Post by Manah on Jun 23, 2024 23:21:46 GMT -5
LIESE
Adopted Howlet Sister
![https://i.imgur.com/ImScsJz.png](https://i.imgur.com/ImScsJz.png)
Adopted Howlet Sister
![https://i.imgur.com/ImScsJz.png](https://i.imgur.com/ImScsJz.png)
QUOTE: "Regardless of how I got there... at least now I have a family who loves me. That's more than many can say."
Full Name: Lieselotte Howlet
Age: 18
Other Aliases: Liese, Project Omega, Omega
Occupation: Former Lab experiment, Seer, Esper, Adventurer, Howlet PMC Operative
Marital Status: Single
Height: 5'7"
Weight: 132 lbs
Eye color: Violet
Hair color: Golden
Species: Genetically/Cyberneticaly-enhanced Human (Esper)
Notes: Liese's eyes glow with purplish-white light when using her powers while her psionic power inhibitors are inactive.
ABILITIES
Int: 6
Str: 1
Agl: 1
Spd: 1
Dur: 3
HEALTH/P.L: 3 / 5
ENERGY/P.L: 21 (i) / 15
REGEN/P.L: 13 / 9
ACTIONS
Close Combat: 3
(Str.bonus or Wpn.modifier)
-Self-Defense
-Boxing
-Using powers in combat
Ranged Combat: 3
(Wpn.modifier)
-Handguns
-Handling recoil
-Using powers in combat
Acrobatics: 1
(Agl.bonus)
Clairsentience: 7
(Int.bonus)
-Efficient
-A Seer's power to perceive the hidden, see the unseen and sense forsaken secrets, to see into the past, the future and distant locations from afar. It includes the following:
Acquire Knowledge (Stones VS Effect up to 1/3 this Action's AN, rounded up, + Duration in minutes; where Effect is the AN of General Knowledge or other knowledge-based action - at GM's discretion - which she then temporarily acquires for the duration. Precise, specific situational facts cannot be learned through this, but the general knowledge gained can still be quite versatile and useful.)- Clairvoyance (Can perceive through time regardless of physical proximity.)
- Detect Poison/Toxin/Disease (Stones VS Poison/Toxin/Disease's AN to detect and identify either of them within food, drinks, a creature and/or an area. May spend 1 more stone per use to detect another type of threat; for example, a disease in addition to a toxin.)
- Discern Location (Stones VS Range AN or Resistance of target creature, object or location, whichever is higher, to sense the direction, distance and general location of the target.)
- Fortune-Telling (Passive effect. If using one of the many existing fortune-telling techniques, be it palm-reading, tarot reading, scrying in a crystal ball, tea leaves reading, bones casting and so on, Liese receives a +2 sitmod to any Clairvoyance or similarly appropriate effects regarding the intended target.)
- Lucky Streak (Allows one to use this action as Gambling, via perceiving the results beforehand through clairsentience.)
- Mind Palace (As Concentration; requires 1 panel of prep time to 'enter' her mind palace; must close her eyes to use. While active, also has Photographic Memory for pretty much anything she's ever seen, heard or otherwise experienced.)
- Observe (As the FF rules' Concentration option; allows her to sense a target's current and Max Health and Energy, as well as a general understanding of their powers and said powers' AN/MNs.)
- Precognition (As Precognitive Flashes/Visions/Dreams; in addition, may spend 5 stones to actively trigger a vision as opposed to passively wait for one.)
- Psychiatry (As the Action, achieved through mental connection.)
- Sense Direction (1 stone to sense which direction one is facing.)
- Sense Secrets (Stones VS Resistance to learn the secrets of target object, person or location.)
- Sense Power (1 stone/panel to act as Sense Mutants modifier at an MN of this action's AN.)
- Synesthesia (5 stones to activate, 1/panel to maintain; allows user to perceive one sense through another, such as seeing sounds, hearing smells, and so on, in addition to one's regular senses.)
- Trace Teleport (Stones VS target's Teleporation or similar action's AN + Duration since they moved away from the area to perceive the target location of said teleportation or similar effect.)
