TEXT: 1
  Faerie Lore
  A Supplement for the Danse Macarbe
  Dean Suter   �   Chris Johnstone
  
  2
  The Content
  Introduction
  3
  Caprice
  3
  Pacts with Faeries
  5
  Green Goetry
  6
  Copyright: Danse Macarbe is copyright 2004 Dean Suter and Christopher Johnstone. Written, designed and illustrated
  by Dean Sutter and Christopher Johnstone, unless otherwise stated. Permission is given for this version, “Danse
  Marcarbe (core rules) (PDF),” to be copied, printed and distributed freely on the condition that no version of this
  PDF (whether electronic, print or other) is sold. Cover art by Caspar David Friedrich (September 5, 1774 – May 7,
  1840). A 19th century German Romantic painter. ‘Leaf and Garland Border’ (on cover) and ‘Ivy Border’ on contents
  page sourced from www.webclipart.com
  
  3
  �
  Part One
  3 Virtues
  Rank 4
  2 Virtues
  Rank 5
  1 Virtue
  Rank 6
  2 Virtues, 1 Caprice
   Rank 6
  1 Virtue, 1 Caprice
  Rank 7
  2 Caprices, 1 Virtue
  Rank 8
  1 Caprice
  Rank 8
  2 Caprices
  Rank 9
  3 Caprices
  Rank 10
  …where Rank 1 represents Hallowed (Heaven) and Rank
  10 represents Wild.
  Coquetry
  An obsession with flirtation and temptation but not
  necessarily with carnal satisfaction. For you the chase and
  hunt is far more important than the actual event.
  Ferocity
  Just as the lion is ferocious but not evil, so too are you.
  You are violent and aggressive but in a naïve, almost
  innocent way. Yours is the savagery of nature, the
  wantonness of the heathen barbarian who knows no better,
  there is nothing cruel in your violence, nothing that will
  cause undue suffering. You are, in effect, gentle to those
  who are close to you and bound to you by blood or
  fellowship, and savage to those who stand in your way.
  Fervour
  The urge to, on occasion, and without real reason,
  indulge in furious and frantic work for the sheer joy of it.
  The work may benefit you or it may not - and more likely
  not. You will from time to time be captivated by strange
  and unusual activities and throw yourself into them with
  abandon.
  Frivolity
  Frivolity is a careless and trifling attitude to gold and
  coin. To indulge in Frivolity you will spend your wealth
  without care, whether it does you or ill. Expensive, but
  completely pointless ‘treasures’ will catch your eye,
  indulging your wealth on others will always seem
  wonderful fun.
  Included in this supplement are some additional details
  for the inclusion of the Folks of Faerie in Danse Macarbe.
  Primary information and discussion on Faerie in Benighted
  Europe can be found in the core rules, and the following
  details are incidental and optional only.
  As the Gamesmaster, be careful before including Faerie
  Folks and Faerie bargains in a game of Danse Macarbe.
  Although the Faerie Folk of Benighted Europe are at times
  bloody, murderous and cunning, their tendencies can be
  mischievous and capricious too… they are typically good
  to the good and evil to the evil by nature. Unless subverted
  by the Unseelie Blight, that creeping cancer sent by Hell
  to overwhelm Faerie, the Faerie Folks are unpredictable
  and their laughing, mocking ways can add a very different
  shade to the fundamentally dark atmosphere of the game.
  Caprice
  �
  Part Two
  Caprice
  In the Core Rules a Character’s Nature is ranked in terms
  of Hallowed and Dark, and Characters will likely fall into
  line as servants of either Heaven or Hell. However, though
  their numbers have dwindled to almost none, there are still
  some worshippers of the old gods and Faerie folks, whose
  allegiance rests still with the Kingdom of Wilds. It is
  possible, with the Gamesmaster’s permission, to create a
  Character who is caught not between Heaven and Hell,
  but between either Heaven and Faerie or Faerie and Hell.
  Below are listed the seven wild Caprices, one which, Faerie-
  Caught Characters need nominate at least one. A Player
  cannot, however, pick a Virtue, a Caprice and a Sin for a
  Character. You must pick either entirely Virtues, Caprices
  or Sins, or Virtues and Sins, Virtues and Caprices or Caprices
  and Sins. So that, if you choose Virtues and Caprices:
  
  4
  Mischief
  You enjoy the role of the trickster, prankster and jester.
