Cortex Exalted

=Solar Castes=
 * Dawn: Peerless warriors, armsmasters, and generals, who long ago led and championed the armies of the Exalted Host. Dawns are forged in the crucible of conflict, and were often soldiers, warriors,or tacticians before their Exaltation.
 * Zenith: Priest-kings, prophets, and orators, who long ago ruled and inspired the people of the Old Realm. Zeniths are natural leaders, who share a love of justice and righteousness whatever their calling.
 * Twilight: Scholars, craftspeople, and occultists, who long ago built great wonders and pushed back the edges of the unknown. Twilights are makers, thinkers, and doers, often endlessly curious about the world around them.
 * Night: Investigators, spies, and assassins who long ago kept the Old Realm safe from threats within and without. Nights are often masters of going unseen, and moving in the shadowy circles outside respectable society.
 * Eclipse: Far-rangers, diplomats and bureaucrats, who long ago built the institutions of the Old Realm, and ensnared its enemies with nets of intrigue and cunning words. Eclipses are social creatures by nature, who take pride in forging bonds between groups of people.

=Skills= =Solar Exalted= =Attributes= d6, d8, d10 or d6, d6, d12 or d4, d8, d12. (9x16) =Caste= Apply d8 to your Caste. Apply d4, d4, d6, d6 or d4, d4, d4, d8 to the other Castes. (20x6)
 * Athletics
 * Awareness
 * Battle
 * Brawl
 * Bureaucracy
 * Craft
 * Dodge
 * Endurance
 * Integrity
 * Investigation
 * Larceny
 * Linguistics
 * Lore
 * Medicine
 * Melee
 * Occult
 * Performance
 * Presence
 * Resistance
 * Ride
 * Sail
 * Socialize
 * Stealth
 * Survival
 * Thrown
 * Physical
 * Mental
 * Social

Caste Distinction
Create a Caste Distinction, like "Wise God-King of the East". Apply d8 to your Caste Distinction. This might be a Distinction from the the ancient First Age, providing hints into the ancient past, or a current role in society.

Solar Castes

 * The Dawn Caste: These Solars are the mightiest warriors and most fearsome strategists to have ever walked Creation.
 * The Zenith Caste: Holy men, priests, leaders of men, founders of religions, and uplifters of nations, these Solars seek to make the world a righteous place, as best they know how.
 * The Twilight Caste: Craftsmen, wise men, and binders of occult forces, these Solars are the most erudite savants and mightiest sorcerers to have ever lived.
 * The Night Caste: These Solars walk unseen among the wicked, bending the tools of darkness to the service of Creation as assassins, spies, and thieves.
 * The Eclipse Caste: Forgers of accords between the powers of the world, these Lawgivers are far-ranging diplomats, socialites, merchants, and adventurers

Dragonblooded Castes
=Skills= All Skills start at d4. Raise 3 different Skills by +1 step. (100+12)

Caste Skills
Choose 5 Caste Skills from the ones available. +1 step to all Caste Skills. (20)
 * Dawn: Archery, Awareness, Brawl, Dodge, Melee, Resistance, Thrown, War
 * Zenith: Athletics, Integrity, Performance, Lore, Presence, Resistance, 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

Favored Skills
Choose 5 Favored Skills other than your Caste Skills. +1 step to all Favored Skills. (20)

Supernal Skill
Choose 1 Skill among your Caste Skills. This Skill may ignore Essence restrictions on SFX. (4) =Essence= All characters start with Essence d6 and this is raised by XP (or level). This also allows the Solar to keep an extra die on all rolls. =Charms= Charms are linked to Skills and allows for stunts based on Skills. See Charm List for examples. Caste Charms always cost 1 PP less.

Solar General Charms
All Solar Exalted can use these SFX and they do not count against the 1 Charm per Action rule.
 * Essence Exalted: Pay a PP, use an Asset or use an Intimacy to double a Caste, a Skill or an Attribute.
 * Essence Triumphant: Use two of pay a PP, use an Asset or use an Intimacy to double a Caste, a Skill or an Attribute for a Scene. Your Caste Mark becomes visible.
 * Essence Overwhelming: Use three of pay a PP, use an Asset or use an Intimacy to double a Caste, a Skill and an Attribute and keep an extra die for a Scene . Your Anima Banner becomes visible. Any further Charm costs will cause the Anima Banner to become Iconic.

=Backgrounds=

Contacts
Extra one-use dice. =Intimacies= Ties and Principles. If a Intimacy is involved, a PP is not needed to power a Charm. 1 of the above must be positive, 1 must be negative. Intimacies are stepped down each time they are used, but d6 Intimacies are shut down for the session.
 * 1 Defining (d10)
 * 1 Major (d8)
 * 6 Minors (d6)

=XP List=
 * Each Attribute step: 16 p
 * Each Caste step: 20 p
 * Each Skill step: 4 p
 * Each Background step: 1 p
 * Each Signature step: 8 p
 * Each Charm: 4 p
 * Lowering a die and and raising another in the same pool: Free once per XP you gain.