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.
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:
Heal:
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.
Upgrade
Effect
Magnitude
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.
Power
Influence
Description
The most basic form of Influence does not allow the Force user to guide or shape the thoughts of others. [They] can merely strain their mind, inflicting stress and exhaustion. The basic power has one effect that can be triggered multiple times on the same or different targets:
The user spends a Force point (◑) to stress the mind of one living target [they] are engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Upgrade
Effect
Background
During the time of the Old Republic, Karthus was a Lord of the Sith, dedicating most of his time to experiments to improve the army of the Empire. During an diplomacy venture to Geonosis, Karthus had discovered a Dathomirian Witch resurrecting a legion of ancient force users as her personal army to resecure Dathomir for her sisterhood, away from the Empire.
Karthus subdued the witch, and with the power of his dominion, began experimenting on the witch to use her powers to resurrect the dead comrades on fallen battlefields with the Republic - to build his own Empire.
The science facility on Hoth had fallen into Republic control and Karthus had wound up in cryostasis on Belsavis, the heavily controlled Republic prison. Due to the vastness of the landscapes there, as well as battles with the empire, Karthus' cryopod had been passed around the Republic by collectors until eventually being lost in a collection of a dead Hutt.d
Motivation
To re-collect himself and to find more about what happened since he fell into cryo sleep