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====Abilities==== A good idea at this stage is to look over the Charms section of the book (and the charm picking guide of this 101)and pick a few you like the look of, then note their minimum requirements, so you don?t have to point juggle too much at the next stage. Picking your favoured abilities is extremely important, as you can buy dots in them for less, and you get discounted experience costs to increase them, and charms in them cost less. Ideally you want a combat ability (archery, brawl, martial arts, melee, thrown) and dodge, if they are not already caste abilities. This is because you will need to be able to hit your enemies, and cheap increases and charms helps this immensely, and dodge is useful to pretty much everyone (there are exceptions, but I?ll get into those later...) Generally, picking one of the social abilities (presence, socialise, bureaucracy) is also a good idea, a fast tongue can avoid many dangerous situations, especially when combined with the phenomenally powerful social charms of the Solars. So, the first things you should buy are the prerequisites for the charms you have picked. Remember, however, that to buy an ability at 4 or more, you need to spend bonus points. Then you can spread any remaining points around. As a general rule of thumb, to be competent enough to be chosen as a Solar Exalted, you should have either one ability at 5, and one or two at 3+, or two abilities at 4 and a few at 3. However, this isn?t a hard and fast rule, more a way to get the most out of those starting points. Specialities are a good way to increase an ability that would otherwise be lower, or to push an ability to the limits of mortal competence, in certain areas. Picking specialities for favoured abilities is very cost effective in terms of adding basic dice to your pools, but when it comes to adding to those pools with charms (such as the dice adder charms in the melee tree) specialities don?t count to the attribute + ability maximum addition.
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