Devonia will place their hand near the target, as a amber, primordial fluid flows from their hand into the target, causing small grows of feathers, horns and fur to grow before aging and withering away afterwards
The target will notably grow older overtime, and with repeated use, will eventually start sporting the same horns, feathers, and fur with enough uses (roughly 10 uses, not set in stone currently)
Spend an Action. Select a Animate target within arm's reach.
For the next 24 hours, your target does not require any food, water, sleep, or air. Your target ages 1 year over the duration of the Effect. Supernatural attempts to age you are 5 times as effective. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
Your target is adapted to their current environment for one hour. While adapted, they do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may Exert your Mind to adapt to your current environment for three hours. 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.
Spirits do not need to breathe, eat, drink, or sleep as humans do. It’s only logical that a girl that binds herself to so many would start to take on their attributes.
The third spirit to possess Grace, Sally, tipped the scales from an equal split to more ghost than human.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
When Inkz inks this sigil into flesh, time recoils—not halted, but denied its slow decay. The tattoo resembles a shifting ouroboros coiled around a sleeping eye, its curves etched with precise, ritualistic strokes. The lines shimmer faintly, not with magic, but with an eerie stillness—as if the skin itself has forgotten how to breathe, how to age, how to tire.
The bearer becomes a creature who walks outside the rules of mortality’s demands: no breath, no rest, no rot. Yet this stillness is not stagnation. The body can still flourish, create, and grow. Muscles can build, wounds can heal, life can form. But the creeping touch of entropy—wrinkles, exhaustion, expiration—cannot follow.
Exert your Mind and spend an Action. Select a Animate target within arm's reach. You must actively and obviously use tattoo gun to activate this Effect.
For the next week, your target does not require any sleep or air. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
You may Exert your Mind and spend an Action to give a target within arm’s reach a Battle Scar. As long as they have this scar, they benefit from this Effect.
For as long as the winds blow and the rain falls, I too shall live on to fulfill what the skies sought
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.
Ned has worked the farm all of his life. Literally. He does not stop. He has been given away to avoid the trappings of human suffering by only focusing on his work.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
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.