Additional rules for specific types of tasks and special situations.

The game system is designed to be modular, and easy to customize. Extras are used to build upon the core rules and game mechanics to enhance and extend the game system to support a wide variety of genres, settings, and campaign types.

Extras can be used to for a variety of purposes:

  • Supporting Settings: If the game is set in a unique world with distinct elements not covered in the core rules, extras can be added to introduce new mechanics or adapt existing ones to fit the setting's theme and atmosphere.

  • Special Situations: Extras can be used to add rules and mechanics to match specific types of encounters or situations such as social intrigue, underwater combat, or vehicle chases.

  • Porting Games: When adapting content from other roleplaying games, extras can be used to supplement the core rules and mechanics to mimic features from the source game system.

  • Unique Abilities: Extras can help represent special powers, magic systems, or other modules that require their own set of rules.

  • Choice Lists: Options can be used to constrain freeform elements of the game when necessary to require players to pick from a pre-generated list of choices.

  • Homebrew: Extras can be used to capture the specific play style and preferences of a group.

The following extras are included to support a set of game rules and mechanics commonly found in many tabletop role-playing games. These extras include some pre-defined options you can simply choose to include in your own campaigns or serve as an example for how to create your own extras to customize the game system.

  • Chance Rolls: A type of dice roll used to determine random outcomes or uncertain events.

  • Complex Tasks: Complex tasks are used when overcoming a challenge requires a series of actions, each contributing to the overall success or failure of the task.

  • Counters: A counter is used to represent time or progress associated with important tasks or events in a scene or storyline.

  • Cut Scenes: Cut scenes provide a way for characters to efficiently pursue specific goals or objectives that would typically require an entire scene or longer to role-play.

  • Group Tasks: Group tasks are used to coordinate the efforts of multiple characters to accomplish a task.

  • Quick Actions: Quick Actions can be used when the director only needs a simple comparison of a character's raw ability against the difficulty of a challenge.

When crafting new options or extras it is recommended to consider how to leverage the existing rules and mechanics rather than create new ones. This allows the game to be extended and enhanced without increasing core complexity.

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