The Charismata
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.
Each Paladin is gifted in a unique manner from childhood, and these Gifts manifest in many forms. As they are discovered and the child is brought into the Empyrian Sanctuary, they are taught with careful supervision how to manifest their Gifts by older and more experienced Paladins. They are taught that they have but a single great blessing, the Charismata, and that this blessing can be cultivated and applied in many forms, called Gifts. Each Gift is both a part of them, a miracle, and an important responsibility, and they are spiritually guided in their development so that they do not stray from the righteous path and develop hazardous uses of their power.
More Gifts develop naturally as the Paladin develops spiritually – a natural process like a baby bird learning to fly, and when the Master Paladins are confident that their students are of strong spiritual foundation, they can be released into the world as full Paladins, where their Gifts will continue to develop.  The Sacred Order of the White Lion has categorized applications of a paladin’s Gifts 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. Â
Empyria
The spiritual energy of the Charismata is called Empyria, and Paladins expend Empyria when using their Gifts.  Each Paladin has 5 Empyria, and one more for every level of the Faith Attribute they have. Most Gifts require expenditure of Empyria to activate, though some are passively on once learned, and some Gifts provide new ways to gain it. Empyria always recovers in full at the break of dawn. Â
Gifts are a part of the Paladin’s spiritual essence, and as such are sensitive to the Paladin’s spiritual state. From childhood, sequestered from other children, their parents, and the entire world, these child-monks are trained in spiritual virtue so that they may resist the calls of sin and maintain their purity. If a Paladin uses their Gifts with a dark heart, the power of the Charimata can be perverted. Maintaining spiritual peace becomes more and more difficult as the soul is burdened with Depravity, until finally, the Paladin falls from grace.
Paladins require spiritual peace in order to use the Charismata without harm, and even as full Paladins, they are discouraged from forming deep personal attachments, and forbidden to marry until they have achieved the rank of Master, because of the risks involved. If a Paladin suffers any Depravity, it exposes their Gifts to their spiritual darkness. A Paladin with any Depravity is in a state of conflict and vulnerable to Torment. The more Depravity they have accumulated the more danger they are in of entering Torment, as shown on the chart below. A Paladin suffering the state listed next to the number of Depravity they currently carry, or any of the states from lower levels of Depravity, instead enters Torment. This does not provide any further resistance to these states.
One Depravity – Despair
Two Depravity – Battered
Three Depravity – Exhausted
Four Depravity – Fear
Five (or more) Depravity – Miserable or Traumatized
Torment
The Paladin cannot use any of their normal powers – they instead use the more powerful Corrupted Gift associated with each normal Gift.
The Paladin enters the Devoted state.
They gain a Crippling Compulsion Insanity to Immediately seek out the conditions of a Personal Victory.
Resolution: Torment lasts for 1 Scene per Depravity the Paladin has.
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 they fail, they are considered Fallen, permanently in Torment. Fallen Paladins are rejected from the Sacred Order of the White Lion and declared Anathema, hunted by their former brothers and sisters until they can be destroyed.
The Charismata
Immanence
Other human beings can subtly feel the divine nature of the Paladin, and may respond emotionally to their presence.  The Paladin may call “Obey: Believe Me” on any human character once per character, per scene.
Righteous Purpose
The Paladin may gain a Paladin Achievement from remarkable acts of goodness. There is no guide to these acts, and they are only ever awarded at Staff discretion, and should not be asked for. Paladin Achievements may be spent toward any Gift. Â
Gifts
Each Paladin also selects one Tier 1 Gift which they manifested as a child. After that, the Paladin may purchase additional Gifts with Experience Points or Paladin Achievements.  Gifts cost 5 times their Tier in Experience Points to attain. A Paladin must have at least one Gift from a given Tier in a tree to gain a Gift from a higher Tier.  Gifts of the 4th and 5th Tiers may only be purchased with Paladin Achievements and cost 5 Paladin Achievements for the 4th Tier and 10 Paladin Achievements for the 5th Tier.
