“Classes” are a type of Character Path. Class choice identifies your character with some broad vision, which reflects specific capabilities. It often leads to role-play challenges with which to based reward on. Any class is possible (with GM approval) in the right situation, regardless of limitations of background, race, culture, gender, regional issues, social norms of the setting and provisions of the Game Master. A full set of Character Stories can explain nearly anything, even complete deviation from any setting, rule and/or play restrictions in a Class Templates.
Limitations: Classes adhere to the Character Calling provisions. Multi-classing after character creation has only the limits the story, setting, and GM apply (aside from any normal rules-based limits). Individual settings and GMs may limit certain character paths to specific upbringings or experiences.
Aptitude Disposition is the factoring of Aptitude in class capabilities. Characters do not need to acquire specific aptitude at the time of character creation (though it maximizes the impact), but must set aside enough Essence for 1 measure of Aptitude, and can be converted into it when a character chooses their first Aptitude.
As a character’s Class Incentive rank/levels meet and exceed their Aptitudes related to their primary class, they gain even more improvements in their “Acquired Capabilities”.
All Classes) uses the standard 8 Character Attributes. All Characters gain a optional Attribute Score Increase at the time of Character Inception.