see the last few minutes prior to death per Empyria spent from the victim's own eyes, which can be ended prematurely at any time. Re-experiencing the death or agony of the target will cause the paladin to lose consciousness for the remainder of the scene and the next hour. The paladin at any time may stop this effect by declaring they have seen enough. If the paladin experiences the any of actual injury that contributes to the demise, she becomes trapped in the experience and cannot abort.
Corruption: Death Dreamer - The Paladin is present at the past event for the time allotted in a vision and can see things the dead did not. Witnessing the death does not cause any strain upon the Paladin.
Wisdom of Kings - Passive. At the conclusion of every game when experience is being awarded, you gain one free Basic Focus of your choice. This works even if you do not possess any ranks in the Academics ability, though you may not teach these abilities to others - they are intuitive tacit knowledge.
Corruption: Crown of Thorns - Invoke unhad knowledge and have the benefits of any Focus at all for ten minutes. Whenever this power is used one scene's worth of memories is forgotten. Recent or related events are most likely to be selected by the Marshal.
Life Ken - Detect the health and conditions of others as well as undead in the area. The Paladin also can detect poisons or diseases affecting others. The Paladin can feel the presence of any living or malefic creature nearby, and is intuitively aware of creatures around her - "Power Tracking" - Characters in stealth are not automatically revealed, but they are not able to reenter Stealth against you once they leave it because they cannot break line of sight. This lasts for a scene.
Corruption: Shadow Call - You can call the Night Malefic to your aid by shattering the barriers in an area that keep it at bay. Inviting it within you, it changes you rapidly and openly. Fangs and horns will erupt, muscles will contort with strength or any symptom of a malefic creature will temporarily find it's way to you. Gain 1 Instinct from the Bestiary section for the scene and any Malefic creatures you encounter will regard you as an ally and an authority. This ends at the end of the scene and leaves that area tainted by the Night Malefic.
Forewarning - Passive. The Paladin will become aware if a dangerous or disastrous situation will occur in the next thirty seconds. She will instantly awaken if someone is about to harm her while sleeping (functioning like the Light Sleeper Perk), and will be alarmed by poison in the food or drink around her, but will not be aware of what caused the feeling. The staff may choose to give the player a note with an exclamation point on it to indicate the sensation of danger. Additionally, the paladin is always considered Alert whenever it would be appropriate to be so.
Corruption: Blind the Eyes of God - The Paladin may spend a Corrupted Empyria, clouding the ability of anyone in the area to benefit from any kind of special reading of fate, scrying, supernatural guidance, or any other similar ability that gains information supernaturally. This effects the entire local area such as a city, and lasts for the Chapter.
Spellseer - Passive. The Paladin can sense magical auras and enchantments and can gain imagery of the spell's intended purpose and function. The Paladin can also sense charge in wizards and gain 1 free Block per scene against magic due to forewarning. This power lasts for the scene when activated.
Corruption: Eye of the Maelstrom - For one corrupted Empyria, you activate this power for the combat scene. Any wizard who you witness casting a spell you may point at them and call "Stun" as your very gaze pierces the barrier between our world and the Maelstrom. You may use this once per 10 seconds. One of your eyes glows magnificently bright green.
Unseen Hand - Variable Empyria - The paladin can lift and move objects with his mind. Light objects that can be easily lifted with one hand require 1 Empyria . Medium objects, like those that can be lifted with two hands weighing as much as a person require 2 Empyria . Heavy objects, things not normally able to be lifted, such as war horses, loaded carts, or fallen trees, require 4 Empyria. Extremely heavy objects, things weighing in at several tons, can be lifted but require the most extreme concentration and your maximum Empyria . Once activated, Unseen Hand stays on for the rest of the scene to the magnitude activated. Use in combat allows the Paladin to expend Discipline to use a Grab as per the Brawl skill, substituting the Paladin's Faith for their Strength. You may also spend Discipline to throw individuals as per the Slam effect, or call Knockdown or Disarm.
Corruption: The Devil's Fist - Double lifting capacity and Slam distance, call "Power Slam", and add Mighty and Driving to anything swung by this ability. When using this version of the power, soft handling is impossible. Doors will be blasted from hinges, bones will be broken during lifting, and projectiles will be twisted and mangled. Anything that is affected by this ability takes a Strike or Sunder after it is moved.
Communion - The Paladin can read surface thoughts and speak to others by linking minds, for the scene. This allows the Paladin to gain a single piece of information about the subject being discussed from a target character every 10 seconds. You can also speak and be spoken to by to any character you know intimately, regardless of their location in the world. Anyone who has spoken to you personally may pray to you and you will know the nature of their prayer.
