“While friends and lovers mourn your silly grave
I have other uses for you, darling…”
– Alice Cooper, “I Love the Dead”
Real Name: Mikhail Morozov
Nature: Guardian
Demeanor: Loner
DOB: xx/xx/1944
Tradition: Euthanatos
Faction: None
Essence: Primordial
Affinity: Entropy
Cabal: Rapture
Chantry: Tapestry
Anagram: A Winter Myth

Attributes:
| Strength 3 | Charisma 3 | Perception 3 |
| Dexterity 5 / Swift | Manipulation 4 / Control Situations | Intelligence 3 |
| Stamina 4 / Tireless | Appearance 3 | Wits 4 / One Step Ahead |
Abilities:
| Alertness | 3 | Crafts | 3 / Bladesmith, Photography | Academics | 3 / Mathematics |
| Athletics | 2 / Dodge | Drive | 2 | Computer | 1 |
| Awareness | 3 | Etiquette | 2 | Cosmology | 3 / The Underworld |
| Brawl | 2 | Firearms | 2 | Enigmas | 3 |
| Empathy | 3 | Meditation | 3 | Esoterica | 3 / Mages, Spirits, Wraiths |
| Expression | 2 / Fashion | Melee | 4 / Knives | Investigation | 1 |
| Intimidation | 2 | Performance | 3 | Medicine | 1 |
| Streetwise | 3 | Research | 2 | Occult | 3 |
| Subterfuge | 2 | Stealth | 2 | Science | 1 |
| Survival | 2 | ||||
| Blatancy | 2 | Gambling | 4 / Poker | Finance | 3 |
| Carousing | 2 | Gunsmith | 2 | ||
| Instruction | 2 | Professional Skill: Mortician | 3 | ||
| Throwing | 4 / Knives |
Spheres:
| Correspondence | 3 | Life | 0 | Prime | 3 |
| Entropy | 3 | Matter | 3 | Spirit | 3 |
| Forces | 3 | Mind | 3 | Time | 3 |
Other:
Arete 3
Willpower 7
Banality 5
Languages:
Modern Russian, old Rus
| Backgrounds | Merits | Flaws | |||
| Allies | 2 | Ambidextrous | 1 | Echoes: plants wilt; his touch is cold; cold aura | -3 |
| Avatar | 3 / Veles | Deathwalker | 4 | Sphere Inept: Life | -6 |
| Chantry | 1 | Language | 2 | ||
| Contacts | 4 | Shattered Avatar | 5 | ||
| Legend | 3 / Veles | Unaging | 2 | ||
| Library | 2 | ||||
| Node | 2 | ||||
| Past Lives | 3 | ||||
| Resources | 5* | ||||
| Sanctum | 2 | ||||
| Wonder | 2 |
* Resources raised to 5 after a 10-success win at video poker on 1/21/25.
Wonders:
Primium Dagger: An otherwise-ordinary dagger that always does aggravated damage.
Node:
An underwater node hidden in a cave under Lake Michigan; he keeps it hidden with magic, and draws from it through a Correspondence effect.
Instruments, practice, paradigm, etc:
Instruments:
Unique: Pearl-handled hunting knife, gives -1 to Entropy-related rolls.
Personal:
General: Knives, Blood/fluids, Soil/seeds/herbs, Blessings and curses, bones and remains, bodywork, symbols, weapons, cards and instruments of chance, mathematics
Paradigm:
A World of Gods and Monsters
Practice:
Faith
Herbalism
Shamanism
Witchcraft
Resonance:
Dynamic: Sharp ●●
Static: Inevitable ●
Entropic: Deathly ●●●
Rotes:
Points: (3×24) = 72; Spent:
note that Trey also has some ‘lost rotes’ involving Life from before he lost part of his avatar; those will return when he gets his avatar back.
Baby Needs New Shoes (Correspondence 2, Entropy 3)
This rote affects the odds of any rolls made to gamble; each success adds one to Trey’s success at gambling rolls after for the duration. (1 scene).
Gimme That! (Correspondence 2, Matter 1)
This is the ‘reach through space and steal shit’ rote. He uses it to take things he needs, in a pinch. Usually, he doesn’t steal, but if it’s necessary, he will.
God of Thunder (Forces 3)
Perun hates when he uses this one. With this Rote, Trey can manifest a nimbus of pure electrical energy around him, and can throw one bolt of lightning per round at a given target. Damage is based on the successes on the magic roll plus successes on the Dex + Throwing roll.
Incoming! (Prime 2)
With this rote, Trey charges a weapon with quintessence to make it do Aggravated damage.
Insightful Mind (Mind 3)
With this rote, Trey can increase his mental stats by one each, or any one of them up to 5. It requires three successes to the effect to increase all three by one, and lasts for whatever duration he can buy with the rest of the successes.
Leave Me Alone (Mind 2)
This is a version of the ‘Be Cool’ rote that gives him an aura of ‘leave me be’ so that people don’t bother him when he’s not in the mood to be bothered. Duration per successes apportioned.
Luck of the Blessed (Entropy 3)
With this rote, Trey is in perfect control of his own luck for a period of time. He will gain the number of successes apportioned to effect in difficulty on every roll he makes during the time it is in effect. This rote can be extended, or hung for those moments of need.
Nobody Here But Us Sleepers (Correspondence 3, Mind 3)
With this rote, Trey blocks any attempts to scry on the target. It acts as the equivalent of a Mind Shield, offering as many successes in countermagic as are apportioned to effect on the roll. It will make a magical place seem mundane to a general scrying attempt, and a Mage seem like an ordinary Sleeper. It will also block any attempt to seek that specific individual/thing/place in the same way.
Peacock’s Impression (Mind 3)
With this rote, Trey can increase his social stats by one each, or any one of them up to 5. It requires three successes to the effect to increase all three by one, and lasts for whatever duration he can buy with the rest of the successes.
Perfect Illusion (Forces 3, Matter 3, Prime 2)
This rote allows Trey to create an illusion from whole cloth that feels and looks real to all senses.
See the Seasons (Entropy 1, Time 2)
With this rote, he can take someone’s hand and look into their future for a short duration — usually up to one season, though exceptional success can make it see further. He will see not only events that will happen, but the best possible choices for each.
Summon Item (Correspondence 2)
This rote allows Trey to summon a prepared item from someplace he knows.
Tailor-Made (Entropy 1, Matter 2)
With this rote, Trey can take an item of any size and change its size, shape, and other details to fit his need. He uses it most often to alter clothing and shoes to maintain them in good condition, or to resize items he finds that don’t appear in his size or fit well.
Tapping the Node (Correspondence 2, Prime 3)
This rote is specific to his personal Node in Lake Michigan. With this rote he can meditate in his Sanctum or his home and draw Quint directly from the Node.
The Wealth of Veles (Correspondence 2, Entropy 3)
This rote grabs forgotten money from random pants pockets, jackets, car dashboards, etc., and delivers it to Trey. There’s never any guarantee about how much will appear, and this rote has become less useful in the days of digital money, but it will act on any money that’s been forgotten or left behind accidentally or lost. It won’t steal from a wallet, but it’ll take cash that gets tossed on the ground. It occasionally scrapes up change from wishing wells, too.
Unerring Throw (Correspondence 2, Entropy 2, Forces 2)
With this rote, Trey gets a reduction in difficulty on any thrown attack equal to the number of successes on the rote minus any successes given to duration. This rote can be hung, and often is.
Rotes needed:
Other Details
- Car: Trey drives a black Subaru SUV.
- Family:
- Hobbies: Photography, crafting knives
- Musical tastes:
- View of Sleepers:
