Aspect Codex
Supernatural Senses
Supernatural Senses 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
Aspect powers are play-facing.
Supernatural Senses has 42 powers ready for character sheets, including 40 with VTT hooks.
Aspect doors
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
40 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Aspect powers are play-facing.
Supernatural Senses has 42 powers ready for character sheets, including 40 with VTT hooks.
What This Aspect Does
Supernatural Senses 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.
Power Links
42 linked powers.Open
Power Links
Keen Sense
Choose sight, hearing, smell, taste, or touch. For the duration, add 1d4 to Perception, Investigation, or Survival checks that rely primarily on that sense.
Danger Prickle
When you roll initiative, make a DEX save against a visible hazard, or are targeted by a creature you can perceive, add 1d4 to the roll. This does not detect creatures behind total cover or outside your senses.
Darkvision
Your eyes adjust to darkness. For the duration, you gain darkvision out to 60 ft. If you already have darkvision, its range increases by 30 ft. You cannot see through magical darkness with this power.
Bloodhound Scent
You can distinguish individuals, materials, poisons, blood, smoke, fear, illness, and recent passage by scent. For the duration, you have advantage on Survival checks to track a creature whose scent trail is less than 24 hours old.
Sharp Ear
For the duration, you have advantage on Perception checks based on hearing. You can isolate one conversation, footstep, heartbeat, mechanism, or repeated sound within 120 ft. if there is a physical path for sound to reach you.
Sensory Filter
When you would be blinded, deafened, overwhelmed by smell, dazzled, distracted by noise, or affected by sensory overload, add 1d6 to the saving throw or reduce the sensory penalty by one step until the start of your next turn.
Tremor Feel
Read vibration through ground, walls, floors, water, or connected surfaces. For the duration, you know the location of moving creatures touching the same surface within 30 ft. This does not detect flying, incorporeal, or perfectly still creatures.
Predator's Eye
Choose one creature you can see within range. For the duration, you have advantage on Perception and Survival checks to track or notice it, and your first attack against it each round ignores half cover if you can see any part of it.
Read the Air
Study air movement, dust, scent, sound, heat, and pressure. Learn whether creatures passed through the emanation in the last hour, the direction of the strongest recent movement, and whether there is hidden airflow, an open passage, or a nearby concealed gap.
Blind Fight
When you attack a creature you cannot see but can hear, smell, or otherwise locate, you do not have disadvantage from not seeing it until the start of your next turn. Invisible creatures do not gain advantage against you during this time if they are within 10 ft.
Blindsense
Your hearing, air-sense, scent, and spatial awareness combine. For the duration, you know the location of creatures within 10 ft. that are not behind total cover, even if blinded, invisible, or in darkness.
Identify Substance
Examine a substance by sight, scent, taste, texture, or sound. Learn whether it is poisonous, diseased, magical, artificial, organic, metallic, spoiled, explosive, or altered, and identify common materials automatically. Rare or disguised substances may require an Investigation, Nature, Arcana, or Medicine check.
Trackless Tracker
For the duration, you can track creatures across hard floors, crowds, shallow water, urban terrain, or disturbed air if they left any physical trace. You have advantage on Survival checks to follow trails less than 7 days old.
Reflexive Awareness
When you are surprised, attacked by a hidden creature, targeted from behind, or caught by a trap you could physically perceive, make a WIS save against the triggering DC. On a success, you are not surprised and may move 10 ft. or impose disadvantage on the triggering attack.
See the Hidden
For the duration, you have advantage on Perception and Investigation checks to detect hidden creatures, secret doors, traps, invisible creatures, disguises, hidden compartments, and sensory illusions. This does not reveal things with no physical or sensory trace.
Scent Memory
Smell or touch a creature, object, footprint, garment, bloodstain, or handled item. If you have encountered the scent before, you identify the source. If not, you can remember it perfectly and track it with advantage for the next 24 hours.
Wide Awareness
Expand your awareness across the emanation. For the duration, you cannot be flanked, creatures in the emanation cannot gain advantage against you from being unseen unless behind total cover, and you know when a visible creature enters or leaves the area.