Corruption: Confusion - 3 Corrupted Empyria . An entire scene's worth of memories can be re-written by simply telling the target what they remember. The memory will be completely believable regardless of how absurd the content may be. However, anyone with Communion who touches their mind will know the truth.
Grand Destiny - The Paladin can perceive the course of destiny, and through this insight, may influence and steer its course with his will. Entering a state of solitude and prayer, he can exercise this Gift upon any person, place, thing, or events that he knows about, and learn what destiny has in store for those things in the relatively near future. By spending 5 Empyria, he may name a new affirmative destiny for that subject, such as "He will become a great Magician" or "He will be cast out of his Order". Events will conspire to enact that destiny, though they may not happen how they were expected, or immediately, or at all, if particularly tenacious individuals resist it for long enough. Pronouncements of destiny that are too outlandish to be possible will not occur.
Corruption: Fate Stealer - By perceiving the flow of destiny, the Paladin may steer it into storm-tossed waters or run it aground entirely. The Paladin may abuse this Gift by spending 5 corrupted Empyria to create an effect like Grand Destiny, except that he makes a forbidding statement, such as "He will never become a great Magician," or "He will not survive the winter." If the Paladin dies, the future becomes yet uncertain again.
Prophecy - The staff must answer any one question from the player. However, even simply knowing can change the future from what you can see. The more who you share this knowledge with, the farther and farther the prophecy shifts from the absolute truth of the staff's statements. This requires your maximum Empyria and you are unable to recover them for one Chapter period.
Corruption - Hand of Destiny: In addition to the prophecy, the player submits a statement with an "and." Afterwards the staff may submit a statement with a "but." Both of these statements are true.
Avatar - Variable Empyria . The Paladin's mind is a gateway to physical reality, so close are the two to being one. Through an act of will and faith, the Paladin may call forth a being of holy form and nature to assist her. The exact features of the being called will vary by Paladin to Paladin, but its holy nature is obvious. Sometimes it may be a steel-clad angel, or a great lion with a mane of white fire, but all of them can fly at incredible speeds, making the Escape ability impossible to use, and have one dot in each Attribute for every 2 Empyria spent upon them. The Avatar has no skills, but attacks and defends with skill levels equal to Empyria spent upon it, and has that many Toughness calls. Once summoned it can act on its own and needs no further instruction, but will respond to the will of its creator. The Avatar will vanish at the end of the scene, if destroyed, or if the creator loses consciousness. Furthermore, other Paladins may participate in the invocation of this ability, donating up to 2 Empyria per additional Paladin.
Corruption - The Conqueror Manifest: Variable Empyria . You can use your mind as a beacon, a bridge that renders it simple and inviting for a demonic entity to manifest itself. Upon spending an amount of Corrupted Empyria , a demon will manifest at once and will use its considerable abilities to your benefit for as many rounds as the amount of Empyria spent. After that time, the demon will still remain until otherwise banished, though its debt to you is paid and it will act in any way it chooses. It is very unlikely that its true motivations will remain consistent with your own.
Omniscience - Passive: Though you are still limited by the capabilities of your mortal mind to process it, the universe has opened itself to you and provides you with extra-sensory information about your surroundings. You automatically are aware of everything in your surroundings, behaving as if you have Perception 5 (Ranks in Perception are refunded as experience), and may ask for any information about the immediate area, regardless of how obscure or hidden it may be. For example, the Paladin could ask whether the tracks in the dust were placed within the last hour, and by whom, or even whether they were falsely planted to lead a tracker astray. You cannot see within the mind and soul of those around you, but you are still aware of all physical details. Additionally, by expending Empyria, you may raise any skill by 1 rank, to the normal maximum of 5, for the remainder of the day, or gain any Basic Focus you wish, no matter how specific. Focus: Count Heatherfield, for instance, could tell the Paladin information on that person that no one could ordinarily know.
Corruption - Omnipotence: You may change one word of any one detail that you know to be true to something else. This can be almost anything to almost anything else. For example, one could change the fact that an enemy wields a polearm against him to be wielding nothing instead. Or, one could change an expression of hate into an expression of love. You can even change a living person to a dead one so long as you can see them yourself. This change, whatever it is, will last until you make some other change.