- Translation (1 stone/panel to speak, understand and read any language as per Universal Translation.)
Metacreativity: 6
(Int.bonus)
-One of Liese's most powerful psionic 'disciplines', Metacreativity revolves around accessing the astral plane, creating and manipulating ectoplasm, and either forming creatures and objects out of ectoplasm or psionically manifesting actual matter from nothingness. Its powers include the following:
Ammo Generation (2 stones/panel to generate semi-solid ectoplasm-based ammunition which is as effective as regular arrows/bullets/whatnot, effectively allowing her access to infinite ammo with most any ranged weapon. Ectoplasm ammo dissolves into thin air after 1 panel after generation, but the injuries they inflict remain.)- Astral Constructs (As Summoning, Astral Constructs are always loyal to summoner; Limited to Astral Constructs. Said 'constructs' are basically creatures made out of psionic energy and ectoplasm, shaped by - and obeying unquestionably - the will of the user. They can appear however their creator wills them to, up to AN for each factor/element/AN/MN.)
- Astral Self (Stones VS own Durability; Duration of 5 minutes/red stone of 'damage'; as Duplicate Self modifier; Limited to a single Duplicate; via manifesting a solidified ectoplasm form of one's own astral form into physical reality.)
- Causality Distortion (As Hex Spheres at up to AN, via psionically warping causality to achieve chaotic, unexpected results.)
- Crystal Mastery (Mastery of Crystal, Create/Manipulate. In the hands of especially potent espers, concentrated psionic energy can manifest in solid, physical crystal form. Crystal objects persist for 10 more panels after user stops to maintain them.)
- Dispel Psionics (Stones VS target active mental/psionic action/power's effect to dispel, negate, undo and/or otherwise disable it.)
- Ectoplasm Mastery (Mastery of Ectoplasm, Create/Manipulate, Combine with Close/Ranged Combat. User creates and/or manipulates ectoplasm from the astral plane to form and/or manifest effects or objects into reality. Ectoplasm objects dissolve into nothingness one panel after a user stops maintaining them.)
- Lady Luck (Stones VS Effect up to Half AN, rounded up + Duration on D&R chart to grant good or bad luck to a target through psionically manipulating fate through causality.)
- Manifest/Alter Clothes (As Shape Shifting, only to manifest, alter or remove/de-manifest clothes and accessories. Needs not maintain.)
- Psi-Weapon (As the Action; may add up to Half AN advantages, rounded up, for free.)
- Psionic Boost (As Power Boost, but limited to Mental/Psionic powers; May choose to prevent/allow burnout if she so pleases.)
- Psionic Imbuement (As Imbuement, Objects/Creatures, May have multiple imbuements at once. May sacrifice 1w of Health for 24 hours to make an imbuement permanent.)
- Soul-Self (As Phoenix Force, via letting one's astral soul-self flare out into the real world and engulf them with purple, psionic "flames" of energy. NOTE: The additional Energy of Phoenix Force is only active while this effect is in use; it is NOT a passive, always active boost.)
Psychokinesis: 8
(Int.bonus)
-Efficient
-A very visually impressive discipline and one of Liese's specialties, Psychokinesis focuses on moving objects with one's mind, blasting foes with concussive force and melting, transforming or disintegrating matter and otherwise physically affecting one's surroundings. Her current powers include:
Charge Objects (Wpn.modifier; as the Action. Additionally, may empower a melee weapon as per Psi-Weapon at Half AN, rounded up, by charging it with kinetic energy.)- Create Illusions (As the Action at up to AN; performed via psionically bending light, manipulating sound and so on to create the illusion.)
- Create Light (As per Create option of a Mastery of Light; may only create regular light as opposed to semisolid light constructs.)
- Flight (As the Action, at up to AN; Silent Flight; additional stones may be spent for carried weight, maneuvers, and the like. Performed telekinetically.)
- Force Field (Ablative; Stones spent = Field's Health and Defense, up to 2x AN; Force Field loses 1w per 1-3 damage getting through its defense. Base Area 2, can be increased with stones.)
