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1
Fantasy Express / Re: FX v 1.02 - Errata Collection)
« Last post by Dimirag on May 05, 2025, 06:22:08 PM »
The revised version is way more useful and better clarified.
2
Fantasy Express / Re: FX v 1.02 - Errata Collection)
« Last post by Rasyr on May 04, 2025, 07:50:55 PM »
Some errata for the Spell Mirror Image (page 165) -- over on rpg.net somebody had questions regarding the mirror image spell, so I am attempting to clarify.

It currently reads:

"Caster creates an illusionary duplicate of himself that sounds, smells, and feels identical. It steps out of the caster and moves up to 10' away, and then it perfectly mirrors every sound and action that the character makes. Should the image be struck, it will fade away."



The updated version could read:

" Caster creates one or more illusionary duplicates of himself, depending on the Tier that the spell is cast at. These duplicates sound, smell, and feel real and all are identical to the caster.  In the round the spell is cast, the caster and all duplicated may move to different positions, as long as the ending position is no more than 10 from the caster. This includes the caster moving and a duplicate remaining in one location, so long as no duplicate is more than 10' from the caster after the spell is done being cast. All duplicates will then perfectly mirror every sound and motion and action that the caster makes for the duration. Duplicates should be considered to have 1 Hit and any attacks against them, or that they make, that would normally cause any amount of damage will cause the duplicate to fade. Attacks that are  parried, if they would have caused damage without the Parry, are still considered to have caused enough damage to make the image fade."


Feedback please?
3
Announcements / Express Additions #5 Released!
« Last post by Rasyr on April 27, 2025, 09:18:02 AM »
Welcome to the fifth issue of Express Additions. As always, our primary goal here is to expand the core rules of Fantasy Express with options and/or additional material that we could not fit into the core rules, or that we did not think of before publishing the core rules.

We are starting off this issue with some new Special Skills and Milestone, and then we offer an expansion upon the Offensive and Defensive Actions and the Martial Moves. We are doing this by combining them into one group called Combat Moves. We have over 100 distinct Moves listed for characters to use and/or learn

We are then introducing some new Combat Styles that take advantage of these Combat Moves to help provide ways to make your characters shine a bit more.
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Fantasy Express / Re: Combat Moves & Combat Styles
« Last post by Rasyr on April 22, 2025, 11:12:46 AM »
All of the moves are  done, working on the Combat Styles now

Completed

Weapon Styles
Arnis/Escrima -- stick fighting
Double Weapon -- a polearm style (good for using the swordstaff)
Fencing -- mentioned above
Kali - dagger & stick  style
Saber Claw - uses a type of  dagger called the ulak
Shield Adept -- use  your shield better

Still to be done

Weapon Styles
Two Swords -- using two short blades together (i.e. butterfly swords, short swords, smallswords, etc..)
Zen Archery -- a ranged style

Martial Arts Styles
Ch’uan Fa  -- have to figure out this one, it gets the chi bolt  ability....
Kongjin Fa  -- the way of the fist, can do elemental fists
Kuo Shu  --  essentially Kung Fu
Pankraton  -- a wrestling style
Pugilism -- a boxing style (often uses the Cestus or fist loads...)
Xingyi -- a style involving lots of grabs, sweeps and throws...
5
Fantasy Express / Re: The Old World
« Last post by Waylander on April 20, 2025, 11:05:49 AM »
A lot of the heavy lifting is done then. Thank you for the info.
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Fantasy Express / Re: The Old World
« Last post by Rasyr on April 20, 2025, 08:49:24 AM »
I'm toying with the idea of using FX for a Warhammer (The Old World) campaign. Off the top of my head, I will need necromantic magic, rules for madness, disease, mutations, and halflings.

Are any of these covered in FX or the Express Additions?

Halflings are listed  in Express Additions #2.

Necromatic Magic is part of the Diabloism School of Magic. (at least basic Necromatic magic is) starting on page 150

Poisons and Diseases are  in the core rules, starting on page 218 (it just covers the basics and gives a few examples)

Madness - while  there are no specific rules yet, several of the Background Drawbacks could apply starting on page  73,  such as Phobia, Paranoid, Psychotic Temper, plus the Winds of Insanity spell (p. 153)

No specific rules for Mutations, but  it might be possible to adapt the Warhammer rules  for such (not  positive on this, since I have never looked at Warhammer specifically (there was once a board  game  that I  think was based on Warhammer, I have that game but have not looked  at it for years....)

7
Fantasy Express / The Old World
« Last post by Waylander on April 20, 2025, 08:17:34 AM »
I'm toying with the idea of using FX for a Warhammer (The Old World) campaign. Off the top of my head, I will need necromantic magic, rules for madness, disease, mutations, and halflings.

Are any of these covered in FX or the Express Additions?
8
Fantasy Express / Re: In the works..... Bestiary Express #1
« Last post by Rasyr on April 19, 2025, 02:36:29 PM »
I am not a huge fan of this kind of stuff. It only works if combat is a succession traded blows like in DnD from years ago. It ignores tactics, environment, planning, attack/defense pairing…
I understand the value of it to give a rough estimate of an encounter destructive power though.

That is the idea --  to give a ROUGH comparison and I  am planning on stressing  that strongly. 

It is meant to be a tool that the GM can use to roughly estimate  power levels to make a sure a party  does not end  up seriously  over-matched...


9
Fantasy Express / Re: In the works..... Bestiary Express #1
« Last post by Fidoric on April 19, 2025, 01:27:57 PM »
I am not a huge fan of this kind of stuff. It only works if combat is a succession traded blows like in DnD from years ago. It ignores tactics, environment, planning, attack/defense pairing…
I understand the value of it to give a rough estimate of an encounter destructive power though.
10
Fantasy Express / Re: In the works..... Bestiary Express #1
« Last post by Rasyr on April 19, 2025, 09:32:23 AM »
I reently saw an article  about assigning Combat Values in Against the Darkmaster as a  way  balancing encounters, and I am  now working on a rating system of my  own that will  also go into this

(the sytem will also appear in an issue of expres Additions as well, along with the rating for all of the creatures in the core  rules, plus the rating for the 16 pre-gens and  creatures from additional products).

The   Encounter Rating  (or Combat Rating, still deciding on name) system is actually  pretty  easy

Level + Defensive Modifier + Primary Attack Bonus + 1/5 Secondary Attack  Bonus*

* this only applies if more than one attack  per round is possible

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