Okie... how does this sound...
The target wakes up because it's cold, so very, very cold. He discovers himself on a small platform in a large room. The floor of the platform is covered with frost, and the best he can see in the room are vague shadows in the darkness. The air smells funny, and despite the fact that the room is large, the air reminds him of a stuffy room.
So, the first thing the target tries is flaming on to warm up. As soon as he turns on a fire power, jets of gas spray at him at high velocities from all sides. This extingishes his flames, leaves him gasping for breath, and makes him pass out (a special mixture of Halogen and knockout gas).
If he looks down from the platform, he sees that the floor is covered with spikes. If he manages to get a decent look at the ceiling, it's covered with weapons projectors. Gas gets for the Halogen/knockout mix cover the room. If anything moves outside of the area of the platform, it gets hit with blaster fire and railgun projectiles.
So, if he tries to fly away, he gets shot and extingished, and knocked out so he falls on the deadly spikes. If he flames on at all, he gets extinguished and comes close to being knocked out. The only safe action is to sit there and twiddle his thumbs in the cold.
Now, you can hold him there indefinately, or you can arrange for the platform to tilt, rotate, contract, or any combination of the above.
How's that?
Halogen suppresses fires by removing the oxygen in the air. So the halogen attack should be built as a suppress vs fire powers linked to an NND attack (or other simulation of lack of oxygen). Add in the knockout gas as a second NND, or a Dex drain, or whatever. The gas jet is a triple threat.
Doc