- Freedom (1 stone/panel to ignore difficult terrain negative sitmods. Alternately, stones VS Resistance to free oneself from restraints, entanglement, paralysis and similar effects.)
- Geomancy (As the FF action; Manipulate only, Force Blast)
- Invisibility (As the Action, up to AN.)
- Lock/Unlock (Stones played up to AN for Difficulty, and Stones played for Resistance to lock; may spend additional stones as desired to increase Resistance, in order to lock doors, chests, containers, boxes and so on; pretty much any object that can be closed. Alternately, stones VS Resistance to unlock locked doors or objects of up to AN difficulty.)
- Mending (Stones VS Hardness/Weight/Area/Technology AN/Highest AN/MN of target object, whichever is highest, to repair a damaged object. Magical and superscience items may be repaired through this, as well, provided sufficient parts remain to make them whole.)
- Pyrokinesis (As Mastery of Fire/Heat, Create/Manipulate, Fire Blast (2x damage, Area Attack, Sets flammable objects on fire))
- Telekinesis (Wpn.modifier, Area Effect, Fine Control (May affect/ignore targets within area at will), Psychokinesis (May lift weight up to stones played as opposed to only AN.)
- Sonar Senses (3 stones to activate, 1 to maintain; otherwise as the Modifier at an MN of this action's AN.)
Psychometabolism: 6
(Int.bonus)
-Efficient
-Powers centered around enhancing, altering or even transforming the user's body or that of their targets psionically. Includes the following:
Ability Boost (Stones VS Effect up to AN + Duration in panels; where Effect is split between the user's physical abilities to increase them as the user wishes for the Duration.)- Adaptation (Stones VS Effect up to AN + Duration on the D&R chart; where Effect adds Defense/Resistance to one, specific element and/or source of damage or harm.)
- Boost Senses (Stones VS Effect up to AN + Duration of 1 minute/stone played; where Effect may be added to any of the user's main senses for the duration.)
- Breathing Techniques (Passive set of abilities. May hold her breath for up to 1 minute/stone played. May slow her breathing down to up to AN times slower than normal. Finally, may recover AN energy per panel if doing nothing but breathing calmly.)
- Buoyancy (Stones VS target object/creature's Weight + Duration on the D&R chart to make them float in liquid regardless of any other factors.)
- Cleanse Body (Stones VS toxin/disease/curse/other negative status effect's AN to cure, dispel or otherwise negate them.)
- Drain Energy (Improved Drain; via draining mental energy.)
- Feather Fall (Stones VS target object/creature's Weight + Duration in panels to slow down their fall to a harmless gentle drop.)
- Growth/Shrink (At up to Half AN, rounded up; each active Growth AN increases Toughness by 1.)
- Healing (As Mutant Healing, May heal up to 2x AN white stones of Health per day.)
- Inertial Armor (Stones VS Effect up to AN + Duration in panels; where Effect acts as Toughness for the user while active.)
- Longevity (Passive effect. User may live up to 20 years longer per AN than their natural lifespan.)
- Metamorphosis/Shape Shifting at up to AN (As the respective actions; may be used together if so desired. Needs not maintain, Transformation occurs on same panel. May ONLY transform into a creature/person whose mind she has read, interacted with, accessed or affected in some way.)
- Pheromones (As the Action; Allows for many different effects, but only one per panel.)
- Occular Enhancements (Stones VS Effect + Duration on the D&R chart; where Effect acts as Enhanced Vision with a single option up to AN, with additional stones for additional options.)
- Radar Senses (2 stones/panel to effectively gain the Modifier at an MN of this action's AN.)
- Restful Sleep (Stones VS Duration in hours to ensure user's sleep is dreamless and as restful as can be.)
- Stabilize Self (1 stone/5 minutes duration to prevent oneself from bleeding out or otherwise dying from the aftereffects of injuries until medical attention can be provided. Won't save the user from a coup de grace, but if no further damage is sustained, might just save them.)
- Sustenance (Passive effect. If user so wishes, may slow down their metabolism to only require food and water 1 + AN times less often, allowing powerful espers to survive for extended durations without regular sustenance.)
