Vitalist
Gifted — Psychic
Bio-Control & Psychic Healing — Mastery of Living Flesh
← Back to Gifted
Overview
Vitalists combine Bio-Control — direct will over their own body, enabling extraordinary endurance and physical regulation — with Psychic Healing — healing others through focused will and energy. What unites these is the body itself. They're the Psychic type best suited to sustained physical hardship — and the one whose gift costs them most personally when used on others.
Starting Attribute Priority
| Category | Priority | Starting Points |
|---|---|---|
| Physical | Primary | 7 points |
| Mental | Secondary | 5 points |
| Social | Tertiary | 3 points |
Masking Practice
Vitalists typically mask as Druid Sorcerers for healing work — carrying herbs, binding materials, and performing visible laying-on rituals before any healing application.
Abilities
Choose one option at each level as you advance. The choice at each level is permanent.
●○○○○ Level 1 — Choose One
Option A — Pain Regulation: Ignore 1 point of wound penalties at all times. Always active.
Option B — Soothing Touch: Remove 1 die of wound penalty and reduce Frenzy/Rage risk by 1 for the scene. No cost. Roll Empathy + Medicine (diff 5).
●●○○○ Level 2 — Choose One
Option A — Enhanced Physiology: Hold breath 20 minutes, regulate body temperature in extremes, resist mild poison at no cost. Roll Stamina + Medicine (diff 6) for demanding applications.
Option B — Heal Bashing: Heal 1 level of Bashing per success on a target; absorb 1 Bashing themselves per level healed. Roll Empathy + Medicine (diff 6).
●●●○○ Level 3 — Choose One (1 Willpower)
Option A — Body Mastery: +2 dice to Physical rolls or +2 soak for the scene.
Option B — Heal Lethal: Heal 1 Lethal per two successes; absorb 1 Lethal per level healed. Requires a minute of contact. Roll Empathy + Medicine (diff 7).
●●●●○ Level 4 — Choose One (1 Willpower)
Option A — Biological Override: Shut down pain entirely, prevent sleep-deprivation penalties for 48 hours, or boost immune response. Roll Stamina + Medicine (diff 8).
Option B — Emergency Healing: Heal up to 3 Lethal or 5 Bashing on a target in 10 minutes; take half the healed amount themselves. Roll Empathy + Medicine (diff 8).
●●●●● Level 5 — Choose One (2 Willpower)
Option A — Physical Transcendence: +2 to all Physical Attributes for the scene, no wound penalties, can't be knocked out by Bashing alone. Suffer 3 Bashing after.
Option B — Miraculous Healing: Heal all non-Aggravated wounds on a target through an hour of contact; take all the Lethal damage healed onto their own track. Roll Empathy + Medicine (diff 9).
Strength & Weakness
| Strength: What Doesn't Kill Them | Weakness: The Healer's Debt |
|---|---|
| The most physically resilient Psychic type — heals Bashing at twice the normal human rate, naturally, at no Willpower cost. | Every level of Lethal damage healed on another is taken onto their own body. A Vitalist who regularly heals others will regularly find themselves wounded. |
See also: Gifted overview · Character Creation Guide