Lord Astral - PL 14Real Name: Andrew Stadtworth,
Identity: Secret,
Profession: Sorcerer Supreme,
Residence: Millennium City,
Marital Status: Single, Family: Andrew Stadtworth Senior (Father, deceased) , Bella Stadtworth (Mother, deceased), Adsilla Stadtworth (Step Mother, deceased),
Age: 352,
Height: 6’1” ,
Weight: 200 lbs,
Eyes: Black,
Hair: Black
AbilitiesStrength 1, Stamina 2, Agility 2, Dexterity 6, Fighting 6, Intellect 5, Awareness 9, Presence 2
AdvantagesArtificer, Benefit, Wealth 2 (indepently wealthy), Close Attack 2, Connected, Contacts, Equipment 5, Improved Initiative 2, Languages 4, Luck 2, Ranged Attack 8, Ritualist
SkillsAthletics 4 (+5), Deception 8 (+10), Expertise: Arcane 15 (+20), Expertise: Chemistry 6 (+11), Expertise: Drawing 6 (+11), Expertise: History 12 (+17), Expertise: Theology 6 (+11), Insight 5 (+14), Perception 11 (+20), Persuasion 8 (+10), Sleight of Hand 4 (+10)
PowersAstral Lord. .
Astral Portal: Movement 1 (Dimensional: Astral Realm 1: one dimension, 50 lbs.; Custom 2: Portal, Custom 2: Mass Progression)
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Astral Shield: Force Field 14 (+14 Toughness; Affects Insubstantial 2: full rank, Impervious)
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Comprehend: Comprehend 2 (Spirits - Communicate, Spirits - Medium)
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Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
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Immunity: Immunity 10 (Life Support)
Magical Attunement: Senses 11 (Acute: Magical Awareness, Awareness: Magical Awareness, Counters Concealment: Invisibility, Counters Concealment: Visual-Xray vision, Counters Illusion: Visual, Counters Illusion: Aural, Radius: Magical Awareness)
Sorcerer Supreme. .
Animal Mastery. . . .
Animal Control: Mind Control 14 (DC 24; Limited: Animals only)
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Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand)
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Astral Blast: Blast 14 (DC 29; Affects Insubstantial 2: full rank, Alternate Resistance: Will)
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Astral Sight: Remote Sensing 14 (Affects: 3 Types - Vision & Hearing, Range: 60 miles; Dimensional: dimension - Spirit/Astral Realm)
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Astral Summoning: Summon 11 (Type (Broad): Astral Creatures)
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Dimensional Pockets: Movement Attack 14 (Dimensional: Pocket Spirit Realm 1: one dimension, 50 lbs., Extra Ranks 13, DC 24; Attack: Dodge)
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Elemental Fury: Blast 14 (DC 29; Penetrating, Variable Descriptor 2: broad group - Elemental)
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Elemental Mastery: Perception Area Move Object 14 (400 tons; Perception Area, Variable Descriptor: close group - Elemental)
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Master Illusionist: Illusion 7 (Affects: All Sense Types, Area: 250 cft., DC 17; Illusion Area)
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Plant Growth: Shapeable Area Affliction 11 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, DC 21; Alternate Resistance (Dodge), Shapeable Area: 30 feet, cubic, Increased Range 2: perception)
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Probabilty Manipulation: Concentration Burst Area Affliction 14 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 24; Burst Area: 30 feet radius sphere, Concentration, Selective, Variable Descriptor 2: broad group - Probability; Limited Degree)
EquipmentThe Astral Tower
OffenseInitiative +10
Animal Control: Mind Control 14 (DC Will 24)
Astral Blast: Blast 14, +14 (DC Will 29)
Dimensional Pockets: Movement Attack 14, +8 (DC Dog 24)
Elemental Fury: Blast 14, +14 (DC 29)
Elemental Mastery: Perception Area Move Object 14 (DC 24)
Grab, +8 (DC Spec 11)
Plant Growth: Shapeable Area Affliction 11 (DC Dog/Fort/Will 21)
Probabilty Manipulation: Concentration Burst Area Affliction 14 (DC Will 24)
Throw, +14 (DC 16)
Unarmed, +8 (DC 16)
ComplicationsPower Loss: Lord Astral requires gestures and incantations to cast his spells correctly.
