Death (Action Powers Form)
|Heroic Action Role-Play|
Action and motivation need not cease with death. Characters can use the powers of the dead, learn their secrets, and even reanimate them as undead.
- Alternate Names: Necromancy.
You can tell when and how a creature died by touch. You do not learn details, only general information such as if the creature died by violence or disease. You can read the emotional state a creature died in if it died no more than a Mind roll hours ago. You can cause corpses to move depending on its size; a dead insect can move around freely, a dead human only twitch slightly or slowly move a body part, such as a hand. You can temporarily render a creature or plant infertile. You can make parts of a dead creature glow, using such remains for illumination. You can chill dead flesh a few degrees and prevent decay by killing microbes, fungi and other reducers.
You gain temporary access to the target's memories and physical form. For the duration of the story, you can access his memories, and you can assume his likeness; this lets you Disguise yourself as your target and you suffer no penalty for physical differences.
You can use this power on a corpse to assume their appearance while alive, but memories gained from decomposed corpses is incomplete.
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.
Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Undead.
You inspire others to be morose, calm, and introspective. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Know skill and to other skills and rolls as determined my the GM.
You can enter a state of suspended animation where you appear to be dead for all practical purposes. You can do this as a reaction to taking a hit; to all appearances, that hit killed you. It takes close inspection (a basic action) and an opposed Charm roll to penetrate the deception. You register as dead to detection powers.
In this state, you cannot take actions, but you are aware of your surroundings, and you can continue to maintain stances. You are immune to Biological Damage. You are helpless and have a Dodge of zero, but you get to subtract twice your Charm from any damage you take. At the beginning of any round, you can decide to end the hibernation.
Speak with Dead
You can communicate with the spirits of the dead. You need to be at the site they died, their grave, in the presence of a direct descendant or loved one, or in possession of a body part or and object important to them in life to use this power. You must also have a clear idea of who you are communing with, tough a name is not necessary.
The dead will appear as an apparition, merely as a ghostly voice, or manifested through some divination technique or device you use. You can ask the dead about things they knew in life, and it will answer as its personality dictates. The dead communed with are more sourly than they were in life, but will respond to interaction, people and inquiries much as they did while alive. They have no extra knowledge of death itself or other things they did not know when alive, tough some of them might make up stories or try to proselytize. You can ask them if they want to be resurrected or turned into undead, and make deals with them about such things. Even if they agree, it is sometimes the case that the spirit will not cooperate later; it is speculated that the conversation is not with the actual spirit of the departed, but only with a ghostly image or reflection left in the physical world.
This spell will not allow communication with a creature that is currently an Undead, tough it does make the creature aware of who you are and that you want to commune with it and where you are, as well as inform you that it is currently undead. Some undead will seek you out, and you have no control over them through this power, tough it does allow you to communicate with undead across language barriers.
Unto Death and Beyond
A voluntary target swears an oath to take on some task "until death and beyond", foreswearing eternal rest to complete an objective. As long as the target works to fulfill this task, he benefits from Life Immunity. However, should he stray and let himself be distracted he will take a Hit each day and find himself unable to heal any damage naturally. The most horrific aspect of this power comes into play if the target dies without fulfilling the task; in this case he will return as an Undead at some future date as determined by the GM. Such forsworn undead often have Immortality.
This Curse causes an area of land with a diameter of your Mind in kilometers to become incapable of sustaining plant life. Once cast, it slowly kills all plant life existing in the zone - small plants die in a matter of hours, large trees can live up to a month, dead trees might stand for several years. The curse also prevents any new vegetation from growing until after the next winter. The effect does not kill animal life, but creatures within the area of effect usually die or move away from lack of food.
If the curse is broken quickly, some vegetation can be saved.