Psychoportation: 7
(Int.bonus)
-Powers which move the user, other creatures, and/or objects through time and/or space fall within the realm of the disciple known as Psychoportation, including the abilities described below:
Acceleration/Deceleration (Stones VS target object/creature's Weight to increase/decrease their acceleration/deceleration by a factor of up to 1 + AN times. May affect certain actions/effects' with positive or negative sitmods of stones played up to AN due to said velocity changes.)- Equilibrium (Stones VS target creature's Weight to balance on up to tiny, frail objects without them breaking or falling off; stones played also add to user's natural balance, allowing them to perform impressive, dangerous looking feats such as balancing on a tightrope in strong winds. While active, may run up/on walls provided the user ends on a solid, standard surface at the end of a panel.)
- Immovability (3 stones to activate, 1/panel to maintain; allows Liese to become immovable as per the modifier, regardless of what comes her way. For her own sake, best combined with some solid defensive powers.)
- Phase Shift (As the Action, at up to Half AN, rounded up, via psionically vibrating one's body cells into passing through solid matter.)
- Teleportation (As the Action, Must either see or know the intended target location relatively well; at the very least, a detailed picture/photo and a solid idea of the location are necessary.)
- Time Travel (Up to Half AN, rounded up.)
- Unstoppable (As the action, 2x damage, May burst through walls, etc.)
Telepathy: 8
(Int.bonus)
-Efficient
-This set of powers focuses on contacting, manipulating, altering and controlling the minds of her targets. Its powers include:
Astral Projection (w/Phase Attack and Phase Stun options.)- Autohypnotism (May use any appropriate options on oneself to achieve many varied results if so desired.)
- Beast Taming (As Animal Training/Beast Taming from FF actions. Also makes the action usable as Horsemanship at Half AN, rounded up, via psychic connection to one's mount.)
- Bodyguard (Stones VS target creature's Durability to connect one's health to theirs to either protect them, or be protected by them; whenever the 'protected' creature is harmed, the protector, or bodyguard, takes the damage instead. This effect requires willing participants.)
- Create links with others (As the regular option.)
- Déjà Vu (Stones VS Int + Mental Defense, deals no damage; if successful, the target either perceives the same things they have seen/heard/smelled/etc, or is forced to re-do the same action or actions they were performing when the effect took place, for up to 1 panel/red stone of 'damage'.)
- Edit Memories (Stones VS Int + Mental Defense to edit, add or remove a target's memories, up to 1 "factor" per red stone of 'damage', wheras a 'factor' is a specific memory or sets of memories, for example, 'I'm a childhood friend of yours whose friendship you treasured'.)
- Empathic Projection (Any emotion; Broadcast.)
- Empathy (As the option.)
- Fauna Communication (3 stones/panel to communicate with non-sentient animals/beasts/fish/birds/insects/etc. This may be done either vocally or mentally through other Telepathy uses.)
- Fear/Terrify (As the Action of the former's name; the latter is the same, but Area Effect of Half AN, rounded up.)
- Illusions (As the option, Broadcast.)
- Induce Suicide (Attack VS Intelligence or Durability, whichever is higher + Mental Defense; if successful, target creature immediately performs a single self-harming action with whatever they have available to them given the cirumstances. After the attempt, successful or not - provided they survived it, of course - the victim snaps out of it. For example, a victim next to a cliff would likely leap right off, whereas a person armed with a gun would likely shoot themselves in the head.)
- Lucid Dreams (Stones VS Intelligence of target sleeping sentient creature, to experience lucid dreaming for the duration of their rest.)
- Mental Block (Stones VS Int + Mental Defense to mentally block a target from accessing their powers until the block is removed. The latter can be done with another use of this action, the Repair Minds Telepathy option, or similar effects.)
- Mental Bolts (2x damage; Normal OR Stun for 1 panel stone of 'damage'; Broadcast.)
