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Author Topic: The Old World  (Read 36 times)

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Offline Waylander

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The Old World
« 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?

Offline Rasyr

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Re: The Old World
« Reply #1 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....)


Offline Waylander

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Re: The Old World
« Reply #2 on: April 20, 2025, 11:05:49 AM »
A lot of the heavy lifting is done then. Thank you for the info.