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extensions:start [2026/01/23 08:17] jobextensions:start [2026/02/28 17:34] (current) job
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-===== Available Extensions =====+===== 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). 
 +<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
  
-The following Extensions are available in the current state of the game design as optional rules: +==== Places Extensions ==== 
-{{indexmenu>:extensions:.:#1}}+“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>.}}