OVA-Exalted
There are no Castes and the mark on their forehead will be a dependent on their Exalted type.
Solar Exalted will automatically match the highest die rolled with one other die, at the cost of 5 Endurance. For example, if they roll 5 dice and get a 1, 3, 3, 4 and 6, they may turn the 4 into another 6. All Power Moves will have the "Holy" Affinity. Miracles are also cheaper, simulating their Exalted nature and will cost 20 Endurance. They also get Vitality at 3 for free and may go up to 5. They receive "Special Perk: Longevity (3,000 years)" for free. Solar Exalted start with one "mental" Weakness (such as "Boorish" or "Compulsion") to simulate the Great Curse, which raises to -2 at "Vitality" 4 and -3 at "Vitality" 5.
Abyssal and Infernal Exalted are the same as Solar Exalted, save having the "Unholy" and "Demonic" Affinities for Power Moves, respectively. They receive "Special Perk: Immortality" for free. Both Exalted types receive the Weakness "Unnatural Weakness: Holy" at level 1, which raises to -2 at "Vitality" 4 and -3 at "Vitality" 5. They also receive "Special Ability: Vampire"* and "Special Ability: "Hell-Touch" both at 1, respectively.
Lunar Exalted all get "Special Ability: Totem Form" for free, which allows them to take one animal form at no Endurance cost. They get "Transformation" at level 1 for free to simulate their war form. "Shape Change" and "Transformation" both cost -1 XP to raise. They get "Vitality" 2 for free (which may be raised no higher than 4) and receive "Special Perk: Longevity (3,000 years)" for free. Miracles are also cheaper, simulating their Exalted nature and will cost 25 Endurance. They have access to "Special Perk: Partial Transformation" which allows them to manifest individual Abilities from "Transformation". Lunar Exalted receive the "Bizarre Appearance" Weakness at -1, which raises to -2 at "Vitality" 3 and -3 at "Vitality" 4. This can be countered with the "Shape Change" Ability, however they will be essentially mortal until they revert back to their Lunar Exalted form.
Sidereal Exalted can shift the result on a die for 5 Endurance a digit. So, rolling a 4 and changing it to a 6 would cost 10 Endurance. They get "Vitality" at 2 for free (which may be raised no higher than 4) and receive "Special Perk: Longevity (5,000 years)" for free. (NOTE: Although Sidereals gain no mechanical benefits from their Maiden, they are often predisposed to certain "roles", such as a Chosen of Mars being a warrior or a Chosen of Mercury being a traveller). Miracles are also cheaper, simulating their Exalted nature and will cost 25 Endurance. Sidereal Exalted receive "Special Weakness: Forgotten" at -1, which raises to -2 at "Vitality" 3 and -3 at "Vitality" 4.
Alchemical Exalted get "Human Arsenal" and "Transformation" (NOTE: Both of these power have a "mechanical" tone) at level 1 for free and both cost -1 XP to raise. They get "Vitality" 2 for free (which may be raised no higher than 4) and receive "Special Perk: Longevity (3,000 years)" for free. Miracles are also cheaper, simulating their Exalted nature and will cost 25 Endurance. Alchemical Exalted receive the "Bizarre Appearance" Weakness at -1, which raises to -2 at "Vitality" 3 and -3 at "Vitality" 4. This can be countered with the "Shape Change" Ability, however they will be essentially mortal until they revert back to their Alchemical Exalted form.
Terrestrial Exalted (Dragon-Blooded) have their appropriate elemental aspects tied to their Power Moves. So, a Fire-aspected Dragon-Blooded would have "Affinity: Fire" whereas an Air-aspected Terrestrial Exalted would possess "Affinity: Wind" (NOTE: At times, due to the mixing of Terrestrial bloodlines, elementally-aspected Affinities sometimes show other manifestations. For example, an Water-aspected Dragon-Blood with an Air-aspected parent might possess "Affinity: Ice"). They get Vitality 1 for free (which may be raised no higher than 3) and receive "Special Perk: Longevity (500 years)" for free. What follows is a list of free Abilities based upon the various elemental-aspects: Air: Quick +1, Earth: Armor +1, Fire: Unnatural Resistance (Fire) +1, Water: Agile +1, Wood: Unnatural Resistance (Poison) +1.
"Special Perk: Elsewhere (+5)" is exclusive for the "Weapon" Ability and allows for a weapon (or weapon set) to be sent to the pocket-realm of Elsewhere, stored there until needed and appearing instantly at no cost.
No mortal may have "Vitality" (nor may they use any items that grant Endurance), unless they are magically awakened in some fashion, they are magically awakened in some fashion, such as an Enlightened Mortal or God-Blooded, in which case they may have a Vitality up to 3. Unenlightened mortals may have Power Moves of an non-magical nature.
(I can explain some of the Special Abilities/Weaknesses/Perks/Flaws, if needed)