Piercing Focus
When a creature or object within range benefits from cover, concealment, darkness, camouflage, disguise, or sensory distraction, focus through the interference. Until the end of this turn, ignore half cover and disadvantage from dim light, light obscurement, or mundane camouflage against that target.
Blindsight
For the duration, gain blindsight out to 30 ft. while you are not incapacitated. This sense uses hearing, vibration, pressure, scent, and micro-movement; it does not function through total cover or in a zone that suppresses all relevant senses.
Hear the Heart
Listen to heartbeat, breath, pulse, tension, and vocal microchanges of one creature within range. Learn whether it is calm, afraid, injured, poisoned, diseased, lying by stress response, or below half hit points. This is physiological reading, not mind reading.
Sensory Overwatch
Choose one watch area in the emanation. For the duration, you have advantage on Perception checks involving the area, can keep watch while performing light activity, and cannot be surprised by creatures entering the area unless they leave no sensory trace.
Sensory Strike
Strike through a sensory opening. Make a ranged or melee power attack against a creature you can perceive within range. On a hit, the target takes 6d8 weapon, psychic, or thunder damage, and it cannot benefit from being hidden or invisible against you until your next turn.
Supernatural Senses Dominion
Your Supernatural Senses powers ignore disadvantage from darkness, distance, crowds, noise, strong smell, rain, or glare unless the target leaves no sensory trace. Your passive Perception increases by your WIS modifier.
Truesense
For the duration, you see through mundane disguises, visual illusions, camouflage, mirror tricks, and false sensory overlays within 60 ft. Magical illusions or transformations of Tier 6 or higher may contest this with the caster’s save DC.
Long-Range Focus
For the duration, you can see and hear clearly at extreme distance. You suffer no Perception penalty for nonmagical distance out to 1 mile if line of sight or sound exists. Attacks do not gain extra range from this power.
Ambush Breaker
When initiative is rolled, a trap triggers, or a hidden creature attacks in the emanation, choose up to six allies. Chosen creatures cannot be surprised by the triggering event and may move 10 ft. or draw a weapon.
Extended Blindsight
For the duration, gain blindsight out to 60 ft. and tremor sense out to 60 ft. while touching a surface. You can distinguish creature size, direction, and movement style, but not color, writing, or fine visual detail through blindsight alone.
Hunt the Unseen
Choose one creature whose scent, voice, footprint, blood, aura residue, or physical trace you have encountered. For the duration, you know whether its trail is present within 1 mile and have advantage on checks to follow it. This does not reveal its location without a trail.
Read Microexpression
Study one creature’s face, scent, pulse, breath, posture, and voice. For the duration, you have advantage on Insight checks against it, and you know when its emotional state changes, when it is hiding pain, and when its body shows stress from a lie or omitted truth.
Sensorial Counter
When a creature, trap, illusion, or hidden effect within range relies on concealment, distraction, sound, light, scent, or misdirection, force the source to make a WIS save. On a failure, one chosen creature ignores the concealment or sensory rider until the start of your next turn.
Panoramic Awareness
For the duration, you cannot be flanked, surprised, or targeted with advantage by creatures in the emanation unless they are behind total cover or leave no sensory trace. You know the location of all non-hidden moving creatures in the area.
See Through the Veil
For the duration, you can see invisible creatures, ethereal traces, magical auras, sensory illusions, hidden doors, and transformed creatures within 60 ft. This reveals presence and outline, not thoughts, names, passwords, or remote events.
Sense the Weak Point
Choose one creature, object, or structure you can perceive within range. For the duration, once per turn when you or an ally hits it, the attack deals an extra 3d8 damage, and the attacker ignores half and three-quarters cover if it can still perceive the target.
Perfect Sentinel
For the duration, you can keep watch over the emanation without sleep or distraction. You know when any Tiny or larger creature enters, exits, attacks, casts, breaks an object, opens a door, or speaks above a whisper, unless protected by Tier 8 or higher stealth or silence.
Sovereign Senses
You cannot be blinded, deafened, or deprived of smell by mundane means. You have advantage on saves against magical sensory deprivation, illusions, invisibility, silence, and concealment. Your passive Perception cannot be reduced by effects below Tier 9 unless you are incapacitated.
True Blindsight
Gain blindsight out to 120 ft. for the duration. You perceive creatures, objects, motion, pressure, heat, scent, and vibration as a complete spatial map. Total cover still blocks this sense unless the cover carries sound, vibration, heat, or scent from the target.
Impossible Trail
Follow a nearly impossible trail: across rain, crowds, old stone, shallow water, battlefield chaos, or magical confusion. The trail must have existed physically. You know whether it continues within 10 miles and have advantage on all checks to follow it.
Moment of Perfect Awareness
When danger begins in the emanation, instantly perceive all physical creatures, hazards, projectiles, openings, active illusions, and major sensory effects in the area that are not behind total cover. You and up to six allies cannot be surprised and gain advantage on initiative or the triggering save.
Omnisense
For the duration, you perceive sight, sound, scent, vibration, heat, pressure, motion, and magic traces across the emanation. You know the location of creatures and objects not behind total cover and cannot be blinded, deafened, surprised, or fooled by mundane concealment.
Pierce All Masks
For the duration, within 120 ft. you perceive invisible, disguised, transformed, ethereal, illusion-veiled, magically silenced, and magically hidden creatures or objects as sensory outlines. This does not reveal thoughts, true names, memories, or distant information.
The Perfect Hunt
Choose one creature, object, trail, scent, voice, pulse, or sensory signature you have personally encountered. For the duration, if it leaves any physical sensory trace on the same plane within 100 miles, you can follow the trail. This does not teleport you or reveal a location with no trail.
The First Witness
Become mythic witness to a place, hunt, crime, omen, battlefield, truth, or hidden thing. Define its principle with the GM: the witness who cannot be deceived, the hunter who never loses the trail, the sentinel who sees the first danger, or the eye that names the hidden wound. It can be opposed only by Tier 10 concealment, divine intervention, or a story condition set when declared.
Characters With This Aspect
5 characters with this aspect.Open
Characters With This Aspect
C.C. The Blade - Valara Cirio
Thieves Guild / Supernatural Senses
Valara Cirio, known as C.C. or The Blade, is the Gravenhurst Thieves Guild leader whose senses expose impostors, Castro body mismatch, and Krane-touched mutation.
Ghostsnout - Scooter
Benevolent Lodge of Mystery / Supernatural Senses
Had a meeting with my supervisor and she said that when she pulled my data this morning she realized that the tracker that has been being used in my monthly meetings was set up incorrectly so that since she took over my numbers have been wrong And I basically was like “Well it’s obviously not your fault, since you’re…
Grimclaw - Darius
My Alchemical Romance / Supernatural Senses
Darius, known as Grimclaw, is a Catfolk fighter forged by mercenary Violince, survivalist instinct, and the hard lesson that loyalty must be earned in blood. His supernatural senses make him a predator on any battlefield, tracking danger through darkness, movement, and fear. Once part of My Alchemical Romance, Darius has repeatedly been pulled away by a shadow self that hunts him and tempts him toward slaughter, a darkness that once made him a destroyer across dimensions. Now he seeks a simpler path back to Von Queef University, old classmates, and adventure without losing himself. Strong, direct, and more open than he once allowed, Grimclaw remains shield, claw, and unfinished warning.
Panthera - Nyrah Vellpaw
Wisdom Division / Supernatural Senses
Nyrah Vellpaw, known as Panthera, is a catfolk rogue-scholar of Luxidran’s Wisdom Division, where knowledge is not always found in books and sometimes has to be stolen before someone else buries it.
Tallyman - Tallulah Murn
FLESH / Supernatural Senses
Tallulah Murn, known as Tallyman, is a halfling assassin of FLESH whose quiet presence carries the weight of a ledger written in scars. Raised in neglect and marked by the murder of her warforged father, she turned private hatred into ritualized Violince against constructs and those who shelter them.