  You play jokes on people, perhaps harmless, perhaps
  macabre and not funny for anyone but you.
  Pageantry
  You delight in beauty in all it shapes and forms. You
  indulge in Beauty by doting on that which is attractive
  and by keeping only beautiful things near you, be it
  clothes, jewellery or servants.
  Parity
  You believe in being good to the good and evil to the
  evil. Your view of justice holds no reprieve, nor mercy for
  the guilty but retains an almost naivety when it comes to
  dealing with the apparently innocent.  Note this is different
  to Ferocity, if you deem even your brother to be evil, then
  you will punish him as is required by Law.
  Acts of Caprice
  The following is provided as a guide for you, as the
  Gamesmaster, to gauge how severe an Act of Caprice is,
  and how many Ranks of Abandon it warrants. Treat the
  list as suggestions only.
  Rank One
  Give a beggar something not really needed; a brand new
  feathered cap or a charming little lace collar. Insist on
  treating a pet dog or cat as if it is almost human.  Dancing
  in the rain for the share joy of it.
  Rank Two
  Start singing, telling jokes, dancing or laughing
  boisterously at an improper or inopportune moment. Take
  up a new and random hobby. Steal something but leave
  what you deem a fair ‘payment’ in its place. Simply forget
  to wear warm clothing in winter and at least appear to feel
  no cold.
  Rank Three
  Refuse to kill unless it is for food. Give an expensive gift
  on a whim to someone who may or may not need or even
  want it. Dress someone else up in finery for fun. Engage in
  trickery, mockery or ridicule for no better reason than it is
  entertaining.
  Rank Four
  Let a defeated enemy go because you enjoy the
  challenge of the fight. Allow yourself in an act of sheer
  innocence and naivety to be taken into an obviously malign
  trick.
  Rank Five
  Go to great and ridiculous lengths to get something new
  and interesting, but utterly pointless - a spice, silk or
  bauble. Discard something extraordinarily expensive
  because it now bores you.  Talk in riddles for a day.
  Rank Six
  Take away something of extraordinary and deep value
  to someone simply because it amuses you for a while;
  someone’s child or beloved pet or heirloom and last
  keepsake of a dead wife.
  
  5
  with
  Faeries
  �
  Part Three
  As with Demons, Faeries have been known to make deals
  with humans, gifting power in return for certain Vows. The
  Vows that Faerie Folk demand are, naturally, quite different
  from those that are demanded by the dark host of hell,
  although the Gifts remain largely the same.
  Wild Vows
  Faerie, those elder spirits of the earth, rivers and air,
  were once great masters of men. Their servants, those who
  the Romans called druids once held great sway and were
  wise in the ways of green sorcerer. But the days of the wild
  dynasty has ended. Its champions are fallen, many of its
  chief spirits are slain, and there are now few who bargain
  with the Kingdom of Wilds.
  Those who do are known by many names, forest witches,
  cunning men, wizards of rain and storm or pagan priests.
  The vows that the Wild Spirits demand in return for power
  tend to revolve around protection of what remains of all
  that is wild, growing and green.
  Amulet
  You must always carry a small bronze or stone amulet
  representing you patron spirit complete with antlers,
  hooves and anything else it may possess. Anyone who
  sees it is likely to become immediately suspicious.
  Dance in the Shadows
  At dusk once a week you must go into a wild place and
  dance wildly through the trees or over fields and meadows.
  Ever the Merry
  You will never refuse to dance to music or join in revellers.
  Friend of Beasts
  You will always try to aid or heal any creature you find
  that is injured.
  Good Summer
  During summer you will never sleep indoors.
  Live for Now
  You will never make complicated plans more than a month
  in advance. It is not the way of wild things to plot and plan
  ahead. You may, however, lay down food or kindling or
  make other simple preparations for hard times or winter.
  Never an Axe
  You will never cut down a tree or even coppice wood
  from a tree. You must collect already fallen and bead
  branches for your firewood and you cannot sit and enjoy
  a fire that feeds on felled timber.
