Player's Handbook · Chapter 4

Wrath, Glory & Ruin

Three currencies sit above the dice. Two are yours. One belongs to the GM, and watching it grow is part of the tension.

A note on the name. The Wrath Die and Wrath Points are different things that unfortunately share a word. The Wrath Die is the special die in every pool, covered in the last chapter. Wrath Points are a resource you spend. Rolling a 6 on the Wrath Die does not give you a Wrath Point — it gives the group Glory.

Wrath Points

Yours alone. You start each session with 2, and they do not carry over. Spend them.

  • Reroll failures. After rolling, reroll every 1, 2 and 3 in your pool. Once per Test, and you may not reroll a Wrath Die that came up as a Complication.
  • Make a narrative declaration. Add a minor element to the scene — promethium barrels stacked by the loading bay, a maintenance hatch nobody bolted. The GM has final say, and if they decline, you keep the point.
  • Restore Shock. As an Action, recover Shock equal to your Rank + Tier. You must be conscious.

You earn more for good roleplaying, character development, or doing something genuinely glorious. The GM decides; you don't have to ask.

Glory

Shared by the whole group, starting each session at 0.

You gain Glory when anyone rolls a Wrath Critical (1 Glory), or when anyone Shifts an Exalted Icon into it (once per Test).

The pool caps at 6, or the number of players + 2, whichever is higher. Glory generated over the cap is lost — spend it rather than hoarding it.

Spend Glory to:

  • Add +1 die to a Test.
  • Add +1 damage to an attack.
  • Increase the severity of a Critical Hit — the most dramatic use, and usually the most decisive.
  • Seize the Initiative, taking a Turn before the GM's Threats act.

Anyone at the table can spend from the pool. It is polite to ask first; you're spending everyone's resource.

Chaotic Glory

You may spend Glory without asking the group, at a price: 1 Corruption per point.

Corruption accumulates on your sheet and drags you through Pure, Tarnished, Contaminated, Tainted, Defiled, and finally Chaos Spawn — at which point the character stops being yours. Your GM will name the price before you commit. Take it seriously.

Ruin

The GM's mirror of Glory. It starts each session equal to the number of players and grows when things go badly for you — Complications feed it.

The GM spends Ruin to activate a Threat's special abilities, let an Adversary roll Determination, or Seize the Initiative against you. You cannot spend it or block it. You can only watch it climb and decide whether that changes your plan.

Faith

Only for characters of the Imperial Cult, and only if you have bought into it.

Every Faith Talent you take grants one point of Faith and one ability. Spend a point to trigger that ability. The points are one pool, not one per Talent — three Faith Talents is three activations, spread however the moment needs them.

Faith refills to full at the start of each session and on any Respite. A Regroup does not refill it. Your GM may hand a point back mid-session for something genuinely pious; you cannot ask for that.

On your sheet: Faith is what you have now, Max Faith is your ceiling, and Faith Spent is the only number anyone edits.

There is no cap on how many Faith Talents you may take. There is one way to lose all of it: take the CHAOS Keyword and your Faith goes to zero permanently. Not suppressed, not restorable — the Talents stay on your sheet, bought and paid for, and nothing will ever fuel them again. See Faith for the whole rule.

Manual updated Aug 16, 2026.