
Opening the archive

Opening the archive
ENEMI
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.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
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.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
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.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectPower 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.
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.
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.
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On this page
This is the public profile. Private play tools stay behind character access.
Access-ready
2/3 play gates ready. Play data is ready; DM approval is the remaining gate.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Play data is ready; DM approval is the remaining gate.
Play gates
2/3 readyRequired to play: sheet, player access, and powers.
Table tools
1/2 readyInventory tools are ready; session door stays hidden until needed.
Public wiki polish
ReadyPublic wiki page is promoted.
Sheet readinessNPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Supernatural Strength has 42 sheet-ready powers; the character sheet has 13 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Public wiki page is promoted.
Canon/publication state is Player / Published. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki polished.
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Relationships
clan
M.A.I. Experiments
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Tags
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.
groupA factional label around Grease Tooth, Enemy, Maine variants, void-tech, Point Pringle bombings, and the anti-Lawful crisis network that keeps making identity itself unsafe.