Contest of Marvels II Thread 2

Maverick
Beta Ray Bill
Moses Magnum
Typhoid Mary
 
Jocasta
Beta Ray Bill (maybe the toughest decision for me)
Lifeguard
Man Beast
 
Maverick is currently beating Jocasta 3-2
Beta Ray Bill is currently beating Count Nefaria 4-1
Typhoid Mary is currently beating Lifeguard 3-2
Moses Magnum is currently beating Man Beast 3-2
 
Beta Ray Bill - Good debate.
Man Beast - Ditto.
Maverick - Convincing strategy.
Lifeguard - Nice try, but meh. If you'd gone for a lesbian trio, maybe.
 
Man, I think all players from this thread are going to be on the edge of their seats until voting is over on Thursday.
 
Phaedrus45 said:
Man, I think all players from this thread are going to be on the edge of their seats until voting is over on Thursday.
I'm gonna be pisse dif Maverick loses, he's one of the my top and the other one made it through (Moon KNight). Here's hoping.
 
Good Lord... this thread is insane! For the first time in a while I keep logging on just to see if anyone else has voted. I don't think Hippy and I have had more than a one vote lead this whole game, it just ties and goes back and forth.
 
Count Nefaria - huge match up for round 1, these guys should have been kept apart :( Great debates on both sides.
Maverick - close one.
Moses Magnum - definitely has the cooler name, but also has more rounded powers, another close one.
Lifeguard - I think her powers would react to resist Typhoid Mary's allure.
 
Results So Far:

Beta Ray Bill currently beating Count Nefaria 7-6
Moses Magnum currently beating Man-Beast 8-5
Maverick currently beating Jocasta 10-3
Lifeguard currently beating Typhoid Mary 8-5
 
Final Results:

Beta Ray Bill beat Count Nefaria 7-6
Moses Magnum beat Man-Beast 8-5
Maverick beat Jocasta 10-3
Lifeguard beat Typhoid Mary 8-5
 
Yea Maverick won :D, next on his list is Lifeguard. Be prepared :evil monkey from Family Guy smiley:


EDIT: Awwww the don't have that smiley.
 
CoM.jpg


BRACKET 3,

Match 19:

Protocide (MIDNIGHT ICE) bio

th_Protocide01.jpg


vs.

Devos The Devestator (POWDERMAN) bio

th_devosff1.jpg


Match 20:

Baron Blood (DARTHPHERE) bio

th_Baronblood.gif


vs.

Grey Gargoyle (TRIGGER) bio

th_greygargoyle.gif
 
BRACKET 4,

Match 19:

Pluto (AHURA MAZDA) bio

th_Pluto.jpg


vs.

Taskmaster (ZOKEN) bio

th_taskmaster2.jpg




Match 20:

Kane - Weapon X (PHAEDRUS45) bio

th_kane.jpg


vs.