The Good of Others - The Paladin can take on the wounds and other ailments of another. Although diseases, maims and poisons must be transferred in whole, wounds obtained in combat can be partially transferred and split between the subject and the Paladin, however the Paladin cannot transfer his own wounds to another, the transfer is one way and once completed cannot be undone. So powerful is this basic power that the Paladin can even undo death itself if the scene has not yet passed, however transferring the fatality will destroy the Paladin. Powers that render the Paladin immune or resistant to effects that he takes upon himself, such as Salubrious Gift, Quick Mending, etc, do not work as they ordinarily would - the Paladin suffers exactly as much as the beneficiary would from the ailment that passes to him.
Corruption: Share Pain - With a touch and the expending of a Corrupted Empyria, your wounds and maladies are passed onto another and wounds or maladies they have, if any, are passed onto you.
Shepherd's Crook - Your gentle heart can prevent harm from coming to another creature, even one you are battling with yourself. By extending the mercy in your heart to your attacks, your weapon deals no damage on its attacks as if it had the Subduing flaw, and the effects such as Pain or Stun gain Power. This power remains active for the combat scene.
Corruption: Reaver's Lash - By expending a corrupted Empyria , you let your hate leach out into your very attacks, allowing any object to become a deadly weapon in your hands. For the remainder of the scene, any weapon you hold loses any flaws as the force of your vitriolic anger carries alongside the force of the attack. This does not combine with Shepherd's Crook.
The enmity between St. Allebrand and the Viscount of Riverbend was legendary in the time of the Second Emperor. When Allebrand finally accepted the long standing challenge of a duel on the eve of Holdfast, my Father believed he would finally rid himself of the man. Allebrand's blows struck him again and again, telling blows that should have killed him. But my father rose again and again, each time more determined than the last, as the challenge wore on. It seemed my father could not be felled by this man, but when he finally threw his sword down in frustration, realizing he could never have his spite-born victory, I knew who the true hero was.
-- Memoirs of the Count Riverbend, 78, the Lion Age
Soothing Presence - The paladin emits a soothing aura that pacifies tempers and strong emotions. Angry individuals will become easier to reason with and the grieving will lift up their heads from their tears. Any individual who is combative or hostile that is affected by this power will move toward a neutral mood as their mind relaxes and they cease to have apprehensions. This can effectively momentarily stop a combat in progress, but can't prevent hostilities from reigniting, if a new reason occurs or if bitter, hated foes remain in contact, though the combat will remain paused at least for several moments. The Paladin may call a "Safety" and then end the Safety hold with the combat suspended. The calming influence lasts for the scene, or until something incites violence again.
Corruption: Fearsome Presence - The Paladin emits an unsettling aura that sends the nerves on edge and the hairs on one's neck upright. When the aura is erected, people perceive the Paladin's very presence a fearful threat and become reluctant to initiate conflict. The Paladin's Intimidation gains Power equal to his Faith dots. By focusing this aura onto a single subject and spending a Corrupted Empyria , the Paladin can invoke a flight reflex in a subject if they are not already fleeing and for the rest of the scene, causing the subject to gain mild phobia of he offending Paladin. In or out of combat, having this power active always constitutes a "credible threat" for the purposes of Intimidation.
In the last days of Barahb's siege on the White City of Santrius the people lay starving and desperate within its walls. During the day, they became like stuck swine, panicking and screaming under Barahb's salvos; During the night, they became like serpents in a basket, turning on one another for the smallest of slights, for it was Barahb's plan to break the spirits of the men before breaking down their walls. Lucia, grand-daughter of St. Marcellus watched as Barahb turned her people into swine and upon feeling desperation begin to creep into her own soul she cast it out and stood up amid the serpents and swine, rendering them shameful and calm. Thus ended Barahb's Siege of Santrius and began the Forty Days of Bloodshed.
--The White Record, 67, The Lion Age
Chasten - If a Paladin knows someone's Devotion, and speaks with that character about their troubles and their Devotion, he may offer them her advise and wisdom. If the individual had a Chaos, Hatred or Materialism Devotion and they accept the Paladin's advice, the have the option to change their Devotion to an Order, Love, or Idealism Devotion that is the counterpart to their old Devotion; for example, a character with Chaos: Thieves' Guild could change to Order: Law Enforcement. If the subject already had an Order, Love or Idealism Devotion and they accept the Paladin's advice, it counts as if achieving a substantial personal victory related to their Devotion, and they may lose a point of Despair.
Corruption: - Temptation - The Paladin may twist this Gift and give advice (or command) another to take some course of action which would be sinful. If they obey, the Paladin gains Corrupted Empyria equal to the Depravity of the deed.
