Character Creation

## Introduction

Stories of East Grave uses a number of variant rules, homebrew systems, and homebrew content to deliver the feel of a cyberpunk setting. This wiki is home to all the content either altered from its initial published state to better serve the setting, as well as all content fully homebrewed by the admins to flesh out the setting. Listed below on this page includes all the content available, as well as a list of restricted or banned features. Finally the page will include all the character creation house rules. Once you're established on the server character creation can be influenced using **Graver Scratch**, the server's currency earned through participation, which you can read up on **here**.

For a full walkthrough on what creating a character looks like with these House Rules visit **this page** where we build Claraphon Kanahi, fourth daughter of the Kanahi Corporate Dynasty.

Stories of East Grave uses Myth-Weaver's for its character sheets. Feel free to use either the standard or experimental Pathfinder 1e character sheets.

## Basics

Each player has two Character Slots by default.

By default all characters begin play at Level 2, with 1000 Gold, and 25 Point Buy with a hard cap of 19 in any ability score at Character Creation. Character's of higher levels can be created using **Scratch**.

Player's may choose any race of the Races of East Grave page. The most common races in East Grave, in order of prevalence are Human, Half-Elves, Elves, Kitsune, Dwarves, and Goblinoids.

Guns are ubiquitous, with all handguns being considered simple weapons unless otherwise noted.

Players gain two additional Skill Ranks per level that may be placed in the following skills.

* Appraise, Craft, Handle Animal, Linguistics, Perform, Profession, Artistry, Lore, or Knowledge (Engineering, Geography, History, or Nobility)

Some skills have been altered, as follows:

* Profession (Driver) is a class skill for everyone, due to the prevalence of vehicles and easily understandable user interfaces in East Grave. Classes that use Profession (Pilot) may substitute Profession (Driver) for all relevant uses of the skill and its ranks.
* Ride is used for two-wheeled vehicles such as bicycles, mopeds, and motorcycles.
* Knowledge (Engineering) is treated as the technological knowledge skill.
* Craft (Mechanical) is used for standard mechanical devices, as well as Mana Powered Devices and Manaware.
* Craft (Alchemy) is used for the creation of Biomods, requiring special tools.
* The Heal skill is used to implant Manaware and Biomods into the body.
* All characters are treated as though they possessed the Technologist feat, and qualify for prerequisites as though they possessed the feat.
* Elephant in the Room is in use.

Animal Companions or Summoner allies and similar companion features increase their Hit Die progression to 1 per character level (or equivalent) if slower. Leadership Sphere Cohorts and Conjuration Sphere allies progress as normal. Companion creature hit die results mirror player character's (the first die always is treated like it rolled the maximum possible result, while further hit dice are given their average result, rounded up.)

## Variant Rules in Play

All East Grave player characters are Gestalt characters, progressing on two class tracks simultaneously gaining all features and traits of both classes, choosing the better option where mechanics overlap. Zero level characters and single class track characters exist as NPCs, but anyone with the potential to scream against the system and rise above their station operates using Gestalt Mechanics.

Players can choose any Alternate Racial Traits or Race Variants that are listed as allowed on the race's wiki page. A handful of races have received tweaks to account for setting lore, as described on their page.

Characters can take up to two Traits, but may not pick two traits from the same category. Characters may choose to take a Drawback in exchange for an additional trait from the remaining lists.

Character's may choose to take a Major Drawback in exchange for a Bonus Feat.

You gain the Heroic feat at first level. You may exchange this ability, if you would prefer, for one of the following:

* A bonus feat at character creation, and a bonus feat at 10th level.
* An addition skill talent every odd numbered level from Spheres of Guile. These talents cannot be exchanged for anything else. If you choose to take a trade tradition on this character, you qualify for the Adroit version of that tradition, even if you normally would not.
* You may use the Light Body Technique optional rule from Spheres of Power. Air Stunt, gained at level 5 may be exchanged for a different talent within athletics if preferred.

Whenever a character would gain a combat talent (introduced in Spheres of Might) or gain a magic talent (Spheres of Power) from a talent progression, they can instead gain a skill talent or base sphere they qualify for, to a maximum of half their talents of that type (rounded down). Note that the reverse substitution is not available this way. You can’t substitute specific bonus talents, talents gained in place of associated feats, or the talents gained from a casting tradition or martial tradition.