LanguagesAfrican, Arabic, Dutch, Egyptian, English, Greek, Latin, Persian
DefenseDodge 12, Parry 6, Fortitude 10, Toughness 16, Will 18
Power PointsAbilities 66 + Powers 126 + Advantages 29 + Skills 29 (85 ranks) + Defenses 27 = 277
The Astral Tower - PL 7
Toughness 14, Size Large
Features:
Communications, Concealed 1, Dual Size: Gargantuan, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Sealed, Security System 1, Self-repairing 1, Workshop
Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 21
Background Notes:Lord Astral, is my version of Doctor Strange in my universe. A master of the astral (spirit) realms. Continuing on my Magical theme's at the moment, I thought he would be an excellent choice, since I have so many that need the 3E update.
BeginningsAndrew Stadtworth was born in Providence, Rhode Island in 1656. It was a tumultuous time for the Stadtworth family, one of many few families within the region. The son of two English immigrants , however Andrew Senior’s wife died during the first winter there. But found himself falling in love with a Native American Woman named Adsilla, to help raise his family. Over run by superstition and fear, the Baptist church had an incredible hold over the region. And they feared anything they could not understand, and the witch hunts provided fuel for the fires for the Maecian influence upon Christianity.
Andrew grew up like any other child, a devout believer in god. However there was something different about him than some of the other children, he could see things others could not. Spirits, and Entities of all kinds, that his parents often attributed to an overactive imagination that might prove dangerous. And sometimes Bad luck often afflicted those he wished, and he often had good luck. Andrew himself had many friends among the Narraganset Indian Tribes native to the region, who knew exactly what he was. He could use magic, and his mother tutored him in what lore she knew and past it onto him.
Turning Points:The Witch Hunts reached their peak when Andrew was only seventeen, and the Stadtworth name didn’t mean all that much anymore. Not with the rumors of witch craft abounding about him and his step mother. One night a riot of people stormed the home of the Stadtworths intent on sending the family to the fires. Andrew senior gave his son and his wife time to get away, however his sacrifice was in vain. Andrew and Adsilla rushed into the forest, hoping to get far enough away so they could hide in these caves that Andrew’s mother knew of. And then later find some of her tribe to take them in.
However Andrew’s mother was captured, in the flight. And just when he thought he himself would be taken by his pursuers, her tripped and fell to the ground. However the ground gave way underneath him, and he fell into the blackness of the earth. When Andrew woke up he found that he had survived the fall, and found himself in a small cavern that seemed to have no exit from save the roof above. In the center was a large crystalline shaft jutting from the earth, and it glowed vibrantly in many colors. A soft hum emanated from it, and when he touched the crystal he found it warm to the touch. But suddenly a bright surge of light flowed through him, and he lost all track of thought and time. It would seem to Andrew he had just fallen unconscious and dreamed about the American Indian myth’s and fables. He met spirits and other beings, and learned much about magic in this dream like state. But in the outside world, many centuries past while he was trapped in a form of suspended animation. Encased in a tomb of crystalline structure.
A time for Enemies:When Andrew woke up again, it was the 19h century and the year was 1896. Excavations by a mining company had found the cave, and unearthed him from his prison. He was completely lost and out of time, a relic of a time long ago. However with his release, he had within him the knowledge and ability to use magic well beyond his limited capacities back in the 17th century. Over the next few years he made a place for himself as an Eccentric but learned scholar at a the local college, and he began to study with some interest the lore of Native American Mythology. And what they knew about the spiritual realms beyond, and there his fascination with the Astral Plane grew.
It was his earlier explorations of that realm which lead him to face the terror known as Sheiwan, a being of immense and terrible power who wished only to put Earth under its web of power. For Sheiwan could only be described as a monstrously obese spider, that has one thousand eyes over its head and back. Andrew couldn’t defeat the creature, but he could make sure it couldn’t find a way of coming back to earth. However because of that very act, Sheiwan has named Andrew Stadtworth its most hated enemy.
Millennium League:It was during world war one, when lady psyche brought a select group of people together to help fight the Reich. He was one of those few people, along with Oracle and the Original Guardian that fought the German occupation in England. After the war was over the first steps had been taking to create the Millennium League back in Millennium City, which he joined. He still though has his own Headquarters called the Astral Tower, which lies out of phase from the rest of the world. Right between the Astral and Prime Material Plane. He took over for Lady Psyche, as the teams Magical Expert.