-Nectropolis-
Nectropolis is on hold pending 3rd edition rules.
 
Welcome to the fall of magic.
Welcome to Nectropolis.
Welcome to the beginning.
Welcome to the end.

This is my new setting for the Advanced Dungeons and Dragons game system. It is a world that has recovered from the old days of sorcery into an age of technocracy. However, magic is like a cancer that never seems to go away, and it has started to rear its ugly head again.

Character classes:
Fighter
Ranger
Thief
Bard
Mage
Monk

There are significant changes to some of the character classes.
 For now there are no other character classes available.

P.C. Races:
Human
Elf
Dwarf
Hobgoblin

Racial animosity doesn’t exist in common culture in this world.
There are separatist nations and cultures, but they remain the exception.

Character Creation:
For this setting I will be using the standard second edition rules for character creation until I have finished altering the Skills and Powers rules to suit the setting.

All stats and bonuses remain the same for creation, when you reach the point to select proficiencies is when you will run into a change or two. All character classes have double, yes double normal proficiencies this includes weapon proficiencies also. However the old charts to choose from will not be adequate. The following charts should be used.

General:
Agriculture
Artistic Ability
Brewing
Cooking
Dancing
Etiquette
Fishing
Languages, Modern
Literacy
Musical Instrument
Navigation
Piloting, Airborne
Piloting, Land-Based
Seamanship
Singing
Swimming

Rogue:
Appraising
Blind-Fighting
Disguise
Forgery
Gaming
Juggling
Jumping
Local History
Reading Lips
Tightrope Walking
Tumbling
Ventriloquism

Mage:
Ancient History
Astrology
Herbalism
Languages, Ancient
Religion
Spellcraft
 

Warrior:
Blind-Fighting
Demolitions
Endurance
Gaming
Hunting
Mountaineering
Pilot, Military
Navigation
Running
Survival

Wilderness:
Animal Handling
Animal Training
Blind-Fighting
Direction Sense
Fire-Building
Hunting
Mountaineering
Navigation
Riding, Airborne
Riding, Land-Based
Rope Use
Set Snares
Survival
Tracking
Weather Sense

Ancient:
Ancient History
Armorer
Blacksmithing
Bowyer/Fletcher
Carpentry
Cobbling
Leatherworking
Mining
Pottery
Religion
Riding, Land-Based
Seamstress/Tailor
Stonemasonry
Weaponsmithing
Weaving

These are just preliminary lists to help get the idea of what I am trying to do out on paper. As the game develops I will add more new skills and even more skill lists. The principal remains the same as does the system, all of the above skills cost the same as they always have, and use the same skill checks. What I have done is change the wizard list to the mage and the priest list into the ancient skill list. I also added a wilderness list to reflect the fact that most characters now come from cities, and do not have access to wilderness based skills. 

Skill Availability:
Fighter- General, Warrior
Ranger- General, Wilderness
Thief- General, Rogue
Bard- General, Rogue, Mage
Mage- General, Mage, Ancient
Monk- General, Ancient

As for weapon proficiencies, well all the originals remain the same, plus there are several more modern weapons that can be taken. Any class by the way can take any weapon, or fighting style. Weapons all cost one slot regardless of type. 

If you are playing a mage well then you have one final step. Spells for mages are available for now from the entire spell list in the Player’s Handbook. How does it work as per normal get spells cast spells all the same? However spells are more mental and like a priest praying for his spells a mage must meditate to memorize his spells once they have been cast. Length of time is the same 10 minutes for each level of the spell. Mages also get bonus spells in the exact same way priests do. So this all in all, makes them function pretty much just like priests.

Monks are my answer to there not being any holy men per say in this setting. They are wise men from the wilderness. They know things other characters can not even fathom. They retain all the clerical abilities except for spellcasting. They cast clerical spells as if they were a bard of equal level.

Now then thieves and bards also remain unchanged except for the bard’s spellcasting ability is lost to him. Bards have the knowledge of the old world but lack the link to the weave that is necessary to cast spells. Warriors and rangers remain almost unchanged; except for once again rangers also lose their ability to cast spells. 

Other changes will be ironed out as I finish this setting.
 

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