Custom martial traditions and magical traditions may be submitted freely, and if approved could be added to the setting.

So long as both class features are on separate gestalt tracks, you may possess two different "companion" class features, such as drake companions, summons, corpse puppets or animal companions, though we would like to remind you that having too many of such features often bogs down combat in a game, and it may be preferable to leave one in reserve on sessions with more players.

Subordinate characters such as Leadership cohorts may gain the Tech sphere and associated talents, but may not gain the Drone talent or other talents with Drone as a prerequisite.

The Advanced Cohorts legendary talent in the Leadership sphere allows you to level one chosen cohort using class levels instead of the associated cohort classes.

Characters may take Aristeia feats and gain access to the Aristeia system, but a character's Aristeia triggers are subject to moderator review, and utilizing Aristeia on a session is subject to GM permission.

### Note On Powerful Characters

While it is possible to make an unusually powerful character with the gestalt rules, this is a bad idea unless everyone at the table is in agreement. The main reason for this is that not only is it more challenging for the GM to create foes that are enjoyably challenging for everyone, but other people at the table may feel left out or even irrelevant if somebody uses specific power combinations to make themselves drastically better than anyone else. In other words, even if something is rules-legal, it may be inappropriate.

This ultimately varies by table, but in general, a key aspect of good gestalt play is knowing how and when to hold back. You do not need to run at maximum power all the time, and in fact probably should not do so. By willingly holding back to match the rest of your party, you can retain options for tough situations while still ensuring the other people you are playing with have fun. This is a social game, and making a character that is appropriate for the social dynamics and expectations of your group is just as important as making a character you enjoy playing. (Of course, if your table likes going full throttle all the time, do that! The point is that whatever you do, you should try to ensure that everyone at the table is having fun.)

## Homebrew Systems in Play

Spheres of Power, Spheres of Might, Champions of the Spheres, and the Spheres of Guile Playtest are allowed.

* Players who choose to use the Sage class will be put under increased scrutiny due to its high potential to break something.
* Since Elephant in the Room is in use, all Sphere's characters gain the Finesse Fighting talent. If a Martial Tradition gives you two instances of this talent, for example Elven Duelist, you may trade one of those for a Discipline Talent from the Equipment Sphere.
* The tech sphere Mechanical Ranged Weaponry talent is no longer a prerequisite for Superior Mechanical Ranged Weaponry, and taking one rank of SMRW unlocks both levels of it, as though you had taken it twice.
* Spherecasters receive the Cantrips feat for free

Classes published by Legendary Classes are allowed. If all traits replaced by a Base Game or Spheres Archetype are present in the Legendary Class variant they are considered compatible.

Stories of East Grave uses a custom system for cyberware and bioware modifications called **Tolerance**. When creating your character choose one of the three Reaction Classes, representing how your character reacts to Mana Poisoning.

### Automatic Bonus Progression

Instead of Wealth by Level, we're using Automatic Bonus Progression. In addition to the usual rules, if you have a scaling feature that grants you repetitive abilities such as Magus' Blackblade scaling your weapon or an unarmed strike, using the ABP system you can instead apply those benefits as Special Weapon Abilities using the listed value instead.

In addition to benefitting from the ABP system, all companions are Full BAB and full Hit Dice progression. Companions with talents also receive adept progression, and any companion above 3 int may qualify for either a martial tradition or the Stalwart feature.

### Debt

At character creation you may take out a loan or otherwise find a sponsor for their equipment. Choose **ONE** of the following levels of debt as well as a faction this debt is owed to, this additional gold may only be spent on Manaware, vehicles, or unmodified weapons, and any unspent after character creation is lost.

1. **A Helping Hand**: 10,000 G, requiring 15,000 G to be paid back.
2. **A Modest Sum**: 25,000 G, requiring 35,000 G to be paid back.
3. **A Major Investment**: 50,000 G, requiring 100,000 G to be paid back.

