Extensions are optional rules that add to or modify mechanical behavior from those presented in the Core Rules. Most Content Packs rely on one or more Extensions.
They:
Examples:
Extensions never contain setting-specific lists or lore.
The GM shall determine which Extensions are in use for their game world. A 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.
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.
“How bodies, damage, and sentient beings work.” These add detail to Actors who are People (sentient beings).
Key insight: These are almost always optional realism knobs, not genre requirements.
Available Extensions:
“How physical locations work.” These define space and the game world.
Key insight: These concern Environmental Abstract Actors.
Available Extensions:
“How physical objects function mechanically.” These define Things like adventuring gear, weapons, and armor.
Key insight: These concern Abstract Actors. that are not People or Places.
Available Extensions:
“How Actors do extraordinary things.” These define power expression.
Content Packs don’t define how magic works—only what magic exists.
Available Extensions:
“What kinds of Conflicts exist beyond violence?”
This is where genre feels different without changing the core rules.
Available Extensions:
“How the game applies stress to players and characters.”
These pair naturally with Horror, Cyberpunk, Espionage, etc.
Available Extensions:
“How play is organized over time.”
Often invisible in short playtests—but crucial for campaigns.
Available Extensions: