OVERPRESSURE
- POWER
- RUNS 6 S
- LEADS WITH SURGE
- GOODCO HQ
OVERPRESSURE is the hero's own weapon run hot, and it runs for 6 seconds from the moment it is spent.
It does not stack. A second pickup spent while a copy is already running would be wasted, so the dock refuses it and keeps it banked for afterwards.
Whatever safety the weapon shipped with, this takes it off. Nothing is conjured and nothing is thrown — the cadence is untouched, so it is the same swing at the same rate, arriving four times as hard. Bodies stop falling over and start coming apart, which is the whole read: not a faster kill, a bigger one.
What it does
Your own weapon
| WHAT | VALUE |
|---|---|
| WEAPON DAMAGE | 4× |
| TIME BETWEEN BLOWS | 1× |
How often it turns up
OVERPRESSURE is weighted 10 against the catalog's ordinary 100, so it turns up 10 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 — and every venue from here on keeps it, so the same power thins out the further down the campaign you take it.
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 |
|---|---|---|---|
| GOODCO HQ | 7 powers | 10 | 2% |
| THE MOON | 9 powers | 10 | 1.6% |
| MARS | 11 powers | 10 | 1.4% |
| THE RIFT | 13 powers | 10 | 1.3% |
| BOOT HILL | 15 powers | 10 | 1.1% |
| THE GARAGE | 15 powers | 10 | 1.1% |
| THE BUNKER | 15 powers | 10 | 1.2% |