amber.md
Amber
A cold, ruthless and effective bounty hunter capable of taking down fearsome monsters in one fell swoop… or is she?
The leader of the notorious Mad Hare Gang and current owner of a lucrative business, Amber took a side gig of living as a freelancer working for The Guild… although her ventures are not that promising so far.
Her job picks are just like her fighting style: it often misses, but when they hit, it’s a jackpot!
Introduction
A boisterous, bossy, and sassy werehare girl from Kythera. Known for her notable white rabbit ears with amber side hair, and her comically large sword, which she uses whenever she’s making a statement. Along with her two lackeys, Amber is the face of the notorious “Mad Hare Gang”.
While her backstory is patchy at best, rumors about her feats and exploits spread throughout The Rift, including the hearsays that she defeated her father—who was the previous Sindikat leader and a fearsome one at that—in a duel, fair and square. In reality, Amber is as clueless as an early adult who suddenly received a huge inheritance and an equally huge business empire that she must manage. The rumored duel that elevated her name was more like an accident as she foolishly challenged her father and somehow landed a hit on him, incapacitating him right on the spot.
The “Mad Hare Gang” is her escapade from the hectic and insidious routine, as she tagged along with her father’s close friends in misadventures throughout the wild wastelands—including the discovery of a tear that led them into The Rift and by extension, the existence of The Guild.
Saw a bigger prospect and adventures from The Guild, Amber eagerly joined in despite her responsibilities at home piling up over time without her attention. Her lackeys couldn’t help either, as they also joined in (mostly without their consent and with a ‘threat’ that Amber uses very often). Little did she know that she’d meet her eventual rival—the troublesome Bruiser Lass—who, for some reason, she knows too well.
Background
Origin
Born and raised in a ring of Kytheran smugglers, Amber is not a stranger to crime and the cutthroat nature of her environment. At the age of 14, she did her first run with a couple of illegal goods from The Zone, which put a group of Stalkers on her tail and barely escaped from the maw of a beast that resided at the fringe of her world. At the age of 20, she made a hit with a cache of pure pitchblende–a volatile and highly regulated material in Kythera–which she delivered to Broken God’s agent.
Her parents, being the ringleaders of the largest Kytheran smuggling operation network, tried to hide their true lives from her and showered her with gifts and goods that she wanted, as long as she didn’t bother asking where those came from. Their course of action made Amber spoiled rotten, incapable of dealing with hardships later in her adulthood.
In her early adulthood, she picked combat practice after she watched how a Stalker took down a beast in The Zone, thinking that a little bit of muscle would make her life easier outside her comfort mansion. The practice only lasted very briefly, however, as she lacked the drive to hone her skills; still, she has figured out how to cleave a giant rock in half with a single swing of a hunk of slightly sharp steel strapped on a rebar.
The Takeover
For years, Amber kept her smuggling gigs small and secretive. One small parcel here, another one there, get to know with every Stalker patrol’s route in The Zone and Old City’s safe paths, and familiarize herself with her clients as well as fences. Every successful operation adds up to her reputation… and strangely enough, she could get away with failed operations without the repercussions one would expect from moving illegal goods.
As it turned out, the gigs that went too well (even ones that ended up bad) were because there were interventions from what her contacts called ‘Sindikat’. When she botched her run (which she unsurprisingly did often), her clients would still accept the parcel and pay in full. Over time, she grew more suspicious of the so-called Sindikat, thinking it gave her way too many advantages and “just feels wrong.”
One day, in her parents’ mansion, Amber confronted her father and questioned his source of wealth. He, who was the ringleader of a massive smuggling operation network at the time, kept avoiding topics related to Sindkat every time Amber laid out a hint of what she had learned, but eventually he spilled everything that she was supposed to know but kept secret as a promise to his late spouse. Her parents wished she would not step into the dark world they had to live in. Knowing Amber had built her reputation in the empire they’ve built over the years, there was nothing else to hide anymore.
