The following is a summary of character creation for Exalted 3e. An even more streamlined version can be found in the pre-leak PDF on page 146-147. Concept Form a concept that can be summarized in 2-5 sentences. Include strengths and weaknesses, how the character might look, or act. This is to help define Dots, Merits and Charms. It should also help inform caste. Keep in mind, your character has been a Solar Exalt for less than a year. Choose a Solar Caste Choose one of the five Solar castes, they are as follows: Dawn, Zenith, Twilight, Night, Eclipse. Solars of the Dawn caste are marked by the eight-pointed sunburst, and acted as great warlords and warriors. They excel in the art of battle. They are referred to as the Lightbringers or the Bronze Tigers. Masters of combat, they have talent for the following abilities: Archery, Awareness, Brawl/Martial Arts, Dodge, Resistance, Thrown, War Solars of the Zenith caste are marked by a brilliant golden circle, and acted as priests of Sol Invictus and inspiration to their people. They excel in leadership with both words and deeds. They are referred to as the Pillars of the Sun or the Golden Bulls. In their leadership, they possess promise in the follow abilities: Athletics, Integrity, Performance, Lore, Presence, Resistance, Survival and War. Solars of the Twilight caste are marked by a golden circle on their brow, filled in at the top and empty at the bottom. They served as physicians, savants and sages in the First Age, bringing forth wonderous Sorceries, as well as great works of Artifice. Twilights were know as Heaven's Lamps or the Copper Spiders. In their vast intellect, they excelled in the following abilities: Bureaucracy, Craft, Integrity, Investigation, Linguistics, Lore, Medicine, and Occult. Solars of the Night caste are marked by an empty golden circle, and were the Spies, Assassins and Thieves necessary to win the Primordial War. Easily concealing themselves and their identity from onlookers, they can get many places other castes could not. They are commonly known as the Nightbringers or the Iron Wolves. Vital to their role, they utilized the following abilities: Athletics, Awareness, Dodge, Investigation, Larceny, Ride, Stealth and Socialize. Solars of the Eclipse Caste are marked by a disc, within a circle, both brilliant gold, and served as the socialite and legal representation of the Solar Exalted. Marked by a talent and savvy for conversation, and the wit and skill to form lasting oaths. In order to best represent their talents, they trend towards the following abilities: Bureaucracy, Larceny, Linguistics, Occult, Presence, Ride, Sail and Socialize. Pick Your Attributes First determine which category is your strongest, or most important (primary) set of attributes -- Physical, Social, and Mental. Then pick the one that is less integral, or weaker (secondary) to your character. The final category becomes your least important, or weakest set (tertiary).Your Primary Attributes are granted 8 dots to spend. Your Secondary Attributes are granted 6 dots to spend. Your Tertiary Attributes are granted 4 dots to spend. Each Attribute starts with 1 free dot. Pick your Caste, Favoured & Supernal Abilities Each caste has a set of related abilities, listed above. Choose five of these to become your Caste abilities. Dawn: Archery, Awareness, Brawl/Martial Arts, Dodge, Melee, Resistance, Thrown, War Zenith: Athletics, Integrity, Performance, Lore, Presence, Resistence, Survival, War Twilight: Bureaucracy, Craft, Integrity, Investigation, Linguistics, Lore, Medicine, Occult Night: Athletics, Awareness, Dodge, Investigation, Larceny, Ride, Stealth, Socialize Eclipse: Bureaucracy, Larceny, Linguistics, Occult, Presence, Ride, Sail, Socialize Next, pick 5 of any other abilities, these may also be associated. These are treated as Favoured. Finally, pick one of your caste abilities that defines your character's legacy or legend. This is your Supernal Ability. It allows you to treat your Essence as 5, for the purposes of Charm pre-requisites. Once chosen, you may distribute 28 dots amongst abilities. Each ability starts are zero dots, and may not be raised above 3 without spending bonus points. Favoured Abilities must have at least 1 dot. Lastly, choose 4 Specialties for your character. These describe specific focus for your character, e.g., Melee (Swords). Choose Merits You may assign ten dots in Merits, keeping in mind that some cannot be improved during play, or can only be taken at creation. Merits with the Innate tag much be purchased at creation. Any merit with the Story tag must either be purchased at creation, or earned/improved via story, rather than with experience. Merits with the Purchased tag may be improved over time with experience. The following merits may not be chosen at creation for this game: Artifact, Backing (higher than 2 dots), Command, Cult, Demense, Followers, Manse. Supernatural merits remain Storyteller-approved. This is also where you may choose, or be given a Flaw. Choose your Charms You may pick 15 charms, according to ability and essence requirements. Feel free to make any changes to abilities at this point in order to acquire any concept-appropriate charms. Characters with the Martial Artist merit may pick Martial Arts charms or styles. Characters with the Terrestrial Circle Sorcery charm may pick sorcery spells, instead. Pick your Intimacies & Limit Trigger Intimacies are important aspects of the character's life. Every character must start with 4 intimacies, minimum, but may have as many additional intimacies as you'd like. Every character must have 1 Defining, and 1 Major intimacy. You must also possess one positive and one negative intimacy, at any level. Additionally, you must have a Limit Trigger. Either chosen from the list, or defined with the Storyteller. Spend your Bonus Points You have 15 bonus points to spend to purchase new, or increase traits. These can be used to buy new charms and increase your Willpower as well. Finalize stats You start with 1 Essence, 5 Willpower, and seven Health levels (-0, -1, -1, -2, -2, -4, and Incapacitated). You also have two pools of Essence; Personal starts at [Essence x3] + 10 (13), and Peripheral starts at [Essence x7] + 26 (33).