Decoy

Decoy Cost: -3 Activation Speed: Supplemental Action Description: There have been many precedents of high-speed fighters utilizing persistence of vision to fool their enemies to attacking where they aren’t. This power takes that to another level, allowing a life-and-death game of Three-card Monte with your own body on the line. Musts: Supernatural Speed, or Mythic Speed, or the Faster than the Eye or Like the Wind trappings from those respective speed powers. Skills Affected: Athletics, Weapons, Fists, Guns Effects: Twin Me: You move quickly between two points in the same zone, stopping slightly in each one, so that it seems that there are two of you. You gain +2 to defense rolls, as your attacker can’t be sure which one of you to attack at what time. You also gain +2 to your attack rolls, for similar reasons. Triple Threat: Similar to the Twin Me power, but only available if you have Mythic Speed or Like the Wind. Three of you will seem to be in the zone at the same time, providing +3 to attacks and Defense. Multiplicity: [-2]: For a Fate point, you can sacrifice some of your individual speed power bonuses and the bonuses to attack and defense in the above trappings for a scene; but in trade you receive a more powerful result: Your multiple images can seemingly attack and defend separately. Your multiple selves have your (natural) Alertness for Initiative, and cannot move more than 1 zone away from the other(s), but are allowed to attack different targets (Or the same target multiple times!). Be careful, though, you still only have one Stress track and set of Consequences, and your multiple selves can all be hit! Notes: At any point you can stop using this power as a free action, and can choose which multiple stays. In the case of Multiplicity your initiative does not regain the benefits of your speed bonuses until the beginning of the next exchange.