“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.
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.
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).
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.