Anchor

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Anchor [Major] by Iczer

'You keep dissing me boy..but at the end of the day, I'm still here, and I aint leavin' 'till you respect me."

The character has the innate ability to disrupt extra dimensional movement in his vicinity, both saving himself and hindering others.

1) Personal immunity: The character cannot be teleported against his will. nor can items or objects be teleported into him. His body projects a field that stops those particular effects from occurring. Likewise, temporal movement and dimensional travel are also prevented on his person unless he specifically allows it to function. Any attempt to move him in the above fashions simply fail. objects that attempt to materialize inside or partway through him are shunted violently aside. A side effect of this ability prevents phased or intangible objects from solidifying inside him.

2) Area affect: With a surge of will, the character can pump out his innate immunity to a radius of 30 feet +20 feet per level. Anyone inside this area will be unable to teleport, dimensionally teleport, bend space or travel through time (arguably, he may also prevent 'hyperspace' type travel as well). Anyone attempting to teleport into the area of effect treats the area as 'unfamiliar and unknown'. At best, the teleporter will stop short of the area of effect. Performing this feat simply takes a little concentration, and the expenditure of one action per round.

3) Focused negation: By expending an action,the character can target a foe up to 300 feet away (+25feet per level). This can be performed as a reaction to a teleport. The target, must roll a d20 and add his ME bonus (if any) and his level, and compare it with the character's same roll. If the target scores higher, then the teleport continues (at 50% range..he arrives halfway there). If the character succeeds, then the teleport is aborted. think of this as a type of teleport parry. The character gains a +1 bonus to this roll at levels 2,4,6,8,10,12 and 14.