NARWHAL

Nemesis - Neil Davidge
00:00 / 00:00

Info

 

REAL NAME: 

IDENTITY: 

AFFILIATION: 

REGISTERED?: 

RELATIVE AGE: 

MARITAL STATUS: 

None

Known

Atlantean Robot/Villain

No

Created in 1995

N/A

ALIAS(ES): 

CURRENT TEAM: 

FIRST APPEARANCE: 

APPEARANCE DATE: 

CREATED BY: 

CREATION DATE: 

N/A

Atlantic Guard

NA

NA

Don "Major Deej" Finger

14 Feb 2007

RELATIONS:

N/A

History

 

Narwhal is a robotic construct made by the infamous King Dolphin of the Atlantic Kingdom in 1995.

It's original purpose was follow programmed coordinates to torpedo targeted ships and submarines, pierce their hulls with its tusk atop its head, and kill anything not from the Atlantic Kingdom aboard said ship until it sunk.

In 1999, King Dolphin updated its programming with its first limited Artificial Intelligence (AI) unit, allowing it rudimentary independent functionality, but only through voice commands of King Dolphin and the assigned warlord in charge of the newly formed Atlantic Guard.  It was not programmed to think, but it was programmed to problem-solve and produce solutions in-line with its robotic laws.

In 2000 when the Soltan Star Empire invaded Earth, Narwhal became an indispensable killing machine during the invasion by taking out over several hundred Soltans by itself in months before the Soltans finally retreated from Earth and its invasion plans.  As such, King Dolphin upgraded Narwhal's AI to include speech and writing in over 50 languages, thus to prevent any errors in 'future diplomacy'. 

 

Over the years, Narwhal got into some heavy duty combat, and at times was destroyed by super-heroes or national military organizations, only for King Dolphin to rebuild Narwhal with backed up AI and memory again and again.  In conjunction with this, King Dolphin every two years or so, updates Narwal to include the latest software and hardware to further improve Narwhal's tank-like abilities.

Today, Narwhal continues to be a programmed killing machine with independent problem-solving capabilities.  It can be sent out on a mission, perform the mission, and return without error.  It continues to operate unerringly for King Dolphin and the Atlantic Guard and considers anyone outside of the Atlantic Kingdom as a 'targeted' threat.

Powers

 

Power Origin: Technology

 

Robotic War Machine Design

All its powers are based on its inherent robot design and features.

 

  • Tusk

    • Unearthly material retractable horn atop Narwhal's head that when extended, locks in place and can be used for torpedoing, ramming, charging or skewering targets, ships and people.

    • Once locked in, Narwhal's endurance increases by a whole level while it is torpedoing, ramming, charging or skewering, and doing nothing else.

 

  • Hyper-Swimming/Running

    • Narwhal has incredible hyper-swimming with speeds over 110 knots using dynamic water jets built into its body and legs.

    • On surface, Narwhal can run up to a max of 80 mph in a run, or for a charging or ramming attack.

  • Physical Attributes

    • Amazingly strength, able to rend steel.

    • Monstrous endurance, thus requiring non-stop action with no sleep or rest required.

    • Doesn't breath or eat, ergo, it can survive in water, air and even the vacuum of space.

  • Mental Resistance

    • It cannot be affected by psionic or mental attack due to its robotic nature.

  • Body Armor

    • Layered composite materials provide amazing protection for all forms of attack except magnetic and magic.

    • Wards hidden inside of Narwhal provide a remarkably powerful protective field against magical attacks.

  • Vision

    • Incredible night vision, infra red and even X-Ray vision.

    • Cameras in eyes record and transmit in any spectrum listed above as imagery to transceiver stations or can be directly fed out if receiver is within 50 miles underwater or above water.

    • Flash attacks do not affect Narwhal, but will affect cameras in eyes versus excellent quality video processing equipment.

VULNERABILITIES:

  • Vulnerability to Electro-magnetism

    • Narwhal is primarily made of non-magnetic composite materials, however, there are numerous metallic parts inside of Narwhal that can be affected by electro-magnetism.  If attacked with magnetism, 30% of random powers can be affected as a result of an electro-magnetic attack.

 

  • Electro-Magnetic Pulse (EMP)

    • If Narwal is in range of a nuclear attack and/or a massive EMP attack of fantastic or higher levels, All circuitry inside of Narwal will fuse and fry.  There are no internal repair functions capable of performing any type of post-EMP repair.

Equipmenet

 
  • Communications

    • Atlantic Kingdom encrypted communications transceiver

    • In water range of 200 miles.

    • Out of water range of 50 miles.

Talents

 

None

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