Introduction
The Player's Handbook tells the table how the fight works. This book tells you how to build the battlefield. You are the creator who cloned this project and is about to add to it, so the tone here is different: where the Player's Handbook explains rules, this manual explains intent. What each file is for, what a good entry looks like, and how to extend the whole thing without breaking the parts that already work.
What this project is
Wrath & Glory is a d6-pool system set in the grim darkness of the 41st millennium. The project is a toolkit around it: the handbooks carry the rules reference, and the workspace files carry the world — the people, places, and gear the table will actually touch.
Everything in the workspace is a file. Every file belongs to a file type, and the type defines the fields that file can hold. Files of the same type live together in a folder:
| Type | Folder | Holds |
|---|---|---|
| Character | /Characters/ | Player agents and named NPCs |
| Archetype | /Archetypes/ | Starting templates: Guardsman, Scum, Psyker… |
| Talent | /Talents/ | Tiered feats with prerequisites |
| Threat | /Threats/ | Bestiary entries the GM runs |
| Weapon | /Weapons/ | Damage, AP, traits, range |
| Armor | /Armor/ | Armour rating and traits |
| Equipment | /Equipment/ | Gear, consumables, treasure |
| Psychic Power | /Psychic Powers/ | Disciplines, DNs, and effects |
| Ascension Package | /Ascension Packages/ | Rank-gated archetype upgrades |
| Location | /Locations/ | Places the party can stand in |
| Game Start | /Game Starts/ | The lobby card players pick |
| GM Instructions | /GM Instructions/ | Private briefs the GM reads during play |
Twelve types ship with the project. That is a starting skeleton, not a cage — chapter 7 covers when and how to add your own.
How to use this manual
The chapters are ordered the way you'll work: first understand the shape of content (chapter 2), then write the compendium kinds — characters, wargear, locations (chapters 3–5), then wire up play with a game start and GM instructions (chapter 6), then extend the system when the skeleton isn't enough (chapter 7), and finally keep the conventions that make it all hold together (chapter 8).
You can read front to back once, then dip into individual chapters as you build. The Player's Handbook chapters — Basic Rules Reference: Tests, Combat, Psychic Powers, Wargear Properties, and the rest — are the rules those files describe. When this manual says "the rules say X," it means the Player's Handbook; when it says "the convention is Y," it means the shape this workspace expects. Both matter.