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The Occult Items of Dr. Mor
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The Occult Items of Dr. Mor
Teleportation Tattoo
Abilities:on Dr. Mor's chest is an octagonal magical symbol that allows him to freely travel too and from his secret lab underneath Los Angeles.
Occult Allocation: 8
Ring of the Scorpion Hide
Occult Allocation: 8
Ability boost:DUR 2 (4 post duration, 4 post cooldown)
The Coat of Mor
Description:Doctor Mor's labcoat is actually a magical item of great value, it was purchased from the Cairiin, an ancient race of master enchanters and craftsmen.
Abilities:The labcoat is volumous on the inside holding hundreds of pockets inside of itself, each leading to its own microdimension.
Doctor mor's labcoat also contains a special function, at any time the doctor is capible of retreating into the coat, which deposits a simulcrum of the doctor into the space where the doctor had just vacated, and the simulcrum immediately begins to bubble and dissolve grotesquely. The labcoat will sustain the doctor's life for up to twenty four hours, during which time the doctor can see and hear the immediate vicinity.
The labcoat will not allow itself to be worn by anyone except the doctor, it will be insufferably uncomfortable; too hot/made of itchy wool in summer, too thin, too tight...ect...
The coat can also take different forms for disguise purposes such as a tweed jacket, or a denim vest.
Occult Allocation: 7
Staff of Dark Spite:
Abilities: A bracer that transforms into a staff. The Staff creates a negative energy barrier around the Doctor. The shield damages whatever comes in contact wit it. Persists for three posts. 3 post cooldown.
Description:
Occult Allocation: 7
Electro-Bane Sphere
Abilities: This sphere can send out pulses of Aether, which seek out and fry curcuits, overheat generators, and disrupting magnetic fields that are not protected form the magical energy. Range 200 yards Persists for 6 rounds. Cooldown: the rest of the thread.
Description:This archaic orb is responsible for the fall of an ancient civilization, the orb contains a spirit that is terrified of electricity and what it might do to the world, the man had fought to have electricity eradicated, but was slain. His spirit took residence inside of the sphere that was his final creation. Now little more than a polterguist, he lashes out at all electrical sources whenever the Aethershield encompassing the sphere is retracted.
Occult Allocation: 6
Jedidiah's Specticles:
Abilities:The glasses of Dr. Mor, are able to see the electrical currents within objects and animals, when combined with Jedidiah's impressive intelligence and knowledge of anatomy, he can predict the movements of opponents, as well as the health and the rough ability level of the person.
The glasses are also capible of becoming one way mirrored at will. (In case Mor ever encounters a medusa)
Occult Allocation: 6
Safeguardian of the Ringbearer
Abilities: this ring activates upon command, creating a semi-sentient golem under the control of the ring-bearing individual, gathering materials as nessicary to create a powerful defender, Usually of stone or earth, this guardian is very durable.
Strength 6
Durability 6
Speed 2
Ability 6 (This stone and Earth monolith controls the ground around itself, manipulating the terrain to hamper those that would harm its master, using things like trenches and walls to defend. Spikes of stone and shrapnel for offence)
Fighting Skill 4
Description: Doctor Mor obtained this ring from one of his ex-teachers in Angola, after learning most of the teachings of the man, the witch-doctor learned of what the doctor meant to do with his knowledge and confronted him. The ensuing battle would have killed Jedidiah, if Jedidiah hadn't have been dosing the food of the man with micro-doses of toxins from the first day.
The ring itself is ivory, with black raven feathers going up the back of the hand, and old script that is nearly faded with wear.
OCC Allocation: 2 (6th level)
Animates Golem for 5 posts, cooldown of 10 posts
Potion of Regeneration
OCC:5
Abilities: Heals the user of any wound... The most fatal wounds healing in about forty minutes... Major wounds healing in thirty minutes, Moderate wounds take up to fifteen, and minor wounds healing in less than five.
Must be rebrewed after every use
Amulet of Venom Immunity
OCC:4
Abilities: This talisman of rhino horn, renders the wearer immune to all toxins and poisons that are natural.
