Great + 4: (Bestial Rage)

Good +3: Focus, Force, Haste

Fair +2: Flair, Guile, Intellect

Average +1:

Mediocre +0:


FERAL:(Supernatural Scale)/ LEADER OF THE PEOPLE (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.

Followers (sticky): [ ][ ][ ][ ][ ]

This condition uses five boxes to represent your significant social capital, which translates to a constant supply of local individuals to help you. Mark a box when you draw on your community resources for this mantle’s stunts. Recover this condition by waiting (one box per session) or by spending a scene to meet with your followers and clear the track. During the meeting, however, your followers (via the GM) will inform you of a community problem necessitating your attention.

Disfavored (sticky): [ ]

Violating your followers’ trust marks this condition. While Disfavored you may no longer use the Followers condition. Recover Disfavored when you have made restitution with your followers or established a new support base, per the GM.



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.

Ready and Willing:

Mark a box of Followers to bring a minor NPC into the scene with either an aspect or a +2 bonus in something they’re skilled at (see the NPC creation rules on page 212). Mark multiple boxes to grant them multiple aspects and multiple areas of competence, with a
maximum of +2 in any one area. Use your fate points to invoke their aspects on your behalf.


Mark all five Followers boxes to declare that a campaign NPC is a patron of your community or is somehow indebted to your community. This NPC will grant one favor of significance, such as allowing access to something otherwise inaccessible or accomplishing an objective sans opposition. The GM is the final arbiter of whatever aid you receive.


Pack Instinct:

Define who is considered a part of your ‘pack’. You are inherently capable of sensing the general location and presence of your packmembers as well as having a form of psychic bond with them. Through this bond you may communicate simple, single-word concepts (run, attack, guard, distract, et cetera) that casual observation will not detect. Roll Guile to avoid detection from focused attention.

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.

Superior Speed:

Gain +2 to use Haste to defend or create an advantage.


Once per session, you may mark an extra box of Followers to give any NPC created with Ready and Willing a +4 in their area of expertise (rather than the normal +2).

Loyalty Unto Death:

Once per session, if an NPC created with Ready and Willing is with you, you may ignore marking In Peril or Doomed at the cost of the NPC’s life. Multiple uses of this stunt in one session will, like Ritualist above, betray your followers’ trust, mark Disfavored, and require restitution for its restoration.


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: 4

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

The current head of the Pack. Callisto took over after Dozer left after losing touch with his wolf spirit. She has faced ridicule from some of the Pack who resent having a woman in charge. Over time she has won many of her detractors over as they realize that she is a veritable force of nature who will fiercely protect her Packmates no matter the odds.


Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd