Biodata
| Feature | Value |
|---|---|
| Name | Amber (安珀) 1 |
| Alias(es) | Fledgling; “Terrifying Headhunter” 3 46 |
| Gender | Male 1 |
| Affiliation | Federation Army Tactical Support Team, Yasin Base; formerly an Imperial sleeper agent turned by the Federation 3 4 5 35 |
| Occupation/Role | Psychic Agent and warrant officer; acting commander of D Platoon and its growing convoy 1 27 47 |
| Status | Alive as of Chapter 49 49 |
| First Appearance | Chapter 1 1 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Level 3 Psionics | 4 | Confirmed by a psionic testing orb shortly after Amber arrives at Yasin Base. He is close to Level 4 and can use telekinesis and psionic vision; no advancement to Level 4 is documented 4 47. |
Background
Before transmigrating, Amber was a leading Starry Sky player and the main fleet commander of the guild Pink Fluffy Bunny. He awakens in the body of a newly graduated Federation officer, decades before the game’s launch-era setting. The date is August 14, New Calendar Year 588—three days before the Imperial invasion of his new posting, Robert IV 1.
The body’s recovered memories reveal a war orphan recruited, trained, and placed in Federation territory by Imperial intelligence under the codename Fledgling. His cover was exposed at the Federal First Military Academy, where the Federation Security Bureau turned him into a double agent. The transmigrated Amber feels no allegiance to either state and initially seeks a way to survive the invasion without being sacrificed by either side 3 5.
Appearance
Amber’s Psychic Agent uniform conceals most of his appearance; removing his faceplate at an officers’ dinner draws immediate attention to his unusually handsome face 1 6.
- Charcoal-black, overcoat-like uniform, silver-starred cape, hood, and smooth black full-face mask 1.
- Tactical faceplate that hides his expressions and suppresses stray psionic energy 4.
- A face described as finely sculpted, which surprises even Amber when he first sees it 6.
Personality
Amber is cautious and self-preserving, particularly when his knowledge of Starry Sky tells him how badly the Federation’s defense could fail. He shares intelligence selectively, distrusts both governments, and favors escape or maneuver over unnecessary fights 5 27 48.
Command changes his outlook on the soldiers around him. After taking responsibility for D Platoon, he can no longer think of its members as game characters; he uses careful planning and overwhelming firepower to reduce their losses. He also uses blunt warnings and humor to keep them focused 29 31 40.
Abilities & Skills
Psionics
- Uses telekinesis, psionic vision through walls, and combat techniques including Psionic Blast and Minor Psionic Lightning 4 15 17.
- Can sense soldiers’ vital signs while fighting inside anti-infrared smoke 26.
- Cannot yet project a psionic shield. Psionic use also depletes the reserves he needs to sustain cloaking 11 17.
Physical Augmentation and Stealth
- Bone, muscle, and neural enhancements give him strength and speed beyond ordinary human limits and improve his reaction speed by an estimated 300 percent 4.
- His special-operations suit’s synthetic-cell coating provides Optical Cloaking when stimulated with Psionics. At his current reserves, he can maintain it for at most an hour if he uses no other psionic abilities 9 11.
- His light combat gear offers little protection against standard Mobile Infantry Gauss Rifles, making concealment and movement important to his survival 17.
Combat and Command
- Combines enhanced movement, psionic attacks, and improvised tactics to disable two suits of heavy power armor 14 15.
- Uses sniping, captured mortars, reconnaissance drones, electronic warfare, and coordinated vehicle attacks against Imperial forces 25 31 41 43 46.
- Draws on his former experience commanding fleet battles and fighting ground battles, though he acknowledges that some of those ground-command skills are rusty 1 41.
Equipment & Weapons
- Psychic Agent faceplate and psionic testing orb — the faceplate supports tactical use; the orb measures and helps train Psionics 4.
- Psionic Special Operations Suit and Chameleon Light Exoskeleton — stealth-oriented gear; the exoskeleton boosts his strength and speed by nearly sixty percent 9 47.
- Ghost Gauss sniper rifle — used for concealed attacks and precision shooting 25 45.
- Formation Breaker Type 2 — a two-ton assault exoskeleton recovered from a classified supply crate. Amber keeps it in reserve because it lacks cloaking, is noisy, and has roughly four hours of endurance under ideal conditions 46 47.
Relationships
- Isabel / Captain Margaret — an Imperial operative and medical officer who first approaches Amber as Fledgling. They escape Yasin Base together and form a wary partnership: he provides battlefield leadership, while her Elf contact offers a possible route off Robert IV. She later treats his wounded soldiers 3 23 27 29.
- Major Mars — Amber’s direct superior and Federation intelligence contact. Amber warns him of the coming invasion but withholds the communications-center sabotage plan 4 5.
- Lieutenant Colonel Dallas — Yasin Base’s second-in-command, who challenges the other officers’ exclusion of Amber. During the invasion, Amber sends Dallas’s breakout force a proposed operation concerning the Space Elevator 6 38.
- Major Randall — a Navy officer rescued by Amber’s convoy. Randall’s lockdown of the Space Elevator follows Amber’s warning; he subsequently defers to Amber on ground operations 34 35 36.
- D Platoon — Mobile Infantry survivors whom Amber rescues and takes under temporary command. Their trust in him grows through subsequent battles 26 27 33 40.
Story Role / Major Arcs
- Yasin Base: Amber warns Mars of the impending attack, then joins the operation against the base’s Core Communications Room. After surviving a betrayal by the operative Judas, he broadcasts news of the invasion and escapes with Isabel 5 14 17 23.
- Breakout convoy: He rescues the remnants of D Platoon, assumes command, and uses mobility and disrupted Imperial communications to move them away from the encirclement 26 27 28 29.
- Widening campaign: His convoy rescues Randall, whose Space Elevator lockdown changes the ground battle’s prospects. Amber proposes an operation to capture the elevator, then expands his force by aiding a besieged village 35 36 37 38 46 47.
- After the village battle: Amber leads the enlarged convoy through three days of night travel, escaping the local encirclement and reaching an abandoned agricultural transfer center to recharge 49.
Notable Quotes
“To both the Federation and the Empire, I'm nothing but a tool.” 48