Amber Jones

""Please don't blow anything up...at least not before I get there""

- AJ, to Char

Profile
Amber Jones (referred to as 'AJ' by her team) is the leader of Team AMBR (pronounced 'amber'). She is 17, and the second oldest of Team AMBR after Magnes. She is human and non-binary, but she goes by she/her pronouns. She is 5"3 and quite lithe and toned, with blonde hair and bright green eyes.

Appearance
AJ is 5"3 in height with a toned, lithe physique and long legs. She has blonde hair tied in a thick ponytail, bright green eyes, and tanned skin covered liberally in freckles. She has a scar on her cheek from the corner of her eye to her lip, and several small piercings in her ears (notably, two helix earrings at the top of her ear, and a standard lobe piercing).

Clothing wise, AJ wears a simple orange shirt underneath a brown leather jacket with no sleeves. Her jacket has her symbol on the back in gold, gold stitching, and a gold trim around the hem. She also wears a green neckerchief with ragged edges. She wears tan 3/4 length cargo pants with a darker hem and several pockets, a brown leather belt with her symbol on the buckle, and leather boots with gold metal coverings. AJ also wears leather fingerless gloves up to her elbows to protect her skin from the metal of her weapons (Sunset Heliconia) rubbing against it too much, and she has a single yellow bandage on her right arm.

Symbol
AJ's symbol is a round shield with three diagonal slashes across it's surface.

Personality and Fighting Style
AJ is a calm, level-headed leader who prides herself in being loyal and caring to everyone she meets...unless they harm Team AMBR. She has been called a 'mother-bear' by her team as she can become overly protective of them if she thinks they are likely to be hurt by anything. She can become too focused on tasks such as studying or planning a battle strategy, and forget trivial things like eating and sleeping.

Due to the nature of her weapons (and her protective streak) she is often the first to engage in a fight ahead of her team.

She also hates hearing about injustice and crime, which led to the development of her justice-driven and loyal nature. Furthermore, she is known to jump to the defence of anyone she feels needs protecting, which often causes her to inadvertently bite off more than she can chew.

She is Neutral Good.

Sunset Heliconia
Her weapons are called Sunset Heliconia. They are a pair of Dual Triple Claw Gauntlets (DTCG) which can split into two large knives via the removal of the claws from the gauntlets themselves, and then the combining of the claws from each gauntlet into two knifes by slotting them together. They are mostly orange, but have golden trims and gold claws, which can be augmented with dust of varying types. The most common dust she uses is Fire dust to give Sunset Heliconia a 'fiery trail' when she slashes and to inflict burn damage.

She prefers to use the Sunset Heliconia in their gauntlet form for greater power, but is still powerful when she reverts to using them in their knives form. Rarely, she will only turn one gauntlet into its knife form, but she finds fighting this way awkward and difficult.

Sunset Heliconia comes from the time and colours visible when the sun disappears beyond the horizon in the evening, and a genus of large-leaved tropical plants, often with red and green bracts protecting the small 'true' flowers. A common name for this genus is 'Lobster-claws'.

Abilities
She is the second strongest of the team after Magnes, but due to her smaller stature she can arguably cause the most damage. She also has more upper-body strength due to the nature of Sunset Heliconia, and her fighting style is mostly made up of punches and blocks.

She is also the most tactically-minded of Team AMBR and often plans their battle strategies.

Semblance
AJ's semblance is called 'Bastion'. Essentially, it allows her to generate an orange shield which can withstand most attacks, though she finds it harder to defend against small, precise attacks such as arrows or darts compared to larger attacks such as sword strikes or Grimm slashes. Bastion can be applied freely (ie/ she can generate it somewhere around her) or around another person (like a second skin). The maximum diameter of her shield is around three-five metres, with the aura she exerts obviously being more the larger she generates the shield. If she generates Bastion around another person, it takes a lot more energy and often only lasts a few seconds, and it also leaves her feeling very disorientated afterwards.

Backstory
As a child, her face was slashed by a Grimm before anyone could destroy it, leaving her with her scar. Rather than being scared by this experience, it made her grow even more determined to fight Grimm and become a huntress- even basing both her symbol and her weapons on claws and slashing.

Magnes Irving
The two are partners in Team AMBR, with him acting as her second-in-command. She treats him with a lot of respect, and it could be said that she treats him as an older brother within the team. She trusts him to act in her stead if needed, and often relies on him to keep control of Char.

Brindle 'Brynn' Chryspen
AJ treats Brynn as a younger brother, and is easily the most protective of him due to his relatively low defence.

Roxanne Charlotte 'Char' Reine
AJ and Char don't always see eye to eye. In AJ's eyes, Char is far too rash and borderline obnoxious, but AJ will still protect Char if needed. The two have a sort of grudging respect of each other.

Trivia

 * AJ's name is based around the gemstone Amber, which is a fossilized tree resin often honey-yellow or orange in colour. Her surname, Jones, is commonly a Welsh surname meaning 'John's son'.
 * She was created just after Volume 1 finished airing, but the rest of her team was created over Volume 2 and finalised during Volume 3.
 * Originally, her symbol was a pumpkin and she had a darker colour scheme to reflect this.
 * She's the best cook of the Team, specialising in seafood as a nod to her weapon's inspiration from the 'Lobster-claws' plant genus.