Ninefold boots: Difference between revisions

13 bytes added ,  03:07, 11 August 2020
not really a turn
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{{name}} are boots that when powered, teleport the wearer 9 spaces in the direction they were walking if they walk in the same direction 3 spaces in a row. On the second move in the same direction, a visual effect will occur near the wearer. When partially identified, their display name is "boots".
{{name}} are boots that when powered, teleport the wearer 9 spaces in the direction they were walking if they walk in the same direction 3 spaces in a row. On the second move in the same direction, a visual effect will occur near the wearer. When partially identified, their display name is "boots".


The teleportation will avoid teleporting the wearer into a solid object; if 9 squares ahead is solid, the boots will look up to 3 squares away from the destination for open space. If nothing is available within 3 squares, it will not teleport.{{Code Reference|class=AccelerativeTeleporter}} Each teleportation uses 250 [[energy|charge]]. This teleportation can be turned off, but costs a turn to switch it on and off. The switch can be used even if the boots are not fully understood yet.
The teleportation will avoid teleporting the wearer into a solid object; if 9 squares ahead is solid, the boots will look up to 3 squares away from the destination for open space. If nothing is available within 3 squares, it will not teleport.{{Code Reference|class=AccelerativeTeleporter}} Each teleportation uses 250 [[energy|charge]]. This teleportation can be turned off, but flipping the switch has an [[action cost]] of 100. The switch can be used even if the boots are not fully understood yet.


For the wearer to teleport, they must not be flying, must be in the same phase as the ground, and must not be on the world map. If the teleport fails due to interference from [[normality]] (which it may, since all teleportation is [[Properties#Reality Distortion Based|reality distortion based]]), the wearer will take damage from the boots throwing off sparks.
For the wearer to teleport, they must not be flying, must be in the same phase as the ground, and must not be on the world map. If the teleport fails due to interference from [[normality]] (which it may, since all teleportation is [[Properties#Reality Distortion Based|reality distortion based]]), the wearer will take damage from the boots throwing off sparks.
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