DEAD MAN'S HAND
- POWER
- RUNS 10 S
- LEADS WITH VOLLEY
- STACKS
- BOOT HILL
DEAD MAN'S HAND is a stream of shots that loose themselves at the nearest foe, and it runs for 10 seconds from the moment it is spent.
It stacks: a second pickup spent while the first is still running adds a whole fresh copy rather than resetting the clock, so two at once is genuinely twice the power.
A hand gunslinger's last draw, still loaded. Phantom rounds crack off on their own and go looking for the nearest thing wearing a hat, whatever the hero happens to have in his hands — so it stacks on top of a build rather than replacing one. Two hands, two guns.
What it does
The shots
| WHAT | VALUE |
|---|---|
| LOOSES EVERY | 0.48 S |
| SHOTS PER VOLLEY | 2 |
| FAN | 19° |
| SHOT SPEED | 320 PX/S |
| SHOT SIZE | 5 PX |
| DAMAGE PER SHOT | 26 |
| A SHOT LIVES | 1.2 S |
| PICKS TARGETS WITHIN | 240 PX |
| TURNS AT | 3.4 RAD/S |
- AUTHORED AT LEVEL 1every damage figure above is the blow a level-1 hero with nothing spent on INTELLIGENCE lands, measured against a reference minion carrying 45 health. It does not stay there: a power's output rides the same curve a monster's healthbar climbs, so a figure that clipped a third of a bar on the first map still clips a third of one on the last.
- INTELLIGENCEeach point deepens every one of its blows by 5%.
How often it turns up
DEAD MAN'S HAND is weighted 80 against the catalog's ordinary 100, so it turns up 1.3 times as RARELY as an unweighted power sharing its pool.
A pool is a flat list picked from by weight, so what those odds actually come to depends on how deep the venue's list is. Note that it is not in every venue's pool from here on: the table below is the whole of where it drops.
The merchant's counter reads the same weight and marks the price up by it, to a ceiling of 5× — coins cannot buy past the rationing.
| VENUE | POOL | WEIGHT | SHARE OF THE POOL |
|---|---|---|---|
| BOOT HILL | 15 powers | 80 | 9% |
| THE GARAGE | 15 powers | 80 | 9% |