Holy Concert - Donate Empyria to another Paladin within speaking distance. Empyria is not spent to activate this power; instead it is directly transferred, and these Empyria may exceed the Paladin's normal limit. The Paladin may donate as much or as little Empyria as they choose, and they last until spent (the donated Empyria are spent first and are lost if not spent at the end of the day.) Alternatively, giving an Empyria to an individual without the Charismata perk confers the basic Charismata power for the scene.
Corruption: Black Cacophony - Leech Empyria away from another Paladin by spending a Corrupted Empyria to invoke the effect. The Paladin can drain up to three Empyria per 10 seconds, but continuing to drain does not require an additional expenditure of Empyria. This requires a solid grip on the victim and produces an ear-stinging screeching sound. Combat use requires a successful Grab attempt. Using this power on a non-paladin gives them one Depravity of the offending Paladin's choosing per 10 seconds, and per corrupted Empyria spent.
Lay on Hands - 2 Empyria - When the Paladin touches a wounded person, their wounds begin to close and their body is restored. Bleeding halts immediately, and if the wound is still fresh (incurred that same scene) can cleanly heal a maim or otherwise permanent injury. This healing occurs over the course of a full minute. This power may not be used on one's self.
Corruption: Harm Touch - If focusing on his hatred and anger instead of a sense of love and mercy, a Paladin can inflict a grievous and awful wound upon a person with only a touch. The Paladin must lay his palm against someone, requiring a successful Grab in combat, though this attack ignores all Armor. The Paladin immediately causes a hit to the body that can only be stopped with Toughness, and can spend more Corrupted Empyria to overcome Toughness and Stalwart. This attack is said to be the most painful experience one can experience, and leaves a hand-shaped black scar that never completely fades away. Paladins with the Lay on Hands ability may reflexively expend Empyria to defend themselves against Harm Touch on a one for one basis.
Humility - Passive. The Paladin is in tune with a merciful sense of peace, and is better able to channel their kindness into their power. All Mercy powers cost 1 less Empyria. This makes some powers able to be activated for no cost.
Corruption: Channel Hate - The Paladin may extend his hand and lashes out with his hatred in the form of terrible, excruciating lightning. The Paladin abuses their Gift by spending one Corrupted Empyria, and for the remainder of the combat scene (or about 10 minutes) he may call "Lightning" similar to War Magic once every 10 seconds. By spending an additional Corrupted Empyria when shooting these bolts of power, he may call Stun or Slam against that opponent.
Reverse Ruin - In the wake of carnage, where lives have been destroyed and things are set asunder, the Paladin can set things right once again. By expending Empyria, the Paladin is able to reverse damage to objects around her: the rubble of a house will miraculously begin to retake its shape, the shards of a mirror will find their proper places, and sundered swords will snap back to their original form in a shower of softly glittering light and shining haze. She can even restore a dilapidated building to its former glory, banishing the rust and grime of years of disuse with an effort of will. For one Empyria the Paladin may recover anything that is besmirched or defaced, such as spilled ink or the fading of age, for two the Paladin may repair any Sundered item (without affecting its maximum durability), and for 3 Empyria she is able to remove the Crude flaw from items that gained it from age and exposure, or fully recover the durability on a previously damaged item.
As a Downtime action, a Paladin may reverse the damage to a single Ruin within the city**, restoring it to its previous state.
Corruption: Ruination - Some things should never be set back as they were. Some things are best left done and over, never to see the light of day again. With this dire invocation, the Paladin can render her deeds patently and completely irrevocable. An altar shattered can never be repaired, a new one must be constructed. A door broken can not be refitted to its hinges. A vampire slain can never return. The Paladin lays an unforgiving curse on all they touch, making sure their works are never countered. However, once this power is used, it is considered always active and can never be ended again in the Paladin's lifetime, her own action made permanent and adamantine as well. Wounds delivered by the cursed Paladin will heal as normal as new flesh takes the place of old, but those slain can never be returned.
Spell-breaker - 2 Empyria - The Paladin may channel holy power to counteract any spell being cast by a Magician in her vicinity. The spell fails at once.
Corruption: Spell-eater - The paladin consumes the raw energies of the spell converting it into usable might. Spending a single Corrupted Empyria she can resist any spell that targets her directly. When she does so, a number of Corrupted Empyria are restored equal to the Power of the spell, to your normal maximum. This siphoning of magical energy makes the Magician Winded until the next day. Additional uses cause Fatigue.