Divinity
TIER 1
Inspiration
Lion Heart
Purity of Body
TIER 2
Beacon of Hope
Divine Steed
Immaculate Appearance
TIER 3
Defy Sorcery
Quick Mending
Tireless Devotion
TIER 4
Endless Champion
Radiance
Purity of Spirit
TIER 5
Immortal
Transcendence
Vision
TIER 1
Dreaming
Guidance
Pathos
TIER 2
Dead Man’s Eyes
Wisdom of the Kings
Life Ken
TIER 3
Forewarning
Spellseer
Unseen Hand
TIER 4
Communion
Grand Destiny
Prophesy
TIER 5
Avatar
Omniscience
Mercy
TIER 1
Shepherd’s Crook
The Good of Others
Soothing Presence
TIER 2
Lay on Hands
Chasten
Holy Concert
TIER 3
Humility
Reverse Ruin
Spellbreaker
TIER 4
Salubrium
Pillar of Faith
Angelic Caress
TIER 5
Grace
Unquenchable Light
Reckoning
TIER 1
Faintness of God
Forfeit Life
Martyrdom
TIER 2
Heroism
Holy Smite
Light of the Soul
TIER 3
Light of the Soul
Wizard’s Debt
Sunder Darkness
TIER 4
Sacred Duty
Force of Faith
Light of Heaven
TIER 5
Combat Purity
Wrath of God
Divinity
Tier 1
 Inspiration
Inspiration
Desolation
LionHeart
Lionheart
Heart of Stone
Purity of Body
Purity of Body
Slithering Veins
Tier 2
Immaculate Appearance
Immaculate Appearance
Transfiguration
Divine Steed
Divine Steed
Dissolution
Beacon of Hope
Beacon of Hope
Pit of Misery
Tier 3
Defy Sorcery
Defy Sorcery
Witchbane
Quick Mending
Quick Mending
Wretched Knitting
Tireless Devotion
Tireless Devotion
Rest for the Wicked
Tier 4
Endless Champion
Endless Champion
Slip From Grace
Radiance
Radiance
EpiphanyÂ
Purity of Soul
Purity of Soul
The Paladin calls Sacred No Effect on any physical attack that does not have a supernatural Quality associated with it or that comes from a Malefic creature.
Scornful HeartÂ
Tier 5
Immortal
Immortal
RevenantÂ
Transcendence
Transcendence
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.Â
DamnationÂ
Vision
Tier 1
Dreaming
Dreaming
NightmareÂ
Guidance
Guidance
Gaze into the AbyssÂ
Passions
Passions
Alternatively, 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.
Dramatic EffectÂ
Tier 2
Dead Man’s Eyes
Dead Man’s Eyes
Death DreamerÂ
Wisdom of the Kings
Wisdom of the Kings
Crown of ThornsÂ
Life Ken
Life Ken
Shadow CallÂ
Tier 3
Forewarning
Forewarning
Blind the Eyes of GodÂ
Spell Seer
Spell Seer
Eye of the MaelstromÂ
Unseen Hand
Unseen Hand
Devil’s Fist
Tier 4
Communion
Communion
ConfusionÂ
Grand Destiny
Grand Destiny
Fate StealerÂ
Prophesy
Prophesy
Hand of DestinyÂ
Tier 5
Avatar
Avatar
The Conqueror ManifestÂ
Omniscience
Omniscience
OmnipotenceÂ
Mercy
Tier 1
The Good of Others
The Good of Others
The Value of others
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
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Shepherd’s Crook
Reaver’s Lash
Soothing Presence
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
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Soothing Presence
Fearsome Presence
Tier 2
Lay on Hands
Lay on Hands
Dark Vitality
Chasten
Chasten
Temptation
Holy Concert
Holy Concert
Black Cacophony
Tier 3
Humility
Humility
Channel Hate
Reverse Ruin
Reverse Ruin
Ruination
Spell Breaker
Spell Breaker
Spell Eater
Tier 4
Salubrium
Salubrium
The Paladin extend their arms out wide and takes no other actions except speaking. As long as they maintain this meditative state, once per Beat, any other single character they wish within Speaking Distance may recover from their wounds and refresh themselves. The Paladin calls “Become Healthy and Fresh” on their targets. Â
Dissonantia
Pillar of Faith
Pillar of Faith
Empyria:Â 2
The Paladin’s holy spirit drives away evil. Once activated, the Paladin holds their arm aloft, and the Paladin may call Sacred Obey: Be Banished to any Malefic creature. This lasts until the Paladin lowers their arm, or the end of the Combat Scene.
Profane Presence
Angelic Caress
Angelic Caress
The Paladin’s touch brings with it the grace of the Heavens and by their will they 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, they 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. Â
For any of these effects, the Paladin may spend a number of Empyria equal to the point value it would award as a Flaw. This removes it from their subject; partial spends are not effective. If the character had this as a Flaw on their sheet, the Flaw is removed for no cost. Poisons and Diseases are cured for a single Empyria.
Vile Stroke
Tier 5
Grace
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 their fingertips on someone’s brow and spend Empyria. Every Empyria they spend removes all Despair or one Depravity immediately. If the subject was Wicked in the sin to be removed, they lose the Wicked flaw at once, remorse coming back upon him, mingled with the joy granted by the certain knowledge of forgiveness.
Profanity
Unquenchable Light
Unquenchable Light
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 their allies that are present with such alacrity that they can scarcely be harmed at all. After two Beats, 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 Deathblow completed nearly immediately to end them at all, else nothing is accomplished. This ability cannot bring someone back from Dying.
