HEALER
   The life span of one who lives in a fantasy world
is considerably longer than that of his medieval
counterpart. The disparity in age can be attributed
to the presence of healers where mana exists.
These partially empathic beings can cure all the
physical ills which beset a character during
adventure. Healers do not generally make good
fighters, since active engagement in combat is
usually contrary to the principles of their
profession.  A healer will charge whatever his client
can afford for his lower Ranked abilities. The
charge for a miracle (the performance of an ability
Rank 8 or greater) will normally exceed 2000 Silver
Pennies.
Rank         Ability
1         Empathy, Cure Infection. Disease, Headaches, Fever
2         Soothe Pain, Prolong Life
3         Heal Wounds, Transfer Fatigue
4         Neutralize Poison, Graft Skin
5         Repair Muscle, Preserve Dead
6         Repair Bones
7         Repair Tissues and Organs
8         Resurrect the Dead
9         Regenerate Limbs and Joints
10       Regenerate Trunk, Head and Vital Organs

A healer must expend as many Fatigue Points as the Rank at which he acquires an ability he
uses. Example: The regeneration of limbs (rank 9 ability) will cost the healer 9 Fatigue Points.  
A healer may use only his empathy ability if he is handless. A healer may use any of his
abilities (with the exception of resurrection) upon himself.
 A healer must "lay hands" (place his hands) on a being on whom he is to use any of his
abilities but empathy. When he does so, he can automatically detect the surface emotions of
the being. he is healing. A being's surface emotions are those which currently occupy their
conscious mind. The GM informs the healer of the general feelings of the being with which he
has empathy. Example: A healer lays hands on a comrade who has suffered a Grievous
Injury. The GM informs the healer that his comrade feels great pain. If the healer lays hands
on an assassin who is feigning injury to lull any suspicion the healer may have, the GM will
inform the healer of the assassin's murderous intent just before he announces the result of
the assassin's attack. A healer may also choose the ability of non-tactile empathy (though this
has its disadvantages; see below). A healer with such empathy may attempt to detect the
surface emotions of a being no more than (2 x Rank) feet away from him at a cost of 1 Fatigue
Point.
The healer's success percentage is equal to his ([Perception] + 10 x Rank]) if
the other being consents to empathic communication.
Subtract twice the being's
Willpower if he Actively Resists (see 31.2) the detection of his surface emotions. If a healer
chooses the non-tactile empathy ability, subtract his Rank from his Base Chance to strike in
Close Combat, and subtract one-half his Rank in Melee Combat (Example: A healer of Rank 8
would have 8% subtracted from his Base Chance in Close Combat and 4% subtracted in
Melee Combat). If a healer only has empathy when laying on hands, subtract one-half his
Rank from his Base Chance in Close Combat, and one-fifth in Melee Combat. (Round
fractions down in all cases.)
  A healer cures fevers and diseases, neutralizes poisons and grafts skin in much the same
manner that medicines and antidotes do.  
When a healer attempts to cure a being of an
affliction (i.e., fever, disease, or skin problem), his success percentage is ([15 x
Healer's Rank] + [Patient's Endurance]).
The GM rolls percentile dice: if the roll is less
than or equal to the success percentage, the patient is cured. If the roll is greater than the
success percentage, the patient subtracts 10 from his next dice-roll to see if he naturally
recovers from his affliction. A healer must spend (30 - [2 x Rank]) minutes to implement any of
the abilities covered in this rule.
A healer automatically neutralizes the effects of natural
venom. A healer may automatically neutralize the effects of a synthetic poison
created by an alchemist of equal or lesser Rank. His success percentage to
neutralize a synthetic poison produced by an alchemist of greater Rank than he is
equal to (50 - [5 x Difference in Rank]) %.
A healer does not cure any bodily damage (e.g.,
Endurance Point loss, broken bones) previous to his laying on hands on the patient with this
particular ability.
    A healer may soothe pain and prolong life.  When a healer uses his soothe pain ability, he
numbs his patient's nervous system so that it will not transmit pain sensations to his brain. The
ability also has a soporific effect upon the patient, so that he will not inadvertently injure
himself while unable to distinguish hurtful actions. The GM may, at his discretion, permit the
healer to use this ability as if he had fed or injected his patient with a local or general
anesthetic, tranquilizer, etc.
The effects of the soothe pain ability last for the healer's
(Rank squared) hours.  When a healer uses the prolong life ability, add D10 x
([Healer's Rank] +[Patient's Endurance] ) days to the life of his patient. A patient's life
may not be prolonged to over three times his natural life.
A being with a prolonged life
has a reduced chance of resurrection. A healer must spend (60 - [5 x Rank]) seconds to
implement the first ability, and a like number of minutes to implement the second.
A healer can cure Endurance Points and transfer Fatigue Points. When a healer uses the
cure wounds (i.e., Endurance Points) ability, the patient is cured of D10 + (Rank - 5) Damage
Points. When a healer uses the transfer fatigue (points) ability, his patient gains one Fatigue
Point for each Fatigue Point the healer expends (above the fatigue cost to use the ability). A
being may never have more Fatigue or Endurance Points than the value of the relevant
characteristic. Excess points cured by the healer have no effect upon the patient. A healer
may not use the cure Endurance Points or transfer Fatigue Points abilities while on the
Tactical display (i.e., not while in combat). It requires (11-Rank) minutes each time the healer
implements either of these abilities.
   A healer may repair torn, damaged, or broken muscles, bones, tissues and organs.  At
least one-half of a muscle, bone, or organ to be repaired must remain in the patient's body if
the healer is to use one of these abilities. Tissue may be grown from existing material in or on
the patient's body. The healer must spend (50 - [3 x Rank]) hours laying hands on the patient
and the body part will be whole again. Generally, these abilities will be used to repair the
effects of Grievous Injuries. A healer can act as a cosmetic surgeon. First, he sedates his
patient with the soothe pain ability. He then slices and reshapes the skin, muscles, and bones
which are deemed unsightly, and makes them whole with the appropriate repair ability. Unless
the healer has gained the regeneration abilities, it is best that he work with a healer partner.
   
A healer can preserve the body of a dead being in the hopes of having him
resurrected. A healer may attempt the resurrection of a being who is no more than
(10 x Healer's Rank) hours dead.
However, a healer can suspend the time limit on
resurrection by preserving the dead body of a being. Each time a healer uses the preserve
dead ability, the body will not "age" for a number of days equal to the healer's Rank. A healer
must lay hands on a dead body for (60 - [5 x Rank]) minutes to preserve it. A healer must
have a body part at least the size of a torso to attempt the resurrection of a being. A healer
will not succeed if he attempts the resurrection of a living being from a severed body part
(there is only one life-force). If a body is completely destroyed (perhaps burned), which
prevents the resurrection of the being, that thing may become a revenant.  
When a healer
attempts to use the resurrect the dead ability, the base success percentage is equal
to ([8 x Healer's Rank] )+[Patient's Endurance] ).
The base percentage- is modified as
follows:
Subtract 5% if the healer is death-aspected;    Subtract 5% if the patient is death-aspected;
Subtract 1% for each year (or fraction thereof) the patient's life has been prolonged;
Subtract 1% for each day of regeneration (see 55.8) it would normally require to make the
patient's body whole;    Subtract 10% if the patient's body is whole but suffered Damage
Points equal to or greater than twice his Endurance when he died (the patient's slayer may
carve up the body to bring this provision into effect); and Subtract 10% for each unsuccessful
resurrection attempt since patient died.
    The minimum success percentage for resurrection is equal to the Rank of the healer,
regardless of the total modifiers.  If the roll in D100 is equal to or less than the success
percentage, the patient is resurrected with his body whole. His Endurance is decreased by
one, though all of his other values remain as before he died. If the roll is greater than the
success percentage, the, patient is not resurrected and his Endurance is decreased by one.
His body is preserved for one full day after an unsuccessful resurrection attempt.
I
f the roll for resurrection is equal to or greater than (90 + [Healer's Rank]), the
healer has summoned a malignant phantasm, rather than his patient's life-force.
The
phantasm will drain some power from the healer, reducing his Endurance value by D10-5
(minimum of 1). The phantasm will then return to the netherworld.
 When a being's Endurance Value is reduced to zero or less, that being may no longer be
resurrected. Presumably, what remains of his life-essence is absorbed by one of the Great
Powers. A dead character may take no action with his body. An Adept may compel his body to
speak by spell, and his life-force may be placed in another body. which the player would then
control. If a character's life-force is placed in another's body, he retains any magical abilities;
his skill Ranks are halved (rounding down), his combat abilities are those of the previous
inhabitant of the body. The temporary union of life-force and body uses the value of the
body's first four characteristics, and the value of the life-force's characteristics for the
remainder.
   A healer can regenerate every portion of a being's body. A being's vital organs are his
heart, liver, stomach, small and large intestines, kidneys, genitals, brain, and eyes. A healer
must spend (15 - [Rank]) days regenerating each vital organ (i.e., creating a new one). A
regenerated vital organ will immediately begin to function if enough of the rest of the being's
body is in working order. Otherwise, the vital orphan will be dormant until the healer can repair
or regenerate the necessary body parts. If a portion of the body has been severed, or there is
a hole in a being's anatomy, the GM measures the body part of the player which corresponds
to that which is missing from the character's body. The healer will require a number of days to
regenerate the character's  missing body part equal to the measurement in inches of the
player's corresponding part. The character's race does not affect the time requirement; the
circulatory system regenerates at a constant rate for every race. Example: A character's arm
has been severed at the shoulder. His player's arm measures 24 inches. The healer can
regenerate the character's arm in 24 (not necessarily consecutive) days.
  A healer can manufacture certain potions in conjunction with an alchemist
Potion Base Value
Cure Disease 400
Cure Fever 400
(Graft) Skin Salve 450
Neutralize Poison (specify type) 500
Cure Endurance Points 1000
Prolong Life 1500