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Lady of the Lake
Lady of the Lake
Louise Ivory
Cost Characteristic Value Roll Notes
0 STR 10 11- Lift: 100.0kg; HTH: 2d6; END: [1]
15 DEX 15 12- OCV: 5  DCV: 5
16 CON 18 13-
0 BODY 10 11-
3 INT 13 12- PER Roll: 12-
20 EGO 20 13- ECV: 7; Mental Defense: 16
5 PRE 15 12- PRE Attack: 3d6
2 COM 14 12-
4 PD 6   Total: 6 PD (0 rPD)
2 ED 6   Total: 6 ED (0 rED)
15 SPD 4   Phases: 3, 6, 9, 12
0 REC 6   Running: 6" / 12"
7 END 50   Swimming: 2" / 4"
6 STUN 30   Leap: 2" Forward, 1" Upward
Lady of the Lake | Summary
Real Name: Louise Ivory Hair Color: Black, dyed Blonde
Concept: Mentalist Eye Color: Brown
Affiliation: Knightwatch Height & Weight: 5' 7" (1.71 m) / 128 lbs (58 kg)
Played By: NPC Date of Birth: March 30, 1987
Created By: Ben Langdon Place of Birth: Liverpool, United Kingdom
Cost Powers END
50 Telepathy: Multipower, 50-point reserve
4u 1) Detect Flaws: Find Weakness 15- with with Focussed Ego Attack, Ranged (+1/2) (45 Active Points)
5u 2) Mental Bolt: Ego Attack 5d6 ( Human class of minds) (50 Active Points) 5
3u 3) Panic: Mind Control 10d6 ( Human class of minds) (50 Active Points); Set Effect (Only To Force Opponent To Flee; -1/2) 5
5u 4) Probe the Alien Mind: Telepathy 10d6 ( Alien class of minds) (50 Active Points) 5
5u 5) Probe the Animal Mind: Telepathy 10d6 ( Animal class of minds) (50 Active Points) 5
5u 6) Probe the Human Mind: Telepathy 10d6 ( Human class of minds) (50 Active Points) 5
3u 7) Psychic Doubles: +10 with DCV (50 Active Points); Costs Endurance (-1/2) 5
5u 8) Psychic Veil: Invisibility to Sight , Hearing and Smell/Taste Groups, Normal Touch and Mental Awareness , No Fringe (46 Active Points) 5
5u 9) See What I Want You To See: Mental Illusions 10d6 ( Human class of minds) (50 Active Points) 5
5u 10) Steal The Energy: Transfer 2d6 (END to END), Can Transfer Maximum Of 19 Points, Ranged (+1/2) (50 Active Points) 5
3u 11) Watery Images: Sight and Touch Groups and Normal Hearing Images 1" radius, +/-4 to PER Rolls (30 Active Points) (30 Active Points) 3
5 Born Lucky: Luck 1d6
30 Focussed Mind Blast: Ego Attack 6d6 ( Human class of minds), Does Knockback (+1/4) (75 Active Points); OAF (-1), Beam (-1/4), Normal Range (-1/4) 7
28 Mind Search: Mind Scan 10d6 ( Human class of minds) (50 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 5
35 Scrying Pool: Clairsentience (Sight Group), x8 Range (2000"), Discriminatory, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (80 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 8
12 Slippery Mind: Mental Defense (16 points total)
2 Wand: Hand-To-Hand Attack +1d6 (5 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
Cost Skills
10 +5 with Focussed Ego Attack
2 AK: London, United Kingdom 11-
3 Conversation 12-
0 Everyman Skills
AK: Liverpool, United Kingdom 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Student 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Fast Draw 12-
3 KS: Pop Culture 12-
3 Knightwatch Package
AK: United Kingdom 11-
Breakfall 12-
Communicator: HRRP (Radio Group); IIF (-1/4) and Scrambled Transmission Function: VPP (Scrambler Pool), 4 base +2 control cost; IIF (-1/4), Only For One Language At A Time (-1)
Criminology 12-
KS: British Military 11-
KS: Known Uberhumans 11-
KS: Police Procedure 11-
Monitored: British Military and Intelligence Services 11-
National Police Powers
Paramedics 12-
Social Limitation: Subject To Orders
Teamwork 12-
2 Language: French (completely fluent)
2 Language: Hindi (fluent conversation)
3 Persuasion 12-
2 SS: Psychology 11-
3 Seduction 12-
3 Sleight Of Hand 12-
3 Stealth 12-
1 Streetwise 8-
2 WF: Common Melee Weapons
200+ Disadvantages
20 Hunted: Empire 8-
20 Normal Characteristic Maxima
15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care
15 Psychological Limitation: Adventurous and Funloving
20 Psychological Limitation: Code Against Killing
15 Psychological Limitation: Youthful Confidence and Determination
10 Social Limitation: Famous
15 Social Limitation: Known Mentalist
15 Social Limitation: Public Identity
5 Unluck: 1d6
0 Experience Points
Lady of the Lake | Points Summary
Characteristics Cost: 95 Base Points: 200
Powers Cost: 210 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 45 Total Points: 350

Louise Ivory found she could hear other people's thoughts during her A Levels, which was simultaneously frightening and strangely exciting. She did very well on the tests and after feeling pangs of guilt, managed to accept that she was an uber and got on with her life. She never bothered to tell anyone and went through life as she had before, only this time with a little Ace up her sleeve.

Of course, when Colony discovered her and decided she'd be better off dead, Louise had to re-evaluate her options. Colony commanded dozens of British shoppers to search for her when he chased her into a shopping centre and by the end of the day's trade, almost all of the people inside were under his control and searching for her.

Louise had hidden on top of the giant Christmas Tree in the centre of the plaza and could see the mindless zombies prowling around looking for her.

Knightwatch arrived and dissipated the colonists but failed to find Colony himself. Louise slunk off home and locked herself in her bedroom. During the night her family became enslaved by Colony and she had to fight her way out of the house and into the street where she faced off against Colony himself.

He was a seasoned criminal mentalist, and she was a raw recruit.

The outcome would have been nasty for Louise if she hadn't caught the eye of Union Jack back at the Plaza. He had been taken with the plucky teen and researched her back at the Knightwatch base. Once he had found the address he had flown to see if she would go out with him. Instead he managed to save her from Colony, as well as persuade her to join Knightwatch. It was the closest he ever got to a date with Louise, although he is still persistently pursuing her.


Louise is carefree and doesn't take the big things altogether seriously. At nineteen years of age she is confident and as a member of Knightwatch, has the world at her feet. She is always on the lookout for fun and is likely to jet-set across to Tibet for an afternoon mountain climb, or visit the S.A.G.E. orbital station for golf.

As the Lady of the Lake, Louise is the team mentalist and her 'never say die' attitude also makes her something of a mascot.


"Hmm, now what does my little pool reveal today? Eew, too much of a close-up... back up pool, back up..."


Lady of the Lake is a medium-level psychic, able to communicate, control and manipulate the minds of others. She is also able to project her perceptions through a scrying pool which enables her to search large areas and to see through to other places. To boost her psychic blasts she has been trained to use a "Poking Stick" or wand which allows her to amplify her natural psychic intensity.


Louise is a young woman of Indian-African descent. Her skin is dark although she dyes her hair blonde. She refuses to wear a costume and prefers to wear jeans and a t-shirt, although she always carries her wand (usually stuffed in her jeans' pocket).