“Archetype Template (Classes)” are a type of Archetype that identifies a character with some broad vision, reflecting specific capabilities. It often leads to role-play challenges with which to based reward on.
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.
Equipment: Each iVerse Setting has a Cost Portion which a character starts with to buy goods with; Also see the "Characters" document for the setting. In addition to general purchasable gear, PC characters are assumed to come from "Middling" circumstances and begin play with equipment (portable Toolkits and/or stationary Work Stations) related to their capabilities granted by Race/Background/Archetype/Cultural experiences.Foundational Power: Every class/archetype has a power or capability they gain at first level. This is something that uniquely identifies them as being known for in the cultures at large of their setting.
All Classes) uses the standard 8 Character Attributes. All Characters gain a optional Attribute Score Increase at the time of Character Inception.
=> The following Replaces "SRD multi-class requirements"
Multi-Classing: Unless the GM approves: They must meet the Accomplished Attribute Dispositions in all archetypes; Spell Casting is by individual class, not combined; Familiarity with Martial Weapons & Heavy Armor and the Foundational Power are not gained until 2nd level; Does not gain the benefits marked as "@Character Inception".
An Archetype character can come from any experience, background, culture/social norms, gender, race, or regional issue unless prohibited by Settings or Game Master.
This Character Pathway is commonly found in associated Settings as a Class/Path option. A Setting may implement this with changes that align with the setting's flavor and properties - including the title by which it is known. GMs and Players may customize as needed. Knowledge of this Pathway as it appears in a Setting is covered under the Lore of the setting's World History and/or more specific Lores, if applicable.
Story Emphasis: It is strongly suggested that all Players have a full set of Stories for the important elements of their characters; These can explain any feature that deviates from normal rule/play limits. GMs often reward this.