extension_id,name,core_hook,examples,not_in_core_reason EXT_REFLEXES,Additional Reflex Playbooks,DARVO track and forced-stage timing,"Withdrawal, appeasement, counter-control, freezing, intellectualisation",One reflex keeps the first game legible and makes DARVO's sequence memorable. EXT_PRACTICES,Additional Secure Practices,GROUND action slot,"Repair, mediation, evidence practice, consent practice",GROUND remains the single positive vocabulary in the base game. EXT_CHARACTERS,Character Traits,"Stress changes, Freedom recovery, relation effects","Status-sensitive, reflective, protective, conflict-avoidant",Traits would add exceptions before the core loop is validated. EXT_PERSONAL,Personal Problems,Hidden Problem system and player state,"Fear of humiliation, concealed exhaustion, loyalty conflict",Personal win-condition changes require more consent and safety framing. EXT_RELATIONS,Relationship Memory,Bond/Rivalry tiles and two-slot limit,"Promises, betrayals, support memories, asymmetric trust",The core uses only two relation states and deliberate breakage. EXT_SOLO,Solo Learning and Highscore,"Scenario thresholds, fixed rounds, deterministic action priorities","Automa personalities, endgame reveal, problem-solving score",The first dataset prioritizes the 2–6 player interaction system. EXT_CAMPAIGN,History Campaign,"Unresolved Problems, relation tiles, player mats","Carry-over Stress, scars, repaired Bonds, evolving scenarios",Persistent history would increase game length beyond 5–15 minutes.