I figured I would update folks who come by with a little bit of progress on what I am working on for Fantasy Express...
First and foremost, I am working on Express Additions #3. This issue actually started because somebody asked me for a Mage Hunter type of character.
Now, I had one of those over in Novus, so I figured I would port it over, reworking it as needed to make it fit. And in checking him out, I also spotted the Shadowkin, so decided I would port himover as well. That gave me two spell users, so I would have to rewrite their spells for Fantasy Express as well.
So, I decided to see what else I could port over, and oh look, there are the Elemental Guards! - these are Novus Hybrids who use magic for afew very specific effects, usually elemental in nature.
So I needed to figure out how to make them work in Fantasy Express.
I have figured out that the best way to make them work is to create a new class of Vocation. We already have Fighters, Adepts, Arcanists, and Hyrids. This new class will be called Channelers.
This means that they channel magical or quasi-magical energies into specific abilities that appear perhaps magical (or psionic, or whatever) in nature.
How this works is simple... We have the Vocational Kit, and a companion Gift in Background Options. The Gift will then not be able to be acquired unless you have this specific Kit and the Gift is acquired the normal way by spending Background Option Points.
So, for the Airgard, you can either get the Kit and Gift and be an Airgard, or just get the Kit and you got the training, but never becamean Airgard for some reason.
Thus, Express Additions #3 will provide at least 11 new Vocational Kits in total, and there will also be 9 new Gifts, one for each of the Channeler Vocations. It will contain 24 spells (most of which,if not all, will be new. Still working on the spells, so not positive yet if anywill be repeats from the Core rules.
The addition of new spells will increase the total number of spells for some Schools, so I am going to expand a comment in the core rules into a new rule/option. Were essentially an Arcanist is limited to 30 spells in their Codex., with any other spells in their school being treated as bingin another skill category.