This blessing lasts one Combat Scene.
Hand of Death
Reckoning
Tier 1
Faintness of god
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
Faintness of God
The Paladin’s kiss upon a weapon infuses it with a subtle power, granting any Hits or Conditions dealt with it the Sacred Quality for the Combat Scene.Â
Absence of God
Forfeit Life
Forfeit Life
The Paladin’s concern for others has surpassed the instinctual blocks that prevent them from moving into harm’s way. Once this Gift is activated, the Paladin may spend any Physical Defense they have access to on behalf of another character that is within melee range. They may also choose to take the effect instead of that person, calling “Taken” for the person they are protecting, and accepting the condition or damage.
Demand Life
Martyrdom
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, -112, The Age of Witchkings
Martyrdom
The Paladin is capable of using another Gift for one less Empyria. Each use of this ability causes the Paladin to Bleed from the eyes, which can’t be prevented by any means, but can be treated normally. This does not stack with Humility.
Martyrize
Tier 2
HEROISM
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, -112, The Age of Witchkings
Heroism
The Paladin’s Strength, Speed or Fortitude are set to Impressive ʘʘ for the remainder of the Scene by spending an Empyria. Each Attribute may be raised for one Empyria, but only once each per scene.
Demoniac
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
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
Holy Smite
The Paladin has become the bane of all that is evil, and the Paladin’s blade thirsts for justice. The Paladin may recite a litany of sins of their opponent that they know that they committed – for every instance of a Deadly Sin named, the Power of the Smite increases. Once the Invocation is complete, the Paladin may call Sacred Strike <x> delivered by a melee Hit, where the Power is the above Sins.
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.
Nemesis Blow
Light of the Soul
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 Secret Mentors 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
Light of the Soul
The Paladin may spend Empyria to ignore their wounds, as per a use of Gristle, from the Grit Skill. Unlike that skill, this can be used repeatedly so long as Empyria remains.
Sup on Sanctity
Tier 3
ThunderClap
Thunderclap
The Paladin invokes divine anger, holding up his fist into the air. A deafening thunder-crack and brilliant blast of light issue forth. Call “SACRED BANG!” This Staggers those around them and will destroy many evil creatures.
Prince of Darkness
Wizard’s Debt
Wizard’s Debt
For the remainder of the Combat Scene, the Paladin’s weapon crackles with a strange power. Each time they make physical contact with an enemy wizard, even by weapon hit or if they use a Defense, the Paladin can call Burn as the energy in his blade arcs and pops across the air.
Glimpse Beyond
Sunder Darkness
Sunder Darkness
The Paladin can deliver tremendous physical force. On a successfully executed attack, the Paladin may spend any number of available Empyria to add identical Power to their Hit or Combat Condition as they sear through defenses with their terrible justice. The Paladin may call No Effect against any Block called against this effect, forcing their opponent to use other defenses or take the Hit or Condition.
Reaper of Souls
Tier 4
Sacred Duty
Sacred Duty
On the battlefield, the Paladin is the staunch anchor, the mighty bulwark upon which their allies rely. When a Paladin calls upon his devotion to his duties of courage and fortitude, they may call the harm away from their allies and direct it to themselves.Â
All of the Paladin’s allies that are within melee range of them may call “No effect” on any Hits or other physical effects dealt to them. The Paladin does not receive this protection. Allies may not use abilities to take Hits or Conditions on behalf of the Paladin while this Gift is active.  This persists the rest of the Combat Scene.
Deathless Tyrant
Force of Faith
Force of Faith
The Paladin is force of righteous fury, even without a weapon. For the scene, the Paladin may call any Condition whenever they touch an opponent with their hand.
Devastation
Light of Heaven
Light of Heaven
Hellfire
Tier 5
Combat Purity
Combat Purity
The Paladin’s martial prowess is without flaw. They are a divine reckoner, and they 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 they recoil from a crushing blow against their shield. When they swing their sword to kill, they kill. When they raise their weapon to parry, their opponent’s weapon slides away.Â
The Paladin remains Fresh for the rest of the Combat Scene. If they Exert for any reason, they immediately become Fresh the following Beat, even if they are Exhausted.
Invincible Champion
Wrath of God
Wrath of God
The Paladin is the mortal manifestation of divine justice, the personification of holy anger, and it shows. Those who stand against them 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 they succeed at any aggressive challenge or use any aggressive skill against another character, that character automatically receives a Crippling Phobia of God’s Judgment. This includes such things as being successfully Grabbed, done damage to, or affected by an Obey by the Paladin. This Phobia is as permanent as any other and must be challenged in the normal way.