Aspect Codex
Supernatural Strength
Supernatural Strength 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.
What This Aspect Does
Supernatural Strength 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
Power Grip
Your grip becomes crushingly strong. For the duration, add 1d4 to Athletics checks made to climb, hold, lift, carry, shove, grapple, or resist being disarmed.
Heavy Blow
Strike with brute force. Make a melee power attack. On a hit, the target takes 1d10 bludgeoning damage, or weapon damage if higher. Unattended mundane objects take maximum damage from this power.
Mighty Lift
For the duration, your carrying, pushing, dragging, and lifting capacity doubles. You have advantage on Athletics checks made to lift gates, move rubble, hold falling weight, bend bars, or force stuck objects.
Crushing Hands
Make a melee power attack against one creature or object within reach. On a hit, deal 2d8 bludgeoning damage. If the target is an unattended object, door, lock, weapon, shield, chain, or simple mechanism, you may also bend, crack, or jam it.
Titan Shove
Choose one creature within reach. The target must make a STR save or be pushed 10 ft., knocked prone, or moved 5 ft. to a space you choose within reach. A creature larger than you has advantage on the save.
Burden Bearer
When an adjacent creature would fall, be dragged, be crushed by a mundane weight, or drop a heavy object, catch or stabilize it. Reduce any triggering falling, crushing, or collision damage by 1d8 + your STR modifier.
Iron Muscles
Your carrying, pushing, dragging, and lifting capacity is permanently doubled. You count as one size larger for grappling, shoving, carrying, and determining whether you can move a heavy object.
Throw Object
Throw a carried or nearby object of suitable size at a creature, object, or surface within range. Make a ranged power attack using STR. On a hit, deal 3d8 bludgeoning damage. The thrown object takes the same damage unless built to withstand impact.
Grappling Crush
Choose one creature you are grappling. It must make a CON save, taking 2d8 bludgeoning damage and being unable to speak above a strained whisper until the start of your next turn on a failed save, or half damage only on a success.
Break Restraint
When you are grappled, restrained, chained, pinned, swallowed, trapped in mundane bindings, or held by physical force, make an Athletics check with advantage. On success, break free and may move 5 ft.
Groundbreaker
Smash the ground, wall, floor, or surface beneath you. Creatures of your choice in the emanation must make a DEX save, taking 4d8 bludgeoning damage and falling prone on a failed save, or half damage only on a success. Loose objects are knocked aside.
Power Leap
Leap up to 40 ft. horizontally or 20 ft. vertically without a running start. If you land adjacent to a creature or object, your next melee attack before the end of this turn deals extra damage equal to your STR modifier.
Crack Armor
Make a melee power attack against a creature, shield, armor, or natural armor within reach. On a hit, deal 4d8 bludgeoning damage, and the target’s AC is reduced by 1 until the start of your next turn if the target relies on physical armor or plating.
Hold the Weight
When a gate, ceiling, boulder, vehicle, creature, bridge, or large object would fall, close, collapse, or move, hold it in place by force. For the duration, you can delay the movement if the object is not magically forced by a higher-tier effect.
Hurl Creature
Choose one creature you are grappling or one willing creature within reach. An unwilling target must make a STR save. On a failure, throw the target up to 30 ft. to an unoccupied space or into another target. It and any impacted creature take 5d8 bludgeoning damage and fall prone.
Siege Fist
For the duration, your melee attacks and Supernatural Strength powers deal double damage to objects and structures, and you ignore the first 10 points of damage reduction or hardness from mundane materials.
One-Handed Giant
For the duration, you may wield weapons, shields, improvised objects, and heavy tools as though they were one size category smaller for you. You may drag or carry one willing creature of your size or smaller without reducing your speed.
Clash Stopper
When a creature, vehicle, projectile, falling object, or charging enemy enters your reach, make an Athletics check against the triggering DC or attack roll. On success, stop its movement, reduce collision damage by 4d10 + your STR modifier, and leave it adjacent to you.
