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Tim Drake ([personal profile] the_hit_list) wrote2022-01-03 09:10 pm

Wilderlands Inventory


CHARACTER INVENTORY
TIM DRAKE

MAGIC
Mage Type: Monk
Touch of grace: Level 2. “You take onto yourself the suffering of your ally”. Through touch, a status effect or the pain of a wound is transferred to Tim and will persist for a reduced duration (33% shorter recovery time). Normal clothing doesn’t inhibit the effect, although armor and enchanted materials do. Tim must be intent on what is affecting the other person to activate the spell, with concern. In other words, he must want to help them. Accidental touch or touching him while he is asleep or unconscious will not trigger the effect.
Level 1. “You take onto yourself the suffering of your ally”. Through touch, a status effect or the pain of a wound is transferred to Tim and will persist for its full duration. Normal clothing doesn’t inhibit the effect, although armor and enchanted materials do. Tim must be intent on what is affecting the other person to activate the spell, with concern. In other words, he must want to help them. Accidental touch or touching him while he is asleep or unconscious will not trigger the effect.
Walk It Off, Son: Level 2. Minor healing aura effecting Tim and up to 2 others within a 10 foot range. This isn’t a heavy heal by any means; it’s meant to be somewhat equivalent to what Tim could provide if he had a fully stocked bat-belt at all times.

If used on someone with a critical injury (such as a stab wound that pierces an organ), it will stabilize them so their condition doesn’t continue to deteriorate (no further blood loss or damage from the poison, etc) and their condition will be healed by the equivalent 24 hours of rest and recovery. IF the player wants, their condition may improve slightly to allow consciousness/discussion.

A less significant injury will be as if it was field-treated 72 hours prior. For example, such as stab wound to the arm, will staunch the blood and tighten the wound as if it was stitched 72 hours prior - stable but may require further healing to avoid scarring.

A broken bone will see a reduction in pain and swelling as if they’ve been given NSAIDS and well-iced. Each heal will advance the healing process 72 hours, but it will still need to be set and splinted (and should hopefully be set first).

A cut that doesn’t go into muscle or a bruise will be advanced 96 hours in the natural healing cycle. Someone who isn’t injured will feel revived, like having an ice cold drink on a hot, sweltering day followed by a nice nap in the shade.

Tim will glow bright white, like a blue canary in the outlet by the light switch, while the effect lasts. Those affected will glow more faintly.

Level 1. Minor healing aura effecting Tim and up to 2 others within a 10 foot range. This isn’t a heavy heal by any means; it’s meant to be somewhat equivalent to what Tim could provide if he had a fully stocked bat-belt at all times.

If used on someone with a critical injury (such as a stab wound that pierces an organ), it will stabilize them so their condition doesn’t continue to deteriorate (no further blood loss or damage from the poison, etc).

A less significant injury will be as if it was field-treated 24 hours prior. For example, such as stab wound to the arm, will staunch the blood and tighten the wound as if it was stitched 24 hours prior - stable but will require further healing or risk being reopened. A broken bone will see a reduction in pain and swelling as if they’ve been given NSAIDS, but it will still need to be set and splinted (and should hopefully be set first).

A cut that doesn’t go into muscle or a bruise will be advanced 48 hours in the natural healing cycle. Someone who isn’t injured will just feel revived, like having an ice cold drink on a hot, sweltering day.

Tim will glow bright white, like a blue canary in the outlet by the light switch, while the effect lasts. Those affected will glow more faintly.

Holy Batarangs Batman: Level 1.

Instantaneous spell creating 3 glowing Batarangs, akin to a holy Magic Missile. They can be thrown and will hit living non-evil targets causing minor damage comparable to a regular batarang (behaving as a standard thrown weapon). If the target is evil, it hits as holy damage. They are thrown rather than magically directed and will endure for 15 minutes.

Crusader Aura: Level 1.
Holy power radiates from you in an aura with a 20-foot** radius for 1 minute, awakening boldness in up to 2 friendly creatures (the nearest two within range). Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature affected by the aura (including you) deals a small amount of radiant (holy) damage with weapon attacks, akin to about a 15% damage boost at level one***.

As percentages are difficult to convey in journal RP, characters affected would feel energized but not hit harder or swing faster, but they could be aware of seeming to have more of an impact on the enemy (particularly if the enemy is susceptible to holy magic) despite not increasing the severity of a physical wound. In addition, the weapons of those affected by the aura would glow dimly. Tim will glow brighter.

Those affected by the aura who are susceptible to holy attacks will be negatively affected by the energy until they are removed from range or the spell ends.

As the scaling plans may effect the decision, if I were to level this up it would be:

Duration: Static at 1 minute, no changes.
Range: 30 feet and up to 3 friendly creatures at level 2, 30 feet (no change) and up to 4 friendlies at level 3.
Boost: 20% at level 2, 25% at level 3.

That’s Not A Smoke Bomb: Level 1.
Create a 20-foot-radius sphere of fog centered on a point within sight range (up to 120 feet). The sphere spreads around corners to fill any accessible space within that 20-foot-radius, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Can be used once per fight, and cannot be used more than once per hour

POWERS
N/A

MAGIC WEAPON
N/A

NON-MAGIC WEAPONS
Bo: A magnesium alloy bo staff that can be collapsed
Shadowhunter blade A tantō (a style of dagger) with a good, if decorated grip, and a belted scabbard.

CLOTHES
The Outfit He Came In: Long-sleeved linen tunic (originally almost to knees, now barely fingertip length due to tearing some off for Crowley), wool cape (scalloped, mid-calf length, billowing fullness), knee high leather boots, buckled gloves, a ten-pouch belt
Troll clothes: Someone might be resizing troll clothes for him. TBD.

AC ITEM INVENTORY
N/A

OTHER ITEM INVENTORY
Baggage: Emotional.
Flask: Filled with sketchy alcohol.
Lockpicking tools: 4 bypass tools (a hook, a comb pick, a bypass knife, and a coding shim), a set of 3 wafer jigglers, a small scrap of plastic, the actual lockpicks (2 wave rakes and 2 hooks), 3 turning tools, a collar stay and 2 bobby pins. Please see this video for the items in question, as their small size would ensure that they would fit in no more than one pouch of his belt.