Salubrium - 3 Empyria - The Paladin extend her arms out wide. As long as she maintains this meditative state, not moving from her location, every 10 seconds, any single character she wishes within speaking distance may recover from one hit of wounds, such as to their limb or torso. This also counts as a Rest for that character, refreshing any spent calls. This effect can be continued for as long as she wishes without spending additional Empyria as long as no other actions are taken except Defensive calls.
Corruption: Dissonantia - The Paladin abuses her power and calls upon death to sweep upon the area. From her cloak, her armor, and from every shadow, an awful, miasmic black smoke sweeps in. Anyone in Oration range is affected as if an Inhaled poison (see Poisons for more information about inhalants). Breathing the smoke causes the victim to be Stunned and Bleed from the eyes. After 3 breaths, the poison afflicts the victim with a level of Strength, Speed, and Fortitude penalty, and the victim Blacks Out. The smoke dissipates at the end of the combat scene.
Pillar of Faith - 2 Empyria - Undead, Demons, Anathema and other creatures of evil may never willingly enter a space of 10 yards around the Paladin, and if forced to enter, must attempt to leave the space before taking any other unrelated actions. This lasts as long as the Paladin raises their hand unsupported above their head - when it drops from tiredness, the effect ends and must be re-invoked.
Corruption: Bastion of Evil - Malefic creatures within 10 yards of you are made completely immune to any form of damage so long as the Paladin concentrates on this ability, moving at a walking pace but otherwise able to take actions. If the Paladin is rendered unable to maintain the ability, the power ends at once. The Paladin does not gain protection from this ability.
Angelic Caress - Variable Cost - The Paladin's touch brings with it the grace of the Heavens and by her will she can set calamity aright. The Paladin may lay their hands upon the victim of terrible injuries or even birth defects to cause them to recover. As well, she can cause the body to battle free of poisons and toxins, or drive out unclean spirits of contagion and plague. The Paladin may also break curses that are laid on a person that afflict them with some kind of malady, or even restore a broken mind back to sanity. For any of these effects, the Paladin may spend a number of Empyria equal to the point value it would award as a Flaw to remove it from their subject; partial spends will not remove anything. If the character had this as a Flaw on their sheet, the Flaw is removed for no cost. Poisons are cured for a single Empyria and Diseases lower one step per Empyria spent.
Corruption: Vile Stroke - Her power is that of ruin; her touch a thing of desecration. By laying her hands upon an object, the Paladin can cause it to be at once destroyed; call "Power Sunder". She may destroy armor and weapons that she can successfully touch in this way, as well as any physical barrier regardless of its durability. If she lays her hands upon living creatures, she can cause Maim damage as the muscles twist, warp, and boil under her touch as if exposed to flame. She can break the mind as easily, cause disease or even bestow curses of all kinds. The Paladin spends one Corrupted Empyria for each grade of Maim, Insanity, or Curse she is bestowing.
Grace - The Paladin is like a living saint, able to set at ease the most profound hurts of the inner soul. The Paladin may lay her fingertips on someone's brow and spend her Empyria. Every Empyria she spends removes all Despair or one Depravity immediately. If the subject was Wicked in the sin to be removed, he loses the Wicked flaw at once, remorse coming back upon him, mingled with the joy granted by the certain knowledge of forgiveness.
Corruption: Profanity - Your very existence is ugly in the eyes of God, and you can smear that ugliness upon those you touch. There is nothing so pure that it cannot be made filthy through contact with a true expression of yourself. Touching another person's brow, you may spend Corrupted Empyria to give that person one Despair or one Depravity, and the Wicked flaw to match. Those affected by this twisted Gift are said to never feel clean again.
Unquenchable Light - 5 Empyria . The Paladin's presence banishes the very idea of infirmity of body and form. This power, once called upon, will banish any injuries suffered upon the Paladin and her allies that are present with such alacrity that they can scarcely be harmed at all. Every 10 seconds, each person so blessed recovers from any wounds they may have suffered, purges all poisons or diseases from their systems, and continues in defiance of their foe. Thus, those affected must be Downed and a Death-Strike completed nearly immediately to end them at all, else nothing is accomplished.
Corruption: Hand of Death - The Paladin is a the hand of death, the messenger of ruin. Once activated this scene, any character that the Paladin points to within 15 yards has their soul begin to be ripped violently from their body. A character with less than 3 Grit dies immediately. Any character still within the power's range (and alive) after 10 seconds have passed can be pointed to again, and they count as if their Grit were one less each time this occurs. Characters who are killed by this ability have their soul destroyed, and cannot be resurrected by the Miracle of the Shrine. By spending a Corrupted Empyria, the Paladin may point at anyone within his line of sight, and that character is treated as if he were within the Paladin's area of power for the next 10 seconds, or as long as the Paladin continues to maintain the effect with Empyria.
