Resources, Conditions, Threats, and Tracks
Use Resources for recurring currencies players spend or manage. Define them on the System Profile; Character state stores only current values.
Use Conditions for durable consequences with a defined scope and removal rule. Near-synonyms such as Tired, Exhausted, Drained, and Fatigued should coexist only if they have distinct mechanical meaning.
Use a Threat for an external problem that acts independently: a rival ascendant, closing dungeon, pursuit force, unstable artifact, tournament clock, or invasion. Pressure advances when time or player choices give the Threat room to act, never because chat turns passed.
Use a Progress Track when work accumulates toward an outcome: training, deciphering, crafting, recovery, breakthrough preparation, or route analysis. Give the track a concrete completion result; a filled track should not merely unlock a second roll for the same work.
Equipment should establish access, leverage, protection, information, or a specific edge. Generic gear does not raise Tier unless its record defines that power shift.