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At the start of your turn, gain one bomb charge. You can expend your bomb charges as a free action, as many times as you want, during your turn: 1 charge, “Explosive Maneuvers”: Gain infinite move speed in one direction once. (You don’t have to roll for water. Treat it more like a teleport but in one direction.) 2 charges, “Missile punch”: Deal 20 damage to one character within range. You may move that character between 1-3 spaces (knockback). 3 charges, “Finger bomb”: Attach a finger bomb to a character. That character may spend its action to transfer the finger bomb to another character. At the start of Reze’s next turn, the bomb explodes, dealing 50 damage to the character it is on. This bomb can NOT be attached to any character on Reze’s team, or Reze. 5 charges + 50% of Reze’s current HP, “Boom”: Deal 80 damage to all characters in Reze’s tile.
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