Healing
You have the ability to heal others. You must be in physical contact with the subject. To activate your power, concentrate for one second and make an IQ roll. Roll at -2 if the subject is unconscious.
You can use Healing in two ways:
Heal Injuries: On a success, you can heal any number of HP. This costs you 1 FP per 2 HP healed (round up). Failure costs 1d FP, but you can try again; critical failure also causes the recipient 1d damage. Even 1 HP of healing will stop bleeding. By rolling at -6, you can repair a crippled but whole limb if you completely heal the HP lost to the crippling injury. For instance, to heal a hand crippled by 4 points of damage, make an IQ-6 roll and spend 2 FP. Each healer gets only one attempt per crippled limb. Healing cannot restore lost limbs or bring back the dead.
Cure Disease: This requires an IQ roll at a modifier determined by the GM – from +1 for the common cold to -15 for AIDS. The FP cost is equal to twice the penalty, minimum 1 FP. For instance, it would cost 6 FP to cure a disease that calls for an IQ-3 roll.
If used more than once per day on a given subject, apply a cumulative -3 per successful healing of the same type (injury or disease) on that subject. This penalty accumulates until a full day has passed since the most recent healing.
Healing works on your own race and on all "similar" races. In a fantasy campaign, for instance, all warmblooded humanoid races (elves, dwarves, orcs, halflings, etc.) would be "similar."
Special Enhancements
Faith Healing: Your power works by channeling spiritual energy. This lets you cure anyone the spirits or gods deem worthy of healing, regardless of race. However, you (and possibly your subject) must behave in a manner consistent with the interests and moral codes of your supernatural allies, or this ability will not work. You may not combine Faith Healing with Own Race Only or Xenohealing. +20%.
Xenohealing: You can heal beings quite dissimilar from yourself. Examples, assuming you are human: All Mammals, +20%; All Earthly Life, +40%; All Carbon-Based Life, +60%; Anything Alive, +80%; Anything Animate (including undead, golems, etc.), +100%.
Special Limitations
Disease Only: You can only cure disease. -40%.
Injuries Only: You can only heal injuries. -20%.
Own Race Only: This is only available in campaigns with multiple sapient races. -20%.
Psychic Healing: Your ability is part of the Psychic Healing psi power. -10%.