2.10. Class and Constitution Boxes
On Page 3 you will also find the Class and Constitution.
Class
When creating your character, you will also need to choose a primary and secondary Class from the Class Ability List. You should work with the other Players to ensure that you are not picking the same Classes. These Classes represents the main courses of training and background for your character. Later, when choosing new Class Abilities, you should first check those in your Class. You are not required stick to your Class's Abilities, but if you venture into other Classes, you may need to check with other Players first, as they get precedence on picking up Abilities for their chosen Class.
In the Classes Box, note your chosen primary and secondary Class at the top. Below that will go all of your chosen Class Abilities. Class Abilities can be found in the Class Ability List for your chosen Class.
Constitution
When creating your character, you will need to choose a starting Constitution from the Constitutions. This represents the key physical makeup of your character and grants you starting Abilities that help represent that. Your Constitution will often alter your Health, Defenses, Movement, and more.
You can also, optionally, choose a Lineage from those listed in the Constitution. A Lineage represents a historical lineage or trope, such as "Human," "Elf," etc. More practically, a Lineage is a recipe of Trait Abilities that work well together and mechanically help represent your character's background.
If you wish to play a simple, human-like character, use the "Mortal Constitution". For many other fantasy archetypes, like elves, the "Non-mortal Constitution" is a great place to start.
In the Constitution Box, note your chosen Constitution and Lineage at the top. Below that will go all of your chosen Trait Abilities. Trait Abilities can be found in the Trait Ability List.