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Aspect Codex
Supernatural Intelligence is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Supernatural Intelligence has 42 powers ready for character sheets, including 38 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
38 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Supernatural Intelligence has 42 powers ready for character sheets, including 38 with VTT hooks.
Supernatural Intelligence defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
When you make an INT check to remember, identify, calculate, translate, or connect facts you have encountered before, add 1d4 to the roll. If the check concerns a creature, place, object, spell, or symbol you have studied, add your INT modifier instead.
Study one creature, object, mechanism, room, symbol, wound, or clue within range. Before the start of your next turn, add 1d4 to one Investigation, Arcana, History, Nature, Religion, Medicine, or Insight check involving the target.
Your mind solves angles, timing, and probability at supernatural speed. For the duration, add your INT modifier to initiative checks, tool checks involving measurement or design, and ranged attack rolls made against targets behind half cover.
Analyze one creature you can see within range. Learn one of the following: highest ability score, lowest ability score, current emotional state, whether it is above or below half hit points, or whether it is proficient in weapons, magic, stealth, or social deception.
Touch blank paper, a slate, a book, or another writing surface. For the duration, you can dictate or sketch at normal speaking speed with perfect accuracy. You may also reproduce a page, map, symbol, or diagram you have seen within the last day from memory.
Teach one willing creature a simple method, mnemonic, or tactical rule. For the duration, the target may add 1d4 to one chosen INT-based skill, tool check, or initiative check once per round.
Choose one creature, object, or structure within range. For the duration, once per turn when you or an ally hits the target, the attacker may add your INT modifier to one damage roll if the attack exploits a visible opening, joint, pattern, or structural flaw.
Rapidly derive grammar, meaning, and context. For the duration, you understand the literal meaning of spoken or written language you can hear or touch, though codes, magical cyphers, cultural idioms, and hidden meanings still require checks.
When you or a creature within range fails an INT or WIS save, identify the mental pattern in time. Add 1d6 to the save, potentially turning failure into success. If the save succeeds, the target gains advantage on the next save against the same source before the end of its next turn.
When a creature you can see within range moves, attacks, or triggers a visible hazard, call the correct adjustment. One willing creature within range may move 10 ft. without provoking opportunity attacks, or gain +2 AC against the triggering attack.
Predict likely movements from posture, terrain, and intent. Until the start of your next turn, hostile creatures in the emanation cannot gain advantage against you from flanking, hidden movement, or feints unless they are invisible or magically concealed.
Point out or strike a flaw in one creature, construct, object, or structure within range. Make a ranged power attack using INT. On a hit, the target takes 4d8 psychic or force damage, and the next attack against it before your next turn has advantage.
Your memory becomes indexed and searchable. You remember everything you intentionally studied within the last month with exact wording, position, tone, and sequence. You have advantage on checks to recall maps, names, passwords, diagrams, formulas, laws, and rituals you studied.
Prepare one simple contingency such as escape route, emergency signal, fallback formation, hidden tool, or rendezvous. Before the duration ends, you or one ally who knows the plan may add 1d8 to a check or save made to follow that plan.
Calculate the best immediate lines of attack and defense. For the duration, allies of your choice in the emanation add 1d4 to attack rolls against creatures you can see, and hostile creatures subtract 1d4 from opportunity attacks against those allies.
When a creature within range uses a power, spell, weapon style, tool, or trained technique you can perceive, analyze it. For the duration, you have advantage on checks to identify, counter, imitate the mundane portion of, or warn allies about that technique.
When a creature within range makes an attack roll, ability check, or saving throw using a repeated tactic you have seen this encounter, subtract 1d8 from the roll before the outcome is known.
Attempt an extraordinary but plausible intellectual solution to a puzzle, lock, legal contradiction, ritual flaw, tactical problem, engineering issue, or coded message. Make the relevant INT check with advantage and add your INT modifier again if you have at least one minute to study it.
When you or an ally within range is hit by an attack from a creature you can see, announce the predicted angle. Reduce the damage by 5d8 + your INT modifier. If this reduces the damage to 0, the target may move 10 ft. without provoking opportunity attacks.
Prepare a plan for one defined objective such as negotiation, infiltration, battle, research, travel, trial, or ritual. Choose up to six allies. Each target gains one 1d8 planning die it can add to a relevant check, save, attack, or initiative roll before the duration ends.
Run mental experiments at impossible speed. For the duration, you may perform research, design, proofing, legal analysis, arcane theory, or engineering planning as though you had access to a modest workspace and ten times the normal time, though you still need real materials for construction.
Overload a target with contradictory conclusions and predicted failures. One creature within range must make an INT save, taking 7d8 psychic damage and subtracting 1d8 from its next attack roll or ability check before your next turn on a failed save, or half damage only on a success.
Your Supernatural Intelligence powers ignore disadvantage from stress, noise, fatigue, or time pressure on INT checks unless you are incapacitated. You can hold a number of simultaneous plans, calculations, or conversations equal to your INT modifier without penalty.
For the duration, allies of your choice in the emanation who can hear or see you add your INT modifier to initiative rolls and the first saving throw they make each round against traps, ambushes, area effects, or battlefield hazards you can perceive.
