
Extras can be important in a game. They are used as henchmen, friends, obstacles, sources of information, and of course, cannon fodder. The following text explains how to quickly create extras for use in any genre. You will need to become familiar with the ‘Fields of Expertise’ optional rules from Advanced Exploits. but apart from that it is relatively simple. Sample extras are also included.

Abilities

Extras only possess one ability which determines their primary function. For example, a police officer would possess the fitness ability since he must chase down suspects, but a police detective whose job it is to solve cases through investigation would possess the reasoning ability.
Note: Awareness is not an important ability for extras. Its use is not relevant much of the time, but feel free to use it should the need arise.

| Type of Extra | | | Ability | |
| Physical | | | Fitness | |
| Intelligent | | | Reasoning | |
| Artistic | | | Creativity | |
| Social | | | Influence | |


The director must decide whether the extra is feeble, typical, or talented in his ability. This decision along with the game’s reality level determinmes the extra’s ability rating.

| | | | Feeble | | | Typical | | | Talented | |
| Dramatic | | | 0 | | | +1 | | | +2 | |
| Heroic | | | +1 | | | +3 | | | +4 | |
| Epic | | | +2 | | | +4 | | | +5 | |
Luck

Extras typically do not use luck, although the director may add +1 effort to any one task or ignore one successful attack targeted at the extra per episode.

Fields of Expertise

All extras should have one area of knowledge in which they specialize. For example, a scientist specializes in science, a police detective specializes in investigation, a thief specializes in burglarly. Fields of expertise are used in the same manner described in Active Exploits Take2. The director must use his discretion as to which field of experience an extra possesses.

Gimmicks

Some extras may possess gimmicks just like regular characters. Police would possess the authority gimmick, while a famous actor would possess prestige, for example. The director must choose the most relevant gimmick(s) for the extra, or ignore them completely– gimmicks are not necessary for extras, but go that extra mile to flesh them out.

Gear

The equipment an extra carries should be limited to that which his field of expertise requires. The director is free to give the extra the property gimmick, however.

Discipline and Health

Extras do not use discipline, nor do they gain fatigue from expending effort. In addition, the director does not track health for extras. Instead, successful attacks which inflict fatigue cause extras to fall unconscious, and attacks which inflict injury cause extras to become incapacitated. In addition to luck being used to ignore one successful attack, an additional one may be ignored for every two points in the fitness ability. Dementia and toxemia are not used with extras.

Sample Extras (determine ability rating using rules above)

Wild Animals (lions, tigers, wolves, etc.)
Ability: Fitness
Field of Expertise: Predation (tracking, stalking, killing)
Bureaucrat (government clerks, paper-pushers, etc.)
Ability: Reasoning
Field of Expertise: Bureaucracy (filing, processing, blocking action, wasting time)
Gangster
Ability: Fitness
Gimmicks: Fugitive
Field of Expertise: Racketeering (extortion, intimidation, burglarly)
Supernatural Investigator
Ability: Reasoning
Field of Expertise: Parapsychology (occult, legends, investigation)
Foot Soldier
Ability: Fitness
Field of Expertise: Infantry Training (firearms, brawling, athletics, tactics, survival)
Fighter Pilot
Ability: Fitness
Gimmicks: Military Rank
Field of Expertise: Combat Flight Training (piloting, flight tactics, firearms, survival)
Politician
Ability: Influence
Gimmicks: Prestige
Field of Expertise: Politics