Andromeda

Andromeda is a Obrimos Guardian of the Veil from Chicago, Illinois.
Overview
Quote: "Everything we are shows in what we do. If we would change ourselves, we must first change our actions."
Josephine Hall grew up in Philadelphia as part of an extended family that included four generations, three races and five ethnic groups. Her eclectic upbringing gave her the advantage of a childhood grounding in tolerance and egalitarianism. On the other hand, less open-minded neighbors and classmates labeled her (and her family) kooks, freaks, Satanists, perverts, terrorists and other pejorative titles. When Josephine was 12, a group of "concerned citizens" threw a pipe bomb through an upper window in the family's house. Josephine was partly caught in the blast and suffered a broken spine and several other injuries. The rest of the family escaped unharmed but took the warning to heart and relocated to a farming community in rural Pennsylvania, far from prying neighbors and busybodies.
Josephine spent the next two years on her back. Her Uncle Redleaf often carried her outside under the stars and pointed out the constellations, telling her stories from many traditions and filling her head with something other than the almost constant pain.
Gradually, the sound of a single voice chanting filled her consciousness and she opened her eyes to find Uncle Redleaf kneeling over her, shaking a rattle and singing a song in an unfamiliar language. "I felt your spirit crying out to be Awakened," he said. "It has begun."
From that moment, Josephine was a mage. Her uncle acted as her teacher at first, taking her on a vision quest to find her true calling. Thus it was that she finally stood at the foot of the Watchtower of the Golden Key and set her feet on the Path of Obrimos.
Soon after her Awakening, Josephine discovered that her spine had healed of its worst damage, and she could stand on her feet and take a few shaky steps. By the time a representative from the Guardians of the Veil found her and claimed that he had been led to her, Josephine - who had taken the shadow name "Andromeda" - was walking normally.
Josephine stayed in Pennsylvania with her family until she went to college at Penn State. There she majored in astronomy and minored in education, thinking to teach children the same love for the stars that her uncle had passed along to her.
When news of the Celestial Flange's possible existence reached her order in Pennsylvania, the Guardians decided to send an agent to Chicago to report on the activities of that city's mages and to make certain that the search did not spill over into the world of the Sleepers or alert other supernaturals who might want the artifact for themselves.
The Guardians found Josephine a position at Adler Planetarium as director of children's programming, a job that brought her into contact with Orion, who eventually invited her into his cabal, despite the fact she belonged to a different order. Although she has been completely open with Orion about her membership in the Guardians, she has not told him of her mission to report on mage activities regarding the Flange. She tells herself it is for the greater good and hope that she can remain discreet about her undercover work.
Description
Andromeda's multi-racial, multi-ethnic background gives her an exotic, hard-to-label appearance. Her pale blue eyes are almond-shaped, her skin is the warm brown of her African American mother while her high cheekbones pay tribute to her American Indian blood. Her hair is brown with honey blonde highlights. She prefers to wear soft, peasant style clothing, but resigns herself to more professional dress when on the job. She walks with a slight catch in her step every now and then, as if her back sometimes pains her a little bit, but she rarely complains about her old injury.
Her Nimbus is a cascade of rainbow colors, mirroring the many nationalities that make up her heritage.
Stats
Dedicated Magical Tool: Hand-carved flute made of petrified wood
Real Name: Josephine Carter Hall
Path: Obrimos
Order: Guardians of the Veil
Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Presence 4, Manipulation 2, Composure 3
Mental Skills: Academics (Classical Age Astronomy) 3, *Investigation 3, Medicine (Back Injuries) 1, Occult 3, Science (Astronomy) 3
Physical Skills: Athletics (Back Exercises) 1, Drive 1, Firearms 1, *Stealth 3, Weaponry (Thrown Objects) 2
Social Skills: Empathy (Suffering) 2, Expression (Storytelling) 3, *Subterfuge 2
Merits: Hallow 4, High Speech, Library (Shared) (Astrology, Astronomy, History of Magic, Physics) 4, Resources 2, Sanctum: Size (Shared) 4, Striking Looks 2
Willpower: 6
Wisdom: 7
Virtue: Charity
Vice: Pride
Initiative: 5
Defense: 2
Speed: 9
Health: 8
Gnosis: 3
Arcana: Forces 3, Mind 2, Prime 3, Space 1
Rotes: Forces - Read Matrices, Kinetic Blow, Control Electricity; Mind - Third Eye, Mental Shield; Prime - Supernal Vision, Magic Shield, Channel Mana; Space - Spatial Awareness
Manna/per turn: 12/3
Armor: None
Magic Shield: 2 (Prime **)
References
- CofD: World of Darkness: Chicago, p. 369-370