Faintness of God - The Paladin's kiss upon a weapon infuses it with a subtle power that bypasses defensive powers granted by the Triumvirate of Thorns until the next dawn.
Corruption: Absence of God - By expending an amount of Corrupted Empyria, the Paladin can negate a single Paladin power in use by another Paladin, including Passive powers. The Corrupted Empyria spent is equal to the Empyria spent by the Paladin affected, (or the Tier in the case of Passive Powers - Humility does not count) and that power cannot be reactivated this scene.
The self-styled "Executioner King", Vardak, who had thought to challenge the might of Lethia in the aftermath of the execution of Tyrel the Witchwarder, was by all accounts invincible. The twin armies of Lord Gant, the Emperor's younger brother, had marched against his rogue forces of Sharaqyn and Hestralian peasants and been smashed against them like the sea against rocks. Vardak's army marched until it reached the site now called "Fera's Tears" north of the Godsroad on the outer watch of Lethia. A small girl waited in the road, a shortsword in hand and armored in a misfitting chain hauberk. When the Executioner King's forces arrived, the girl waited bravely, and called for the head of their leader, to challenge him in single combat. Vardak thundered with laughter so loud that the birds fled the nearby trees, it is said, and leaped down from his giant white elephant to accept.
The girl, who is unnamed to this day, knelt, prayed for the strength to defend her homeland, kissed her shortsword, and commenced the duel. A moment later, she had buried the shortsword into the heart of the Executioner King. No one knows how, but for the grace of God, she had defeated Vardak but the Kuarlite heretics offered her Vardak's armor, his mighty axe, and his war elephant. She accepted them all, and told the army to march on Lethia, but unarmed and unarmored. They were summarily destroyed.
--Secret Heroes, 61, The Lion Age
Forfeit Life - 1 Empyria per scene. Your concern for others has surpassed the instinctual blocks that prevent you from moving into harm's way. During combat you may, by touching your ally, call any applicable Defense, and use it on that character's behalf as you throw yourself in front of the attack, or take the damage yourself. You may decide to do this after the wound is declared as taken if you wish when you decide to intervene as your movements are reactionary and require no thought to recognize when another is in trouble.
Corruption: Demand Life - 1 Corrupted Empyria per scene. The Paladin may simply glance at someone and induce them to protect the Paladin at any cost, inducing someone else to leap in front of a blow for them in combat. This reaction on the part of the target is automatic and requires only a look, no verbalization from the Paladin. The victim must be within 5 feet to intercept the blow; call "Strike" against that foe, and take no damage from the hit. A person cannot be made to take their own attack.
Martyrdom- The paladin is capable of gaining any number of Empyria in a single moment, recharging up to their maximum. However, strain from such a power takes its toll on the body and the paladin receives a hit to a limb for each Empyria earned this way. This can be the same limb, if the Paladin wishes to risk a Maim. Blood will pour from the eyes and from the palms when this power is used.
Corruption: Martyrize - During this scene, each time you successfully inflict at least 1 hit of damage upon an opponent, you regain one Corrupted Empyria up to your normal maximum.
It is said that St. Azariah could not bear to see evil go unpunished. Her burning soul would brook no mercy for the wicked, nor for herself, to let evil endure. When her strength had left her, her brilliance subdued, and her will was utterly spent, she judged herself most harshly of all, bleeding tears of scarlet from her eyes, such was her anguish at her own weakness. Her own heartsblood ran down her fingertips as she would rise again, her strength redoubled, her resolve renewed, and her convictions stronger than ever.
--The White Record, -212, The Age of Witchkings
Heroism - The Paladin's Strength, Speed or Fortitude is increased by one step for the remainder of the scene by spending an Empyria. Each Attribute may be raised for one Empyria, but only once each per scene.
On the day that Bran the Blessed threw open the doors to the St. Marcus' Cathedral in Evansburg, he cast out the priests who had spoken against the Lord. He marched to the tainted altar, with its twisted iconography that mocked the Lord's work. "This citadel of the Lord has been defiled. Never again shall its blasphemy twist the hearts of the people." He pounded his mailed fist into the altar then, and it did split from his righteous fury, falling inward upon itself, a white, chalky dust issuing from its crack."
-The White Record, -212, The Age of Witchkings
Corruption: Demoniac - By inviting the possession of a demon or wicked spirit the Paladin increases their Strength, Speed or Fortitude by two steps for the remainder of the scene by spending a corrupted Empyria. Each may be raised independently, one time each. This does not combine with Heroism.
On that day, Bran the Betrayer had reached a moment of such Wrath that the doors of his soul flew open, and the beast that he thought he had destroyed at the Surrender of Keys leapt from its den and devoured his heart. The beast's rage knew no limits, and neither did the hands that the beast now guided. Bran the Betrayer ripped the buttress from the wall, the stone slabs of the vaulted roof falling around him as he strode seething from the ruin of St. Marcus' Cathedral.
-Gift Stories, compiled by Surth Rendan, Circa 58, The Lion Age
Holy Smite - You have become the bane of all that is evil. By spending an Empyria alongside any single successful strike, your blade will thirst for justice. For each Sin that your target has at 3, your attack gains 1 additional Power. Malefic creatures, or other entities of pure wickedness cause the Paladin's attack to gain a bonus based upon the Paladin's Faith, gaining 1 Power for each dot of Faith. Onlookers claim that during such a shattering blow sometimes the blade shines brilliantly like the sun upon impact, and that white feathers can be found near the battle.
Corruption: Nemesis Blow - By spending a Corrupted Empyria alongside any single strike, your attack gains additional Power for every sin the Paladin has at 3. Onlookers will sometimes claim that such a brutal attack will have strange fire billowing around it and moments after the swing the faint scent of brimstone lingers.
Zuriel, the Angel of Righteousness, bid that mankind should never suffer evil to endure, lest that evil poison them as well. St. Vorshtadt of Gotha, the Whitehammer, took the angelic scripted name of Zuriel as his war banner, and marched to the Barony of Sir Gerion, the Six-Deviled Knight. When asked of what crime Sir Gerion had committed, the Whitehammer said that God would judge the wicked, and that his crimes would be sentenced by God himself, for the Whitehammer would strike down his foe in a single strike if the Lord wished it, and would fail if he did not. Gerion met St. Vorshtadt on the hill outside of his castle on the Ostron hills overlooking the Rogalian borders. There, the two titans selected each other in the melee of their troops, Sir Gerion wearing the horns of a giant ram upon his greathelm, covering his face, and St. Vorshtadt of Gotha wearing the shield and greathelm in the likeness of Zuriel. The two clashed, and just as he had forewarned, there seemed to be a mighty crash like the thunder rolling over the Capacionne mountains. A bright light shone from the Whitehammer, and at once it was over; the False Knight lay broken, thrown from his black charger. Sir Gerion's men laid down their arms at once, and surrendered themselves to the mercy of the Lord.
--The Mercy of Victors, 27, The Lion Age
Light of the Soul - The Paladin may add his Faith dots in bonus Grit by spending an Empyria, which remains active for the scene. When he uses this power, or spends additional Empyria after the first, all expended uses of Grit refresh and reset their remaining time.
Corruption: Sup on Sanctity - The Paladin may spend Corrupted Empyria to devour their body's weaknesses, becoming temporarily immune to any form harm. Call "Block" once. The Paladin's skin turns black and hard as it deflects the blow before slowly returning to normal.
St. Vaniel was said to have endured torture within the confines of the Black Keep of Aemon Renett for over five years. Rumors speak that no matter the tortures visited upon his body, he would not break. Rumors speak further that Renett hired the Turpis Vesica to unfold his mind, usurp his mighty faith, and undo his resolve. And still, he did not break. When the Templar order finally broke the siege wall of the Black Keep, they found St. Vaniel in the dungeons, his body only mildly scarred, and his soul unbroken and unbowed.
-- Secret Heroes, 301, The Lion Age
Radiance - The Paladin invokes divine anger, holding up his fist into the air. A deafening thunder-crack and brilliant blast of light issue forth. Call "BANG!" as per the Firearms rules, Stunning everyone within Oration range.
Corruption: Prince of Darkness - The Paladin kneels and touches a patch of shadow, wherein he twists and perverts his Gift, causing anyone standing in a clearly defined shadow or darkness to be ripped to bits by umbratic horrors, the very darkness coming alive in tenebrous teeth and claws. Call Strike against all opponents not standing within clear, bright light.
Wizard's Debt - For the remainder of the combat scene, the Paladin's sword crackles with a strange power. Each time he makes physical contact with an enemy, even if they use a defense he can call "Burn" as the energy in his blade arcs and pops across the air.
