AKA: Morgan Ashley







Great + 4: (Bestial Rage)

Good +3: Focus, Force, Haste

Fair +2: Flair, Guile, Intellect

Average +1:

Mediocre +0:


FERAL: (Supernatural Scale)/ MONSTER HUNTER: (Mundane Scale)


Feral Transformation (Lasting): [ ]

If enough ambient Essence is available, the Feral transformation may be triggered involuntarily. The most dangerous times for a Feral are midnights during a full moon, the Solstices and Equinoxes, and the evenings of the four major Days of Power (Imbolc (February 2nd), Beltane
(April 30th), Lughnasadh (August 1st) and Samhain (October 31st – Halloween)). During those times, the Feral transforms into lycanthropic form unless she can make a Focus Overcome roll at +4.

Essence released by strong emotions can also cause the transformation. This Essence can come from the Feral herself, or anybody within the same Zone from the creature. Fear, anger, lust or pain causes the release of Essence. If that release is combined with a time or place of power, that might be enough to trigger the transformation, Forcing the Feral to make an Overcome roll at +4 to stay in control, per the GM.

While this condition is marked, you gain access to the benefits of this Mantle’s Core stunts and the following applies:

  • Take the Mind of a Wolf aspect in addition to your other aspects
  • You gain a new Approach – Bestial Rage at Great (+4) – which can be used in any action where you let the spirit that posses you take control. However, the GM will color your actions as particularly destructive and in some cases this might result in an compel.
  • You gain the benefit of Scale in regards to your inordinate strength, speed and keen predatory instincts, however you suffer from Scale in regards to self-control and discipline.

This condition recovers at the morning after the last night of the full moon.

Silver Burned (sticky): [ ]

If you suffer a condition inflicted by an silver weapon, mark this condition as well. You must recover this condition before healing from any other physical injury. Begin recovery by recuperating in the Nevernever or receiving medical care from a character versed in supernatural healing. If you seek medical attention outside the Nevernever, the healer must overcome a Great (+4) to succeed at the recovery action.

Vulnerable to Spirit Magic : [ x ]

This condition is always checked. Whenever facing an opponent using Spirit Magic they gain an extra level of scale against the Feral.

Wounded (lasting): [ 4 ]

Mark this condition to absorb four shifts from any attack. While this condition is marked, you have an additional aspect that represents the nature of your injury. If you’re taken out while Wounded, death is on the list of potential outcomes, as with the Doomed condition. Begin recovery from this condition after you’ve received medical attention in a quiet environment (in other words, not in the field) and someone has succeeded at a recovery action against Great (+4) opposition on your behalf. You recover fully at the end of the next session.



Ferals are extremely hard to kill even in their human form. Treat any conditions representing a physical injury as one step lower (sticky becomes fleeting, lasting becomes sticky only if the lower consequence slot is open).

Supernatural Senses:

Ferals can see spirits, including ghosts, nature spirits, and Elementals. They can also see through the Seemings and Glamours of the Sidhe, and can “smell” the presence of large amounts of Essence in people and places, which enables them to uncover probable Gifted characters. This ability works even while in human form; when the character senses something strange, her nostrils flare up and she involuntarily makes sniffing noises. Ferals gain a +2 to detect the true nature of supernaturals and the gifted and to see through faerie Glamours.

Feral Curse:

When a Feral attacks people, their curse may be spread. Merely being bitten by a lycanthrope is insufficient, myths and legends notwithstanding. The injuries must be life-threatening — enough to send the victim to the Threshold, a realm between life and death. At that point, the animal spirits that hover around Ferals like a metaphysical entourage may take the chance to invade the victim’s soul, and “infect” her with the curse. In game terms anyone taken out by a Feral can be cursed as per the GM.


Once per session, you may declare that you happen to have a countermeasure on hand that nullifies the effect of scale (page 182) from a supernatural condition or stunt for the current scene. At the GM’s discretion, this stunt can also nullify other effects of supernatural powers, such as by avoiding a soulgaze or seeing through a glamour.

