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 ====== Extensions ====== ====== Extensions ======
-This is just scaffolding for the future rules extensions landing page... Most content is currently [[deprecated:extensions:start|deprecated]] while I'm working on a major rules revision.+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 handout to players, so they are aware of which Extensions are in use.  
 + 
 +<WRAP center round important 100%> 
 + 
 +> **Content Packs may depend on Extensions.** 
 +> **Extensions never depend on Content Packs.** 
 + 
 +This one-way dependency keeps the ecosystem sane forever. 
 +</WRAP> 
 + 
 +---- 
 +===== Extension Families ===== 
 +Extensions are grouped into categories called FamiliesAlthough 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). 
 +<WRAP right round tip 60%> 
 +//Key insight:// These are almost always **optional realism knobs**, not genre requirements. 
 +</WRAP> 
 +**__Available Extensions:__** 
 +  * [[.:people:hit-locations|Hit Locations]] 
 +  * Injury & Wounds 
 +  * Protection 
 + 
 +==== Places Extensions ==== 
 +“How physical locations work.” These define space and the game world. 
 +<WRAP right round tip 60%> 
 +//Key insight:// These concern [[core:actors:abstract|Environmental Abstract Actors.]] 
 +</WRAP> 
 +**__Available Extensions:__** 
 +  * Bases & Holdings 
 +  * Environmental Hazards 
 + 
 +==== Things Extension ==== 
 +“How physical objects function mechanically.” These define [[.things:start|Things]] like adventuring gear, weapons, and armor. 
 +<WRAP right round tip 60%> 
 +//Key insight:// These concern [[core:actors:abstract|Abstract Actors.]] that are **not** People or Places. 
 +</WRAP> 
 +**__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. 
 +<WRAP right round tip 60%> 
 +Content Packs don’t define how magic works—only what magic exists. 
 +</WRAP> 
 +**__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?” 
 +<WRAP right round tip 60%> 
 +This is where genre feels different without changing the core rules. 
 +</WRAP> 
 +**__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.” 
 +<WRAP right round tip 60%> 
 +These pair naturally with Horror, Cyberpunk, Espionage, etc. 
 +</WRAP> 
 +**__Available Extensions:__** 
 +  * Conditions 
 +  * Stress / Fatigue 
 +  * Sanity 
 +  * Corruption 
 +  * Reputation 
 +  * Heat / Wanted Levels 
 + 
 +==== Structural Extensions ==== 
 +“How play is organized over time.” 
 +<WRAP right round tip 60%> 
 +Often invisible in short playtests—but crucial for campaigns. 
 +</WRAP> 
 + 
 +**__Available Extensions:__** 
 +  * [[.:structural:advancement|Advancement]] 
 +  * [[.:structural:time|Time]] 
 +  * Downtime 
 +  * Travel 
 +  * Factions 
 +  * Domain Play 
 +  * Campaign Clocks 
 + 
 +---- 
 + 
 +== Links to this page: == 
 +{{backlinks>.}}