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THE NAVIGATOR
THE NAVIGATOR
 
Identity: Karpek Zal
Group Affiliation: The Justice Crusaders, and renegade Paratime Agent.
Base of Operations: Avalon (artificial island located in the Irish Sea).
Side: Good
Sex: Male
Age: 236
Height: 5' 10"
Hair: Brown
Eyes: Brown
Level: 8th
Experience: 35, 000
Training: +1 Intelligence
 

Powers:
1. Body Power (Advanced Physiology): The advanced scientific knowledge of First Level civilization has granted Karpek Zal's race with a few special abilities:

a. Body Power (Increased Life Span): The average life span of his race is 500 years.
b. Heightened Endurance A +15
c. Psionics (Hypno-mech Memory Indoctrination): As with many Paratime Police Agents, Karpek has undergone memory implants to gain specialized skills/knowledge/abilities. Karpek Zal can instantly recall any previous stored memories with the aid of a key word or image. Currently, Karpek Zal has received the Natural Weaponry Power (Akor-Nebian Martial Arts): +2 to Hit, +4 Damage. He can use his natural weaponry bonuses either in unarmed combat or with a knife.
d. Willpower (Type A)

2. Dimensional Travel Device (The Island of Avalon): The island of Avalon exists in two separate dimensions. The island is a gateway between our earth and the ocean world of Modori (an alternate earth). The island's Ghaldron-Hesthor field-generator allows this access to the alternate dimension and only the Navigator has access to its intricate controls.
3. Flight Device (Soldatti Antigravity Cape): Maximum speed 324 mph, PR 1 charge/hour with a total of 24 charges.
4. Heightened Senses Device (Zarkanthan Sensor Helm): [Heightened Hearing] Increased hearing capability into the ultrasonic range (x2 Detect Hidden & Danger). [Nightvision] He can see equally in darkness as in daylight. [Targeting Interface] +4 to Hit bonus with his Vibratory Device.
5. Invulnerability Device (Akor-Nebian Ceremonial Assassin's Garb): He can ignore 12 points of damage as long as he is wearing the ceremonial garb.
6. Vibratory Device (Khiftan Shatter Gloves): Range 32", 2d8 Damage, 20 charges/recharge. The gloves do not provide vibratory defense however.

Weight: 176 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 12 Endurance: 27
Agility: 16 Intelligence: 37
Charisma: 18 Reactions from: Good: +3     Evil: -3
Hit Mod. (1.2) (3.4) (1.6) (1.9) = 12.4032 Hit Points: 50
Damage Mod.: +5 Healing Rate: 3.2
Accuracy: +2 Power: 92
Carrying Capacity: 390 lbs. Basic HTH Damage: 1d6
Movement Rates: 55" ground, 1426" air.
Det. Hidden: 52% Det. Danger: 60%
Inventing Points: 29.6 Inventing (111%):
Origin and Background: (Martian) Over Twelve thousand years ago, facing extinction on an exhausted planet, the First Level race had discovered the existance of a second, lateral, time-dimension and a means of physical transposition to and from a near-infinity of worlds of alternate probility parallel to their own. So the conveyers had gone out by stealth, bringing back wealth to Home Time Line - a little from this one, a little from that, never enough to be missed anywhen.
          It all had to be policed. Karpek Zal joined the Paratime Police. After all, the other dimensions had to be protected from unscrupulous Paratimers who would use them to their own advantage, and above all, the secret of Paratime Travel had to be guarded.1
          While Karpek was assigned to surveillance on Great King Kalvan Subsector, in the Aryan-Transpacific Sector on Fourth Level, tragedy struck. He was working undercover as a member of the Great King's Mobile Force Infantry when he was wounded by friendly fire during a training exercise. The Priests of Dralm did their best to heal his wounds but the primitive state of their medicine could not save him. Karpek was dying on this backwater alternative earth.
          Karpek Zal would have died if he wasn't rescued by a fellow Paratime Police Agent, Jorral Kon, who took him back to the Home Time Line for treatment. Karpek would have died if it wasn't for Jorral's fateful intervention. Karpek would never let Jorral forget it. After all, Jorral did save his life. Their friendship grew over the years as both men went their own ways. Karpek stayed with the Paratime Police, while Jorral left the service to pursue his own interests.
          It was this sense of loyalty that brought Karpek's career as a Paratime Police Agent to an end. After many years Jorral contacted Karpek and asked him for a favour -- could he meet him on a Fifth Level earth to discuss a business proposal. Karpek agreed. To his surprise, Jorral had a smuggling operation established on this earth in the Jokkar Sector (what we would call Africa). Jorral had found a higly addictive narcotic plant that was indigenous only to this world. He was harvesting it and then selling it on various Fourth Level worlds for a considerable profit. Jorral wanted Karpek to use his influence in the Paratime Police to help hide his illicit operation.
          Karpek couldn't believe it. The man who once saved his life was now trying to trade that fact for help in his illegal narcotics trade. Before Karpek had any chance to answer Jorral's proposal, the Paratime Police sprang their sting operation. With great efficiency, the Paratime Police round up the various criminals, including Karpek Zal.
          Karpek insisted on his innocence, but the chielf arresting officer wouldn't hear of it. All he was interested in was furthering his career. He denied Karpek his right to a mind scan and charged him with violating the Paratime Code. Karpek knew that if he couldn't prove his innocence, then he would be subject to the same punishment as the rest of the criminals -- Psycho-rehabilitation. His whole personality would be wiped and a new one would be constructed.
          Karpek knew he couldn't allow that. With some skill, a bit of luck, he escaped during their return to the Home Time Line. He tumbled out of the Ghaldron-Hesthor Conveyer and found himself on the island of Avalon in the Oceanus Subsector (Northern Atlantic Sector on Fourth Level). He quickly noticed that this world's single island nation was fighting for its survival. They were defending themselves from a Red Fomori dimensional invasion. Karpek helped Queen Majestika, and her island nation of Freehold, to defeat the Red Fomori. He became fast friends with their Queen, Alyssa Majestika VI.
          With some time, Karpek realized and deciphered the unique nature of the island itself. It was some sort of Outtime dimensional ship like nothing he was familiar with. At the moment it was connected with the Metahuman-Avalon Subsector in Europo-American Sector, Fourth Level (our heroes' earth). Karpek suspects that Avalon may be able to access other worlds, but he hasn't discovered how to do that (yet).
          Karpek Zal has taken the title of the Navigator to hide his real identity from any prying Paratime Police. Until the day comes when he can prove his innocence, Karpek Zal remains in hiding as the Navigator, team member of the Justice Crusaders.
         
         
1 The Paratime Police are the creation of H. Beam Piper. To learn more about Paratime (and its alternative histories), check out his various Paratime short stories (collected into a book titled Paratime by Ace Books), or the book, Lord Kalvan of Otherwhen (also by Ace Books). As far as I know both books are out of print, but you never know -- you might get lucky and stumble across a copy.


The Navigator and his likeness are copyright © 2001 Tim Hartin. The image wouldn't have been possible without the wonderful aide of Jeff Hebert's Heromachine.