When signing up for session you must announce your debt level, remaining debt, and the faction to which you are indebted to the Game Master (either publicly or in DMs). Outstanding debts may result in secret objectives, repo-men, faction-related events being added to sessions. Faction suggestions below, also include example consequences for the GMs involved.

#### Faction Suggestions

##### Kanahi Corporation

The main corporation of the city. Having been around since the founding, Kanahi is involved in most fields, and has their hands in every field. They expect you to work off your debt, through direct or additional objectives, and will not hesitate to use the power of the city to make sure you pay.

##### Kerahest

A higher-end manaware producer that markets themselves on their highly modular designs. They don't have the same market capacity as Kanahi, so they're unable to leverage raw numbers completely, but they are closely partnered with smaller organizations able to dish out just as much intimidation and pain in smaller groups.

##### Irondrath

Industrial machinery producer and construction firm of the city, Irondrath takes many workers in as they are in need of simple laborers. Will commonly save work-place accidents by turning them into indebted cyborgs. Expect heavy beatdowns if you skip payments, or forced shifts at factories or construction sites.

##### Military Manaware - Cyborg Only

High-end manaware producer, that is heavily connected to the many large scale producers of the city. This company dominates the top end of Manaware, and will use this tech to ensure people pay up. This faction can also be chosen by cyborgs, as they also produce much of the military cyborgs used in the current time.

##### The Fortunate Ones - Manifest Career Only

The group of dorky, strange, Manifests of the city, the Fortunate Ones are not viewed very positively. Regardless, this is one of the biggest groups that explore the Wastelands, and is always looking for more adventurous people who don't care about the social drawbacks. As a group of Manifests, they won't hesitate to strongarm payments back, and will otherwise hire debtors to work.

##### New Yuu Beauty

The low end biomod producer, New Yuu specializes in making cheap biomods that somewhat work. They're known to backfire and pass down to children, but still the easiest ones to access. This company also has many connections, and will hire debtors to take contracts, or will use the city against them.

##### Manadorks

Manaware obsessed gangers, the Manadorks do nothing but mod themselves, and create blackmarket mods in an end to do so. Status in the gang is entirely tied to how machine you are compared to flesh. These gangers are brutal, and will get debtors to do even dirtier work to pay them back.

##### Groblis

Goblin majority gang that works out of the industrial centers, dedicated to strong-arming people in their territory to act as test subjects to their engineered messes and paying for protection from them. They commonly attempt to steal from Corpos, so most of the members carry hefty bounties. Debtors will be expected to join in in their actions.

##### Foxhunt - Kitsune Only

Kitsune racial gang whose penchant for violence and beliefs of racial superiority have led to them being reviled by most of the rest of the city. They take ears from their victims, and have a specific love of targeting elves and half-elves, as well as Beastfolk since they view the animal gene-modding as an insult. Debtors are part of the gang, and will pay in work, ears, or their blood.

## Character Submission

Once your characters mechanics are finished, pick an unused box on your Mythweaver's character details page and answer the following questions:

1. You're adventuring in the Wasteland when you're separated from the other members of your Manifest. You find the ruins of a village seemingly untouched. Do you share this find with your crew, or keep it for yourself? In either case, how would you keep it safe?
2. You've been assigned a time sensitive job, but come across a man in an alleyway clearly ODing. Do you stop to assist him, or simply keep moving?
3. You find yourself approached by an elderly woman in the late stages of Greensight MIDS, she clearly believes you're a child of hers, and asks for your forgiveness for a traumatic mistake. What do you say to her?
4. What brought you to East Grave? For those born here, describe an event that turned you into the person you are today.
5. What do you do for fun?

Once you've found some character art for a token, and fleshed out your character with those questions, you're ready to submit.

To submit your sheet enable link sharing on Myth Weavers and post it to the Character Submission channel in the Discord. Once you've received two thumbs up or checkmarks from different moderators or admins you are approved to write your character profile and post it.

## Character Advancement and Notes

Characters use the fast XP track until 5th level, at which point they receive 2,500 bonus XP (bringing their XP at 5th level to 12,500) and then use the medium XP track for the rest of advancement.

XP can be accumulated ad infinitum, leveling up when a character chooses to, and to the level of their choice. This change has been made to make up for the modified Wealth by Level progression in this setting.