====== 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. ---- ===== 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. ---- ==== 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 ---- == Links to this page: == {{backlinks>.}}