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Amber of the DNAgents

Amber

(DNAgents)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

DNAgents was one of the more notable 1980s indie super-hero comics. It started publication in 1983, with Eclipse Comics. A good part of their fame back then came from being created by writer Mark Evanier .

They are quite easy to use in a wide variety of settings, perhaps even as Player Characters .


Background

  • Marital Status: Single.
  • Known Relatives: N/A.
  • Group Affiliation: DNAgents.
  • Base Of Operations: Matrix Corporation.
  • Height: #‘#” Weight: 100lbs Age: 5, appears 16.
  • Eyes: Green Hair: Reddish blonde.


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Powers and Abilities

Amber was built around the concept of the “electromagnetic agent”. Her magnetic powers to manipulate electronics and machinery allow her to :

  • Bypass security systems.
  • Tap into computers and phone lines.
  • Control almost any sort of electrical or mechanical device.
  • Move large masses of metal telekinetically, a useful skill in combat.

This makes her indispensable to any sort of commando or espionage team.

Amber of Evanier's DNAgents, flying

Upon completing the original design work, Matrix scientists realized that they had designed “Agent : Amber” better than they had anticipated. They re-examinated her genetic blueprint. From there they came up with a variety of additional imaginative and esoteric uses for her abilities :

  • Having her create fields of magnetic repulsion, to literally repel herself from the ground and fly.
  • Setting up a surrounding repulsor field, to defend herself from incoming attacks such as bullets and other physical objects.

Matrix gave the scientific team who had come up with these additional applications of Amber’s abilities an extra month’s vacation, with all expenses paid.


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History

The DNAgents are artificial life forms developed by a shadowy corporation called Matrix Corporation. They have been grown in a vat for five years, and their minds were programmed by Matrix. However, they are extremely close to being humans, and have their own free will and personality.

The DNAgents were designed to be a commando squad that could take care of Matrix’s dirty work, from espionage to paramilitary action.

At the very end of the series, the DNAgents were captured by Matrix and put back into the vats for future use. Matrix also convinced the public that everything to do with the DNAgents was just a big media hoax.


Description

Amber is a teenager. She wears her hair long, tied into both a bun and a queue.

She wears yellow shorts, top and high boots, and a blue foulard tied around her neck. Her top has two rows of heavy brass buttons. She looks somewhat like a cheerleader, I’d imagine…


Personality

Amber is naïve about the world around her. She has an unusually trusting nature and tends to view things as if seen through rose-coloured glasses.

She is very outgoing and likes meeting new people, making friends easily. Currently, one of her better friends is an Olympic gold medal-winning track star named Burke.


DC Universe History

In the DCU, the DNAgents would either have been developed by S.T.A.R. Labs or Lexcorp as enforcers protecting the interests of the organization. If they’ve been developed by Lexcorp, you may wish to increase their power to bring them on par with the technology used in the Team Luthor battlesuits.

Also, there was actually an issue of Tales of the Teen Titans where a DNAgents-like group (the RECOMbatants) showed up, only to sacrifice themselves at the end issue. In that month’s issue of DNAgents, a Titans-like group, Youngblood, showed up, dying in a similar manner.

If worked into the DCU, the DNAgents take the place of the RECOMbatants, except they save the day without having to sacrifice themselves.


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Game Stats — DC Heroes RPG Print Friendly

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Amber

Dex: 06 Str: 03 Bod: 04 Motivation: Mercenary
Int: 06 Wil: 06 Min: 06 Occupation : DNAgent
Inf: 06 Aur: 05 Spi: 06 Resources {or Wealth} : 06
Init: 018 HP: 045

Powers:
Flight: 07, Force field: 08, Magnetic control: 08, Mental blast: 04, Systemic antidote: 04

Bonuses and Limitations:
All Powers saves Systemic Antidote are Contingent on Magnetic Control.

Skills:
Detective (identification systems): 12, Gadgetry (identify/operate gadget): 12, Scientist (computers): 12, Thief (security systems): 12

Bonuses and Limitations:

  • All skills are Powered and Contingent on Magnetic Control.
  • All Skills have Range (same range as Magnetic Control.
  • All Skills all skills only work on devices powered by electricity or who somehow can be operated through Magnetic control (-1).
  • Systemic antidote only vs. disease (-2).

Advantages:
Rich Friend (Matrix), Slowed Aging.

Connections:
Matrix (Low), DNAgents (High).

Drawbacks:
Innocent, Misc.: Highly dependent upon Matrix, who do not always work in her best interests.

By Jack Herman for FGU (most text, V&V stats) and Sébastien Andrivet (DCH stats, additional texts).

Source of Character: DNAgents comics (Amber and the DNAgents were created by Mark Evanier).

Helper(s): Perry Holley.

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