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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.
Available Extensions
The following Extensions are available in the current state of the game design as optional rules:
