Ember
The most dangerous person in the Brokelands stands under five feet tall, has a shaved head, and carries burn scars across the right side of her face that tell you exactly how she earned her name.
Ember is the head researcher and munitions manufacturer of the Tremors, and she is the single reason the gang remains a force despite its low numbers. She invented the portable rocket-propelled grenade. She recovered the lost formula for napalm. She designs improvised explosives and incendiary devices in the Tremors' subterranean bunkers and field-tests her own creations, though never without armed escort and never without Simmons, her personal bodyguard who treats her as though she were made of something more fragile than the ordnance she builds.
The attention irritates her. Simmons never lets her go unescorted, watches her with the protective vigilance of someone guarding an irreplaceable asset, and Ember accepts this because it is. She is a commodity. The Tremors' military capability begins and ends with her designs, and everyone from the gang's leadership to the MPYRE Dogs firing mortars at the ABC Shipyard understands that Ember is worth more than any territory she could walk through.
She projects a seemingly emotionless exterior, but the burn scars and the shaved head (kept short to minimize fire hazard, like all Tremors members) suggest a history with her own creations that goes beyond professional interest. She accepts the constraints on her freedom as the cost of being allowed to pursue her most inventive work. Whether that arrangement constitutes a partnership or a gilded cage depends on whether you ask Ember or Simmons.
Ember is the head researcher and munitions manufacturer of the Tremors, and she is the single reason the gang remains a force despite its low numbers. She invented the portable rocket-propelled grenade. She recovered the lost formula for napalm. She designs improvised explosives and incendiary devices in the Tremors' subterranean bunkers and field-tests her own creations, though never without armed escort and never without Simmons, her personal bodyguard who treats her as though she were made of something more fragile than the ordnance she builds.
The attention irritates her. Simmons never lets her go unescorted, watches her with the protective vigilance of someone guarding an irreplaceable asset, and Ember accepts this because it is. She is a commodity. The Tremors' military capability begins and ends with her designs, and everyone from the gang's leadership to the MPYRE Dogs firing mortars at the ABC Shipyard understands that Ember is worth more than any territory she could walk through.
She projects a seemingly emotionless exterior, but the burn scars and the shaved head (kept short to minimize fire hazard, like all Tremors members) suggest a history with her own creations that goes beyond professional interest. She accepts the constraints on her freedom as the cost of being allowed to pursue her most inventive work. Whether that arrangement constitutes a partnership or a gilded cage depends on whether you ask Ember or Simmons.
Mental characteristics
Personal history
Ember's value to the Tremors is measured in the weapons that no one else can build. She is credited with inventing the portable rocket-propelled grenade, recovering the lost formula for napalm, and designing the improvised explosives and incendiary devices that give the Tremors a military edge far beyond what their numbers would otherwise allow.
She functions as the gang's most controlled asset. Her bodyguard Simmons treats her as irreplaceable, never permitting her to enter the field without armed escort and watching her with a protectiveness that she finds more irritating than reassuring. The Tremors' leadership has accepted that Ember's freedom must be constrained to preserve their most critical capability, and Ember has accepted the arrangement as the price of being allowed to pursue her work.
Whether this amounts to protection or captivity is a question the Tremors prefer not to examine. Ember field-tests her own creations, pushes the boundaries of what incendiary and explosive technology can achieve in the Brokelands' subterranean workshops, and endures Simmons's vigilance with the patience of someone who has calculated the cost and decided the science is worth it.
She functions as the gang's most controlled asset. Her bodyguard Simmons treats her as irreplaceable, never permitting her to enter the field without armed escort and watching her with a protectiveness that she finds more irritating than reassuring. The Tremors' leadership has accepted that Ember's freedom must be constrained to preserve their most critical capability, and Ember has accepted the arrangement as the price of being allowed to pursue her work.
Whether this amounts to protection or captivity is a question the Tremors prefer not to examine. Ember field-tests her own creations, pushes the boundaries of what incendiary and explosive technology can achieve in the Brokelands' subterranean workshops, and endures Simmons's vigilance with the patience of someone who has calculated the cost and decided the science is worth it.
Tremors head researcher; inventor of the portable RPG and the woman who recovered napalm.
Lineage
Yorker
Status
Living
Role
Lead weapons designer and munitions manufacturer for the Tremors. Pers
Affiliation
The Tremors
Location
Brokelands
Children