  Never Drink Beer
  Or wine or any other cultivated alcohol that requires the
  digging up and planting of vast areas of wild land. You
  may drink mead and not offend your patron spirit so long
  as the mead is made from the honey of wild bees.
  Never Eat Meat
  You will never eat meat, be it red flesh, fowl or fish.
  Never Wear Skins
  You will never wear clothing made from skins, fur, leather
  or hide. You may wear garments of woven flax, linen or
  wool.
  
  6
  Goetry
  �
  Part Four
  Green witches, hedge-hexians, and cunning-folk are a
  few of the folk who are generally said to draw their power
  not from Heaven or Hell, but from Faerie, and all of them
  are petty folk magicians with petty powers. The higher,
  more refined art of Goetry has, however, also delved into
  the Faerie Realm from time to time, and from these
  experiments and sorceries have been discovered certain
  Sigils that can be used to invoke the many and varied
  lords and ladies of Faerie.
  Dealing with the Faerie Folk is potentially less dangerous
  than dealing with Demons and Angels, but potentially more
  so, too. For the Faerie Folks are unpredictable, their mood
  changes as the mood of the seas change, or the wind or
  night and day. They may beguile and charm in order to
  entrap, or they may be genuinely helpful… their motives
  and reasons, however, the very reason that a Faerie creature
  may act one way and then another, are inscrutable. A
  Demon, at least, is predictable in its malice. An Angel can
  always be relied upon to exact righteous and blood justice.
  But the Faerie… they are another matter, and they are not
  to be trifled with lightly.
  The following Grimoires are not quite so rare as the few,
  scattered White Goetic Grimoires that are left in the world,
  but are still too uncommon to be included in the possession
  of a Player Character at the beginning of play without
  consulting your Gamesmaster first.
  Green Magic Grimoires
  Rites of Diana
  Rank 6
  Heptameron
  Rank 5
  Satyrius Haute Magie
  Rank 3
  Liber Lunae
  Rank 2
  Nymphae Occularus
  Rank 1
  Sigil of Auberon
  One of the chief kings of the Kingdoms of Wilds and
  among the most powerful of the Faerie. Auberon is
  nominally wedded to Titania, though neither entity seems
  to put must vested sanctity in marriage and they live usually
  quite apart.
  Auberon appears as a very thin, very tall and regal man
  with greenish tinged skin, robes and a cloak trimmed with
  leaves of ruby, gold and silver and two curving faerie horns
  curving up from his brow.
  Auberon has great powers of persuasion, both obvious
  and subtle. He can convince courtiers, kings and queens
  to make a certain judgement or another. He possesses also
  great powers over war and battle. He can give you a
  chessboard with figures that represent your enemies that
  will move of its own accord and show you the movement
  of your enemies. Swords or axes that are given by Auberon
  also possess the finest qualities and have to them a potent
  sheen of magic. Such a fae-enchanted weapon, however,
  will scream with a blood-curdling horror if it is brought
  anywhere near an agent of either the Kingdom of Hallow
  or Darkness. Priests, churches, Warlocks, Hallowed and
  Dark Incarnate, Angels and Demons will all cause an
  Auberon sword to shriek. Any mortal who hears the
  shrieking sword suffers one level of Trauma.
  An Auberon weapon will cause an extra level of injury to
  Hallowed or Dark Incarnate and Angels or Demons. It
  crumbles to dust, however, if wielded against a Wild
  Incarnate or Faerie. Otherwise such a weapon has no
  particular powers but will never corrode, rust, break or
  even notch as long as it is used.
  Ascendancy: 8
  Manifestation: 8
  Aspect: Parity 6
  Skills:
  Godlike
  Attack:
  Rank 8t
  Armour:
  8
  Substance (Health): 20
  Fear:
  Very Difficult
  Trauma:
  Two
  Might:
  10
  Deft:
  10
  Wits:
  10
  Will:
  10
  Sigil of Bechard
  Bechard appears always as a man, quite elderly wrapped
  in a black and tattered cloak that is ever drifting and blowing
  in an unseen and unfelt wind. His eyes shimmer with fire.