After studying a scene, object, text, creature, organization, or event for 1 minute, ask the GM up to three factual inference questions. Answers must be deducible from available evidence, not secret prophecy, remote viewing, or information with no trace.
Choose one creature within range that can reason. The target must make an INT save or become caught in a paralyzing logical bind. While affected, it cannot take reactions and must choose action, bonus action, or movement on its turn, not all three. It repeats the save at the end of each turn.
For the duration, once per round when a creature in the emanation makes an attack roll, save, or ability check you can see, you may add or subtract 1d8 from the roll before the outcome is known.
You perfectly remember anything you intentionally perceive, read, hear, map, calculate, or study. You may mentally replay memories with exact sensory detail, though illusions, altered memories, and missing context remain as they were experienced.
When a creature within range makes an attack, uses a power, or triggers a tactical effect you can perceive, choose one ally within range. That ally gains advantage on the triggering save or imposes disadvantage on the triggering attack against itself.
When a planned operation, negotiation, battle, research attempt, chase, or ritual within range suffers a failed check or save, reveal the backup plan. Reroll the failed d20 test with a bonus equal to your INT modifier. The new result must be used.
Your mind accelerates beyond ordinary thought. For the duration, you cannot be surprised while conscious, you have advantage on INT and WIS saves, and you may take one additional reaction each round that can only be used for Supernatural Intelligence powers.
Present a chain of logic, calculation, or evidence to one creature that can understand you. The target must make an INT save or be unable to knowingly state a falsehood, deny the proven conclusion, or take an action that directly contradicts the proof for the duration. Hostile creatures repeat the save at the end of each turn.
Coordinate up to ten willing creatures that can understand your plan. For the duration, each target may use your INT modifier instead of its own for initiative checks, Investigation checks, and one tactical ability check related to the plan each round.
Compress an impossible calculation into hostile thought. Creatures of your choice in a 20-ft. radius sphere within range must make an INT save, taking 10d10 psychic damage and losing reactions until the start of your next turn on a failed save, or half damage only on a success.
You have advantage on all INT checks and INT saves. You cannot be forced to forget, miscalculate, misunderstand language, or accept a contradiction by effects below Tier 9 unless they alter reality, memory, or identity directly.
Declare one tactical objective in the emanation: hold, breach, escape, capture, expose, defend, or defeat. For the duration, allies of your choice add 1d10 to one relevant roll each round, and hostile creatures subtract 1d10 from the first roll each round that directly opposes the objective.
Attack one defined intellectual problem: cipher, theorem, ritual flaw, legal paradox, engineering puzzle, historical contradiction, disease logic, or strategic dilemma. Ask the GM up to five questions whose answers are deducible from available evidence, then make one relevant INT check with advantage and a 1d12 bonus.
When a creature you can see uses a tactic, power, spell, or attack pattern you have observed before, choose one ally within range. Until the start of your next turn, that ally has resistance to damage from that source and advantage on saves against its riders.
For the duration, you can process every visible variable at once. You gain two additional reactions each round that can only be used for Supernatural Intelligence powers, and once per round you may replace a d20 roll you make for an INT check or Supernatural Intelligence power with a 15.
Create a grand plan for one major objective. Choose up to twelve willing participants. Each target gains two 1d12 planning dice it may add to relevant attacks, checks, saves, or initiative rolls before the duration ends. Once during the plan, you may declare that a mundane preparation was already made if plausible.
Ask the GM one question about a problem you are currently able to study. The answer must be the best conclusion deducible from evidence, logic, memory, and expertise available to you, not prophecy or remote knowledge. You also gain advantage on the next roll made to act on that answer.
Enter a mythic state of intellect tied to a theorem, war plan, invention, language, ritual, mystery, or truth. Define its principle with the GM: the thought that ends a war, solves a plague, names a god, defeats a perfect strategy, or reveals the hidden law. It can be opposed only by Tier 10 mind magic, reality alteration, divine intervention, or a story condition set when declared.
Beef - Beefington Welles
Wisdom Division / Supernatural Intelligence
Beefington Welles, known as Beef, is an orc scholar in the Wisdom Division of the Luxidran School of Alchemical Studies. His Witchborn gift grants supernatural intelligence, letting him process alchemical theory, battlefield projections, and structural probabilities at startling speed.
Doctor Fizz - Gabriel Fizzlepin
Cracked Crucible / Supernatural Intelligence
“Doc” Fizzlepin is a gnome squatter in the Cracked Crucible, an abandoned Centrum-era research facility in Point Pringle. He claims expertise in lost Pringle research, obsolete schematics, and forgotten arcane systems, though his knowledge is equal parts salvage, guesswork, and performance.
Ledger - Mickey
Black Company / Supernatural Intelligence
Ledger is the mute monk-financier who keeps the Black Company balanced, funded, and far harder to collapse than its enemies would like. Raised in a temple culture where offerings, survival, and devotion were all counted together, he learned to treat accounting as discipline before crime gave it sharper purpose. His perfect recall, rapid calculation, and an unsettling memory for every debt, favor, and missing coin. As Ignotus’s trusted right hand, Mickey rarely needs to speak. The books speak for him, and the numbers don’t lie.