You can create and repair basic items out of bone, rusted metal, rotted cloth, and other tomb material. In this way you can create personal gear of Blacksmith sophistication or repair any kind of item. Items are permanent but turn to dust in a few minutes if used by a creature isn't undead and does not have this ability. The difficulty is the Toughness of the item; weapons and armor are made for a specific creature and have a difficulty equal to they damage or toughness they grant.
Brambles of Bones
You can create a palisade of bone, a bramble of sharp bone shards and grinning skulls that is extremely hard to pass trough. You can arrange the Bramble of Bones in a cube with a side of 3 meters, making one massive bristle or making a wall, palisade, or even a labyrinth with passages inside the area.
Anyone in the brambles when it is created risks being restrained. Make an Create check against each target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is severely bound and suffers three of the conditions. Conditions are applied in this order; immobilized, bound legs, bound arms, hogtie, blinded. Apply the first condition on this list the target doesn't already suffer from. Physical restrain in Action does not completely prevent a hero from action, they only impose handicaps that can be overcome. Unless otherwise indicated, roll 1d6 for a random restraint, adding +1 for each previous restraint.
- Gagging prevents mundane speech. Stymies all Charm and Presence checks.
- Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
- Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
- Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
- Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
- Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
- Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
- (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.
Creatures entering the area or who have freed themselves are not restrained but must make a Free Running check against your Create when moving about in the bramble. Ranged attacks trough a meter of bristles the area have a Cover difficulty equal to your Create. The bones are brittle, but too many to break individually. It has Toughness equal to your Mind but is only sensitive to area attacks or Feats of Strength - cutting individual bones can free someone who is bound, but does not harm the bramble itself. An area attack that destroys the bristle clears an area under the volume of the area. The bristles turn brittle and loose one point of Toughness for every 15 minutes they exist, falling apart after a while.
You cause an object to age and corrode, potentially reducing it to dust. This does not work on mobile objects. Make a Create check against the object's Body. On a success, the object takes a Setback. If you roll twice the object's Body, it is destroyed. Certain object that are particularly inert (bedrock, sand) or is particularly relevant to the plot cannot be destroyed this way.
Trigger Action (Defense)
Trigger Action (Focus)
You can focused when close to death. Whenever you are hit by Infection damage or otherwise subject to harmful Infection or otherwise subject to harmful Death powers, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you. You can also focus when you take a Damage Setback.
Stance or Inherent
Become resistant to extremes of temperature, disease, poison, lack of food water or air and other discomforting environmental conditions. Add your Mind to your soak attribute against biological damage. You are immune to environmoental conditions without a damage value, such as lack of air, food, or water, uncomfortable temperatures, and any kind of fatigue or lack of endurance.
This power is normally a stance, but commonly inherent in nonliving creatures, such as Undead.
Awaken the Dead
You can resurrect the dead as Undead monstrosities. Depending on the condition of the corpse, it might be a bare-bones skeleton or just a pale version of itself while alive. The creature must have been truly alive at one point, which means it should have been an Animal or Folk at one time. The creature must be willing to be resurrected, and they know who you are and what your supernatural allegiances are before deciding. Most dead folk are content to be dead, only the ambitious would consider resurrection unless a former tie calls them back.
Death of the Senses
Limit Break, Finisher
With an opposed Impress roll you dull the targets senses to the point of non-functionality; sight becomes a blur, hearing faint, taste and smell stagnant, and touch painful. The target becomes unable to perceive anyone beyond Mind meters and even inside this area, targets have concealment enough to Sneak. When stuck by this power, all enemies become hidden from the target, and anyone out of the sensory area becomes hidden while the power is active.
While under Death of the Senses, targets visible to friends are not automatically spotted by the victim; it takes a successful Scan from the victim or that an opponent acts against the victim to make them visible.
Lasts for a scene. If the initial roll scored an Outcome matching the target's Reflexes the effect lasts for the session or until dispelled. It can also be used as a Finisher, in which case it is a Curse.
Basic Action, Limit Break, or Finisher
- If performed as a Limit Break, the penalty is increased by two.