Mountain Grip
You count as two sizes larger for grappling, shoving, carrying, pushing, dragging, and lifting. You can climb while carrying a creature or heavy object if the surface can bear the weight.
Thunderous Slam
Slam the ground, air, or a surface with enough force to create a shockwave. Creatures of your choice in the emanation must make a STR save, taking 6d10 bludgeoning damage and being pushed 15 ft. and knocked prone on a failed save, or half damage only on a success.
Titan Clinch
Grapple one creature within reach using Athletics with advantage. While grappled this way, the target takes bludgeoning damage equal to your STR modifier at the start of each of its turns and has disadvantage on checks to escape unless larger than you by two or more sizes.
Lift the Gate
Lift, hold, brace, or move a massive nonmagical object such as a portcullis, boulder, wagon, collapsed beam, anchor, small boat, or stone slab. If the object is secured or resisted, make an Athletics check with advantage against the relevant DC.
Supernatural Strength Dominion
Your Supernatural Strength powers ignore mundane penalties from awkward leverage, poor grip, fatigue, or uneven footing. You have advantage on Athletics checks, and your melee attacks count as siege attacks against mundane objects and structures.
Falling Star Strike
Leap, drop, or drive downward into one target within reach. Make a melee power attack. On a hit, deal 8d10 bludgeoning damage. If you moved at least 20 ft. or fell at least 10 ft. before the hit, the target must make a STR save or be knocked prone and stunned until the start of your next turn.
Throw Boulder
Throw a boulder, tree, statue, wagon, chunk of wall, or similar massive object at a point within range. Creatures in a 10-ft. radius must make a DEX save, taking 8d10 bludgeoning damage and falling prone on a failed save, or half damage only on a success.
Brace the Collapse
When a wall, ceiling, bridge, vehicle, gate, creature, or object within reach would collapse, fall, or crush a space, hold it back. Creatures sheltered by you gain resistance to the triggering bludgeoning damage and have advantage on saves to escape the area.
Herculean Feat
Attempt a legendary but physically grounded feat of strength: drag a ship, lift a huge gate, hold a collapsing tunnel, pull a monster down, bend a metal beam, uproot a tree, or break a stone seal. Make an Athletics check with advantage and add 1d10.
Meteor Throw
Throw a creature you are grappling, a willing creature, or a massive object to a point within range. Unwilling creatures make a STR save. On failure, the thrown target and creatures within 10 ft. of impact take 10d10 bludgeoning damage and fall prone.
Crush the Unyielding
Crush one object, structure section, restraint, construct, or heavily armored creature within reach. A creature must make a CON save, taking 10d8 bludgeoning damage and losing resistance to bludgeoning damage until your next turn on a failed save, or half damage only on a success. Objects take maximum damage.
Unstoppable Push
Until the end of this turn, when you move in a straight line, you can push through creatures, doors, furniture, rubble, barricades, and mundane walls weaker than stone. Creatures in your path must make a STR save or be pushed aside and knocked prone.
Atlas Grip
You count as three sizes larger for grappling, shoving, carrying, pushing, dragging, lifting, and resisting forced movement. If you can physically grip a surface or object, you can hang from it while carrying a heavy load.
Earthsplitter
Strike the ground or a surface and split force forward in a 60-ft. long, 10-ft. wide line. Creatures in the line must make a DEX save, taking 12d10 bludgeoning damage and falling prone on a failed save, or half damage only on a success. The line can crack mundane stone, earth, ice, or wood.
Catch the Colossus
When a Huge or smaller creature, vehicle, boulder, falling structure, or massive projectile enters your reach, attempt to catch or stop it. Make an Athletics check against the triggering DC or attack roll. On success, its movement ends and damage to you and creatures behind you is reduced to 0.
Worldbreaker Combo
Make three melee power attacks against one or more targets within reach. Each hit deals 5d10 bludgeoning or weapon damage. If two or more attacks hit the same Large or smaller creature, it must make a STR save or be knocked prone and pushed 20 ft.
