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extensions:start [2026/01/23 09:10] – [Physical Extensions] jobextensions:start [2026/10/04 22:16] (current) – [People Extensions] job
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 <WRAP center round important 100%> <WRAP center round important 100%>
  
-> **Content Packs may depend on Extensions.** +**Content Packs may depend on Extensions.** 
-> **Extensions never depend on Content Packs.**+**Extensions never depend on Content Packs.**
  
 This one-way dependency keeps the ecosystem sane forever. This one-way dependency keeps the ecosystem sane forever.
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 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.  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. 
 ---- ----
-==== Physical Extensions ==== +==== People Extensions ==== 
-“How bodies, damage, and space work.” These define grit and tactility. +“How bodies, damage, and sentient beings work.” These add detail to Actors who are [[.:people:start|People]] (sentient beings). 
-<WRAP center round tip 100%>+<WRAP right round tip 60%>
 //Key insight:// These are almost always **optional realism knobs**, not genre requirements. //Key insight:// These are almost always **optional realism knobs**, not genre requirements.
 </WRAP> </WRAP>
 **__Available Extensions:__** **__Available Extensions:__**
-  * [[.:physical:equipment|Equipment System]] (weapons, armor, shields, tags) +  * [[.:people:hit-locations|Hit Locations]] 
-  * Hit Locations+  * [[.:people:size|Size]]
   * Injury & Wounds   * Injury & Wounds
-  * Encumbrance+  * 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   * 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 ==== ==== Capability Extensions ====
-“How Actors do extraordinary things.” These define power expression. +“How Actors do extraordinary things.” [[.:capabilities:|Capabilities]] define power expression. 
-<WRAP center round tip 100%>+<WRAP right round tip 60%>
 Content Packs don’t define how magic works—only what magic exists. Content Packs don’t define how magic works—only what magic exists.
 </WRAP> </WRAP>
 **__Available Extensions:__** **__Available Extensions:__**
-  * [[.:abilities:start|Abilities]]+  * [[.capabilities:abilities:start|Abilities]] 
 +  * Aiming 
 +  * [[.:capabilities:damage-type|Damage Types]]
   * Magic System   * Magic System
   * Psionics   * Psionics
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   * Martial Techniques   * Martial Techniques
   * Rituals & Preparation   * Rituals & Preparation
- 
-==== Equipment & Assets ==== 
-“How [[things|Things]] function mechanically.” 
- 
-**__Available Extensions:__** 
-  * Weapons & Armor Rules 
-  * Vehicles, Starships 
-  * Bases & Holdings 
-  * Crafting / Repair / Modification 
  
 ==== Conflict Extensions ==== ==== Conflict Extensions ====
-“What kinds of [[core:kernel|Conflicts]] exist beyond violence?” +“What kinds of [[core:conflicts:start|Conflicts]] exist beyond violence?” 
-<WRAP center round tip 100%> +<WRAP right round tip 60%> 
-This is where genre feels different without changing the core kernel.+This is where genre feels different without changing the core rules.
 </WRAP> </WRAP>
 **__Available Extensions:__** **__Available Extensions:__**
 +  * [[.:conflicts:range|Range]]
   * Social Conflict   * Social Conflict
   * Chases   * Chases
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 ==== Psychological & Narrative Extensions ==== ==== Psychological & Narrative Extensions ====
 “How the game applies stress to players and characters.” “How the game applies stress to players and characters.”
-<WRAP center round tip 100%>+<WRAP right round tip 60%>
 These pair naturally with Horror, Cyberpunk, Espionage, etc. These pair naturally with Horror, Cyberpunk, Espionage, etc.
 </WRAP> </WRAP>
 **__Available Extensions:__** **__Available Extensions:__**
 +  * Conditions
   * Stress / Fatigue   * Stress / Fatigue
   * Sanity   * Sanity
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   * Heat / Wanted Levels   * Heat / Wanted Levels
  
-==== Structural Extensions ==== +==== Campaign Extensions ==== 
-“How play is organized over time.” +[[.:campaign:start|Campaign]] extensions define “How play is organized over time.” 
-<WRAP center round tip 100%>+<WRAP right round tip 60%>
 Often invisible in short playtests—but crucial for campaigns. Often invisible in short playtests—but crucial for campaigns.
 </WRAP> </WRAP>
  
 **__Available Extensions:__** **__Available Extensions:__**
-  * [[.:structural:time|Time]]+  * [[.campaign:advancement|Advancement]] 
 +  * [[.campaign:time|Time]] 
 +  * [[.campaign:distance|Distance]]
   * Downtime   * Downtime
   * Travel   * Travel