Randomizers:
Approach: 4, 8, 8 [Options: Underpowered, Mastermind, Tactician, Dampening, Ancient*]*
Archetype: 1, 3, 3 [Options: Predator, Bruiser, Guerrilla, Overlord, Fragile*]*
Upgrade: 6, 10, 2 [Options: Hardier Minions, Power Upgrade II, Calming Aura*]*
Mastery: 5, 3, 1 [Options: Annihilation, Conquest, Mad Science*]*
Amorta, Empress of Ash
Real Name: Amorta, First Appearance: Vanguards #108, November 1967
Approach: Ancient, Archetype: Overlord
Upgrade: Calming Aura, Mastery: Annihilation
Status Dice: 9+ minions: d12. 5-8 minions: d10. 3-4 minions: d8. 1-2 minions: d6. 0 minions: d4. Health: 45+5H (Upgraded 55+5H)
Qualities: Magical Lore d12, Leadership d12, Close Combat d10, Alertness d8, Flames Incarnate d8
Powers: Fire d12, Suggestion d10, Strength d10, Teleportation d8
Abilities:
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Consume From Within [A]: Hinder using Suggestion against multiple targets and use your Max die. Attack each using your Mid+Min dice.
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Immortal Perfection [A]: Take a basic action using Magical Lore and use your Max die.
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Ignite The World [A]: Use Magical Lore to create a number of minions equal to the value of your Max die. The starting die size for those minions is the same as the size of your Min die.
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Burn Bright [R]: Reroll any number of minion saves against the same Attack.
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(U) Hypnotic Flames (I): The heroes act as being in the Green zone for status die, access to abilities, and for the purposes of all abilities. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, you may use a reaction to Hinder them by rolling your single Suggestion die.
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(U) Master of Annihilation (I): If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome where a show of overwhelming force can solve the problem.
Common Scene Elements:
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Dimensional Devastation: An environment in which reality itself is burning and the fires of passion run amok.
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Burning Courtiers. A group of d10 Minions who step down whenever they roll their maximum on an action.
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Enflamed Civilians. d8 environment minions caught up in some act of destructive but glorious purpose, ignoring the demons in their midst.
Across the infinite dimensions, in the mists of time, four realms rose to devour their neighbours. In the Dark Sea sat Balor, King of Ruin, whose eye broke down the world as waves erode the shores. Urak, the Prince of Rot, consumed his realm and made it of himself. The Unspoken, Sovereign of Secrets, smothered truth, hope, and even the bonds between people, devouring its own name. And in the vast Realm of Cinders, the Empress of Ash watched as he people danced and loved and warred, burning themselves to nothing for her amusement only to re-ignite and begin the dance again.
All of these realms are lost, sealed from the world. But the key has been found, and the flames will dance anew…
By 1967, Venture Comics had to acknowledge that not all of their titles were succeeding. Despite a temporary bump in sales with the introduction of Nucleon, Reactors was back in their rut and struggling to turn a profit. Celestial Travels was similarly struggling, with readers finding that Neutrino’s story seemed basically done. Sitting down and putting their heads together, the editors agreed that it was time to pull the trigger, one way or another - either those titles needed to fold, or their stories needed something big. They decided to do both.
Dimensional Devastation was the first major crossover event in Venture Comics history, a massive eight-part story taking place over the course of three months across Celestial Travels, Reactors, and Vanguards! starting in November 1967 and running through January 1968. In the leadup to the event, all three comics began to have information seeded in them - as Neutrino finally approached Earth, he found aliens fleeing the sector out of fear of the return of an ancient threat that had wiped out most of the surrounding civilizations, the Vanguards discovered a new “Cult of Conquest” spreading among the Jotari, preaching the glorious of violence and passionate war, and Ignition became more and more active fighting the Reactors, as she used information she had gathered to prepare to activate their dimensional vessel without their knowledge.
Events culminated in the crossover; Neutrino’s ship was captured by Jotari cultists, who used it to warp to their home. It was revealed that the Jotari Chaplain of Conquest was working in alliance with Ignition, both followers of the same mysterious “Empress” whose dimensional realm had been locked thousands of years ago by the ship in Santa Juanita. In the third issue, Ignition and the Chaplain successfully activated the ship, and the Empress of Ash emerged into the Jotari capital, immediately overwhelming the populace and declaring her intention to transform the Jotari Empire into a burning sword that would strike at the heart of every dimension!
The next five issues contained the desperate struggle to stop the Empress from reaching Earth, at a terrible cost to the Jotari homeworld. The Vanguards, Neutrino, and the Reactors joined forces, fighting the Cult at every turn, but their own passions were turned against them, capturing them in the Empress’s will. Ultimately, it was Ignition who saved them. As she watched the Jotari world burn, Fission was able to reach her. He discovered her true identity, revealed his own, and showed her that the flames she worshipped were going to consume everything; in the climax of the crossover she reversed the mechanisms allowing the Empress to manifest, buying critical moments for the team to defeat the terrible force and return her to her burning realm. Ignition was believed to be slain in the conflagration, her body burning to ash in seconds.
This was the end of the crossover, but not of the Empress. She would remain a distant antagonist to the Vanguards for the next few years, acting through her remaining Jotari pawns as she sought a new key to her locks. Her power was vast and dreadful, but it was also something that could be drawn abstractly and applied through mental effects, allowing the writers of Venture Comics to avoid the more horrific physicality that had ended their prior cosmic threats.
Behind the Scenes
It’s the big one!
I’ve been working on this pretty much since I invented Ignition, although I had intended to wait a couple more villains and introduce her right at the end of the age. But I got Ancient, and who knows when that’ll happen again, so here we are! The Empress of Ash is the unifying force behind a few supernatural threats that have been dormant since the Golden Age, and which may return as we hit the Bronze Age and the Code loosens up; for now, she’s a terrible force that’s also really, really, straightforward.
She’s also absolutely devastating. If she starts the scene with a minion group as a scene element, she has a really good chance of creating a large number of d12 minions on the first turn, and she can protect those minions from getting quickly wiped out with her reaction. She has an immensely powerful way to hurt and stymie opponents by turning their passions against them, and in her upgraded form she locks heroes down by pulling them into her dancing flames. Ancient is a nightmare, do not toy with it.
Overlord is now the first archetype to not be available if rolled up for the remainder of the phase. Hopefully that won’t be too rough a restriction.