Cloak of Invisibility
OCC: 5
Abilities This pale cloak is gossamer thin, and paler than milk, but when draped overtop something it renders the object and itself perfectly invisible. however due to the thin nature of it, sudden movement will cause it to billow, rendering its usefulness minimal in combat.
Bio-Degration grenade
OCC:5
Abilities: These orbs are about the same size as a tennis ball, and jellylike, it is capable of melting any organic material of DUR 4 or below. These are kept in a specially made glass and metal container, there are five balls in this container at a time, capable of being interdependently dispensed. Each ball will remain active for 3 posts before the acid nullifies itself
Liquid-Steel Vial
OCC: 5
Abilities: These vials are full of a mercury like liquid and when broken will solidify into a steel like substance, useful for reinforcing doors, covering windows or immobilizing enemies. There are six vials in each dispenser.
Disruption Bead
OCC: 5
Abilities: The bead is a clear marble that explodes blowing everything back and away in a 20 foot radius, doing everything in the radius what one would expect, lighting small fires, scattering paperwork, blowing open doors, and shattering windows. the beads are kept in strings of 5
Abilities:on Dr. Mor's chest is an octagonal magical symbol that allows him to freely travel too and from his secret lab underneath Los Angeles.
Occult Allocation: 8
Ring of the Scorpion Hide
Occult Allocation: 8
Ability boost:DUR 2 (4 post duration, 4 post cooldown)
The Coat of Mor
Description:Doctor Mor's labcoat is actually a magical item of great value, it was purchased from the Cairiin, an ancient race of master enchanters and craftsmen.
Abilities:The labcoat is volumous on the inside holding hundreds of pockets inside of itself, each leading to its own microdimension.
Doctor mor's labcoat also contains a special function, at any time the doctor is capible of retreating into the coat, which deposits a simulcrum of the doctor into the space where the doctor had just vacated, and the simulcrum immediately begins to bubble and dissolve grotesquely. The labcoat will sustain the doctor's life for up to twenty four hours, during which time the doctor can see and hear the immediate vicinity.
The labcoat will not allow itself to be worn by anyone except the doctor, it will be insufferably uncomfortable; too hot/made of itchy wool in summer, too thin, too tight...ect...
The coat can also take different forms for disguise purposes such as a tweed jacket, or a denim vest.
Occult Allocation: 7
Staff of Dark Spite:
Abilities: A bracer that transforms into a staff. The Staff creates a negative energy barrier around the Doctor. The shield damages whatever comes in contact wit it. Persists for three posts. 3 post cooldown.
Description:
Occult Allocation: 7
Electro-Bane Sphere
Abilities: This sphere can send out pulses of Aether, which seek out and fry curcuits, overheat generators, and disrupting magnetic fields that are not protected form the magical energy. Range 200 yards Persists for 6 rounds. Cooldown: the rest of the thread.
Description:This archaic orb is responsible for the fall of an ancient civilization, the orb contains a spirit that is terrified of electricity and what it might do to the world, the man had fought to have electricity eradicated, but was slain. His spirit took residence inside of the sphere that was his final creation. Now little more than a polterguist, he lashes out at all electrical sources whenever the Aethershield encompassing the sphere is retracted.
Occult Allocation: 6
Jedidiah's Specticles:
Abilities:The glasses of Dr. Mor, are able to see the electrical currents within objects and animals, when combined with Jedidiah's impressive intelligence and knowledge of anatomy, he can predict the movements of opponents, as well as the health and the rough ability level of the person.
The glasses are also capible of becoming one way mirrored at will. (In case Mor ever encounters a medusa)
Occult Allocation: 6
Safeguardian of the Ringbearer
Abilities: this ring activates upon command, creating a semi-sentient golem under the control of the ring-bearing individual, gathering materials as nessicary to create a powerful defender, Usually of stone or earth, this guardian is very durable.