- If the attack scores an Outcome matching the target's Body, the penalty is increased by two.
- If performed as a Finisher, the penalty is increased by two and the effect is a Curse - including any previous Frailty results.
Make an opposed Impress roll to to paralyze an opponent. On a success the target is paralyzed on his next basic action. On an Outcome matching the target's Body he is paralyzed on his next three actions. Paralysis can carry over from round to round.
Binds the soul of the target to you - either directly to your own soul or to a specially prepared receptacle. A creature whose soul has been bound like this cannot be resurrected, communed with, turned into an undead, or otherwise interacted with. If the target was alive when soul bound, the body remains alive but is inanimate and needs to be cared for or it will die of hunger and thirst. Such an empty body is also extremely vulnerable to possession. The bound soul can be traded, communicated with, or used to possess a soulless body.
Breaking the receptacle or dispelling the power frees the soul. If the creature's body is still alive, the soul goes back there. Otherwise it merely dies.
You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon.
The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score.
You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control of the creature.
You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.
Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.
You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above.
This power only works on Undead.
Make an opposed Impress roll to cause terror in each enemy in a diameter equal to your Mind. On a success the target is terrorized on his next basic action. On an Outcome matching the target's Mind he is terrorized for the rest of the round.
A terrorized target who can see you must back as far away from you as possible, using his Move before taking each basic action, spending the movement portion of the basic action to do so. He cannot move closer to you under his own volition. He can otherwise act normally.
You can analyze the abilities and attributes of any Undead or corpse within arm's reach, even if the target is inside a cage or otherwise separated from you. You learn the exact attributes, skills and schticks of the target and whether it has been affected by any powers recently. If you analyze a corpse this way, you learn if it has been affected by any powers, when it died, and rough description of how it died.
This the curse of the Undead, like Mummy Rot or the life-draining knives of the Nâzgul.
This is a slow effect, that does not have any immediate effect during the combat but which will, in time, kill the victim. You can use Bane on any target you have damaged during the current round. The target cannot heal Hits. Each day, you are allowed a Mind roll against the target's Body, if you succeed the target takes an additional Hit. This is a Curse and can be removed as such.
You can make someone sterile, impotent, frigid, and and prevent menstruation and the production of milk or semen. The effect can last for a month or be a Curse, at your option.
This will kill a fetus, and can also be used to kill parasites, symbiotes, and other gestating creatures such as insects in the pupal stage.
You destroy a corpse and recover 3 Hits or the results of a Damage Setback. The corpse consumed will be completely destroyed by digestion in a day or so. Until then you can use powers that target corpses on it.
Trigger Action (Combo)
When you lose your last hit, you can place a curse on your killer. Pick any Finisher to affect the creature who inflicted your last hit. As soon as you awaken from unconsciousness, the effect of this power lapses, but if you die it continues until dispelled. Most effects used this way are Curses and so are difficult to get rid of.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Death form or which otherwise affects an Undead, the dead, or a cadaver.
This is a way to seemingly "cure" someone of a disease, while potentially infecting many others.
You make an object or creature a vector carrying a disease, itself immune and unaffected. People, animals, objects, or communal places such as wells or larders make good targets for this power.
Anyone in contact with the vector, or consuming something that came into contact with the vector risks infection and must make a Know roll against your Know or become infected, taking one Hit of Infection damage, if the negative Outcome matches the victims Body the victim starts with three Hits of Infection damage. If the roll succeeds the target is or affected, and it the Outcome matches your Mind the source of the infection is identified. A target that takes precautions against disease is considered to be actively defending against the infection.
On a living target this is a Curse, on other kinds of targets the effect can be dispelled normally and also ends if the target is destroyed.
Lore of the Dead
Trigger Action (Combo)
You have knowledge generally only possessed by the dead. Whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt from the long dead. The GM should slant such information based on the time it is from.
