Paragon

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Paragon (minor) by Senator Cybus

Note: this power can only be selected by characters with an alignment of either Principled or Diabolic.
A peculiar, metaphysical power, that turns the super being into an exemplar of his moral standpoint - whether that be good or evil.

1. Sense Opponent. The super being can instinctively tell when he is in the presence of a being with an opposing alignment (an Aberrant, Miscreant or Diabolic being if good, a Principled or Scrupulous being if evil).

Range: 10 feet (3 m) and requires eye contact.
Duration: Instant.
Attacks Per Melee: Identifying an alignment uses up one melee attack/action.
Limitations: This sense provides no other information about the target, just whether or not they are the character’s moral opposite.

2. Defender of the Faith. When fighting opponents of an opposing alignment, the super being gains a bonus to strike, parry and dodge equal to half of his experience level (round fractions up), e.g. +1 at levels one and two, +2 at levels three and four and so on.

Range: Any. The power works equally well in melee or long-range combat.
Damage: Strikes against enemies of an opposing alignment cause an additional 1D6 damage.
Duration: Always on; an automatic ability.
Limitations: The character gains no bonuses when fighting opponents of the same or a selfish alignment.

3. Champion. In addition to a boost to overall M.A. (see Bonuses below), the super being gains a further bonus to Mental Affinity when dealing with individuals of similar alignments (Aberrant, Miscreant and Diabolic characters if evil, Principled and Scrupulous beings if good). This M.A. bonus is equal to half of the character’s experience level (round fractions up), e.g. +1 at levels one and two, +2 at levels three and four and so on.

Range: Line of sight; the character can affect whole crowds with this aspect of the power.
Duration: Always on; an automatic ability.
Limitations: This aspect of the power cannot affect characters of an opposing or selfish alignment.

4. Proselytize. By focusing his attention upon a single being, the character can actually talk that individual into accepting a new alignment, albeit temporarily. The super being simply converses with the target, engaging them in debate, challenging their views and beliefs, until the sheer power of his moral perspective overwhelms them entirely.

Range: The target can be no more than 10 feet (3 m) away, and must be able to clearly see and hear the super being.
Damage: If successful, the target’s alignment changes to that of the super being. Note that this will make them vulnerable to the sub-ability of Champion.
Duration: 30 minutes per level of experience, before the target snaps out of it.
Attacks Per Melee: The character must talk to the target for at least five minutes, gradually wearing the opponent down.
Saving Throw: The target may make a save vs. insanity, needing a roll of 14 or better to resist the effect (M.E. bonuses are applicable). This is not strictly the same as mind control; rather, the Paragon exposes the other being to the essence of his alignment, radiating good or evil like a furnace radiates heat. Therefore, beings that are protected against psionic or magical mind control must still roll to save against this conversion.
Limitations:
The super being must devote all his attention to engaging the other person and cannot do anything other than attempt to convert them to his cause, or the spell is immediately broken.
Proselytize cannot be used during combat; it is only effective if the other person is prepared to relax and listen to what the character has to say.
The power can be thwarted by the interference of a third character, who can easily ruin the attempt at conversion by simply distracting the target and/or the super being.
A converted individual will not automatically obey the super being, though they will be far easier to manipulate.
5. Bonuses:
+1D4 M.A.
+1D4 M.E.
+2 to save vs. Horror Factor.
Immune to other super beings’ use of the Champion and Proselytize sub-abilities.
Note: Individuals with no alignment (robots, golems, mindless undead) are completely immune to all aspects of this power.