Extensions

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:

  • 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 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 (sentient beings).

Key insight: These are almost always optional realism knobs, not genre requirements.

Available Extensions:

Places Extensions

“How physical locations work.” These define space and the game world.

Key insight: These concern Environmental Abstract Actors.

Available Extensions:

  • Bases & Holdings
  • Environmental Hazards

Things Extension

“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:

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:

  • Aiming
  • Magic System
  • Psionics
  • Superpowers
  • Martial Techniques
  • Rituals & Preparation

Conflict Extensions

“What kinds of Conflicts exist beyond violence?”

This is where genre feels different without changing the core rules.

Available Extensions:

  • 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: