Wrath, Glory and Ruin
Overview
Wrath, Glory, and Ruin are the three meta-currencies in Wrath & Glory that allow players and the GM to influence Tests and the narrative. They function as a three-way economy of dramatic tension.
Session start defaults:
| Resource | Starting Amount |
|---|---|
| Wrath (per PC) | 2 |
| Glory (group pool) | 0 |
| Ruin (GM) | = number of players |
The Wrath Die
Every dice pool includes one special Wrath Die (a different colour or size d6). It counts as a normal die for Icons and Exalted Icons, but also triggers two additional effects:
| Wrath Die result | Effect |
|---|---|
| 6 — Wrath Critical | Add 1 Glory to the group pool. On a successful Attack, also score a Critical Hit. |
| 1 — Complication | A narrative prompt: "Yes, but…" or "No, and…" — something unexpected happens. If the group doesn't want to narrate it, the GM may take 1 Ruin instead (optional rule). |
Note: If you have only one die in your pool, that die is the Wrath Die. The GM may decide not to activate Wrath Criticals or Complications on a specific Test.
WRATH (Players)
Wrath Points represent heroic drive and the Emperor's favour — personal currency for each player character.
Gaining Wrath
- 2 Wrath at session start (does not carry over between sessions).
- GM may award Wrath for good roleplaying, character development, glorious deeds, or completing your session Objective.
Spending Wrath
| Spend | Effect |
|---|---|
| Reroll Failures | Reroll all dice showing 1, 2, or 3. Once per Test. Cannot reroll a Wrath Die that showed a Complication. |
| Narrative Declaration | Add a minor narrative element to the current scene. GM has final say; if declined, the Wrath Point is not spent. |
| Restore Shock (Action) | Recover Shock equal to your Rank + Tier. Must be conscious. Costs 1 Action. |
GLORY (Group Pool)
Glory is a shared group resource representing the power of camaraderie and collective determination.
Gaining Glory
- Any player may Shift an Exalted Icon to add 1 Glory to the pool — once per Test.
- Wrath Critical (Wrath Die = 6) always adds 1 Glory.
Pool Limits
- Starts at 0 each session.
- Maximum: 6, or number of players + 2, whichever is higher.
- Excess Glory is lost (use-or-lose).
Spending Glory
Any player may spend from the shared pool. The book recommends asking the group first.
| Spend | Effect |
|---|---|
| Increase Dice Pool | +1 bonus die per Glory spent. Usable after initial roll and any Wrath reroll. Bonus dice cannot be rerolled. Once per Test. |
| Increase Damage | +1 damage per Glory spent. No limit on amount spent. |
| Increase Severity of Critical Hit | Improves the result of a Critical Hit. |
| Seize the Initiative | Immediately take a Turn before the next person in Initiative order. Costs 1 Glory. |
Optional Rule — Glorious Greed: If a player spends Glory without the group's permission (or without asking), they gain 1 Corruption per Glory spent.
SHIFTING
Shifting lets you remove an Exalted Icon (a die showing 6) from your Test results to gain a special benefit.
Rules
- You may only Shift an Exalted Icon if enough Icons remain to still meet or exceed the DN.
- No limit on the number of Exalted Icons you can Shift, provided the DN is still met.
- A Wrath Critical (Wrath Die = 6) may be Shifted like any other Exalted Icon. Its Glory/Critical Hit effects still trigger even when Shifted.
What a Shift Can Do
| Shift use | Effect |
|---|---|
| Gain Information | 1 answer to a question related to the Test, per Shift. |
| Improve Quality | The result is better than a bare success — work out the specifics with the GM. |
| Improve Speed | The action takes less time. Rule of thumb: halve the time per Shift. |
| (Other narrative benefits) | Work with the GM to advance a storyline, interact with the environment, or enhance the scene. |
RUIN (GM Only)
Ruin is the GM's counterpart to Wrath, representing the malevolence and corruption of the 41st Millennium. Its current total is visible to all players.
Acquiring Ruin
- Starts at = number of players at the beginning of each session.
- Maximum: 2 × number of players.
- Does not carry over between sessions; excess is lost (use-or-lose, like Glory).
Ruin is gained when:
- A player fails a Corruption Test → GM gains 1 Ruin.
- A player fails a Fear Test → GM gains 1 Ruin.
- The GM rolls a 6 on the Wrath Die for an NPC Test → GM gains 1 Ruin.
- (Optional) A player rolls a Complication and the group opts for the mechanical consequence.
Spending Ruin
| Spend | Effect |
|---|---|
| Reroll Failures | Reroll failures (not Complications) on any NPC's Test. |
| Seize the Initiative | Take a Turn for a Threat before the next Agent. Once per Turn. |
| Restore Shock | Restore 1d3 + 3 Shock to an NPC. Counts as that NPC's Action. |
| Roll Determination | Make a Determination roll for an NPC (p.196). |
| Activate Ruin Actions | Trigger special Abilities on powerful enemy stat blocks. |
Ruin Actions
Certain powerful enemies (Champions) have special Ruin Actions — abilities that cost Ruin to activate and work outside the normal Initiative order.
- Normally only one Champion per scene.
- Ruin Actions are triggered at the end of any Agent's Turn.
- A Ruin Action does not count as a normal Turn.
- The same Ruin Action cannot be used twice in a Round, unless otherwise stated.
- Mob leaders: The GM may spend 1 Ruin to redirect an attack targeting a Mob leader to one of their Troops instead.
Quick Reference: Symmetry of the Three Currencies
| Wrath (per PC) | Glory (group) | Ruin (GM) | |
|---|---|---|---|
| Session start | 2 per PC | 0 | = no. of players |
| Maximum | — | 6 or players+2 | 2 × no. of players |
| Carries over? | No | No | No |
| Visible to all? | Yes | Yes | Yes |
| Primary use | Reroll failures, narrative, Shock recovery | Extra dice, bonus damage, Initiative | Reroll NPC failures, Shock, Initiative, special abilities |
| Generated by | Good play, Objectives | Shifting, Wrath Criticals | Failed Fear/Corruption Tests, NPC Wrath Criticals |