Exalted is an extremely mechanically complicated system, and that really doesn't suit my needs at all. On the other hand, I can't really I don't know how I'd handle a character who could just do everything a solar could possibly do. I'm going to kind of a wing a super simplified mechanics thing to give some structure to what you can do and also give a sense of leveling up. Here's your
character sheet. I'm going to explain my ideas on the mechanics by referencing this thing.
Name: Note that it's just ... after aka. I figure consensus might emerge on your over the top "I'm an EXALT" name as you flesh out Alex's personality. Also, you acquire other aliases if you need to.
Eclipse Caste: This is the type of solar you are.
Unbreakable oaths: As an eclipse, you can sanctify an oath to make it unbreakable. You must be touching the parties making the oath, and you have to spend an essence or have your anima banner already flared. (What is essence? What is an anima banner? More on that later.)
Learn non-solar magic tricks: If you befriend gods, demons, fey, lunar exalted, infernal exalted. terrestial exalted side-wait are there other types of exalted, you can have them teach you their tricks. These are harder to learn but can let you pull some cool tricks. Solar exalted work by doing things the way a human would do them, but doing them unimaginably well. Other types work differently. For example, a solar creates such a flawless disguise that they really do look like a 90 year old albino dwarf. An infernal exalted just lies directly to the loom of fate about whether or not they are such a person.
Diplomatic Immunity: As a diplomat of the unconquered sun, you can invoke diplomatic immunity when dealing with fey, with residents of heaven (gods and elementals), and with demons. As long as you have legitimate business with these people, you cannot be attacked unless you attack them first. You don't have diplomatic immunity with undead, sadly.
Anima: A exalt shard, a fragment of the Unconquered Sun, has grafted itself onto your soul. While harnessing the tremendous energy accessible via this melding, some of that energy will leak out. Your anima is the light of your soul shining upon the world, and it happens automatically as you spend essence. Spend a little essence and your caste mark (circle with a dot) shines brightly. Spend some more, and you get an aura. Spend a lot, and you get a towering totemic banner. The shape of your totemic banner reflects who you are, and it will be up to you to choose.
Physical description: You haven't decided how you look yet.
Current health: Your current physical condition. Will be purely descriptive. Things are harder to do when you're hurt.
Essence: You can think of essence as your MP. You can also think of yourself as a nuclear reactor, and essence is how much electricity you have left in your batteries. In the "real" game, you have dozens of essence and everything has different costs. Here, it's a limited resource you can use to accomplish incredible stuff. You can use it to do things normal human can do, but way better. You can also use it to fuel your magic tricks.
Willpower: This is like your mental health. It can get worn down if you're being supernaturally mentally prodded. You can also choose to use it in a bout of intense focus to accomplish things you might otherwise not be able to.
Things you can do: These are your skills. I probably forgot some classes of things you're interested in. Let me know. Also, I am open to shuffling things around in these first couple of sessions to suit what people want to do. (Example: Alex doesn't need to be so good at throwing stuff. Martial Arts is way more important. Switch those! Or what have you.)
Amazing: If you were a mortal, there were probably a handful of humans in creation as good at this as you. Now there are maybe a handful of entities creation as good as you. A single essence spent to boost this kind of action gets spectacular results. You probably don't need to spend an essence just for normal success, even in a difficult situation.
Good: On the human level, this represents being well trained and skilled. An essence spent guarantees a good success, even in adverse conditions.
OK: You have exposure to these things, but at a layman level. You could guarantee success with an essence, but it might cost two to guarantee success in difficult conditions.
Not so Hot: You're untrained or just not at all naturally suited to these things. Essence will not let you perform heart transplant surgery if your knowledge of hearts extends to "it's in your chest, right?"
You will get the chance to up a skill a category every once in a while.
Magic Tricks: In the "real" game, these are called charms. Whatever, they're tricks. They are specific things you can do with essence. Run on water. Build something in a day instead of a month. Be immune to poison. Become invisible. Since they are more specific, they are more efficient, essence wise, at accomplishing things. Please don't look at source books for actual charms or whatever. Just describe Alex doing awesome stuff you want her to be able to do. If it makes sense for it to be a trick, it'll be a trick that Alex (potentially) knows. The first five are free. After that, you'll start getting new ones occasionally, just like you get skill ups occasionally.
Events so far: I'll try to keep this updated.
I think that's everything. Please voice any questions or concerns.