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Table of Contents
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 define Actors.
Key insight: These are almost always optional realism knobs, not genre requirements.
Available Extensions:
- Hit Locations
- Injury & Wounds
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
“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:
- Crafting / Repair / Modification
- Encumbrance
- Vehicles, Starships
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:
- 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 kernel.
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:
- Downtime
- Travel
- Factions
- Domain Play
- Campaign Clocks
