Spatial Anchor
Spatial anchor [Major] by Iczer
‘You there! Stay where you are’
The character can cause a target to lock into his space time location, anchoring him with his power. The target must be within 50 feet, and the character expends an action to perform this lockdown. The target must make a saving throw of 16+ (PE bonuses apply). If he fails then he suffers the more he attempts to move away from the spot he was anchored to. If the affected target moves more than his own PE in feet away from the point, he takes 1D4 damage, and another 1D4 damage every melee round he remains away from his point. Every 50 feet further increases the damage by 1D4. At 500 Feet (10D4 damage per melee round) the target is physically pulled towards his anchor point with a PS equal to the character’s ME (+4 per level) This PS is superhuman, and must be opposed. If unopposed it pulls the character 50 feet per melee round towards the anchor point.
Teleporting, or dimensionally porting away is worse. The affected target takes 3D6 damage from the attempt and is snapped back to his origin.
Anchoring lasts for 2D6 minutes plus one melee round per level.
This ability works on objects as well. Use the object’s AR in place of PE to determine its safe radius, and obviously an object get’s no saving throw. Objects take half normal damage from this power, and any object that loses half its SDC from this power is torn in half (thus ending the effect)