====== Extensions ======
Extensions are **optional** rules that add to or modify mechanical behavior from those presented in the [[core:start|Core Rules]]. Most [[content-packs:start|Content Packs]] rely on one or more Extensions.
__They:__
* introduce new systems, not new fiction
* define resolution methods, constraints, or affordances
* are setting-agnostic by default
* may be enabled or disabled independently
__Examples:__
* Equipment rules
* Hit locations
* Social conflict mechanics
* Vehicles
* Magic systems
* Sanity / Stress
Extensions never contain setting-specific lists or lore.
The GM shall determine which Extensions are in use for their game world. A [[checklist|checklist]] is provided that the GM can provide as a handout to players, so they are aware of which Extensions are in use.
> **Content Packs may depend on Extensions.**
> **Extensions never depend on Content Packs.**
This one-way dependency keeps the ecosystem sane forever.
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===== Extension Families =====
Extensions are grouped into categories called Families. Although they are grouped this way, a GM may still turn on or off any Family or Extension within a Family as they see fit.
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==== People Extensions ====
“How bodies, damage, and sentient beings work.” These add detail to Actors who are [[.:people:start|People]] (sentient beings).
//Key insight:// These are almost always **optional realism knobs**, not genre requirements.
**__Available Extensions:__**
* [[.:people:hit-locations|Hit Locations]]
* Injury & Wounds
* Protection
==== Places Extensions ====
“How physical locations work.” These define space and the game world.
//Key insight:// These concern [[core:actors:abstract|Environmental Abstract Actors.]]
**__Available Extensions:__**
* Bases & Holdings
* Environmental Hazards
==== Things Extension ====
“How physical objects function mechanically.” These define [[.things:start|Things]] like adventuring gear, weapons, and armor.
//Key insight:// These concern [[core:actors:abstract|Abstract Actors.]] that are **not** People or Places.
**__Available Extensions:__**
* [[.:things:armor|Armor]]
* Crafting / Repair / Modification
* [[.:things:currency|Currency]]
* [[.:things:durability|Durability]]
* Encumbrance
* [[.:things:weapons|Weapons]]
* Vehicles, Starships
==== Capability Extensions ====
“How Actors do extraordinary things.” These define power expression.
Content Packs don’t define how magic works—only what magic exists.
**__Available Extensions:__**
* [[.capabilities:abilities:start|Abilities]]
* Aiming
* [[.:capabilities:damage-type|Damage Types]]
* Magic System
* Psionics
* Superpowers
* Martial Techniques
* Rituals & Preparation
==== Conflict Extensions ====
“What kinds of [[core:conflicts:start|Conflicts]] exist beyond violence?”
This is where genre feels different without changing the core rules.
**__Available Extensions:__**
* [[.:conflicts:range|Range]]
* Social Conflict
* Chases
* Mass Combat
* Espionage / Information Warfare
* Legal / Political Conflict
==== Psychological & Narrative Extensions ====
“How the game applies stress to players and characters.”
These pair naturally with Horror, Cyberpunk, Espionage, etc.
**__Available Extensions:__**
* Conditions
* Stress / Fatigue
* Sanity
* Corruption
* Reputation
* Heat / Wanted Levels
==== Structural Extensions ====
“How play is organized over time.”
Often invisible in short playtests—but crucial for campaigns.
**__Available Extensions:__**
* [[.:structural:advancement|Advancement]]
* [[.:structural:time|Time]]
* Downtime
* Travel
* Factions
* Domain Play
* Campaign Clocks
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== Links to this page: ==
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