All players atrt off playing Solar Exalted at a later date other types may be introduced for players.
Attributes: 7 / 5 / 3
Abilities: 13 / 9 / 5
Backgrounds: 5
Charms: 10
Virtues: 7
Bonus Points: 15
Undeniably the most important part of your character is the concept. Knowing who your character is before you begin filling in dots will assure you a better-conceived, more well-rounded sheet. Starting with a concept and basic background idea will allow you to create a character, rather than a sheet full of statistics. Once you know the character, details like backgrounds, virtues, charms, and even attributes and abilities will fall naturally into place.
Dawn -
Zenith -
Twilight -
Night -
Eclipse -
The final step of your concept is to select your archetypes. These are one-word guidelines to express your character's personality - we don't expect it to be absolutely accurate, just a general idea. There are two facets of the archetype: Nature and Demeanor. A character's nature is his innermost personality - who he is - while his demeanor is his external manner - how he seems. These are usually different; whether through deliberate subterfuge or simply misunderstanding, most people see us differently than we really are. A completely guileless character may have the same Nature and Demeanor if necessary. The following is a list of the archetypes from the Exalted 1st Edition Core Rulebook (pg. 104).
Architect: You build a better future.
Autocrat: You need control.
Bon Vivant: Unlife is for pleasure.
Bravo: Strength is all that matters.
Caregiver: Everyone needs nurturing.
Celebrant: You exist for your passion.
Child: Won't somebody be there for you?
Competitor: You must be the best.
Conformist: You follow and assist.
Conniver: Others exist for your benefit.
Curmudgeon: Nothing is worthwhile.
Deviant: You esist for no one's pleasure but your own.
Director: You oversee what must be done.
Fanatic: The cause is all that matters.
Gallant: You're not the showstopper, you're the show!
Judge: The truth is out there.
Loner: You make your own way.
Martyr: You suffer for the greater good.
Masochist: You test your limits every night.
Monster - You're Damned, so act like it!
Pedagogue: You save others through knowledge.
Penitent: Ulife is a curse to atone for.
Perfectionist: Nothing is good enough.
Rebel: You follow no one's rules.
Rogue: Those who can, win. Those who can't, lose. You can.
Survivor: Nothing can keep you down.
Thrill-Seeker: The rush is all that matters.
Traditionalist: As it has always been, so it shall be.
Trickster: Laughter dims the pain.
Visionary: There is something beyond all this.
Physical Attributes
Strength represents your character's physical power; the raw application of muscle to a task. It covers the ability to lift and carry objects, or grip them, push them, pull them, and so forth.
Dexterity represents both your character's manual dexterity and agility. It covers fine motor fuction and precise manipulation of tools (or weapons), as well as speed, grace, and balance.
Stamina represents your character's hardiness, both in terms of general health and makeup, and sturdiness in standing up to physical blows or adverse conditions.
Social Attributes
Charisma represents your character's ability to win the hearts of others. While this mainly involves likeability and charm, it can also cover oratory ability and eloquence.
Manipulation represents your character's cunning. It covers all insidious or subtle social interactions, including trickery, lying and most instances of "shmoozing", among others.
Appearance obviously represents your character's looks, but more than simple physical beauty, it also includes poise, stature, and body-language.
Mental Attributes
Perception represents your character's ability to notice details. It includes searches and investigations, but also represents an ability to intuitively note clues in passing.
Intelligence represents your character's knowledge. While it represents more book-smarts than common sense, it is a measure of the ability to think through a problem.
Wits represents your character's ability to think quickly, whether that means coming up with a scathing comeback, making a snap-decision in battle, or avoiding a trap mid-ambush.
Abilities fall into three categories, much as the attributes do:
Talents are feats learned through experience and practice - anyone can perform these actions (or attempt them even without training). They are innate to nearly any human, though obviously with practice they can be perfected.
Skills are learned through instruction and and training - they are not common to everyone. An untrained character may attempt a feat involving a Skill in which he has a rating of 0, however he will do so at an increased difficulty (+1). Learning Skills generally involves being taught by another person (a character, NPC, or Mentor).
Knowledges are, simply put, things your character knows, and are often coupled with Mental Attributes when rolling. Untrained characters may not attempt to roll for an action involving a Knowledge they do not possess - they simply lack the information. Learning Knowledges generally involves intense study.
We would again like to caution against loading so many points into one ability that others are overlooked. There is, however, a mechanism in the form of a rule enforcing it this time: no ability may be raised higher than a rating of 3 in the initial allocation. Ratings of 4 (or the very infrequent 5) must be purchased with Freebie Points or Experience. Even so, the staff member responsible for approving your sheet will be alert for unbalanced ability combinations.
Your level of competency is as follows:
0 - Untrained and inexperienced
1 - You've had some practice or training, or perhaps took a course.
2 - You are competent enough to be considered versed in this skill.
3 - Professional-level. This could be your job, or one of your primary activities.
4 - Expert-level. You practice nightly. There are only a handful like you in your state.
5* - Master-level. You are legendary - there are two or three like you on your continent.
* subject to staff approval for any ability.
Backgrounds represent your character's amassed wealth. These are not statistics you can train, or skills you can practice, but friends, associates, and favors accumulated through the course of your character's life. Some Backgrounds are limited, restricted, or unavailable - unless otherwise noted, the normal limit to any Background is 4, with 5's being subject to staff approval and extreme scrutiny. The initial allocation afforded by your template may be spent on the following Backgrounds:
Finally, your "virtues". As with Attributes, each Virtue starts out with one free dot in each category, to which you add your allocation of dots from your template. The four Virtues are as follows:
Compassion -
Temperance -
Conviction -
Valor -
Willpower -
Essence -
Personal -
Peripheral -
And now the part you've been waiting for: Bonus points! Here you can add on a few dots here or there, representing your character's focus on certain skills. He or she wasn't born yesterday - these are the Abilities, Charms, even Attributes your character has focused on building up through his or her back story. The cost of each type of trait available for purchase with Bonus Points is available on the chart on page 104 of your Exalted corebook (bottom of the right hand column). Please make sure to note each and every Bonus Point Expenditure in the appropriate section at the bottom of your sheet - the easier you make the job of the staff member approving your sheet, the faster it will go!
Now your sheet is finally complete! Before you go in for approval, though, take a moment to fill in the Equipment section with any personal possessions you want your character to start the game with, especially if you intend to start with any weapons - any weapons not on a Player's sheet will not be allowed in combat. All weapons require you to have the relevent resources ot artifacts backgrounds. Likewise jot down a brief description of your character's manse (or manses, if you've got the Manses Background to cover them) in the appropriate section, and note any applicable information or backstory in the Description section.
When you complete a character sheet it is automatically added to your account, once an ST has been over your character and gone through any details they need to with you. Your character will be approved, in the manage characters section of the site you will have a list of your characters they will have varing statuses "Awaiting Approval", "Approved - Click to Make Active", "Approved - Active", "Dead". You may only have one character active at a time and so the system limits this so you dont need to keep track of it. Click the "Approved - Click to Make Active" and that character will be made the active character. You may only take part in the chat rooms once you have an active character set, however you may still observe.