Extras
Extras are a collection of modular rules that extend and build on the core game mechanics to provide support for a wider variety of stories, settings, and play styles.
The core game system offers a simple but complete and playable set of rules. However, the core rules were designed to be lightweight and universal. The following options help customize the game to fit a broader range of stories, settings, and group preferences.
CHANCE ROLLS: Use dice to determine random outcomes for uncertain events.
COMPANIONS: A particular class of assets with inherent abilities that characters can control, such as trained animals, droids and drones, and other assistants.
ENCUMBRANCE: The carrying capacity of a character and the consequences of being overburdened.
EQUIPMENT: Equipment is a particular class of machines or technology players can control, such as vehicles, vessels, computer systems, and other technological or industrial devices.
POWERS: A system to define a character's extraordinary genetic traits, supernatural forces, magic, biological mutations, or technological augmentations.
QUICK ENCOUNTERS: Resolve an entire sequence of narrative events with a single dice roll.
RANGE: A narrative system to measure distance.
TASKS: Challenges that require a coordinated sequence of actions to complete.
WILDCARDS: A resource that grants players additional narrative control to alter to an unfavorable circumstance.
Groups are encouraged to review extras when planning a new campaign during Session Zero. These rules also serve as an example of creating extras to customize the game system further.
CREATING EXTRAS
When crafting new Extras, it is recommended to consider leveraging the existing core mechanics rather than creating new ones. This allows the game to be extended and enhanced without increasing the complexity.
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