This is for Hacking. The official rules are at HouseRulesOnDisciplines. An Adept gets an internal and a peripheral essence pool, an essence of 2, and 8 favored skills: four predetermined by discipline, four tailored to your view of the discipline (get GM approval, back up with philosophy). Essence is effectively a measure of circle — see ExaltedHackingAdvancement. Charms in favored skills are cheaper, and don't require training, but mechanics-wise you can buy any charm which seems relevant to your Discipline; expect any charms with Essence requirements above 2 to be turned down, btu go ahead and ask. At least half your charms must be in favored abilities. This means any adept can aquire the basic defensive charms should they choose. Humans have Versatility explained at ExaltedHackingRaces. Archer: Missile, Athletics, Awareness, Dodge Warrior: Melee, Martial Arts, Athletics, Resistance Swordmaster: Melee, Presence, Socialize, Dodge Raider: Brawl, Sail, Presence, Larceny Cavalry: Ride, Melee, Endurance, Performance Seeker: Lore, Investigation, Presence, Larceny Smith: Crafts, Resistance, Bureaucracy, Lore Troubadour: Presence, Performance, Socialize, Linguistics Thief: Larceny, Stealth, Dodge, Thrown Beastmaster: Endurance, Resistance, Brawl, Survival Wizard: Occult, Bureaucracy, Lore, Investigation Elementalist: Occult, Crafts, Medicine, Survival Illusionist: Occult, Larceny, Performance, Stealth Nethermancer: Occult, Survival, Socialize, Medicine current nethermancers: TristianGoodfellow Reasons for the above choices — and some disagreements about details — are at ExaltedHackingDisciplinesWhy. Suggestions for charms to implement particular Talents are at ExaltedHackingTalentConversion.