  Bechard has power over wind and lightning, storm, rain,
  snow, sun and all the elements of weather.
  Ascendancy: 4
  Manifestation: 6
  Aspect: Ferocity 5, Parity 4
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  6
  Will:
  6
  Sigil of Clauneck
  Clauneck appears as a youth with golden hair, one blue
  eye and one green. He has power of riches, can make leaves
  
  7
  or toadstools into fool’s gold for a few hours, and can
  sense immediately any hidden wealth nearby.
  Ascendancy: 3
  Manifestation: 4
  Aspect: Frivolity 5, Merriment 4
  Skills:
  Supernatural
  Attack:
  Rank = 4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  5
  Will:
  5
  Sigil of Clistheret
  Clistheret appears as a hooded and cloaked woman
  whose cloak hems are stitched with whorls of gold that
  gleam like sunlight. She can turn night to day or day to
  night about you as she pleases, but her powers reach only
  a few dozen paces and last only so long as she is present.
  Ascendancy: 4
  Manifestation: 3
  Aspect: Beauty 3, Ferocity 1
  Skills:
  Supernatural
  Attack:
  Rank 3
  Armour:
  3
  Substance (Health): 15
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  5
  Deft:
  5
  Wits:
  6
  Will:
  6
  Sigil of Forneus
  Forneus can lead a ship safely through a storm, but can
  also summon storms at sea and deceive a captain into
  thinking there are no rocks or shoals where in fact there
  are. He can also summon mists at sea and an illusion of an
  ocean full of war galleys. He can summon a good wind and
  guide a ship to any harbour in half the usual number of
  days the journey would take.
  Ascendancy: 6
  Manifestation: 6
  Aspect: Fervour 6, Parity 6
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  8
  Will:
  8
  Sigil of Frimost
  Appears as a drunken lecherous old man, with a ruddy
  face full of broken veins, watery eyes and a stink of wine
  about him. He has power over woman and maids, and can
  work charms to help unscrupulous sorcerers seduce and
  enjoy them.
  A woman affected by Frimost’s magic is allowed a test of
  Willpower to resist (diff. Average).
  Ascendancy: 3
  Manifestation: 3
  Aspect: Beauty 5, Coquetry 6, Merriment 6
  Skills:
  Supernatural
  Attack:
  Rank 3
  Armour:
  3
  Substance (Health): 15
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  5
  Deft:
  5
  Wits:
  5
  Will:
  5
  Sigil of Frutimere
  Appears as a jester, dressed up in motley colours and
  waving a mock sceptre. Frutimere can cause a group of
  people to be overcome with the desire to become festive,
  dance, sing and be merry. The power only affects those
  whose minds are not opposed to the suggestion. Frutimere
  cannot make knights on the edge of battle fall into revelry,
  or mourners at a funeral.
  Ascendancy: 3
  Manifestation: 3
  Aspect: Fervour 6, Merriment 6
  Skills:
  Supernatural
  Attack:
  Rank 3
  Armour:
  3
  Substance (Health): 15
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  5
  Deft:
  5
  Wits:
  5
  Will:
  5
  Sigil of Guland
  Appears as a man with yellow flesh, hair and teeth and
  golden eyes. He can cause natural disease to befall man or
  beast. His diseases can be told by the dark red mark of his
  elfshot that appear on the flesh after his work is done.
  Ascendancy: 3
  Manifestation: 5
  Aspect: Ferocity 2, Parity 6
  Skills:
  Supernatural
  Attack:
  Rank 5
  Armour:
  5
  Substance (Health): 17
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  7
  Deft:
  7
  
  8
  Wits:
  5
  Will:
  5
  Sigil of Hiepacth
  Appears as a ferryman dressed in stained leathers and
  worn travellers garb. He can bring you a distant person in
  a whirl of a moment, but only on the condition that the
  person must be willing to come to you.
  Ascendancy: 3
  Manifestation: 5
  Aspect: Fervour 5
  Skills:
  Supernatural
  Attack:
  Rank 5
  Armour:
  5
  Substance (Health): 17
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  7
  Deft:
  7
  Wits:
  5
  Will:
  5
  Hold Nikar
  Hold Nikar is an ancient spirit, a creature that was once
  worshipped as the god of the midwinter solstice, the time
  when the darkest depths turned again to summer and to
  the harvest ahead.
