Healing

**HEALING** [-2] //Heal. // You may use your chosen skill to heal consequences of your chosen stress track. In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is twice as good as it needs to be, or by three steps if by some miracle your roll is three times better than it needs to be. If an attempt is made to heal a consequence that has already been healed, the second attempt replaces the first. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis. //Widened Healing [-1]. // You may use your chosen skill to heal consequences from another stress track of your choice. This option may be chosen multiple times.
 * Description: ** You possess the magical ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith.
 * Note: ** This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
 * Skills Affected: ** Pick one.
 * <span style="color: #444444; font-family: Arial,Verdana,sans-serif;"><span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **