Able to hibernate like his totem, Carter knows how to distribute his needs to last longer than the average humans.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, and air. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
Why do rock stars never eat, sleep, or age for years? This is why! Top-shelf cocaine that will extend and enhance your life. Careful though, shit's addictive and can cause paranoia.
Spend an Action and use up this cocaine (unless you succeed on 1d10, Difficulty 7). Select a Animate target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
For the next week, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The Watch clicks open, revealing a small gem of crimson, glimmering with accents of void and cosmic energy.
When the user consumes the gem, their body pulses in the same glimmering energy from within as their body reacts to the rush of energy.
Their veins are accented by the energy in a short pulse after consumptions.
Spend an Action. Select a target within arm's reach.
For the next week, your target does not require any food, water, sleep, or air. Any attempts to age your target fail.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Swallowing copious amounts of blood.
This Gift's Cost is capped at 2 and cannot be increased further.
Due to being made of wax you do not require anything in particular to live, leaves you with plenty more time to read and sleep.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Returning to Project Titan, Jason can now extend his need for basic human needs. Nanites inside his body prolong the cells need for food, water and air.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
You may Exert your Mind to adapt to your current environment for one hour. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
An object brandishing these neuron-like engravings infuses the wearer with a magical energy that let's them stay mentally active for 24 hours a day. The user can also decide to put themselves into a sleep-like full body stasis, making them independent from any need for resources, while keeping their mind awake.
If you want to study faster, 30% more waking hours are a very efficient way to do it.
These magical markings let the body synthesize an unknown chemical which keeps the glymphatic system active during waking hours, so body and mind are able to keep functioning without restriction.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any sleep in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.