Express Additions
Express Additions is a series of short PDFs that are used to expand Fantasy Express in various ways.

- Introduction 2
- Training Packages 3
- How Training Packages Work 3
- Common Training Packages 4
- Animal Trainer 4
- Apothecary 4
- Beggar; Bowyer 4
- Cartographer 4
- Chandler 4
- Charcoaler 5
- Cloistered Cleric 5
- Clothier; Cook 5
- Cutpurse 5
- Farmer 5
- Fisherman 5
- Glassworker; Grifter 6
- Helmsman; Herald 6
- Herdsman 6
- Hideworker 6
- Hunter 6
- Innkeeper; Jeweler 7
- Laborer 7
- Litigant 7
- Locksmith 7
- Longshoreman 7
- Man-At-Arms 7
- Mason 7
- Mercantyler 8
- Metalsmith 8
- Miller; Miner 8
- Ostler; Perfumer 8
- Physician; Porter 8
- Potter; Ratter 9
- Sage; Sailor 9
- Scribe 9
- Shipwright 9
- Spell User’s Apprentice 9
- Teamster;Tentmaker 10
- Thatcher 10
- Thieves’ Guild Member 10
- Thespian 10
- Timberwright 10
- Trapper; Weaponcrafter 11
- Woodcrafter 11
- Irregular Cultures 12
- Items of Power 13
- What is an Item of Power? 13
- Purpose 13
- Affinity 13
- Magical Detections 14
- Willing and Able 14
- Example Items of Power 14
- The Windblade 14
- The Shadowblade 15
- The Blades of Nargash Tyr 15
- Magical Materials 16
- Amuryn 16
- Raxgil 16
- Shadowsilk 16
- Wyrdwood 16
- Fantasy Express Errata 17
- Kins 17
- Vocations 17
- Skills 17
- Backgrounds 17

Welcome to the second issue of Express Additions. As always, our 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.
In this, our second issue, we provide a wide selection of items. We star off by providing you with 8 new Kins. This is followed by 4 new Cultures to go with them. Then we have new skill option to break the Ranged skill into two.
This is followed by an option that allows for rolling for Randomized Criticals. And then we round out this issue with the Fyral, a new type of creature, and not just a single creature, but 5 different versions of him!.
- Introduction 2
- New Kins 3
- Centaurs (Kentauros) 3
- Fauns (Capyri) 3
- Halflings (Omari) 4
- Lyrani 4
- Mermen 5
- Sylph 5
- V’Rhani (Treewraith) 6
- Zephyr (Skyrazi) 6
- New Cultures 7
- Aquatic 7
- Mystical 7
- Noble 8
- Tribal 8
- Skill Options 9
- Splitting Ranged 9
- Archery 9
- Thrown 9
- New Backgrounds 9
- Chivalrous Virtue 9
- Diplomat/Herald 9
- Gift of Gab 10
- Hedge Wizard 10
- Innate Berserker 10
- Mixed Ancestry 10
- Raised in the Wild 11
- Randomized Criticals 12
- Bashing Criticals 13
- Slashing Criticals 13
- Piercing Criticals 14
- Fire Criticals 14
- Frost Criticals 15
- Electrical Criticals 15
- Martial Arts Criticals 16
- Tooth & Claw Criticals 16
- New Creatures 17
- Fyral 17
- Duari 18
- Gorli 18
- Buiddi 19
- Muani 19
- Luithi 19

Welcome to the third issue of [i][b]Express Additions[/b][/i]. 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.
In this issue, we are presenting you with some new Vocational Kits. First up, we have the new Hybrids, the Mage Hunter and the Shadowkin. And then we have the Elemental Guards. This is actually a group 9 new Vocational Kits that are classified as Channelers.
We follow that up with a new Milestone and some new Gifts that go with our Channelers. And then we present the spells for our two new Hybrids Kits.
- Introduction 2
- New Vocations 3
-  Mage Hunter 3
-  Shadowkin 3
- Channeling Kits 4
- Elemental Guard 4
- Airgard 4
- Daygard 5
- Flamegard 5
- Frostgard 6
- Gemgard 6
- Nightgard 7
- Stelgard 7
- Stormgard 8
- Treegard 8
- Background Options 9
- Airgard Training 9
- Daygard Training 9
- Flamegard Training 10
- Frostgard Training 10
- Gemgard Training 10
- Nightgard Training 10
- Stelgard Training 11
- Stormgard Training 11
- Treegard Training 11
- Milestones 12
- Expanding Magic 12
- New Spells 12
- Mage Hunter Spells 13
- Shadowkin Spells 15
- New Weapons 17
- New Weapon Quality 17
- Weapon Descriptions 17

Welcome to the fourth 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 start off this issue with some additional rules options for characters who do not cast spells. this includes an option that breaks down the 5 core Combat Skills into 19 different skills, based on the type of weapon. This option even includesa guideline for Similar Skill Bonuses for these new Arms Skills.
We then add a couple of new Special Skills, and 5 new Milestones, including several that involve pushing through and fighting while stunned! Fighter types will love these!
Next up, we expand our definitions of Magic, by adding the Arcanum, as two new Schools of Magic. This gives us 5 Vocational Kits to go along with the new Schools of Magic and the Arcanum. We also add Collegium spells, similar to the Universal Spells, but more difficult to cast overall. They are considered to be part of the Arcanum.
And we wrap up this issue with 80 new spells. That is 20 Collegium Spells, 30 Astromancy Spells and 30 Umbramancy Spells.
- Introduction 2
- Option: Arms Skills 3
- New Special Skills 3
- Astral Sense 3
- Chiromancy 3
- Expertise Examples 4
- New Background Gift 4
- Expertise 4
- New Milestones 4
- The History of Magic 5
- Expanding Magic Again 6
- The Arcanum 7
- Abnormal Spell Failure 7
- Casting Time 7
- Magical Resonance 7
- Spell Fumbles 7
- Collegium Spells 7
- Spell Costs 7
- New Vocations 8
- Astrologer 8
- Shadomage 8
- Auger 9
- Shadowkin 9
- Spellweaver 10
- New Schools of Magic 11
- Collegium Spells 13
- Astromancy Spells 18
- Umbramancy Spells 24