Rocket skates

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rocket skates
Max Volume

32 drams

Charge per Use

2

Charge Used For

Power Skate [1], EmissionsControl [1]

Charge per Dram

750

Complexity

4

Tier

5

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Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

boot, general

Character

]

ID?Use this ID to Wish for the item

Rocket Skates

Worn On

Feet

Spawns in

Items

Extra Info:
  • Made out of Metal
  • EMP sensitive
  • +5 Movespeed
  • Leaks when broken (10-20% per turn)
  • -4 on saves vs. Move,Knockdown,Restraint
rocket skates

The finned and wheeled boot had become the sigil of several sects of socionauts by the Late Sultanate. For decades their progenitors careened through the capsule pipelines of the slouching arcology, dismantling it plate by plate, pursued by the constabulary but ferried by their skates to the safety of their moss-skirted hideouts. The metaphor was writ large on the glass guts of the city: Scorch the past. Rocket into the future.

+5 Move Speed
Replaces Sprint with Power Skate (unlimited duration).
Emits plumes of fire when the wearer moves while power skating.
-4 on saves vs. Move, Knockdown, and Restraint.
Heats up the area around the wearer when in operation.

Perfect

rocket skates are footwear that uses oil as fuel to power skate instead of sprint. When worn, it takes three turns to fully boot: first it will cough. Once complete, it will make a "fwoosh" sound. This will also cancel running if the wearer was previously sprinting. They will also have a -4 to all forced movement saves, but will have +5 Movement Speed.

Even when not power skating, it will use two charge a round, where one dram of oil is equal to 750 charge. Likewise, power skating will not increase the charge use. At full volume, the skates will be able to power skate for 12,000 rounds. However, the jacked, nulling or fitted with suspensors mods allow it to be powered by electricity instead.[1]

Every turn, the area around the user will also be 10 degrees hotter. This cannot bring anything's temperature higher than 100.

Power Skating

While power skating, a 3 cell long jet of flames of similar damage and temperature change to Flaming Ray at level 3 is emitted in the opposite direction the wearing skates. If they do not move, the skates will emit some smoke. If also equipped with bounding boots, the springing effect will not occur. The regular sprinting effects, such as 2*speed while running and -5 DV (without hurdle) and -10 to hit with melee attacks, apply. All effects that would end a normal sprint will also end power skating.

Forced Movement Saves

This section is an excerpt from Save#Movement-Related Saves.

Certain items grant a bonus or penalty to movement-related saves, including magnetized boots (+4), rocket skates (-4), motorized treads (+4), cleated footwear (+2-4), and stability-based cooking effects (+6).

Movement-Related Saves
Source Attribute Vs Difficulty Attacker Attribute
asphalt (walking on) Strength, Agility Tar Stuck Restraint 4 to 24
crypt ferret bite (initial) Agility LatchOn Move Drag Restraint 25 Agility
crypt ferret bite (move) Strength LatchOn Move Drag Restraint 25 Strength
crypt ferret bite (ongoing) Strength LatchOn Continue Grab Restraint Escape 25 Strength
galgal's Run Over Strength RunOver Knockdown 35
gel (walking on) Agility Gel Slip Move 5 to 24
honey (walking on) Strength, Agility Honey Stuck Restraint 1 to 24
Hook and Drag (initial) Strength HookAndDrag Move Grab Restraint 20 Strength
Hook and Drag (ongoing) Strength HookAndDrag Continue Grab Restraint Escape 20 Strength
ink (walking on) Agility Ink Slip Move 5 to 24
Kickback Strength Rifle Kickback Knockback 15 Strength
leather whip (initial) Agility LatchOn Move Drag Restraint 14 Agility
leather whip (move) Strength LatchOn Move Drag Restraint 14 Strength
leather whip (ongoing) Strength LatchOn Continue Grab Restraint Escape 14 Strength
madpole jaws (initial) Agility LatchOn Move Drag Restraint 15 Agility
madpole jaws (move) Strength LatchOn Move Drag Restraint 15 Strength
madpole jaws (ongoing) Strength LatchOn Continue Grab Restraint Escape 15 Strength
maghammer (initial, move) Strength LatchOn Move Drag Restraint 20 Strength
maghammer (ongoing) Strength LatchOn Continue Grab Restraint Escape 20 Strength
molten wax (walking on) Strength, Agility Wax Stuck Restraint 1 to 24
oil (walking on) Agility Oil Slip Move 5 to 24
sap (walking on) Strength, Agility Sap Stuck Restraint 1 to 24
sewage eel Agility Eel Spawn Knockdown 16
slime (walking on) Agility Slime Slip Move 5 to 24
Slog of the Cloaca (ranged) / Bilge Sphincter Strength, Agility Slog Glands Knockdown 17
Stopsvalinn Willpower Robot Stop Restraint 18
Stuck (grabbed by jilted lover) Strength Grab Stuck Restraint 20
Stuck (grabbed by locking machine arm) Strength Grab Stuck Restraint 25
Stuck (grabbed by mimic) Strength Grab Stuck Restraint 20
Stuck (stuck in web or phase web created by zone generation) Strength Web Stuck Restraint 15
Stuck (stuck in web or phase web created by Spider Webs) Strength Web Stuck Restraint 15 + mutation level
Stuck (stuck in web created by Spinnerets) Strength Web Stuck Restraint 14 + (2 * mutation level)
Stuck (stuck in phase web created by Spinnerets) Strength Web Stuck Restraint 18 + (2 * mutation level)
Stuck (hit by cast net) Strength Entangle Stuck Restraint 25
Stuck (hit by honeyed, waxen, sugary, or tarry pseudopod) Strength Stuck Restraint 15
Stuck (in large pool of liquid as it freezes) Strength Frozen Stuck Restraint 15
water (walking on frozen) Agility Ice Slip Move 10

References

This information is reliable as of patch 2.0.204.53.
  1. XRL.World.Parts.LiquidFueledPowerPlant