Hunters Network:

You associate with a loose confederation of hunters who trade rumors and update each other. Once per session when you are In Pursuit, you may succeed automatically at an overcome roll to find information about your quarry. If this information can be expressed as an advantage, you get an aspect with two free invokes as well.


Reconciled Feral:

Some among the afflicted manage to gain some control over the transformation. This is often a case of the human victim’s will proving stronger than the animal spirit’s, although metaphysical help can be a big factor. The Reconciled are still dual-natured beings, and many find it difficult to resist the animalistic urges of their bestial side, but, unlike their Accursed brethren, they often can transform back and forth willingly, and can control their animal shape. Although the struggle with their inner beast is a constant element of their lives, Reconciled Ferals are more likely to avoid a violent end. Reconciled Ferals gain a +2 to resist losing control, or spontaneously transforming.

Strength of the Beast (Requires Reconciled Feral):

Some Ferals have such a strong connection to their animal soul that they can enjoy some of their strengths even while in human form. Ferals with this Stunt can use Scale for feats of strength, speed and their senses in their human form.


Once per session, you may declare that you have a level of scale (page 182) against a supernatural opponent during the scene but must choose only one type of action to which your scale applies: attack, create an advantage, or defend.


In Peril (sticky): [ 4 ]

You may mark the In Peril condition whenever you are hit by an attack. Negate up to four shifts of damage from the attack and then create an aspect that describes how the attack causes damage not easily shaken off (such as a Broken Leg or Shattered Reputation). Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from In Peril when you act deliberately to resolve the peril: medical attention for an injury, a bribe to erase the slight on your reputation. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher.

Doomed (lasting): [ 6 ]

You may mark the Doomed condition whenever you are hit by an attack. Negate up to six shifts of damage from the attack and then create an aspect that describes how the attack has rendered you almost helpless, such as Bleeding Out or Ready to Embrace the Dark Side. Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from Doomed when you act deliberately to resolve the doom: emergency medical attention, the intervention of a White Council healer skilled in mental magic, or something similar. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher. Clear out Doomed at the end of the next session after you’ve started recovery. If Doomed is checked and you are taken out (page 189), death is one of the possible outcomes.

Indebted (sticky): [ ][ ][ ][ ][ ]

This condition has five boxes. Mark one or more boxes when you have accrued a debt to a powerful group, person, or entity. The number of boxes you mark depends on the magnitude of the favor done for you; the GM has final say. Recover boxes of Indebted by doing favors for the lender in return, on their terms. Typically, a fairly safe but challenging task recovers one box, a dangerous task recovers two boxes, and a task that puts you in mortal danger or could otherwise permanently impact you recovers all boxes.

Spent Refresh: 2

STRESS: [ 1 ][ 1 ][ 1 ][ 1 ][ 1 ][ 1 ]

DFFAE_FactionsBLUE_Pack.png Morgan Ashley grew up in the backwoods of northern Georgia. He joined the Marine Corp and served in the elite Force Recon Units. He fought for years in Iraq and Afghanistan and was awarded several commendations for his bravery and nerves of steel.

He left the Marines after he discovered that his family had been murdered. He tracked down a nest of Black Court Vampires that was led by an ancient and extremely powerful creature that had lived for nearly 800 years. After doing a great deal of preparation and research, he destroyed them all without mercy. Including his beloved brother who had been turned into a monster.

When he was contacted by his old comrade in arms, Dozer, who asked him to join The Pack he did so without reservation. He has served as Pack Enforcer ever since and is well known to be willing to do whatever is necessary to enforce Pack edicts. Always prepared, Ash has faced and defeated foes far more powerful than himself with careful planning and ruthless efficiency. He is loyal to The Pack first and currently believes that Callisto is the best Alpha for the times.


Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd