Healing You have the ability to heal others. You must be in physical contact with the subject. On a successful IQ roll, you can restore up to 7 HT. Failure costs the healer 1d of Fatigue; critical failure also causes 1d damage. The Fatigue cost of successful healing is 1 for every 2 hits healed (round up). Note that this works exactly like the Healing Power (p. 175) -- because they are the same thing! If you have the Healing advantage, you are a psi with a Healing power of 7 and the Healing skill at IQ level. AND . . . change the Healing Power on p. B175 to: Power 1-5: 1 fatigue per hit healed; Power 6-10: 1 fatigue per 2 hits healed, rounded up; Power 11-15: 1 fatigue per 3 hits healed, rounded up; and so on, for increasing levels of Power. Add to the description of Healing Power: It is assumed that this power works on the user's own race and on all ``similar'' races. In a fantasy campaign, all the warm-blooded humanoid races (Elves, Dwarves, Orcs, Halflings, etc.) would be similar. In a SF campaign, the GM must decide. A special limitation is "works on user's own race only" (-20%). This is not available in a campaign where there is only one intelligent race. Enhancements can allow the user to heal creatures dissimilar to himself. Examples, assuming the healer is human: "all mammals" would be +20%, "all earthly life" +40%, "all carbon-based life" +60%, "anything alive" +80%.