Select one attribute of a living target. You temporarily increase your own attribute by two points, but not to a value higher than the target's. The attribute boost lasts the rest of the session, possibly more if the story merits it. You can only use Blood Drain once per session on any particular creature.
You can take three additional Hits before being defeated. If you drop this stance while having taken more hits than you can normally do, you are knocked out.
The target takes a Mortal Wound, quite likely killing him. You recover one Hit, one Fortune point, and become Focused. If the target's Mind is the same or higher than your own, you can instead opt to become a year younger. You can only use Life Drain once per day on any particular creature.
The target takes a Mortal Wound, quite likely killing it. You gain temporary access to one skill and two related schticks the victim had. For the duration of the current story, you can use his skill value instead of your own (if it is better) and learn two schticks related to that skill the target had. If you know the proper forms, you can learn powers instead of schticks. This power does not stack, when you use it any previously stolen skill is lost.
You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).
You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.
You can only assume the form on an Undead with this version of the power.
Make a Clinch attack. If successful, you lock your opponent in a death grip. A death grip can only be broken if you go unconscious, suffer a Setback, or attack another creature with the limb you did a death attack with.
Once you have the target in a death grip, you can use the power again to attack your held target, and automatically hit. Even if your attack misses, it still does damage - you still add the outcome, which is now negative, causing less than the base damage.
If your Body scores are within 1 point of each other, you cannot move with a basic action, but can move both of you your Move as a Basic Action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around like a rag doll.
Eyes of the Tiger
Make a Normal Melee Attack. If the target takes any damage, he loses any focus he might have.
Stance (Damage Boost)
You can imbue a physical attack with +2 extra damage of a specific type, either a Melee or Shoot attack. This damage is often of another type than the attack normally does, which requires some special rules.
- Unless the target has some extra resistance to either type of damage, he takes +2 damage from the attack.
- A target resistant or immune to the ordinary damage of the weapon or to the extra damage, the weapon does its basic damage without the extra damage. The target does not get to use its resistance.
- A target resistant to both the extra damage and the weapon's normal damage suffers the +2 extra damage, but gets to apply its resistance.
- A target immune both to the elemental damage and the regular damage takes no damage at all.
Infecting Touch does Infection damage. Used against an Undead creature you instead make a Mind roll against it's Body, a success heals one Hit. Hits inflicted by such attacks cause lingering damage the way Infection normally does, but the immediate effect of loosing all hits is based on the other damage type the attack deals.
Strike an opponent in unarmed combat in such a manner as to block the flow of chi through his body and paralyze him.
If you knock out a living opponent and use this finishing move, the foe is not permanently harmed but is instead paralyzed. The victim retains all of his senses while paralyzed but is otherwise completely helpless. This is a curse.
If you knock out a living opponent and use this finishing move, you become focused. The opponent is not dead, but becomes torn by an intense fever and will die in three days unless cured by you or the Curse is removed.
Soul of Death
Storm of the Tiger
Make an attack, adding your Mind attribute to the damage inflicted.
Vengeance of the Tiger
When you are hit in hand-to-hand combat, you may immediately launch a Melee counterattack against the opponent who just hit you. If you took any damage, add +3 to your attack roll.
You can walk trough material objects, such as walls, using them to hide. You cannot walk trough any living substance, bedrock, or moving water. This allows you to Sneak inside any material object large enough to hold you, as well as by moving through walls to hide on the other side. You can peek out from inside an object, and even jump out to attack, just as you could from ordinary cover. You cannot perform actions other than observing, hiding, and moving while inside an object.
You can sense the presence of Undead at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of Undead, but by concentrating on a particular type, individual, or descriptive trait you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking.
You send a discorporate spirit to spy for you, instructing it to look for specific pieces of information. It will report back to you when if finds the information you seek. It cannot enter an area warded against death or the undead. Ghost Spy has a range of your Mind kilometers but no range modifiers. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.