  Hold Nikar still lingers in the Kingdom of Wilds and
  returns to the mortal earth each winter in a sad echo of the
  pageantry he once enjoyed. His passage through the lands
  is ghostly and his little silver bells have to them a hollow
  and distant ring. Hold Nikar appears as an old and portly
  man, he wears a long, blood red coat – red being the
  traditional colour of winter – long and shaggy wolf skins
  about his shoulders and a wreath of green and red holly
  on his brow. His beard is long and straggly and his eyes
  are filled with a vehement light. He is not called the Yule
  Goat in some languages without reason either, two small
  puckish horns coil up from his brow and he is no doubt
  related by some distant blood to the satyrs that used to
  dwell in the groves and grottos of Greece and Asia Minor.
  Hold Nikar is, as with most Faerie and wild spirits,
  capricious and unpredictable although he can usually be
  said to be good to the good and evil to the evil. Tales
  about him tell that he will bestow riches on those who
  observe the proper rites of the solstice or have worked
  hard at the harvest and midwinter feast preparations. He is
  not, however, a purely jovial creature. He carries a knotted
  stick that is very nearly a club, ready to hand to punish
  those who have broken the old laws or been lazy while
  others toiled in the harvest fields. Note that Hold Nikar is
  said to very seldom kills those who displease him, he is
  more prone to beat a mortal until they are bruised and
  bloody and then gloat over the poor wretch with a peel of
  bellicose laughter.
  Ascendancy: 4
  Manifestation: 6
  Aspect: Caprice 3, Fervour 5, Parity 6
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  6
  Will:
  6
  Sigil of Hollo
  Appears as a young woman with silvery-dark hair and a
  cloak of shimmering raven feathers. Hollo is called by many
  the Mistress of Ravens and her powers over those birds
  and their shape is truly charmed. She can summon for you
  a minor spirit in the form of a raven who can act as spy,
  messenger and go-between.
  She can also gift to you a potion that once drunk turns
  you, flesh and bone, into a raven for up to three hours. But
  what will you have to give in exchange to get such
  treasures?
  Ascendancy: 6
  Manifestation: 6
  Aspect: Beauty 6, Ferocity 6, Parity 6
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  8
  Will:
  8
  Sigil of Huicthgara
  Appears as a man dressed for bed and carrying a lantern
  with a blue flame. Huicthgara can cause a person to fall
  into a deep sleep or wake and remain awake unable to
  sleep at all for days.
  Ascendancy: 3
  Manifestation: 4
  Aspect: Fervour 1
  Skills:
  Supernatural
  Attack:
  Rank 4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  5
  Will:
  5
  Sigil of Humots
  Appears as an aged scholar with a long and snowy beard
  and sharp, acute eyes. He can make appear for you any
  book that is not of an occult topic, for he has no interest in
  mortal Goetia, but has a deep curiosity for all mortal
  philosophies, sciences and the like.
  Ascendancy: 5
  
  9
  Manifestation: 2
  Aspect: Fervour 5
  Skills:
  Supernatural
  Attack:
  Rank 2
  Armour:
  2
  Substance (Health): 14
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  4
  Deft:
  4
  Wits:
  7
  Will:
  7
  Sigil of Khil
  Khil appears always as a massive horse with uncanny,
  human eyes. He can cause earthquakes, tremors and
  landslides. His magic though is wild and unpredictable.
  The quake may or may not occur exactly where you wish
  even with his full help. Seldom should he be used, unless
  in great need.
  Ascendancy: 3
  Manifestation: 6
  Aspect: Ferocity 6
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  5
  Will:
  5
  Sigil of Mirsilde
  Mirsilde appears in the form of a vague, swirling human,
  part real and part storm. His eyes are like lightning on the
  horizon, his hair is a billow of clouds. He can lift you up
  and carry you with terrifying speed wherever you so desire.
