· Fixation:  This Technique seizes onto the air in the Psions immediate area and restricts their movements, allowing them only to 'sit there and vibrate,' conducting sound and heat normally, but not travelling more than a couple of micrometers individually for the duration, creating an area of unearthly calm, even in the middle of a raging storm.

 

System:  Spend a point and roll Psi.  For each success the air in a Psi meter radius area anywhere within Psi x3 yards (and in view) is 'held in place' with an effective Strength of 1, which would resist attempts to create breezes or otherwise project gases into the area much like a highly specific form of Soak.  This can be dangerous for anyone incapable of movement as it prevents the usual replenishment of fresh air around a breathing creature, causing a bubble of expelled CO2 to build up around a stationary target.  Assume that anyone who does not (or cannot) move around begins to suffocate after Stamina turns.  This Technique would *not* be an option for 'plugging a breach' in a contained atmosphere (such as underwater or in space) as the affected air would resist moving on its own, but could still be pushed aside by moving bodies or similar pressures, snapping back once they have passed (thus walking people wouldn't leave trails of vacuum behind them, the displaced air would 'snap back' normally!).  It would at most slow the effects of a hull breech in vacuum by a single turn.  The effect lasts for Psi turns at the basic level, for Psi minutes at Mode rating 3 and for up to Psi hours at Telekinesis 5.