Past the instinctive and basic uses of the three Codex skills – Phasing, Shifting, and Tempus – there are a variety of more advanced powers that are only available to those with monotalents or actual Codex skills.
Phasing offers a wide variety of option – but is one of the most directly dangerous of the Codex skills. It is all too easy to lose your connection with your own cosmos when you’re using phasing, especially if you push too hard. It’s even easier if you’re in a location where the Force – and thus the structure of reality – is weak. Such locations include near black holes, where the structure of hyperspace is damaged or stressed by a hyperdrive field. Of course, such locations also drastically increase the effectiveness of Phasing powers.
- Expulsion is essentially selective phasing – attempting to either phase enough of your body away from something that you don’t want in it to let it fall out of you or to forcibly phase that material in particular into another dimension. The second option is safer in one way; it doesn’t put the user at any immediate risk of falling out the universe (or “fading”) – but it can subtly increase the odds of it happening later on. In practical terms, they’re almost equivalent. Expulsion can be used to remove a bullet or arrow fairly readily. Removing a tumor or implant is a good deal harder. Attempting to remove micro-organisms is very hard. Attempting to remove a biochemical problem (such as an intoxicant or poison) is a job for a grandmaster – and trying, for example, to remove a virus from your cells isn’t quite totally impossible, but at any reasonable skill level such as attempt is MUCH more likely to just turn the user to protoplasmic jelly.
- Force Damping provides a fair amount of protection from direct force-based attacks – although it leaves the user vulnerable to specialized force techniques or “exorcisms”, which are designed to drive away or dissipate force-manifestations, since those can disrupt the user’s remaining links with the local reality. Its most effective against force senses, but can be used to negate force attacks – although it also negates the force-feedback which usually causes such attacks to add to the user’s dark side total.
- The Personal Environment ability can also be used in two ways; you can either attempt to switch a portion of your personal dimensional interface to another, supportive, dimension without swapping over the aspects that support your senses and interaction with the rest of the environment or you can attempt to simply import an environment from elsewhere, holding it within the interface. Note that there is noting to prevent you from, for example, wrapping yourself in water to protect yourself from a fire or – for that matter – from attempting to wrap yourself up in Bacta (although that, given Bacta’s relative scarcity in the universe compared to things like water and oxygen, is an incredibly difficult roll to make). It is even possible to expand your personal environment, either providing life support for others, reducing or increasing the effective local gravity within your aura, or subjecting those nearby to wildly varying environmental conditions. Unlike Shunting, however, such changes only occur within your interface.
- Rifting covers the ability to open and close dimensional portals. For good or ill, however, attempting to close a portal is relatively simple and safe; an open portal is a most unnatural state of affairs. Attempting to open one is much, MUCH, harder.
- Shunting is used to either pull mass-energy into your current dimension or to tip it out of it. Unfortunately, thanks to the inherently permanent nature of such transfers, this always creates a danger of Fading – and the greater the amount of mass-energy transferred, the greater the chance. Similarly, inanimate matter is easiest, energy is harder (and, thanks to their natural force-based resistance, even more difficult if you’re targeting a living creature), living creatures are extremely hard to affect (and the more tightly they’re emotionally bonded to others, the more difficult they are to affect), and active force-users are almost impossible to shunt away. Shunting is most useful for small tasks – starting fires at long ranges, removing power cells or vital components from equipment, or sending an incoming blast elsewhere.
- Wraithing is the art of intangibility – becoming insubstantial enough to pass through, or interact with, solid matter on a controlled basis. It’s also the art of extending that effect to other objects – perhaps phasing a container to let its contents fall free or reaching into someone’s chest to strike at their internal organs (although living creatures tend to be quite resistant to such tricks). While it is possible to disrupt various systems – both organic and inorganic – by wraithing through them and then “solidifying” slightly, this is generally just as damaging to the user as to the victim; it’s a poor technique to use against anything but the most delicate circuits.
- Star Wars – Basics of The Codex from Emergence Campaign Weblog (ruscumag.wordpress.com)
- Recordings from the Holocron of Kira Keldav – Session 46 (ruscumag.wordpress.com)
- Recordings from the Holocron of Kira Keldav- Session 42 (ruscumag.wordpress.com)
- Recordings from the Holocron of Kira Keldav – Session 50b (ruscumag.wordpress.com)
- Recordings from the Holocron of Kira Keldav – Session 49 (ruscumag.wordpress.com)