Sovereign Strength
Your Supernatural Strength powers ignore resistance to bludgeoning damage from objects, structures, constructs, and physically armored creatures unless they are divine, Artifact-grade, or story-protected. You cannot be disarmed, shoved, or grappled by mundane means unless you choose.
Move the Mountain
Move, lift, drag, brace, or redirect a massive mundane object or structure section: a ship, tower gate, stone bridge span, fallen building face, giant statue, or similar weight. The feat must remain physically possible in the scene, though far beyond ordinary limits.
Titanquake
Strike the world with catastrophic force. Creatures of your choice in the emanation must make a STR save, taking 16d10 bludgeoning damage and falling prone and being pushed 30 ft. on a failed save, or half damage only on a success. Mundane structures in the area crack or partially collapse at the GM’s discretion.
Unbreakable Hold
Grapple one creature or hold one object, gate, bridge, vehicle, monster limb, or collapsing structure within reach. A creature must make a STR save or be restrained for the duration. While you maintain the hold, effects below Tier 9 cannot move the held target unless they move you first.
Mythic Might
For the duration, you count as Gargantuan for carrying, grappling, shoving, and lifting; your melee Supernatural Strength powers deal an extra 4d10 bludgeoning damage once per turn; and you have advantage on STR saves and Athletics checks.
Worldbreaker Blow
Make one melee power attack against a creature, object, or structure within reach. On a hit, deal 24d10 bludgeoning damage. If the target is an object or structure, this damage ignores mundane hardness and may destroy a wall, gate, bridge section, or similar obstacle at the GM’s discretion.
Hold Up the Sky
When a massive physical disaster would crush, collapse, fall, flood, close, or move through a place you can touch, hold it back through impossible strength. While you remain conscious and stationary, you can delay the disaster long enough for escape, repair, or one decisive action unless opposed by Tier 10 force, divine power, or story conditions.
The First Feat
Declare a mythic feat of strength tied to a door, mountain, monster, city, prison, weapon, burden, or impossible rescue. Define its principle with the GM: the lift no one survives, the blow that breaks a tyrant’s gate, the hand that holds back the sea, or the burden carried for a world. It can be opposed only by Tier 10 strength, divine intervention, or a story condition set when declared.
Characters With This Aspect
Brawny
Barney Rootbarrel
Barney Rootbarrel, known as Brawny, is a halfling agricultural alchemist and co-founder of Medusa’s Farm near the Glow Pools. Once a beet farmer outside the Queefdom, Barney helped turn abandoned land into a working commune through patience, labor, and quiet strength. His Witchborn power grants steady supernatural might, better suited to rebuilding walls than breaking them. As brewmaster of Rootbarrel Brewing, Barney creates tonics that support his community and draw attention from powers beyond the farm.
ENEMI
M.A.I.C.E.
M.A.I.C.E., self-named ENEMI, was engineered in the M.A.I. Experiments as a hexelf weapon built for chaotic supremacy. Born from void infusion and mutation design, he survived by eliminating rival alignment-coded variants and claiming command of EVILS. His body could swell and warp mid-battle, turning supernatural strength into a battlefield doctrine of domination, while void-charged strikes made him more than a failed experiment. Though the updated record marks him deceased, ENEMI’s legend resists closure. Some weapons die cleanly. Others leave behind cells, rumors, and followers still waiting for the next mutation to wake.
Tiny Tim
Timonos Truthstriker
Timonos Truthstriker, known as Tiny Tim, is the Black Company’s immovable wall: a hulking bodyguard whose loyalty to Ignotus borders on self-erasure. He follows orders with absolute devotion, whether from faith, charm, or the simple certainty that Ignotus is the person he is meant to protect. His strength makes negotiations feel fragile before they begin, and most threats end when he steps forward with Tina, the massive axe he treats like a trusted partner. Timonos speaks to Tina often; no one knows if she answers, and few are brave enough to ask. Beneath the Company’s muscle is a man who might have become a hero, had someone else earned his loyalty first.