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Paladins have been killing Jumpers for years. Way back since medieval times. They're fanatics. Religious nut jobs. Inquisition, witch hunts. That was them. Look, they're smart. They're fast, they're organized. No matter what, they'll kill anyone that gets in their way. Like your family, your friends. That little girlfriend you're traipsing around with you. They're dead. All of them. Get used to it. It's just a matter of time.
~ Griffin about Paladin.

Paladin, also known as the Paladin Order, are the main antagonists of the 2008 film Jumper, in turn based on 1992 novel of the same name by Steven Gould.

History[]

Paladin's activities could be traced back to medieval times for its contribution in various witch trials and inquisitions. Perceiving Jumpers (humans who developed the ability to teleport at will) as blasphemous monstrosities for their alleged omnipresence — a privilege members of the order believed to be reserved for God only. The order was less successful in the past due to limited technology and other advantages in its disposal at the time, only able to rely on Sensitives (Paladin members who underwent special training to sense Jump Scars, small distortion-like wormholes Jumpers left behind whenever they teleport within his or her medium proximity) and scouring out villages and less populated areas at which its members had better advantages in discerning Jumpers among civilians.

This however, changed during the modern era where the order discovered that Jumpers' ability to teleport could be hampered via exposure to sufficiently high voltages of electricity (at least 1,000 V). Through this, coupled with other innovations, Paladin developed cutting-edge technology to combat those they vow to destroy even before they could pose a threat (notably when Jumpers they targeted were still children).

Characteristics[]

The Paladins are a religious order who vowed to destroy Jumpers from the face of the world. Though the order perceived their crusade as a noble cause and some Jumpers it eradicated indeed abused their power and proved to be legitimate threats, its methods proved to be morally reprehensible again and again, as its members were not above targeting a Jumper's loved ones even if they have little to no knowledge of said Jumper's special ability. In extreme cases, The order wiped out an entire family, if not bloodline, of the suspected Jumper in order to silence them.

Paladin members distinguish themselves with silver trench coats or turtlenecks with matching pants as well as utility belts to carry weapons and other equipment in their disposal.

Utilized Technology[]

Paladin Shock Prod[]

Paladin shock-prod gun

Paladin's Shock Prod

Short pole-like standard issue weapons for Paladins that harvest electricity. It has a ball-shaped end that shocks a target with high-voltage electricity not unlike a taser, momentarily incapacitating them. The weapon's other end can be loaded with a single-use cartridge, consisting of a barrel, and preloaded projectile and powder charge for ranged combat.

There are two types of preloaded projectiles:

  • Tether Cartridge: A cartridge that launches one end of an electrified wire which grapples on the target so the user could reel it with another. The user can also attach the wire's other end to solid ground in order to restrict the ensnared target's movement.
  • Net Cartridge: A cartridge that splits into an electrified net to capture the target. It has greater range and penetrating power comparable to firearms.

Scar Ripper[]

Jump-Scar stabilizer

Scar Ripper

An advanced technological box that creates a strong energy surge to keep a fading Jump Scar open. The released energy proved strong enough to affect the atmosphere in the box's immediate vicinity, creating an artificial storm over the area where the box was used.

To operate the box, the user needs to turn the handle before pushing it down.

Alongside the Shock Prod, the Scar Ripper is one of the latest pieces of technology the Paladins had in their disposal which was acquired in less than legal methods from Japan as revealed in Jumper: Griffin's Story. Deleted scenes from the film showed the insight of this equipment's development: Asian scientists who developed the device on the Paladins’ behalf revealed to Roland that the Scar Ripper was not ready to be used safely at the time because the lab rat that passed through the forcefully opened Jump Scar ended up dying a bloody death. However, Griffin's attempt to stop the Paladin order from claiming Scar Ripper saw the group's members forced to claim the prototypical device and improve it themselves somehow, which they managed to successfully use in the raid at Griffin's lair in Egypt.

Jump-Scar Detecting Spray[]

Jump-Scar Gas detector

Jump-Scar Detection Spray

A spray containing what appeared to be a type of chemical which reacts upon the presence of Jump Scars, causing the distortion to become visible to the naked eye. Paladin members utilize this spray to search areas where a Jumper recently teleported from.

Notable Paladins[]

Trivia[]

  • Roland's status is unknown.
  • The Paladins are similar to the Hunters from Highlander.

Gallery[]