Zone of Silence
You create a zone around you in which sounds are dampened to the point of extinction. This is a diameter equal to your Mind, with you in the center. Subtract your Mind from the skill roll of any sound-based attack or stunt in the area. In order to make any kind of sound in the area, such as shouting an alarm, a creature in the area must roll the relevant skill against your Recon. Even then, the sound is dampened and will not carry nearly as far as normal.
You carry an aura of death along with you until the end of the next round. Creatures within Ride meters and to all who can see you suffer more grave wounds than usual. Any creature defeated in this area suffer a Damage Setback, even if they went down from accumulated Hits without Damage Setbacks. You can turn this aura on or off as a Basic Action.
This is a Teleport power that lets you disappear when taking damage, seemingly dying, only to reappear later at an opportune time. You go wherever it is you spend your time "off", and cannot be affected in any way, except possibly with Summon powers.
You reappear at the gamemaster's discretion, usually at the end of the scene or fight when you "died", tough sometimes the away time can be months or even years. You have no direct control over when and how you reappear. You can specify an anchor when you purchase the power; an event, place, person or item that acts to draw you back. Examples include avenging ghosts that appear at the scene of a rape or to haunt the wearer of a sword.
Mystic Death can be used to overcome travel obstacles for monsters: it is hard for a golem to walk onto an airplane, but when your pals go to New York city, you can die and then conveniently materialize when they arrive. You can only appear as directed by the story, but as long as you are willing to let your gamemaster control the details, this is a good travel power.
Where you spend the time dead is largely irrelevant. Perhaps you go to the underworld, perhaps you become astral or step out of the time flow. The GM might design special scenarios in this off-world, but don't count on it. It can be cool to role-play the effects this in-between place has on you - it might be scary, paradisaical or just weird.
Use this when you are knocked out. You die, only to reappear later at the same spot at the end of the round. For each time you've died this day, you start out with three hits taken - if you start with enough wounds you do not rise. An unnamed creature can only has a 50% chance to succeed at this power; if the roll fails the creature is out of action normally.
This power always have some unique nemesis, and if this method or item is used to kill you or anoint your body, Immortality will not work. This can be cutting off the head, staking the heart, or some similar maneuver. It generally takes a Setback on a stunt or an attack at a -2 penalty to do, once the proper method is known.
Some immortal creatures do not reappear in the same spot, but instead at a specific spot elsewhere - such as in their coffin, sacred tree, or other significant location. If this location is destroyed or desecrated, this variant of Immortality fails. If you have Mystic Disappearance, you can chose to not return immediately, instead using that power to return later, possibly in another place.
You carry an aura of infection along with you until the end of the next round. Creatures within Ride meters and to all who can see you count all wounds they have as if they were Infected. You can turn this aura on or off as a Basic Action.
You kill your the target (which can be yourself) and send the soul looking for a new body to inhabit. A host needs to be of the same species the target of the power was when alive, and recently dead. If the initial target is Undead, the corpse need not be fresh. Decide on a location; the power will locate the closest suitable host and present it to the soul to accept or reject. If it is rejected, the power locates the second closest one and so on. The target gets a vision of each host as it is found. There is a delay of 1d6 hours between each vision. Any new potential hosts appearing in the area can also appear as candidates, and it is possible to spend up to a year and a day looking for a suitable host.
To any onlookers, it seems as if the corpse animated itself or the newly dead creature suddenly recovered. Initially, use the physical attributes Body and Reflexes of the host body, but these attributes revert to their usual values at the rate of one point per hour. The basic appearance (modified by attribute changes), gender, and age of the host remains.
You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.
Black Breath does Infection damage.
The target is reduced to dust. In general, this means that the target dies immediately. With much effort this dust can be gathered and the disintegration reversed, but even after the dust has been gathered the effect is considered a Curse. If the curse is broken, the creature is alive but dying.
You can blast everyone in a globe with a diameter equal to your Mind in meters.
Plague does Infection damage.
Infection does Infection damage.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area.
Plague does Infection damage.