- Personality Parasite (Atk VS Int or Dur, whichever is higher, + Mental or Magical Defense, whichever is higher. That terrifying effect allows the user to 'infect' a victim with a psionic 'personality parasite' which will "kill" the victim in 14 days - red stones of 'damage', minimum of 1 day, via essentially erasing any trace of their original self in their own mind, and replacing it with a literal copy of the user's own. This effect may only be undone by another use of this option, Repair Minds, or a similar effect of an equal AN or higher. Once the original personality is erased, the body is permanently home to essentially a copy of the original user's own mind, along with any mental/psionic powers they had, at -1 AN/MN. Note that the 'copy' is its own, separate being, not under the original's control, although they will likely agree on a lot of things.)
- Possess Others (As the option.)
- Posthypnotic Suggestions (Stones VS Int + Mental Defense; duration is red stones of 'damage' on D&R chart. As a more severe form of subtle commands which are closer to Project Thoughts/Control others, effectively causing a target to act in certain ways when exposed to specific triggers, control words or in certain situations. For example, 'If you hear the word 'indubitably', you will feel very tired and feel a strong urge to take a nap'.)
- Project Thoughts/Control Others (As the option; Broadcast.)
- Read Minds (As the option.)
- Read recent memories by touch (As the option.)
- Repair minds (As the option.)
- Slumber (Atk VS Int + Mental Defense; deals no damage. If successful, target falls asleep for 5 minutes/stone of 'damage'.)
- Share Pain (Atk VS Int + Mental Defense; if successful, any damage inflicted upon the user is also suffered by the target.)
- Subtle Commands (As the option; Broadcast.)
- Swap Minds (As the option.)
- Technopathy (Allows any appropriate options to also be used on electromagnetic devices, vehicles and machines.)
- Telepathic Communications (As the action; Broadcast.)
- Translation (Normal; via reading the minds of, and projecting thoughts and intents into the minds of, individuals one communicates with.)
Biocomputing: 5
-Only usable while within one's 'Mind Palace', see Clairsentience
Black Ops: 3
(Int.bonus)
-Stealth
-Search room/area
-Escape artist
Technology: 1
(Int.bonus)
Medical Healing: 1
General Knowledge: 3
(Int.bonus)
-Efficient
-The Saviors/Project Omega
-The Howlet Clan
-Fae'Rhal culture
Perform: 2
(Agl.bonus)
-Dancing
-Calligraphy
Iron Will: 5
-Heal Self
-Leadership
Social SKills: 4
-Beautiful
-Persuade
-Shy
-Intimidate
MODIFIERS
Extended Lifespan
-Via Psychometabolism's Longevity option. Liese's expected to live about 200 years given her current level of power, although it will likely increase in time.
Power Level 5
-Power Level Recovery
-Tireless +2
Psionic Tier 15 (or less; see Power Inhibitors under Cybernetics modifier.)
-Moon (XV)
-Gains +3 from GP to offense and defense/level above an opponent's own Tier MN
-Might gain +1 per MN for non-combat tasks if appropriate, GM's discretion
-ONLY for Mental/Psionic/Mind-based Actions
-Out of control without device (Without her Power Inhibitors cybernetic enhancement, she will always use the full Tier whenever using mental powers.)
P.C.P.T +5
-Can interact directly with computers
Rapid Recovery
Energy Battery 3
Deep Reserves +5
Reflexive Dodge +1
Mental Defense +8
-From Telepathy
Immunities
-Reality Distortion (Only when psionic inhibitors are inactive.)
Overdrive
-Allows Liese to take white stones of damage in exchange for +3 bonus to any mental/psionic action/effect for each. Essentially as the Draining option, but for any such action. Typically manifests as headaches and/or nosebleed from mental strain.
Permanency
-At Liese's - and the GM's - discretion, she can make pretty much any of her powers' effects with a Duration become permanent with the sacrifice of 1w of Health as though using Overdrive, (see above), although white stones sacrified for that purpose neither adds stones to the effect, nor can be healed normally; they only heal after 24 hours pass for each such white stone.
Enhanced Vision 5
-See auras and magical forces, Sense Minds/Psionics
Prescience
Cosmic Awareness, Psionic
-Limited to only psionic/mental events, phenomena, or disturbances.
