DECOY User creates a holographic decoy that draws enemy fire when deployed. The decoy is replica of the user and mimics the activator's appearance and movements but does not actually move, nor does it actually attack. It remains static on the square it was created. Only one Decoy can be deployed by the same user, if new one is deployed the old one disappears. It will remain on the field for number of rounds equal to 3+ activator's intelligence modifier, or until destroyed. Decoy is not a living creature, and thus immune to critical hits and sneak attacks, and to all effects that require fortitude save.
Power Alignment: Universal
Power Type: Tech Effect
CTI: Scan Cyber-Tech-Interface
Rank 1:
Decoy Hit Points: 5 per Activator's Character Level
Decoy Shield Points: 5 per Activator's Character Level
Activation Range: 5 Squares
Threat Range: 1 Square Radius
Rank 2:
Decoy Hit Points: 5 per Activator's Character Level
Decoy Shield Points: 5 per Activator's Character Level
Activation Range: 5 Squares
Threat Range: 2 Square Radius
Rank 3:
Decoy Hit Points: 5 per Activator's Character Level
Decoy Shield Points: 5 per Activator's Character Level
Activation Range: 5 Squares
Threat Range: 3 Square Radius
Rank 4:
Decoy Hit Points: 5 per Activator's Character Level
Decoy Shield Points: 5 per Activator's Character Level
Activation Range: 5 Squares
Threat Range: 4 Square Radius
Evolution A: +10 Hit Points per Activator's Character Level
Evolution B: +10 Shield Points per Activator's Character Level
Rank 5:
Decoy Hit Points: 5 per Activator's Character Level
Decoy Shield Points: 5 per Activator's Character Level
Activation Range: 5 Squares
Threat Range: 5 Square Radius
Evolution A: Endurance
Evolution B: Shock
Evolution C: Exploding Decoy
Endurance: Decoy gains +100% Max Hit Points and +100% Max Shield Points. The points accumulate Activator's Character level, Rank 4 desired evolution, and then doubles the amount of points.
Shock: Each time Decoy takes damage, it releases a pulse in 1 square radius, dealing electrical damage equal to 20+ Activator's Intelligence Modifier.
Exploding Decoy: When decoy is destroyed (not replaced by new decoy, not deactivated, but actually destroyed by enemy or friendly fire), it explodes dealing the sum of damage it suffered last number of rounds. The last number of rounds equals Activator's Intelligence Modifier. Half of this damage is electrical and half is fire.