Reality Anchor

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Reality Anchor (Major) by Taalismn

"I don't know what you hoped to accomplish with that little 'poof' act, 'JumpDancer', but it seems you're still stuck here between that concrete wall and my fists..."

This power effectively nullifies all efforts to edit reality or alter others' powers via paranormal means in a radius around the character. Time travel, dimensional loops, teleportation, all abilities that violate linear space/time are effectively nixed by this ability. For about 50% of possessors of this power, it is ALWAYS on, whether they're aware of it or not...These individuals tend to be skeptical of such powers as teleportation and time travel, and even paranormal powers in general, since any attempt to prove such powers before the skeptic invariably fail....While they can still be attacked with superpowers, psionics, and magic, they cannot be teleported, dropped down a dimensional hole, stuck in a time loop, or have their lives effectively altered by reality-altering abilities...
Reality Anchors also tend to be rather more level-headed and less vulnerable to mind control and illusions; they have a firmer grip on reality than a lot of other people.

Range: 60 ft radius, plus 10 ft per level of experience
Duration: 1 melee per level of experience(costs 1 APM to maintain), or (50%) permanently on...
Effects: Prevents the use of all teleportation, time-manipulation, space/time manipulation, and reality -editing abilities, including psionic and magic powers like Clairvoyance. This includes spell-altering magic like Temporal Magic and Dimensional Teleport.
Penalties: Individual cannot be teleported themselves unless they drop this power(or not at all if it's always on), nor can they benefit from any sort of reality editing or alterations...
Other Bonuses: +1d4 M.E. , +2 to save versus Illusions and Mind Control, +3 save vs Horror Factor/mass hysteria.