Quaen comes out of hiding, and frowns. These tattoed attackers were a little too close to drop another Grave Mist, and they were more likely to move out of the effect. Besides, the fledgeling necromancer didn't want to use more of her second valence spells unless neccessary. Making a quick decision, she decides to take a risk to end hostilities quickly in her favour, rushing forward quickly.
[sblock=OoC]If they're nice and bunched up, Quaen will try to move next to as many of them as possible while they're still holding guns/flat footed, and hit Negative Energy Burst for 4d4 negative energy (Will 17 for half). If she doesn't have such good luck, Horace or Doc are in line of fire, or she doesn't have enough movement/clear path, Quaen will instead move up to the cloest flat footed redshirt, cast Inflict Light Wounds, and touch him for 1d8+4 negative energy (Will 16 for half) plus 1d8+1 negative energy from Charnel Touch: a grand total of 2d8+5 negative energy damage on a failed save.[/sblock]