Cure
PowerPsionic Powers · p.46
Open source p.46for each additional level
Skill: Cure (IQ/Hard).
You can restore the health of others (but not yourself). This
takes a second of concentration, direct skin-to-skin contact
with the subject, and a skill roll. Your skill is at a cumulative -3
penalty for every successful use on the same subject within 24
hours, at a flat -2 penalty if the patient is unconscious, and at
an additional modifier to cure disease (see below). Failure
costs you FP, while critical failure also does 1 point of injury
to the patient, in addition to any other effects.
Curing injuries cost 1 FP for every 2 HP (or fraction thereof)
healed. Any successful healing will stop bleeding. Diseases are
usually harder: Your skill roll is at a modifier set by the GM,
from +1 for a common cold to -15 for bone marrow cancer. If
successful, the FP cost is equal to twice the absolute value of
the penalty, minimum 1. For example, if a kidney infection
causes a -3 penalty to skill, the cost to cure it would be 6 FP.
Every level past the first reduces the final FP cost (for suc-
cess or failure) by one. The kidney infection above would only
cost 2 FP for a psi with Psychic Healing 5. This does not reduce
the FP cost to use a psi technique.
Statistics: Healing (Contact Agent, -30%; Psychic Healing,
-10%) [18]. Further levels add Reduced Fatigue Cost, one level
at a time [+6/level].