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If the Wrath die rolls a 6, it means that not only has FEAR TESTS
the player rolled an Exalted Icon (worth two Icons, When they witness unnatural horrors, Agents must
remember) but they also have an extra special effect make a Fear Test using their Resolve against a DN
(known as a Wrath Critical). In combat it also means dictated by the source of the Fear. If they succeed,
you cause a Critical Hit. they may act normally; if they fail, they gain the
Fear Condition, meaning that all Tests they make
Wrath Criticals and Complications do not change the are at +2 DN until the end of the scene or until an
outcome of a roll, and both apply whether the roll ally passes a Leadership (Wil) Test of DN 2+ the
succeeds or fails. source’s Fear value.
Wrath Points
Agents start every session with two Wrath Points (or
four if they have the Touched by Fate Talent). The GM
can award Wrath Points for good roleplay or a really
awesome moment. Every Agent also has an Objective
for the adventure that immediately gives them a Wrath
point when they achieve it.
Free: A task that requires little effort, such as opening Critical Hits
an unlocked door or shouting a warning. Characters If a player rolls a successful hit with a 6 on the Wrath
may take this action multiple times. die, they can inflict a Critical Hit in addition to adding 1
Glory to the pool. If the attack misses, the Critical does
Some actions, such as Sprinting or taking Full Defence not happen, but if the attack hits and the damage does
require the character to use their full Round. not exceed the target’s Resilience, the Critical still has
its full effect.
Attacking
Attack rolls work in a similar way to other Skill Tests. The Wrath & Glory Rulebook has a table to roll on
The character uses their Ballistic Skill (A) or their for Critical Hits, but for this adventure we recommend
Weapon Skill (I) depending on whether they are choosing a simpler option from the simplified Critical
attacking at range or in melee. The DN for an attack Hit Table below. Each Critical Hit also has an option
is the Agent or Threat’s Defence. The attack hits if the for a greater effect if the Agent spends 1 Glory to
Icons on the roll meets or exceeds their Defence. activate it.
d6 Roll Outcome
Disarmed: Whether this is the loss of a weapon or the removal of a limb, the character must
spend a Simple Action retrieving, regrowing, or replacing their weapon. If they cannot replace
1 or retrieve the weapon, they are unable to use that form of attack until they can replace it.
Glory: They also take 1 Wound.
Visceral: The attack causes 1d6 additional damage.
2
Glory: Their Resilience is also reduced by 1 for the rest of the scene.
Chain Reaction: The attack causes 1d3 additional Wounds.
3
Glory: Another target within range also takes 1d3 additional Wounds.
Bleeding: The target takes −1 Resilience until the end of their next Turn.
4
Glory: The −1 to Resilience lasts until the end of the scene.
Parry: The attacker gains +1 Defence until the end of their next Turn.
5
Glory: This Defence bonus applies to an additional character.
Weak Point: The target takes −1 Defence until the end of their next Turn.
6
Glory: The −1 to Defence lasts until the end of the scene.