Heal/Harm power tree
This power reflects a Force user's capacity to manipulate the living energy in things around [them].
More information is available in Star Wars Force and Destiny Roleplaying Game: Core Rulebook (page 292).
BASIC POWER[]
Unlike many other Force powers, Heal/Harm has a basic power that can be used in two distinct ways (to heal or to harm). Heal allows the Force user to treat [their] comrades' injuries, while Harm lets [them] drain the life from [their] foes. When a character purchases the basic power Heal/Harm, [they] gain access to both Heal and Harm. Each time a character uses the basic power, [they] must choose whether [they] are using Heal or Harm, and [they] receive only the effects associated with [their] choice. Each upgrade a character purchases improves both Heal and Harm, but some improve each power in a different way.
HEAL (LIGHT SIDE FORCE USER ONLY)[]
The basic power for Heal lets a character mend wounds with a simple touch. Heal can only be used by light side Force-sensitive characters. The basic power has one way to spend Force points:
- The user may spend a Force point (◑) to heal a number of wounds equal to [their] Intellect on one engaged living creature (including themself). This counts as a use of a stimpack on the affected target. This means a single target may only benefit from five uses of Heal over a twenty-four-hour period and [their] uses of Heal also count against the limit on uses of stimpacks (and vice versa). The user may not activate this multiple times.
HARM[]
The basic power for Harm lets a character drain the very life from a target with a touch. The basic power has one way to spend Force points:
- The user may spend a Force point (◑) to inflict a number of wounds (ignoring soak) equal to the Force user's Intellect on one engaged living creature. The user gains 1 Conflict. The user may not activate this multiple times.
UPGRADES[]
Control Upgrade: This Control upgrade has different effects for Heal and for Harm.
- Heal: The user increases the number of wounds healed by this power by [their] ranks in Medicine.
- Harm: The user increases the number of wounds inflicted by this power by [their] ranks in Medicine.
Control Upgrade: This Control upgrade has different effects for Heal and for Harm.
- Heal: If the user used no Dark points to generate a Force point (◑) on the check, the target of Heal also heals an amount of strain equal to the wounds [they] recovered.
- Harm: If the user used any Dark points to generate a Force point (◑) the check, the user heals of an amount of strain equal to the wounds [they] inflicted on one target.
Control Upgrade: This Control upgrade has different effects for Heal and for Harm.
- Heal: The user may spend a Force point (◑) to immediately remove the staggered, immobilized, or disoriented condition from one target of the power. The user may activate this upgrade multiple times.
- Harm: The user may spend a Force point (◑) to heal a number of wounds on an engaged living creature (including themself) equal to the damage [they] inflicted on one target. This counts as a use of a stimpack on the target of the healing. The character healed this way gains 1 Conflict. The user may activate this upgrade multiple times, but must select a different target to be healed each time.
Control Upgrade: This Control upgrade has different effects for Heal and for Harm.
- Heal: When the user is making a Heal power check, [they] may also roll a Hard difficulty Medicine check as part of the pool. If [they] heal one or more wounds on a target and succeeds on the Medicine check, [they] may also heal one Critical Injury that target is suffering.
- Harm: When the Force user is making a Harm power check, [they] may also roll an opposed Medicine versus Resilience check (if the check was not already opposed) as part of the pool. If [they] inflict one or more wounds on a target and succeeds on the Medicine check, [they] may also inflict one Critical Injury on the target and may spend two advantage results to add +10 to the roll (they may spend two advantage results to increase the roll multiple times).
Magnitude Upgrade: The Magnitude upgrade improves both Heal and Harm in the same way. Spend two Force points (◑◑) to increase the number of targets affected by an amount equal to the number of Magnitude upgrades purchased. The user may activate this multiple times, increasing the number of targets by this number each time.
Mastery: The Mastery upgrade has different effects for Heal and for Harm.
- Heal: The user may spend four Force points (◑◑◑◑) to resuscitate one target of the power who died since the end of the Force user's last turn. Immediately remove the Critical Injury or other effect that killed the target. The Force user can only activate this once per session. Note that in this case, the user is pulling the target back from the brink of death, not actually bringing [them] back to life.
- Harm: When this power kills a sentient living target, the user may restore to life an engaged character who died this encounter. Immediately remove the Critical Injury or other effect that killed the target. The user and the character revived this way each gain 7 Conflict. Note that this Conflict gain is only for the perversion of nature that is returning a soul to its body after its time has come, and not for any associated acts of evil, such as killing an innocent to do it, which may generate additional Conflict. The user may only activate this once per session.
Range Upgrade: The Range upgrade improves both Heal and Harm in the same way. Spend a Force point (◑) to increase the maximum range at which the Force user can affect targets with this power by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time.
Strength Upgrade: The Strength upgrade has different effects for Heal and for Harm.
- Heal: The user may spend a Force point (◑) to heal 1 additional wound on the target per rank of Strength purchased. The user may activate this multiple times, increasing the number of wounds healed by this number each time.
- Harm: The user may spend a Force point (◑) to inflict 1 additional wound per rank of Strength purchased. The user may activate this multiple times, increasing the number of wounds inflicted by this number each time.