Lady America:


Name: Lady America.

True Name: Amanda Miller.

Alignment: Scrupulous (Good).

Hit Points: 53. S.D.C.: 122.

Attributes: I.Q.: 20 (+6%/ +3), M.E.: 12, M.A.: 14, P.S.: 30 (+15), P.P.: 36 (+8/+2), P.E.: 24 (+5/18%), P.B.: 22 (60%), SPD: 35.

Weight: 145 lbs (65.8 kg). Height: 5 foot 11 inches (1.80 meters).

Age: 26. Sex: Female. P.P.E.: 24.

Disposition:

The best way to describe her might be a hero at heart. She realizes that he country is far from perfect but she wants to serve it to the best of her ability and if possible make the country, and the world in general, a better place. She strongly believes in fighting the good fight. The impression of comic book heroes made a lasting impression on her.

She is not political and while she will try to avoid condemning those in power, she will not speak up for them when she feels they are in the wrong. If she feels that something is too great a wrong, she will speak her mind and they will not stop be able to her. Is a strong supporter of people’s rights and freedoms. Otherwise, she is not religious.

Has complete and utter loyalty to her friends and companions. She would go to hell for one of them if she had to. She is still a modern American woman and does enjoy having a good time including the company of men. Strong supporter of women’s rights in general. While she is not gay, she is also a strong supporter of gay rights.

Experience Level: Third (3). Experience Points: 5,300.

Combat Skill: Hand to Hand; Martial Arts and Boxing.

Attacks per Melee: Seven (7).

Bonuses; Combat: Strike: +10 [+12], Disarm: +2 [+5], Parry: +15 [+19], Dodge: +14, Automatic Dodge +11 [+14], Damage: +15, Knockout / Stun: Natural 20, Critical Strike: 20, Initiative: +2 [+4], Roll (with punch, fall, or impact): +13 [+19]. Has paired weapons. Bonuses in brackets [] is for Karmic Ability.

Kick Attacks: Kick Attack (2D4+15), Roundhouse (3D6+15), Crescent Kick (2D4+17), Backward Sweep (Knockdown), Tripping/Leg Hook (Knockdown).

Bonuses; Saves: Lethal Poison: + 8 [+14], Non-Lethal Poison: + 8 [+14], Harmful Drugs: + 8 [+14], Psionics: +3 [+9], Magic: + 8 [+12]. Also has +38% [+58%] to save vs Coma / Death. Bonuses in brackets [] is for Karmic Ability.

Super Power Category: Mutant.

Super Power Abilities:

Minor:

Extraordinary Physical Prowess: Heightened physical prowess providing increased speed and agility.

Bonuses: Adds 2D4 P.P., 3D4 SPD, and one attack per melee. Also gives Automatic Dodge with a bonus of +3 and +10% to all physical skills requiring Dexterity.

Healing Factor: Power gives incredible recuperative abilities and immunity to diseases and toxins.

Bonuses: Add 2d4 to P.E., 2D6+6 to Hit Points, and 25 to S.D.C. Adds +20% to save vs Comma/ Death and +3 to save vs Magic, Psionics, and Toxins

The Healing Factor: Recovers 3 S.D.C. per 10 minutes (18 / hour). Recovers one H.P. per 15 minutes (4 / hour). Special super healing: Instantly regenerate 4D6 H.P. TWO times per day (24 hours). Does NOT fatigue. Resistant to fire and cold; ½ damage. Resistant to drugs, toxins, and poisons; 1/3 as effective; 1/3 damage. No scarring when healed. Broken bones heal completely, with no signs of being broken. Heals 10 x faster than normal.

Manipulate Kinetic Energy (First Edition): Ability to manipulate kinetic energy to survive falls from great height, deflect projectiles, and increase kinetic velocity of an object being thrown.

Range: Self or Held object. Attacks per Melee: Equal to Hand to Hand.

Protective Kinetic Energy Field: Kinetic energy field radiates around her and protects from kinetic type attacks. Punches, kicks, falls, explosions, bullets, arrows, swords, clubs, and similar weapons inflict half damage. Energy weapons, magic, and psionics do full damage

Increase Kinetic Force: Can cause one of two effects with this aspect of power. A) Increase damage by increasing velocity (doubles normal damage). B) Increase range by increasing velocity (doubles normal range, but is -2 to strike). Must hold and physically charge object - Only works on thrown objects, slings, and bows. Does not work on crossbows and guns.

Redirection: Objects can be held, charged, and thrown can be charged to do one of following: Return after strikes, curve left / right to hit target not in direct path, or suddenly drop or jump higher 1 ft (.3 m) per level.

Deflect Kinetic Objects: Kinetic parry can deflect/knock away a bullet, arrow, or thrown object (Not punches, stabs, or kicks). Works as normal parry - Roll 20 sides dice with bonus of +4 (No P.P. or skills added, can add in Karma bonuses [+8 with karma]). Can parry only one attack at a time (No hails of bullets). The objects is only deflected so it could hit someone else.

Major:

Karmic Power: Ability which adjusts odds into her favor. Able to influence her luck and those around with a sort of Karmic Aura (an energy of positive or negative effect.) May only be selected by those of Principled, Scrupulous, or Unprincipled alignments.

When the cause is just, the motives good and/or selfless, the following bonuses apply: +6 roll with punch, fall, or impact, +2 strike, +4 parry, +3 disarm, +2 initiative, +3 automatic dodge, +6 vs poisons / toxins / gases, +6 vs psionics, +4 vs magic, +20% vs coma / death, death blow does not kill; only stuns her, critical damage attacks do normal damage, Knocks opponents unconscious on a roll of natural 20 to strike for 3D4 melees, and +10% on skill if used to save a life or help an important cause. Also 1D4x10 S.D.C. Note: Opponents get NO bonus to strike, parry, or dodge karmic character. Strait unmodified rolls only.

Karmic power can be used to effect others if she is concentrating on them. Through intense concentration, she can add bonuses or penalties to another character but can take no other actions including defensive that melee. Up to four people can be effected simultaneously as long within 150 ft (45.7 m) of her.

Bonuses possible to others: +4 roll with punch, fall, or impact, +1 strike, +2 parry, +2 dodge, +2 vs poisons / toxins / gases, +10% vs coma / death, and +10% on crucial skill action.

Penalties places on evil opponents: -1 strike, -2 parry, -2 dodge, and -10% on crucial skill action.

Bad Karma: When character does something cruel, unnecessarily mean, or strictly against alignment. When this happens, loses all bonuses from Karmic power. Second action gives all penalties listed under evil opponents and no other bonuses via Karmic Powers.

Unusual Characteristics:

Ambidextrous: Can use both right and left hand equally well. Bonuses: Adds one extra attack per melee, paired weapons, +1 parry, +5% climbing skill, and +5% escape artist, pick locks, mechanical and electrical repair skills.

Reason For Mutation: Genetic Aberration, first appeared when ten

Educational Level: Masters Degree (Law) - 4 Skill programs at +25, 10 Secondary Skills

Skills: Communication: Radio: Basic [Secondary, 3rd level] 56%, Computers: Computer Operation (+25%) 101%, Cultural / Domestic: Cook [Secondary] 68%, Electrical: None, Espionage: Intelligence (+12%) 68%, Escape Artist [Secondary] 61%, Mechanical: Automobile Mechanics [Secondary, 3rd level] 56%, Medical: First Aid [Secondary] 66%, Physical: Hand to Hand; Martial Arts [Secondary], Acrobatics, Athletics - General [Secondary], Boxing, Gymnastics, Running [Secondary], Swimming [Secondary] 72%, Wrestling, Pilot Skills: Pilot Motorcycle [Secondary] 74%, Rogue: Streetwise (+25%) 59%, Science: Math - Basic (+25%) 115%, Technical: Languages: English [Native] 98%, Spanish (+25%) 91%, Law (+25%) 66%, Photography (+25%) 91%, Research (+25%) 91%, Writing (+25%) 73%, Weapon Proficiencies: W.P. Blunt (+1 Strike/+1 Parry), W.P. Shield (+2 Parry), W.P. Target/Thrown (+2 Throw), W.P. Paired weapons