Bulldozer (MIDNIGHT ICE) bio

th_Bulldozer.jpg
 
LOCATION: Latveria/Castle Doom

In the Marvel Comics fictional universe, Doctor Doom makes his home in Castle Doom, a high 110 room castle built in the 16th century by the Latverian nobleman Count Sabbat. It first appeared in Fantastic Four no.5.
The castle overlooks the Latverian capital of Doomstadt (formerly Hassenstadt). Doom has lived in the castle since usurping the throne from King Vladimir, save for the brief periods when the throne was usurped from him by Prince Zorba or Doom's own "heir," Kristoff. Doom destroyed the castle to quell a rebellion lead by he exiled Prince Rudolpho. The rebuilt castle's general out structure remained the same, but current technology was integrated into the castle's structure in accordance to Doom's specifications.
The exterior walls of Castle Doom are constructed of reinforced stone, and the tower roofs are also reinforced. Moments after an attack is detected, force screens spring up around the exterior walls. Interior walls are also made of stone and reinforced, and all interior doors are made of wood reinforced with steel. Doom's above-ground laboratories are supplemented with energy screens that can reflect attacks back onto its point of origin.
Guards are posted along the exterior walls at all times. Standard shifts include six Doom-Knights on the higher towers, six Warrior Robots patrolling the lower parapets, four human Latverian Guardsmen watching the front gate and main entrance, and a minimum of three Guardian Robots patrolling the woods around the based of Castle Doom. Built into the castle are a number of deterrents, including stunners, shock fields on the walls, doors and windows, and gas emitters that can fill a room with knock-out gas or an exceedingly lethal poison gas. It Doom feels these measures are not extreme enough, he will employ excessive measures such as his Rainbow Missiles or Vortex Machines. The weakest defensive point of Castle Doom are the docks that open out to the Klyne River -- this entrance is only staffed by two human Latverian Guardsmen and four to six Warrior Robots.
Visual, audible and motion sensors honeycomb Castle Doom and Latveria. Only the fear in Doom's underlings slows his knowledge of all that goes on in his domain, as his minions are understandably hesitant to bring him bad news. Doom has built in triple-redundant protective devices around his surveillance and security systems, requiring an amazing degree of skill to neutralize the alarms or surveillance devices.
Castle Doom contains one basement and five sub-basements. The basement contains Doom's wine cellars and storage space for miscellaneous housewares. The first sub-basement is contorted with small winding passageways that lead only into various trapped rooms. Separated from these corridors is Doom's hangar, which can open to the castle's courtyard or via a ramp leading out behind the castle. The second sub-basement holds Doom's primary research & development laboratories. This floor also contained numerous torture chambers, which Doom equipped with various power-inhibiting devices when he converted them into superhuman detention cells. The Memory Transference Machine, which was used to turn Kristoff into a mental clone of Doom, is also located on this level. Prison cells nested in a tangled maze of corridors make up 30% of the third sub-basement. The remainder of this level is used for Doom's major projects, such as his Cosmic Energizer and his currently inert series of Doomsman androids. The highly advanced and extremely efficient nuclear reactor which powers Castle Doom is located in the fourth sub-basement, as are more secret laboratories and workshops. The fifth sub-basement is equal parts worked stone and natural caverns. An offshoot of the Klyne River runs through this level, which feeds three backup hydroelectric generators. Doom's magical summoning room is also located on this level, as is a supplemental robot construction facility.
The Ground Floor contains the grand entry hall and a lavish reception hall with a raised throne. Behind a large tapestry in the back of the throne room is a concealed door leading to a robing room and study. To the left of the entry hall is Doom's art gallery, antiquated kitchens and the chef's quarters, and a staff lounge and staff dining area. To the right of the robing room are hallways leading to a robot repair/recharge area, a fully stocked armory, and guard bunks.
The 2nd floor contains the grand ballroom, the official throne room (a high-ceilinged chamber where Doom holds his more diplomatic meetings), a formal dining room, servant's quarters, expensively furnished guest rooms, a music room (housing Doom's Hyper-Sound Piano), the castle museum (featuring the Latverian crown jewels and various mementos of Doom's conquests), the archives/royal historian's office, the communications center, robot construction workshops, offices for various staff, and a balcony from which to address the public. Guard bunks and guard posts are scattered throughout this floor.
The 3rd floor holds several secondary R&D laboratories, scientist's quarters, a medical infirmary, the hangar, a surveillance center (focused on the national/domestic level), and robot construction workshops. Guard posts, mostly manned by robotic guards, are scattered throughout this level.
The 4th Floor holds several tertiary R&D laboratories, including a holography & laser lab, a chemical lab, and a genetics lab. A surveillance center, focused on international events, is also located on this level.
Floors 5-10 are located in Castle Doom's massive central tower. The 5th floor houses a game room, and the 6th floor holds Doom's living quarters. The 7th floor holds Doom's private scientific laboratories, and Doom's private magical laboratory & workshop are located on the 8th floor. The 9th and 10th floor holds Doom's private 2-story library.
Retrieved from "http://en.wikipedia.org/wiki/Castle_Doom"

(ALL BATTLES MUST STAY IN CASTLE DOOM. Of course, Doom won't be present, but anything (or anyone) who would normally be there in the Master's absense will be, including Doombots. But, take note, Doombots will not attack the participants, unless your character would be able to do something with them to help in his/her match.)
 
Kane-Weapon X vs. Bulldozer:

First, let's look at each character's powers.

Bulldozer:

Bulldozer possess superhuman strength and a high degree of imperviousness to harm. He can withstand high amounts of concussive force, and is virtually bulletproof. Bulldozer's power augmented his entire body, strengthening his bone, muscle, and flesh. Because of his particular talent (Head-Butting and Ramming), he has greater strength in his neck, shoulders, and legs than the other members of The Wrecking Crew, save perhaps the Wrecker himself.
Bulldozer has a specially-made armored helmet, neck and shoulder apparatus that gives him added protection and invunerability when ramming an opponent. The helmet partially affects his peripheral field-of-vision.


Kane-Weapon X:

AbilitiesHeightened strength and reflexes, able to transform weapons attached on his body armor to his liking, access all recorded mutant powers and use them

Another bio states:

Powers and Abilities:
biometallic extremities augment his strength, speed, reflexes and durability, regenerate themselves when damaged, and can download abilities from his database, morphing his liquid metal into different forms, such as automatic weapons, plasma dischargers, laser weapons, and a molecule-thin blade


This is basically going to be a knock-down, drag-out fight. What benefits Kane is the fact that he can access quite a bit of information about Bulldozer and Castle Doom from various databanks. Here are the teams and organizations he's been affiliated with:

Affiliations:
Six Pack, Wild Pack, Weapon X Program II, III, Clan Chosen, Department K, AIM, Weapon P.R.I.M.E.

Bulldozer, on the other hand, isn't the sharpest tool in the shed. Bulldozer will be on his own for once, and without the support of the other members of the Wrecking Crew, his ability to get knowledge and support is pretty much nil. I doubt he could find out much of anything about the location or Kane.

One of the main things that Kane will use to his advantage is something mentioned in Bulldozer's bio: "The helmet partially affects his peripheral field-of-vision." Kane is "trained in all forms of armed and unarmed combat...and was a skilled mercenary." He'll know how to take advantage of many different things in regards to Bulldozer and the environment around him. Plus, being able to access abilities of many other mutants from his database, as noted being able to "duplicate the abilities of any member of Weapon X."

Winner = Kane
 

Users who are viewing this thread

Staff online

Forum statistics

Threads
202,374
Messages
22,093,789
Members
45,888
Latest member
amyfan32
Back
Top
monitoring_string = "afb8e5d7348ab9e99f73cba908f10802"