Corruption: Glimpse of Beyond - 5 Corrupted - The Paladin invokes a terrible power, with the world seeming to twist and writhe subtly around him. For the rest of a combat scene, within speaking range of the Paladin, sound is distant and strange, the air is thin, and no magic functions at all. Spells die as they reach him, and no enchantments give their effects until they are away from the Paladin once again.
Sunder Darkness - The Paladin can deliver tremendous physical force. On a successfully executed attack, you may spend any number of available Empyria to add identical Power to your attack as you sear through defenses with your terrible justice.
Corruption: Reaper of Souls - Spending a corrupted Empyria to charge a Deathstrike causes you to regain all the Empyria spent during this combat scene as it kills the opponent.
Sacred Duty - On the battlefield, you are the staunch anchor, the mighty bulwark upon which your allies rely. When a Paladin calls upon his devotion to his duties of courage and fortitude, he may call the harm away from his allies and direct it to himself. Any damage that any of his allies suffer within 5 yards of him, before any Armor or Toughness calls are used, is directed instead to the Paladin as if he were the target of the attack. The attack hits the Paladin as normal in the same bodily location, and can be defended by the Paladin's armor or natural resilience. This persists the rest of the combat scene, or around ten minutes out of combat.
Corruption: Deathless Tyrant - Whenever the Paladin takes damage this scene, if there are any other allies or prisoners in the area, another ally will take that damage instead. The allies are determined randomly, choosing the closest first. So long as there are allies or prisoners remaining alive, the Paladin cannot be harmed. Substitute targets must be within 15 yards of the Paladin and be cowed by his Intimidation or loyal to the Paladin.
Force of Faith - You can invoke an Epic Feat of Strength such as holding up a crumbling building, smashing through brick, or ripping the door from a safe.
Corruption: Devastation - When you call upon your strength, such is the terrible force of your blows that you hammer down all obstacles and defenses. None can stand against your assaults, the force of the very hells pumping through you like a bellows. All attacks in combat that physically connect, even if stopped by a Defensive call, have the Slam effect, and cause the target to begin Bleeding.
Light of Heaven - 2 Empyria - With this mighty invocation of the Lord, the clouds will part to let the light of the sun stream in, regardless of the time of day. The sunlight will wash over an area about 5 yards wide that the Paladin points to, and the evil within that place will be extinguished. The light deals hits to targets in a column with the Power quality, doing a number of hits equal to the Depravity the target has at 3, as if the Paladin had used Holy Smite on each one. For Malefic creatures, the Power amount is equal to the Paladin's dots in Faith.
Corruption: Hellfire - Deals one hit of damage to anything and everything in the column for each Sin the Paladin has Depravity has at 3, people, items and equipment.
Combat Purity - Your martial prowess is without flaw. You are a divine reckoner, and you have come to view combat in a very different way than most. Gone are the furious moments of panicked urgency where the mind goes blank and the sword swings madly. Gone is the rapid tenseness of the muscles as you recoil from a crushing blow against your shield. When you swing your sword to kill, you kill. When you raise your weapon to parry, their weapon slides away. Your melee attacks cannot be negated by any kind of Defensive call, and weapons lose all of their perks when attacking you as you effortlessly adjust your poise to compensate against them.
Corruption - Invincible Champion: Your combat abilities are invincible, and your mind reasons combat on a completely different level. You think hundreds of steps ahead and can predict any eventuality in combat. Against your perfect predictive strategies, you are assumed to have an unlimited supply of Parry and Dodge calls, though means of doing you harm that cannot be stopped by those defenses still work.
Wrath of God - You are the mortal manifestation of divine justice, the personification of holy anger, and it shows. Those who stand against you do so at their own peril, for they stand against the might of God and no creature on earth can withstand such a foe. Any time you succeed at any aggressive challenge or use any aggressive skill against another character, they automatically receive a Phobia of God's Judgment, beginning at mild and strengthening from there with subsequent applications. This includes such things as being successfully grappled, done damage to, or intimidated by the Paladin. This Phobia is as permanent as any other and must be challenged in the normal way.
Corruption: There is No God - There is no force so profoundly wrong as you. Your very existence and presence is disturbing to those you encounter on a level so profound that it is impossible to come away from an encounter with you entirely sane and whole. Any character you succeed any aggressive challenge with automatically gains an Obsession with Depravity, beginning at mild and raising from there. Survivors of this power are the most depraved of lunatics and murderers.