Character Archetype (Class, etc.) Templates

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.

The Archetype in Your Game

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.

Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.


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.

Class Template Properties

Aptitude Disposition

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).

  • Minimal Disposition = Having the minimal listed Aptitude measures for the class.
  • Optimal Disposition = Having the optimal listed Aptitude measures for the class.
  • Incentivized Classing = For each class beyond the first, any ability minimum increases by one (1).

Acquiring After Character Inception

  • Minimal Disposition = Aptitude based abilities that rely on the Primary Ability.
  • Optimal Disposition = Improved abilities of Minimal Disposition. If the character has an optimal rating in the aptitude requirements, there is no minimum ability rating for Multiclassing.

Acquiring at Time of Character Inception

  • Acquired Capabilities: All benefits and abilities listed under “Acquiring after Character Inception” are gained.
  • Primary Class: The character may choose a Class Incentive at Character Inception – This class must be their first, must have or be tied for the highest rank/level if multi-classed.

    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”.

  • Ability Incentive: +1 (to one of the Primary Class’ chosen extended Proficient Abilities)
  • Aptitude Incentive: Minor = -1 / Major = -2 (total Essence cost of the Primary Class aptitude disposition)

Class Provisions


i20™ Class Template Details

All Classes) uses the standard 8 Character Attributes. All Characters gain a optional Attribute Score Increase at the time of Character Inception.

iCore iCore™ Class Template Details