  Ascendancy: 4
  Manifestation: 5
  Aspect: Ferocity 2, Fervour 4
  Skills:
  Supernatural
  Attack:
  Rank 5
  Armour:
  5
  Substance (Health): 17
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  7
  Deft:
  7
  Wits:
  6
  Will:
  6
  Sigil of Morail
  Morail appears as a small impish and elfin creature with
  long flickering fingers and dancing laughter always on the
  edge of his breath. He can make any person or thing
  invisible for an hour or so. If the object or person is touched
  or bumped into by another, however, it becomes visible.
  When this happens Morail’s snickering laughter arises
  from nowhere and everywhere, then echoes and fades away.
  Ascendancy: 4
  Manifestation: 6
  Aspect: Merriment 6
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  6
  Will:
  6
  Sigil of Musisin
  Musisin appears as a rich lady, beautiful to behold and
  bedecked in furs and jewels and gold. She wears always a
  charming, disarming smile. She has power in particular over
  the dreams and desires of men of power. She can go to
  them in their sleep and suggest that they take one action
  or another.
  Ascendancy: 4
  Manifestation: 6
  Aspect: Beauty 6
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  6
  Will:
  6
  Sigil of Sagalla
  Sagalla appears as an old woman, dressed up as a gypsy
  fortuneteller, but with long pointed ears and cat-like eyes.
  She can tell you a little of your future, but even when
  willing seems unable to make her answers clean and plain.
  She can also cause unnatural, frightening and bizarre
  portents to befall a kingdom, house or person. Who would
  not wonder when all the sheep in the field give birth to two
  headed lambs that soon die? Or lightning strikes every
  church spire in the shire out of a blue sky?
  Ascendancy: 6
  Manifestation: 5
  Aspect: Parity 4
  Skills:
  Supernatural
  Attack:
  Rank 5
  Armour:
  5
  Substance (Health): 17
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  7
  Deft:
  7
  Wits:
  8
  Will:
  8
  
  10
  Sigil of Saleos
  Appears as a lithe, black crow with gleaming eyes. Saleos
  has the power to carry messages and small objects
  anywhere he should so wish in an instant.
  Ascendancy: 2
  Manifestation: 2
  Aspect: Fervour 1
  Skills:
  Supernatural
  Attack:
  Rank 2
  Armour:
  2
  Substance (Health): 14
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  4
  Deft:
  4
  Wits:
  4
  Will:
  4
  Sigil of Sirchade
  Appears as a young huntress, with wild flowing hair
  and a feral, hungry gleam in her eyes. She has the power to
  find out where all wild creatures are within an hour’s walk
  and grant you fine skills for hunting.
  Ascendancy: 4
  Manifestation: 4
  Aspect: Beauty 4, Ferocity 5, Fervour 3
  Skills:
  Supernatural
  Attack:
  Rank 4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  6
  Will:
  6
  Sigil of Sugat
  Appears as a small boy, with too-intelligent eyes and a
  slightly malicious smile. He can cause any lock to spring
  open, and knows always where all hidden doors, chambers,
  nooks, and boltholes lie.
  Ascendancy: 3
  Manifestation: 2
  Aspect: Merriment 4
  Skills:
  Supernatural
  Attack:
  Rank 2
  Armour:
  2
  Substance (Health): 14
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  4
  Deft:
  4
  Wits:
  5
  Will:
  5
  Sigil of Titania
  A queen of the sylphaen spirits that men call Faeries.
  She appears as a regal and forceful queen, full of furious
  beauty. Titania has power of men and boys. She can make
  them fall in love with a goat if she so wishes, or ignore the
  most lovely lass as if she were an old hag. She can grant
  woman the power to easily seduce and master. A man
  affected by Titania’s magic is allowed a Test of Willpower
  (diff. Very Difficult) to resist.
  Ascendancy: 8
  Manifestation: 8
  Aspect: Beauty 6, Coquetry 6, Ferocity 6, Parity 6
  Skills:
  Godlike
  Attack:
  Rank 8
  Armour:
  8
  Substance (Health): 20
  Fear:
  Very Difficult
  Trauma:
  Two
  Might:
  10
  Deft:
  10
  Wits:
  10
  Will:
  10
  
SOURCE: textdata/thevault/Danse Macabre/Danse Macabre Faerie Lore.pdf