In a box, on page #279 "FORCE POWERS AND NARATIVE", it states the powers are left kinda vague on purpose and if the players find a fun way to use a power that works within the mechanics to let them.
To this end one of my Players(who will be trading off with me to GM after each story arc) recently read I, Jedi. To this end he wants to play A Correlian Force user whom cant use tk in the typical way, but want to have spent some time with the Aing Tii to learn how they move objects from one place to another.
I have a few idea's as to how to make this work
First: make a "Fold space" power and just duplicate the Move tree.
Second: change the first control upgrade to reflect that the objects dont move from point A to point C by means of point B. they just move from A to C.
Third: Create a completely new tree.
So, I guess my question is what seems fair? I'm leaning on the second option bc it takes the direct damage away from the power but gives it more utility function.
PS: Yes, all my players want to be Force sensitive, but none want to use light sabers so we're cool with it. Most are fans of the Eu and are picking different force traditions to play from/ encounter. The core concept the group wants to run is that of smugglers: they find and smuggle Force sensitive away before the emperor can get to them. (or so they think, my co-gm and I both thought it would be fun to have the big bad be our 'employer')