Innate Aspect · Jericha playtest
Start here: Set your level and Intelligence score. Choose a path, then select a rank to learn it. At level 1, spend your 2 points on any two rank-I paths. Open a card for its exact rule. Switch to Practice to track a use.
Choose a path to spend points.
Opening device draft… Hypothetical build only; no character or published record changes.
Rank I preview · spend 1 point to learn these effects.
After the roll but before the outcome, add 1d4 to an eligible check. Only one Aspect assistance die per roll; never attacks or saves. Investigation and checks to analyze an observed mechanism or pattern.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Rank 1: Available with this allocation.
Rank 2: mastery:supernatural-intelligence:predictive-model rank 2 requires level 5. Point budget exceeded: 3/2.
Rank 3: mastery:supernatural-intelligence:predictive-model rank 3 requires level 9. Point budget exceeded: 6/2.
Rank 4: mastery:supernatural-intelligence:predictive-model rank 4 requires level 13. Point budget exceeded: 10/2.
Rank 5: mastery:supernatural-intelligence:predictive-model rank 5 requires level 17. Point budget exceeded: 15/2.
Organize a small set of observed information. Action; touch or within 5 feet, normally no more than 1 pound. No damage, conditions, saleable material, or replacement for trained tool work.
Ends: Aspect replacement or dormancy ends access.
Anticipate an observable impact. When you would take damage from an attack you can see, after damage is rolled but before applying it, use your ordinary reaction and 1 Charge to reduce it by 1d4+3, minimum 1, never below 0. Apply before resistance/vulnerability; only one Aspect reduction per event.
Ends: Aspect replacement or dormancy ends access.
Notice visible patterns. Notice relevant exposed phenomena within 5 feet. Does not automatically reveal hidden creatures, intentions, diagnoses, or facts. A stated touch requirement still applies.
Ends: Aspect replacement or dormancy ends access.
Encode an ordinary message. Action; simple observable signals within 30 feet. No automatic privacy or language comprehension. Explicit willing-touch thought, dream-image, or mood expressions use touch instead of remote signaling.
Ends: Aspect replacement or dormancy ends access.
Recall and analysis feel structured; no automatic knowledge. Descriptive sensory experience only. Grants no immunity, proficiency, compulsory personality, or unstated mechanical benefit.
Ends: Aspect replacement or dormancy ends access.
Point budget exceeded: 5/2. Ultimate level gate is not met. Ultimate requires one rank-5 node and rank 2 in both other nodes.
Natural level 20, or paid access at 17; rank V in one path and rank II in both others. One shared annual recovery record survives replacement and respec.
After 1 uninterrupted hour reviewing available evidence, obtain up to five correct deductions logically supported by it. Unsupported questions are explicitly unanswered. No future prediction or creation of missing evidence.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Only these six catalog crystals are eligible. Rare crystals contribute 1 unit; Severance contributes 3. Whole crystals are consumed; unused credit stays invested. Test additions do not grant actual campaign treasure.
Bonus points: 0; acceleration slots: 0; ultimate acceleration: no; unused credit: 0.
Preparation and emergency repeat in Practice consume this same selected offer plus unused credit. Planned preparation costs 10 units; emergency activation costs 20.
Trial-site storage and this website are separate. Existing trial drafts stay there; import supported JSON explicitly. Files and copies remain on your device.
Supernatural Intelligence — Level 1
Intelligence 16 (+3); proficiency +2
Points 0/2; 2 unspent. Charges 3/3.
Campaign hour 0; example calendar planner-example: 24 hours/day, 365 days/year.
Jericha playtest · hypothetical local build, not a character conversion.
Supernatural Intelligence — Handling
Action; 0 Charges. Range Touch or 5 feet; targets As described; duration Instantaneous or harmless sensory expression.
Organize a small set of observed information. Action; touch or within 5 feet, normally no more than 1 pound. No damage, conditions, saleable material, or replacement for trained tool work.
Ends: Aspect replacement or dormancy ends access.
Supernatural Intelligence — Self-defense
Reaction; 1 Charges. Range Self; targets As described; duration Instantaneous or harmless sensory expression.
Anticipate an observable impact. When you would take damage from an attack you can see, after damage is rolled but before applying it, use your ordinary reaction and 1 Charge to reduce it by 1d4+3, minimum 1, never below 0. Apply before resistance/vulnerability; only one Aspect reduction per event.
Ends: Aspect replacement or dormancy ends access.
Supernatural Intelligence — Perception
Passive; 0 Charges. Range Touch or 5 feet; targets As described; duration Instantaneous or harmless sensory expression.
Notice visible patterns. Notice relevant exposed phenomena within 5 feet. Does not automatically reveal hidden creatures, intentions, diagnoses, or facts. A stated touch requirement still applies.
Ends: Aspect replacement or dormancy ends access.
Supernatural Intelligence — Expression
Action; 0 Charges. Range 30 feet; touch where specified; targets As described; duration Instantaneous or harmless sensory expression.
Encode an ordinary message. Action; simple observable signals within 30 feet. No automatic privacy or language comprehension. Explicit willing-touch thought, dream-image, or mood expressions use touch instead of remote signaling.
Ends: Aspect replacement or dormancy ends access.
Supernatural Intelligence — Embodiment
Passive; 0 Charges. Range Self; targets As described; duration Instantaneous or harmless sensory expression.
Recall and analysis feel structured; no automatic knowledge. Descriptive sensory experience only. Grants no immunity, proficiency, compulsory personality, or unstated mechanical benefit.
Ends: Aspect replacement or dormancy ends access.
Recovery: {}
Crystal investments and credit: {"bonusPoints":0,"nodeAccelerations":0,"ultimateAcceleration":false,"credit":0}
Ordinary actions and one concentration slot are shared with class/species features. Outcomes, targeting, rolls, positioning, conditions and preparations resolve at the table.