Perplexed and furious by the revelation, Amber declared a takeover of the Sindikat from her father. As per Sindikat tradition, the takeover can only be done in Sindikat’s arena.
On the fateful day, they met again. A determined young girl against a burly old man who has deceived his offspring, both brandished a weapon identical to each other’s. The duel started slowly, but every swing they made shattered the ground beneath them and wrecked the makeshift walls surrounding them. Eventually, the old man couldn’t keep up with Amber and exposed himself to a brutal swing of the cold steel. In his final breath, he bequeathed everything to his only daughter, who fell him in the duel, and lamented that his family’s circle of life repeated once more. Amber regretted her decision to challenge her father, but the disgust she felt after learning the reason behind her father’s actions overcame her sadness.
At the tender age of 24, she became the de facto leader of the Sindikat.
Crossing Paths
For five years, she maintained her empire. Day after day, the situation within Sindikat became increasingly unstable as most of the affiliations (who were loyal to her late father) were not trusting the new leader. Many smaller operatives denounced their relationship with Sindikat and decided to set up their shops all around Kythera. However, their lack of reputation and connection with the Old City’s authorities spelled the short end of their fares.
Amber, who grew jaded with her new life after the takeover, didn’t mind their former acquaintances leaving the ring. In fact, she decided to take a few jobs herself, much to the disagreement of her two assistants. Instead of listening to their advice, she brought them to her first gig in the last five years, forming what would become the “Mad Hare Gang”. The gig involved an artifact from what her client described as “the largest treasure vaults ever,” which they have to deliver to an undisclosed recipient.
Little did she know that her decision would land her in The Guild that she had to make acquaintance with, as well as at the presence of someone she knew well in her childhood.
Characteristics
Strangers may have difficulty acclimating to getting to know Amber. Notable for being a stern-looking lady who prefers a direct approach to matters, she is a professional one despite her rather nonchalant choice of clothing.
Behind the facade she maintains, there lie her flaws that may compromise her status as Sindikat leader. Unlike the former Sindikat leader, she loathes the formality and doublespeak that often happens in the upper circle of the network. Her lack of discipline causes an ever-growing laundry list of tasks on her hands. If it were not for her lackeys, she would’ve been drowned in responsibilities she has neglected for years.
The trait that lingers long after she parted ways with her old man is her lack of patience and composure, especially when it comes to something that she cannot obtain. Being spoiled rotten, she got a glimpse that she can and will get everything she wants. When life throws a curveball at her, she would blame it on everything but herself, especially when the outcome was actually the consequence of her actions.
Amber acts tough and proud. People generally respect her either out of respect or fear–except one certain former Steamworks member, who allegedly knows who she actually is.
Capabilities
As Sindikat leader, Amber possesses access to information throughout Kythera and beyond. While she rarely uses the service that is always available at her fingertips, she keeps it within her reach, stating that “it will come in handy later.” Combined with her intimidating presence, she often has an edge, especially when it comes to negotiations and bargaining talks.
Amber rarely exercises with her greatsword, as she deems it unnecessary and tiresome. As a result, she often relies on her brute strength when it comes to confronting her foes in combat. While her strikes are often devastating, she’s incapable of reliably landing her attacks on her target thanks to the lack of training and discipline on her end, often requiring assistance from her lackeys to set it up for her.
While her attacks are unreliable at best, she’s surprisingly resilient and capable of pulling her own weight when things go south. Her stamina is also somewhat decent, especially for someone who refuses to train.
Equipment
- Paladire Autre (Greatsword)
- Replica of a greatsword once wielded by a former Sindikat leader. Made from signature cold steel tempered with frigid air of Kythera’s glacial region, adorned with polished amber at the blade’s core.
It is capable of decapitating large beasts. That is, if the wielder could land a hit with such a humongous and hefty blade. - Brass Locket (Trinket)
- Amber’s family heirloom.
Stored in this locket is a washed-out picture of a family, with the parental figures’ faces smeared out.
