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Powers

Summary
Author

Paladin powers

Source: Divine

Focus: Vanquishing creatures of Supernatural Evil

Required behaviour: Vow (The Adamantine Compact, see below). If the Vow is broken, powers disappear slowly, but require a major act of atonement (0%).

This is the classic D&D Paladin abilities, flavored with a Vow for the Pact-like Divine modifier taken from the Scarred Lands setting. I've redefined "evil" to "supernatural evil": Empowered servants of evil gods, demons, undead, "born-evil" creations of the evil gods and titans. I've banned Magic Wonder Horsies. You CAN have a special mount, even a warhorse of divine stock, but it still eats, craps and bleeds.

The Talent for Paladin powers is Power Investiture (Four-Fold Swords of Corean). 10 points/level.

The following can be Paladin power abilities:

Aura of Good (0-point feature): The character is a creature of supernatural Good. People may detect this with magic or powers, and it may make him vulnerable to certain Evil effects.

Detect (Supernatural Evil; Common, 20 points). Must take Blockable (3 feet of wood or dirt, 1 foot of stone, 1 inch of metal or a thin layer of lead), -40%. Other enhancements and limitations are optional. Represents Detect Evil.

Innate Attack (crushing/cutting/impaling) with Meele Attack and Strength-Based, or Striking ST, all with Accesibility (Supernatural Evil only, -20%) and some level of Costs Fatigue, Requires Preparation or Limited Use. Represents Smite Evil.

Innate Attack (any), with Accesibility (undead only, -40%) and Aura, Malediction and/or Emanation, to represent destroying the undead through superior turning. Should be resisted by Will.

Danger Sense. Represents Divine Grace.

Healing. Most enhancements and limitations are appropriate, except Ranged. Represents Lay on hands and Remove disease.

Resistance (Disease).

True Faith (with or without the Turning enhancement). For turning the undead. Limited Use or Costs Fatigue is appropriate.

Ally (for that special mount). Summonable is NOT allowed.

Fearlessness, possibly with Affects Others and Area Effect. Affliction (Fearlessness) is also a possibility.

Power Modifier: Paladin. The modifier is Divine (a Pact worth -15%).

The Adamantine Compact:

I, Paladin of Corean, do hereby vow that I shall,

Never retreat in the face of Evil, even unto despair, torment or death;

Value alwas the gifts of the Gods in others and myself: life, virtue, freedom and love;

Purify the taint of Evil with an Avenging Flame wherever I should pass;

Serve always as a guide on the path of Righteousness and as a Champion in the name of Corean.

In game terms, this is a Vow (great) [-15]

SUPERSTRENGTH

Sources: Biological, Chi, Cosmic, Divine, Magical, Moral, Nature, Spirit, or Super.

Focus: Displays of incredible strength, even beyond the bounds of physics.

Superstrength is a common power in the comics and elsewhere, and frequently requires abilities beyond a simple purchase of ST.

Superstrength Talent 10 points/level (because superstrong characters frequently have both regular and Melee Innate Attacks, meaning that talent will benefit both Innate Attack and Brawling skills)

Superstrength Abilities

Amphibious; Arm ST; Basic Move; Binding (Melee, Environmental for wrapping opponents up in convenient materials); Brachiator; Catfall; Clinging (digging fingers into walls); Damage Resistance (frequently with Active Defense, blocking or catching large attacks); Enhanced Move (Ground, Water); Innate Attack (usually with either Melee or Accessibility: objects suitable for throwing); Lifting ST (frequently with Super-Effort enhancement, unless source is Biological); ST bonuses, with and without HP; Striking ST; Super Climbing; Super Jump; and Tunneling.

Note that many, many Innate Attacks are possible, and likely to be taken as Alternate Attacks to each other, including not only superstrong Melee punches and thrown Crushing Attacks, but also shockwave attacks with Emanation and Area Effect, Cone, or Explosion and similar constructs. Also note that the movement-related abilities listed above assume a high strength to weight ratio; if the character has mass commensurate with strength, most of them are not appropriate.

Power Modifier: Superstrength. The advantage belongs to the Superstrength power. This modifier is usually Biological (-10%), Chi (-10%), or Super (-10%).

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