Set your pool and the DN, then roll.
Your pool is Attribute + Skill plus any bonus dice; one of those dice is the Wrath die. Each 4 or 5 is an icon and each 6 an Exalted Icon worth two. You succeed if your icons equal or beat the DN.
Exact Odds
Worked out from every way the dice can land, not by simulation. A die shows an icon half the time, so a pool averages two icons for every three dice.
| Result | Chance |
|---|
The Wrath die shows a 1 (a Complication) or a 6 (a Wrath Critical) one time in six each, however big the pool. A Complication happens whether or not the test succeeds. "Something to shift" means you succeed with at least one spare Exalted Icon. A Wrath reroll rerolls every die that showed 1 to 3, once, except a Wrath die showing 1, which stays.
Damage
Damage is the weapon's damage plus its Extra Damage dice: each ED die adds 1 on a 4 or 5 and 2 on a 6. Each Exalted Icon you shift on the attack adds one more ED die, and Glory or Strength (in melee) add flat damage. AP is negative and comes off the target's Resilience. Damage above Resilience is Wounds; damage exactly equal to it is 1 Shock; anything less does nothing. Mortal Wounds ignore Resilience altogether. The target may be able to roll Determination to turn Wounds into Shock.
Wounds and Shock
Maximum Wounds = (Tier × 2) + Toughness, as corrected in Cubicle 7's errata. Maximum Shock = Willpower + Tier. Any Wounds make you Wounded (+1 DN to your tests). Shock past the maximum leaves you Exhausted, and any more Shock becomes Wounds. Wounds past the maximum mean you are Dying: you fall Prone and take a Memorable Injury, and further Wounds become Traumatic Injuries; more than Tier + 1 of those and the character dies.
Where to Go Next
- Core Mechanics: Icons, DNs, shifting and the Wrath die in full.
- Combat: Attacks against Defence, damage, Resilience, Wounds and Shock.
- Playing Wrath & Glory Solo: The same dice turned into a yes/no oracle.