Cybernetics
-Liese's body was originally intended to be extensively upgraded with cybernetics to make her an even deadlier weapon as a backup plan for the Saviors, the enhancements were never fully completed thanks to the Howlets saving her before then. Still, the following are what she did was 'enhanced' with:
Control Chip (INACTIVE; AN 12; stones VS implanted target's Intelligence to control them via a set of programmed parameters and directives. Deactivated by the Howlets.)- Nanomachines (INACTIVE; no active effect at this point in time. Liese's body was implanted with countless of advanced nanomachines which could theoretically have dozens of potential effects added to them, but the actual changes were never implemented as she was rescued by the Howlets before then.)
- Power Inhibitors (AN 15; actively diminishes or negates Liese's out-of-control Tier so she can use her powers without risking to cause mass destruction or chaos. Currently under Henrietta's control, although she can extend that control to either Liese herself, or other family members. In order to disable the inhibitors, Henrietta - or a family member of her choice - must state a vocal command along the lines of 'Release Limiter' followed by the level she wants released, from 1 to 15; with 15 being the maximum release and full power of Liese.)
Wealth: ?
-Depends on what the Howlets provide her with.
Reconstitute Self, Special
-Liese's mind and soul are both far too powerful to simply move on to the great beyond once killed if they have anything to say about it. If she dies, she will awaken within an hour in spiritual form - essentially as though astral projecting without her now dead body, allowing to persist in said form.
-At that point, if her original body is sufficiently intact, she can use her powers to regenerate it in about a day. If it is far too damaged or completely destroyed - at GM's discretion - she can either build a new body from scratch through ectoplasm and matter manipulation, a process which will take a month, or perhaps seek another way back to life, such as possessing someone's body permanently.
CHALLENGES
-Chronic Condition (-2; due to spending several years of her early life essentially floating in a test tube and barely moving, Liese is fairly frail and of relatively weak health despite all of her power. Thanks to her abilities, she can easily cure herself from most diseases, but she still has relatively common health issues she needs to deal with.)
-Psychological (-3; unconventional sense of normalcy. Given her unusual birth, lack of 'real' childhood, immeasurable psionic powers and part-alien adoptive family, Liese doesn't know much about nor fully understands what "normal" means. Not the way normal people do.)
-Psychological (-2; moderate pride. Despite her other issues, Liese does find a bit of pride from being literally one of the, if not the, most powerful psychic in all of human history.)
-Psychological (-1; mild guilt. While it was obviously not her fault, Liese is very much aware that she was originally created by an Eldritch abominations-worshipping mad scientist nutjob for the purpose of destroying the world and humankind. She has been told repeatedly by the Howlets that she should not feel bad about it as it was not her fault, but knowing that still makes it hard to completely ignore.)
-C.T.S.U.F.U (-2; just like how the Howlet family helped, and saved, her in her time of need, so would Lieselotte go out of her way to help other people should she find out they needed it.)
-Obsession (-1; to battle and weapons. While she lacks the natural combat enthusiasm and the compulsion of Fae'Rhal to be armed at all times, Liese was raised to enjoy combat and weaponry similarly to them.)
-Code of honor (-3; Liese was raised with Fae'Rhal traditions and beliefs, acting accordingly to their values and views of what actually makes up 'honor'. The ways of the warrior, respecting the values of strength, courage and honor, loving weapons and combat, supporting one's clan, and so on. She fights honorably, doesn't cheat or lie, keeps her word, and respects strong and similarly honorable opponents.)
-Duty (-3; to the Howlet Clan, especially her immediate family.)
-Minority (-1; Liese does not really care about gender when it comes to potential interests, and as such is pretty much pansexual.)
-Haunted Past (-1; or lack thereof. Having been created artificially and grown in a lab, Liese did not have an actual childhood until the Howlets liberated her from her creator and adopted her. This was luckily made up for a bit thanks to Henrietta's powers and magic granting her an 'artificial', fake set of childhood memories with the family. While Henrietta never hid the fact that they were not real, it at least gave her something pleasant to experience instead of nothingness.)
