Paladin (Jumper)

Paladins are antagonistic organization that featured in Jumper film. They replaced NSA as the main threat to protagonists in the film.

Background
Their existence can be tracked back since medieval era where they were learned about Jumpers’ existence and angered with that. They knew that Jumpers are dangerous and would misused their powers. Predecessors of these paladins are said to be those whom involves in witch-hunts and inquisition where these people later formed the larger organization.

It appeared that they were less successful in medieval times until electricity was found. They discovered that around that time, enough voltage (at least 1,000 V) on a Jumper would prevent them from teleporting. This prompt them to create electroshock prods that can incapacitated Jumpers so they became more vulnerable.

Characteristics and Gadgets
Paladins are religious sect of extremists whom hellbent in killing Jumpers (humans whom capable in teleporting) because they believe that Jumpers are an abomination to the world and a disgrace to God. It was said that they believe that their teleporting powers was meant to be only possessed by God, not them. To pin a certain religion on them is impossible, but it’s obvious that they believe in a God. They feel like they are doing a service for God by killing any Jumper they can find, and will not stop even if the innocent people or unsuspecting bystanders would deter them, especially their target’s families both because they believed that either to shut them up or worse, Jumpers themselves.

All the Paladins wear silver trench coats. To trap Jumpers, they use various technology that can be seen below:


 * Paladin Shock Prod (Power Stick): Short pole that harvests electricity. This stick has a ball at one end that when comes in contact with a person, a large amount of electricity is transferred to the person. This leaves the person paralyzed for a brief moment also stop a Jumper from jumping.
 * Scar Ripper: An advanced technological box creates a strong electrical force that can rip open jump scars (transparent tiny wormholes that left by Jumpers whenever they teleport to somewhere else) that are fading to keep them open. The electrical field is powerful enough to create storms in the area in which that box is activated. A handle is located at the top, when a user turns the handle then pushes the handle down, the Scar Ripper is activated.
 * Jump-Scar Detecting Spray: Special spray that release some kind of chemical substance that caused Jump-Scars (transparent wormholes that Jumpers created whenever they teleports) to be fully visible before it fully dissipates.