Player's Handbook · Chapter 5

Conditions, Resources, Progress, and Equipment

StoryRig keeps damage, currencies, project clocks, and gear modular. Use Conditions for durable states, Resource Tracks for recurring personal values, Progress Tracks for shared projects, and Equipment for practical leverage.

Conditions

A Condition is a fact that should matter beyond the immediate beat. Examples in the core library include Winded, Shaken, Wounded, and Compromised.

Conditions are not automatic penalties to every roll. Their effect applies only when the situation makes the Condition relevant. Wounded may worsen Position for strenuous physical action, but it should not penalize an unrelated negotiation merely because the label is on the sheet.

Do not stack synonyms to imitate hit points. If the same injury or problem gets materially worse, replace or escalate the Condition. Clear a Condition when its listed recovery requirement occurs in play.

Your world should create Conditions that express its own stakes. A courtly drama might care about Disgraced or Indebted. A survival game might use Hypothermic and Starving. A superhero world might distinguish Exposed Identity from Injured.

Resource Tracks

Some worlds add recurring numeric resources such as Hunger, Stress, Mana, or Favor. Your character sheet shows only the tracks defined by the active System Profile. Each track has its own range, starting value, and fiction for when it rises, falls, or resets.

A resource changes only when its rule or established events say it changes. Reaching the minimum or maximum matters only if that track's definition says what happens there. Do not assume that a high value is good or bad from the name alone.

Shared Progress Tracks

A Progress Track represents a bounded shared undertaking such as repairing a vehicle, completing a ritual, decoding an archive, or restoring a facility. It is not a personal currency and it does not act against you like a Threat.

Progress advances only when play satisfies the track's stated conditions. A mixed hit can still earn progress while adding one consequence. A setback does not automatically erase prior work; the track regresses only when a listed regression condition occurs. When the clock fills, the stated completion result becomes true.

Equipment

Equipment records three practical fields:

  • Useful For: what does this item let you plausibly do?
  • Concrete Edge: when does it improve Position, Effect, access, or certainty?
  • Limits: what can it not solve?

The same structure works across genres, from ordinary tools to weapons, credentials, vehicles, or ritual gear.

Gear does not grant a bonus merely because it is listed on the sheet. It matters when its function changes the situation. A tool that makes a task routine can remove the roll entirely; an item that makes danger survivable can improve Position; a powerful but narrow tool may increase Effect only inside its specialty.

Character inventory stores the item plus optional quantity and notes. The shared Equipment file remains the definition, so several characters can carry the same kind of item without sharing a mutable use counter.

Manual updated Aug 14, 2026.