EQUIPMENT
-Currently worn: Blue, white and black dress
-Royal blue pumps (Modified by Travis/Yaeko with the following improvements:
Weapons (+2 ranged weapons, Returning; can serve as boomerang-like weapons when thrown/kicked at opponents.)- .17 Gauss Pistol +3, 2x damage, Range 2, 5 shots; in the left shoe.)
- Laser Beam (+5, Range, Single use; automatically melts the heel; in the right shoe.)
- Pogo/Rocket Heels (+2 to acrobatics, 1 use for each function on both shoes, for a total of 2 uses. May be 'reloaded' between jobs.)
- Anchor Heels (Wallcrawling AN 2, No bonus. On both shoes.)
-Storm Kalashikov (+4, 2x damage; Twin-Linked (Attacks the same opponent twice), Range 3; Uses 7.62 x 39mm ammo.)
-K-9000 Cyberdog Gun (+5, 2x damage, Range 4. Fires .357 Magnum rounds. Equipped with an actual cyberdog brain and sensors with Animal Senses at 5. The cyberdog brain can temporarily inhibit firing of the gun when it detects a risk of friendly fire or collatoral damage.)
______________________________________________________________
STORY: Over a century ago, one mad scientist/warlock/genius Elijah Liam Friedman experienced what he interpreted to be a prophetic dream of the future, and which he believed to be a blessing of the Old One known as Yog-Sothoth. Friedman had long been a worshipper of the Old Ones, and he believed himself to be their prophet, and the Harbinger of their will on Earth. As for the dream itself...
Friedman had seen that the world of mortals was supposed to be destroyed in 2012, as supposedly "foreseen" by the Mayan calendar and the prophecies of Nostradamus (neither of which were ever officially proven to be a thing, but that sure didn't stop the madman from believing in them)... except that it would not be when the time would come. And since it wouldn't... then something even more horrible was going to happen, like hell on Earth, dogs and cats living together, mass hysteria, all the classics. Unless someone fixed things. And Friedman intended to be that someone.
And so he founded a sort of more... extensive death cult known as 'The Saviors' to bring about the "intended" destruction of the world in order to "save it" from the even worse fate he believed to have foreseen. Now, the guy was good, but not *that* good; his magic was strong, and his science way beyond its time, but he was not a planet destroyer. So he decided to use his genius, wealth and resources to work on what he would come to call 'Project Omega', a weapon powerful enough to end the world in his stead. He used genetic engineering, magic and mad science to work on his greatest creation... a child with ungodly powerful psionic potential, which he intended to use to achieve his goals.
Through both his magic and experiments, Friedman extended his life and kept working on his experiment over three generations, failing many times before he would eventually create an artificially conceived child with ungodly psychic potential. He would keep the girl in an artificial coma, enhancing her power more and more until one day, he would awaken her, and unleash her power against the world in all its glorious destructive power. However, that would never come to pass... thanks to one Travis Howlet Sr. and his young wife Henrietta, by then old enemies of Friedman and his cult of fanatics.
Sr. and Henrietta, along with several of their allies of the time, interrupted the cult's final preparations and fought the mad scientist and warlock to both stop his mad plan and bring him to justice, but the madman would not go quietly and surrender. He attempted to detonate the containment unit where the girl was kept in the hope of triggering a traumatic awakening, and the psionic destruction of the planet along with it, but the two heroes raised a powerful mystical shield to protect themselves, their allies, and the girl as well, so Friedman only managed to kill himself, ending the threat he alone represented.
That left the girl. Unlike what Friedman had planned, the Howlets awakened her peacefully, and used their own powers to calm, and bring her gently into a world she didn't know. They used their own powers and technology to contain the girl's uncontrolled potential until she could learn to be careful with it, through cybernetics and more benevolent magic of their own. Henrietta even used some mentalism and magic of her own to make up fake but pleasant, cheerful and warm childhood memories for her, while keeping her aware that they were not real but just a nicer story than her true one, in order to give her a relative experience similar to actually having a 'childhood' without lying to her.
Sr. and Henrietta took her in as one of their own, raising her alongside their own children as years passed, as an adoptive daughter, and sister, of the Howlet family. And for the first time in her life... she had an opportunity to not only live like an actual living being... but also to be happy.