Strength 6
Durability 6
Speed 2
Ability 6 (This stone and Earth monolith controls the ground around itself, manipulating the terrain to hamper those that would harm its master, using things like trenches and walls to defend. Spikes of stone and shrapnel for offence)
Fighting Skill 4
Description: Doctor Mor obtained this ring from one of his ex-teachers in Angola, after learning most of the teachings of the man, the witch-doctor learned of what the doctor meant to do with his knowledge and confronted him. The ensuing battle would have killed Jedidiah, if Jedidiah hadn't have been dosing the food of the man with micro-doses of toxins from the first day.
The ring itself is ivory, with black raven feathers going up the back of the hand, and old script that is nearly faded with wear.
OCC Allocation: 2 (6th level)
Animates Golem for 5 posts, cooldown of 10 posts
Potion of Regeneration
OCC:5
Abilities: Heals the user of any wound... The most fatal wounds healing in about forty minutes... Major wounds healing in thirty minutes, Moderate wounds take up to fifteen, and minor wounds healing in less than five.
Must be rebrewed after every use
Amulet of Venom Immunity
OCC:4
Abilities: This talisman of rhino horn, renders the wearer immune to all toxins and poisons that are natural.
Cloak of Invisibility
OCC: 5
Abilities This pale cloak is gossamer thin, and paler than milk, but when draped overtop something it renders the object and itself perfectly invisible. however due to the thin nature of it, sudden movement will cause it to billow, rendering its usefulness minimal in combat.
Bio-Degration grenade
OCC:5
Abilities: These orbs are about the same size as a tennis ball, and jellylike, it is capable of melting any organic material of DUR 4 or below. These are kept in a specially made glass and metal container, there are five balls in this container at a time, capable of being interdependently dispensed. Each ball will remain active for 3 posts before the acid nullifies itself
Liquid-Steel Vial
OCC: 5
Abilities: These vials are full of a mercury like liquid and when broken will solidify into a steel like substance, useful for reinforcing doors, covering windows or immobilizing enemies. There are six vials in each dispenser.
Disruption Bead
OCC: 5
Abilities: The bead is a clear marble that explodes blowing everything back and away in a 20 foot radius, doing everything in the radius what one would expect, lighting small fires, scattering paperwork, blowing open doors, and shattering windows. the beads are kept in strings of 5
Last edited by Morire on February 16th 2014, 11:58 pm; edited 7 times in total
____________________________________________________________________________________________________________
- The history of Dr. Mor.:
Morire- Post Mate
- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 157
Humor : Superpowers do not always mean you are a Superhero.
Registration date : 2014-01-18
Re: The Occult Items of Dr. Mor
Approved until stated otherwise
The Bolt- Mega Poster!
- Status :
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Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 1262
Age : 28
Humor : [19:51:49] Samify : Sean gave and I recieved many things
Registration date : 2011-04-26
Re: The Occult Items of Dr. Mor
Unapproved. Doctor Mor is condensing item lists into a singular list upon request.
Silus- Retired Moderator
- Status :
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Quote : "Insert Quote from Character Here" or etc.
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Number of posts : 932
Registration date : 2013-11-05
Re: The Occult Items of Dr. Mor
Reapproved
Silus- Retired Moderator
- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 932
Registration date : 2013-11-05
Re: The Occult Items of Dr. Mor
unapproved for edits
Zell- The Once and Future King
- Status :
Online Offline
Quote : "A villain is just a victim whose story you haven't learned yet."
Warnings :
Number of posts : 1417
Location : In my room...or a coffee shop.
Age : 28
Job : Existential Crisis Manager
Humor : [19:57:45] @ Spirit Corgi : In order to produce minions we require you to find two minions who love each other.
Registration date : 2013-05-07
Re: The Occult Items of Dr. Mor
Reapproved and stuff
____________________________________________________________________________________________________________
Zodiac- Mega Poster!
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Quote : "Killing never takes a villain out of this world...It just replaces them."
Warnings :
Number of posts : 643
Age : 28
Job : Your salvation through destruction.
Humor : [19:13:20] @ Forceaus : The racking of sperring skirrs means you rack disciprine
Registration date : 2013-08-18
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