Appearance:

Amanda Miller is a Caucasian woman who is quite tall woman at 5 foot 11 inches (1.8 meters) tall and has an athletic figure with long muscular legs Amanda Miller but medium sized breasts. Her weight is around 145 lbs (65.8 kg). She has relatively pale Caucasian skin and is pretty attractive and likely could have been involved in modeling. She has straight reddish blond hair which she wears down to the middle of her back and she has blue green eyes. As far as makeup, she tends to wear a fairly bright red lip gloss but otherwise minimal cosmetics.

Her hero’s outfit is based on the Captain America suit from Timely Comics and later Marvel Comics. She wears a skin tight jumpsuit which the base color is blue and with a blue half cowl. The suit has a white “A” on the forehead and a white star on the front and back of the torso. The arms of the costume are also white and the waist of the suit is red and white stripes. She wears red boots and red gloves to complete the outfit.

When not in costume, much of her clothing is government issue however she does not like wearing skirts and dresses, preferring slacks and khakis. When she can get away with it, she prefers jeans when possible. Does not particularly like heels either, preferring sneakers or comfortable boots.

Occupation: Government Employee (Hero)

Armor:

FAS Full Body Armor & Kinetic Suit: A.R.: 16 S.D.C.: 200 Weight: 16 lbs (7.25 kg).

Suit is in a red, white, and blue style. Has a built in Kinetic mesh under layer which causes all physical attacks to inflict half damage. Can be worn under most clothing.

Weapons, Special:

Stars and Stripes Shield: Weight: 5 lbs (2.3 kg)

Shield is ringed with red and white stripes with a blue center surrounding a white star. Special shield that has the ability to go from its normal size to the size of a Frisbee. it is made out a virtually indestructible material (special alloy of Kisinite) that reacts to a very high frequency electrical current applied to shrink (No change in weight) It give +2 bonus to parry. Damage: 2D6 + Strength Range: Thrown (100 ft / 30.5 m)

Mace Weapon: Has a high power LED flashlight, a neural disrupting weapons, and a spike tow line.

The neural disrupting weapon is equal to a Rifts neural mace - Damage; Physical: 1D8 S.D.C. + strength Special: Unconsciousness, -8 strike, parry and dodge for 2D4 melees if save made (Save 16 or higher), must save each time hit, ineffective against full environmental body armor but effective against non fully environmental armors. Range: hand to hand Duration: 20 Charges

Built into the bottom is a Spike Tow Line: Range: 100 ft (30.5 m) of cable and mini grappling hook. Range of Launcher is 80 ft (24.4 m) at -6. Range with no minuses is 40 ft (12.2 m). Damage of Grapple is 1D8.

Weapons, Normal:

16 Throwing Stars:

Damage: 1D6 + Strength Range: Thrown (60 ft) - 10 on inside of shield, 3 on each forearm

Other Equipment:

Vehicles:

Harley Davidson Madman Motorcycle:

Specially manufactured racing / sports motorcycle designed specifically for her. Styling is closest to the Kawasaki Ninja. Painted with a special reactive paint that either appears Red, White, and Blue or just dark blue by a special color change system. has several saddle bags. In one of the Saddlebags is a siren and an emergency light. Has an AR Rating of 14 and an S.D.C. of 350. It has a top speed of 195 mph (313.8 kph). Due to special systems, the bike has +15% to piloting rolls. It is also super fuel efficient and will run on a wide variety of fuels including pure alcohol. The bike is fitted with a radar detector, high frequency radio with scrambler, and satellite uplink. Built into the back is a winch and towline. The cycle is protected by an alarm system and theft proof locks.

Computers: MacBook Laptop - Top of the line MacBook Laptop with all available special features.

