Phase

RPG D6 Stats
Control Difficulty: Very Difficult, limited to cautious speed; Heroic, limited to cruising speed; Heroic+10, limited to high speed; Heroic+20, can move at all-out speed.

Sense Difficulty: Very Difficult.

Alter Difficulty: Heroic.

Required Powers: Control Pain, Emptiness, Hibernation Trance, Instinctive Astrogation, Reduce Injury, Telekinesis.

Time to Use: One Round.

Effect: The Jedi gains the ability to pass through physical matter as though it were not present. Every meter moved through a solid object counts as two meters for the purposes of calculating how far the Jedi can travel in a round. The power lasts for one round only and the Jedi cannot keep the power 'up'. The Jedi must roll to activate the power again at the beginning of each round (incurring all appropriate dice penalties). If the Jedi allows this power to end (or is unfortunate to fail any required rolls to maintain it) while she is still within the physical confines of an object, then she takes 8D damage each round until released. The Jedi may also find herself confined in a way that would cause her to begin to suffocate.