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Immovability

Name
Immovability
Type
Devotion
Field
Psychometabolic
MAC
5
PSP (Initial)
7
PSP (Ongoing)
2
Range
​0​
Area of Effect
Personal
Prerequisites
Power Score
Moving the psionicist becomes impossible.
Critical (20)
​The psionicist can't stop the power; he maintains it until he runs out of PSPs. ​
Description
​When a psionicist makes himself immovable, he is exactly that. A tremendous amount of force is required to uproot him from his spot. Moving the psionicist requires a combined Strength total that is at least 10 times greater than his immovability score (Con - 5). If a character is pushing the psionicist, and makes a successful bend bars roll, that character can double the Strength he's contributing to the total. Even if a group manages to move the psionicist once, they may not be able to move him any easier the next time. The psionicist remains immovable until he stops maintaining the power. This power has nothing to do with weight. A character will not crash through the floor because he made himself immovable. He has instead attached himself to the fabric of the universe, which is considerably more powerful than the strongest castle. He does, however, need a horizontal surface as an anchor. If the psionicist' power check results in a 1, he attaches himself so well that even he can't break free simply by shutting off the power. He must pay the initial cost again (9 PSP) to free himself. ​

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