STORM CELL
- POWER
- RUNS 10 S
- LEADS WITH STORM
- STACKS
- GOODCO HQ
STORM CELL is a charge that keeps grounding itself through the nearest body, 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 charged cell that will not hold its charge, grounding itself through whatever body is nearest on a beat the hero has no say in. It picks its own target and it never misses; the only way to waste one is to be standing somewhere with nothing in range.
What it does
The bolts
| WHAT | VALUE |
|---|---|
| STRIKES EVERY | 0.45 S |
| DAMAGE PER BOLT | 25 |
| REACHES | 220 PX |
- 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
STORM CELL is weighted at the catalog's ordinary 100: inside a pool it is exactly as likely as any other unweighted power in it.
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.
| VENUE | POOL | WEIGHT | SHARE OF THE POOL |
|---|---|---|---|
| GOODCO HQ | 7 powers | 100 | 20% |
| THE MOON | 9 powers | 100 | 16% |
| MARS | 11 powers | 100 | 14% |
| THE RIFT | 13 powers | 100 | 13% |
| BOOT HILL | 15 powers | 100 | 11% |
| THE GARAGE | 15 powers | 100 | 11% |
| THE BUNKER | 15 powers | 100 | 12% |