Clothing: Stars and stripes costume (has fitted body armor), military style fatigues, Motorcycle helmet (Color changes like bike with an “A” on helmet), overcoat, and large selection of other clothes (does not generally wear dresses and prefers jeans when dressing casually.

Valuables: Cash: 5,700 dollars, 2,000 worth of U.S. Savings Bonds, Earns 100,000 dollars a year (1,923.07 per week), budget 17,692 dollars

Other Items: Automatic lock pick (release gun), makeup and personal items, comb and brush, headset receiver, first aid kit, iPhone, high resolution digital video recorder, 2 pairs hinged handcuffs, 20 zip strips, sleeping bag, digital watch.


Lady America's History:


Amanda Miller comes from humble roots. She was the third child of a blue collar working couple in Richmond, Virginia. She had two older brothers. Her father was a factory worker and her mother worked as a waitress at a variety of different restaurants. Amanda was born in Richmond General Hospital. Her father and mother were originally from Scotland and had moved to the United States in the attempt to give a better life for their family.


When Amanda was four years old, her parents were killed in a car accident and there were no relatives that could be found to act as guardians. Because of this, Amanda and her two older brothers were put into an orphanage. Unlike most children at orphanages, she did not allow the despair that many feel to ruin her. An early inspiration was superhero comic books which she began collecting when she was six years old. Her favorite superhero was Captain America whom she liked to make believe she was a female version of him. While still young, she was ambidextrous and very athletic. Because of her athletic nature, she found herself protective of those weaker than herself and standing up against the bullies. She got her share of hard knocks but never gave up trying.


She would throw a trash can lid and pretend she was Captain America throwing his shield. When she was ten, she was surprised to find that one day she could get it to come back. This was the first sign of her super abilities manifesting and she slowly discovered the full nature of her abilities. She found that when she was in the right and the other person was in the wrong, the opponent would be at a severe disadvantage. She also found that she could heal from any injury much faster than a normal person might.


She always very intelligent and did quite well in grade school and was the only child at the orphanage who was on the honor rolls. Her ability to defend herself kept her from being beaten up because of it. It took a huge effort but she was able to get a full scholarship to a highly regarded private high school. She was the poorest student in the school and most of the other students were from wealthy parents. This caused some tension but it never allowed her to stop applying herself. While she did quite well in all of her classes, she was an Olympic quality athlete in physical ability.


She had always wanted to learn martial arts but had no means to pay for the lessons. She had a quite decent ability at street fighting but had no formal training. Early in her freshman year, she learned that the Gym teacher was also a Black Belt in Karate. She approached him and asked if he could teach her Karate but she had no means to pay for the training. He agreed to train her for her help with projects that he needed do. He found that she was an excellent student and quite willing to help him wherever he needed. His style was not a perfect style and he had been a boxer when he had been younger. He began inviting her home for dinner and for weekends. His wife had been unable to have children and the couple grew to consider her the daughter that they could never help. They decided to offer to adopt her and she accepted. She stayed with them until graduation and entry into college.


She graduated third in her class and was able to get a full scholarship to college as well. It might have been easier to get a scholarship to college easier on an athletic scholarship but she felt that her mutant abilities would make it unfair to others. In college, she studied Law, English, American history, Journalism, and Physical Education. While in college, she had a love affair with a slightly older man who was a Civil Engineer. The romance ended after a couple of years but they are still good friends. She graduated college with a Master’s degree in Law with minors in Journalism and English Literature. She even completed her Law Bar examination and is a fully licenced lawyer. She was planning to go to work as a prosecutor but she chose a different course.


She found out about the United States Government for superhero teams and decided that she was interested. Instead of being made a member of the already established Sentinels of Liberty and Justice Team, it was decided that she would work independently and recruit other heroes as needed.




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Image drawn and copyrighted by Carrie Nivin (caniv@home.com).

More Carrie Nivin artwork at Elfwood.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2000 & 2014, Kitsune. All rights reserved.



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